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Since it appears OP bailed, I'm taking over.
Same rules but I will tell you the results of each turn.
Also all the black areas are now cossack hordes.

last thread
>>22997076
>>
>>23000401
>Also all the black areas are now cossack hordes.

Are they all hostile to other nations?
>>
Rolled 8, 32, 32, 74 = 146

Reporting in.

Civ Tech: 1
Wealth: 4
Population: 2
>>
Rolled 31, 99, 68, 43 = 241

The High Priest's orders.....
1-2. Develop the hot-air balloons into larger dirigibles
3. Increase gold production
4. Search for other metals in the mines.
>>
>>23000401
Can I jump in?
>>
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Rolled 26, 90, 40, 40 = 196

>>23000219
>The Makers
>Such is not our way. Our own sweat and blood goes into the our works. Why would a Maker make steel not by his or her own hand? Such would be profane. Such should be striken down.

Then your work is virtuous, as is ours. Let us prosper together in peace and joy. I suggest that in this troubled world, we work alongside one another. Let us make a trade treaty.

We have food aplenty, and you are starting to make the crafts of our forefathers once again. In time, perhaps we shall even fight at one another's side. For now, let us agree to a nonaggression treaty, that we may all work in peace.

"With our fields fertile, let us prosper now, as we once did."

1-2: Build new farms. (Population)
3-4: Recruit Militia (Military)
>>
>>23000421
Also, stats.
Wealth: 2
Population: 1
Party: Endless.
>>
Okay...REPORTING IN!
>>
Grand Commisar Kelintz
You develop good housing+1 pop, You have good agriculture, +1 civ tech

King Alzam
+2 military, +1 wealth, add more fluff next time

The Makers
You expand a little but you arent here so idk about the forge

Emperor Alexander
you have a.....hole in the ground? maybe some fools gold? try again (55 is not enough success for a full gold mine) However, you develop the art of amputation, +1 civ tech

Clan Chief Aldus Rusthair
+2 wealth from relics

High Council of Mon' Grayr
no

Maritem
You have a bar +1 wealth, +1 pop hotels

Khan Dögruz of Cuman Khanate
+1 wealth, +1 mlitary

Also, 51+ just works for basic things, if its something complex you will need multiple success or one really good roll.

Post next turn, go
>>
Rolled 4, 7, 42, 84 = 137

>>23000401
Kirechi Conglomerate
Capital: Coerthe
Wealth 1
Armies 1
Population 1
War Tech 2
Civ Tech 3

From the notes of Archon Aeth Muerith:
"Once again, research into the Oriath fungus has proven fruitful. We have created a strain that will fire accurate orbs of acid at approaching foes. Grafting these to our walls, they will fulfill a function similar to archers (+1 war tech). Surprisingly, small sprouts of Oriath have sprung up in our laboratories, three feet tall at the most. These small humanoids, or should I call them Myconids, have been very helpful in the lab, seeming to want to aid their creators (+1 population). We have grafted blades onto our soldiers, freeing the Arbiters for further training as an actual army (+1 army).

Attempts by our engineers to improve Coerthe's infrastructure have not been going as well as I had hoped."

New Objectives:
1: Research Oriath (Weapons)
2: Research Myconids (Population)
3: Research Mining (Wealth)
4: Research Magic (Biomancy)
>>
>>23000401
Rolled 63, 72, 28, 34 = 197

In a reflection of the increasingly militarized and centralized nature of the UCE state, the government’s attempt to increase agricultural and aesthetic funding failed to garner enough support in the state’s bureaucracy and thus never even reached the desk of the Grand Commissar. Instead, the bureaucrats thought it best to begin a new recruitment campaign for the nation’s military. Furthermore, it was decided that a national road network would be essential for both the movement of goods and men during peace and wartime.

The United Collectives of Erbast

Wealth 0
Military 1 (recruitment campaign)
Population 0
War Tech 0
Civilian Tech 3 (bureaucracy, domestic intelligence agency, national road network)

1. Population: Develop affordable state housing for all citizens
2. Civilian tech/ population: agriculture
3. Wealth: Search the earth for precious resources
4. Military tech: iron-working / heavy infantry
>>
Rolled 99, 92, 97, 86 = 374

>>23000526
Current stats including this turn:
Wealth 2, Military 0, Population 2, Civ Tech 1, War tech 1.

This is under the assumption that rolling a 90 only gives me +1 to farming.
>>
Rolled 41, 75, 59, 26 = 201

>>23000568
Too bad you didn't use those rolls on your turn. That's uncanny.
>>
Rolled 86, 75, 94, 56 = 311

>>23000568
(Goddamit, I wish I could have had rolls like that on my proper turn)

"Many among you are reluctant to take up arms, I know. But we must be prepared to fight, lest the rampaging cossacks or our greedy neighbors take advantage of us.

1-2: Farming (Population)
3-4: Military
>>
Orange here, I have to go. Since I assume there's going to be no special privileges given out if you have to leave, do with my territory as you see fit.
>>
Rolled 47, 91, 22, 84 = 244

The High Council is concerned with our lack of advancement in military technologies. It temporarily assigns a host of craftsmen to the cause. We also seek to boost our population with advances in medical sciences.

1-2. War Tech: Armaments for our ships and men.

3-4. Population: Medical sciences
>>
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1. Have ships go out to bring tourists to the city, for the party! (Pop)
2. - 3. Have people go mine for gold, we need money to pay for booze!
4. Work on boats. (Civ tech)
>>
Rolled 23, 79, 25, 94 = 221

>>23000553
NEXT TURN ATLAST! *ahem*

What do you mean is fools gold?! Find me REAL gold! How are we to trade without something of value?

1&2.- Build a real gold mine!
2&4.- Build that Iron mine too!
>>
>>23000553
Oh we're going for our next turn. Righto.

Also my agricultural development was RPed more pop-wise than civ-tech wise.
>>
Rolled 48, 48, 51, 89 = 236

>>23000630
God damnit.
>>
>>23000639

The United Collectives of Erbast

Wealth 0
Military 1 (recruitment campaign)
Population 2 (state housing in cities, state granaries)
War Tech 0
Civilian Tech 3 (bureaucracy, domestic intelligence agency, national road network)

While in the midst of planning to improve the UCE’s military, word of discontent among the nation’s poor within the UCE reach the Grand Commissar’s from the Grandmaster of the Cloaks. Though not a threat in itself at the moment, Kelintz’s decides that it would be prudent to eliminate some of the concerns of this large group of the population, and thus decrees that the state would provide cheap housing for all urban citizens for the foreseeable future. To alleviate the concerns of the rural poor, Kelintz decides to reverse the earlier decision by the bureaucracy and provide some assistance to farmers in the form of large state granaries. These buildings will buy all excess produce from farmers at a fair price, ensuring that there is always a fair demand for their product.

1. + 2. Civ tech: Research the art of paper-making. The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
2. Military: Aim for strict discipline and develop a form of close order formation drill
3. Military tech: iron-working / heavy infantry

Free action: Send an envoy overland with a small party of soldiers to the black NPC and light green nations to my West on the southern continent. “Hello comrades, we come in peace and desire to establish mutually beneficial agreements, yes?”
>>
Rolled 89, 16, 93, 67 = 265

>>23000656
ffs, forgot to roll
>>
Rolled 46, 65, 1, 58 = 170

Everyone who isn't already in the informal chat get in here:

http://client00.chat.mibbit.com/#NationBuilder
>>
More GMs taking up the fabled Nation Builder mantle? Has He Who Builds the Builders returned?
>>
>>23000594
Stats with this turn, if there are no extra bonuses:
dice+4d100
Wealth 2, Military 2, Population 4, Civ Tech 1, War tech 1.
>>
>>23000686
No idea, but always welcome a nat builder
>>
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>>23000509
Success! you now have a working hot-air-elevation-contraption. A fleet in fact. But the lava burns a city, -1 pop. Also gold now comes from your mine. +2 wealth (not every turn)

>>23000526
Farms abound, +2 pop

>>23000554
Your biomancers have created a thing half plant, half bear. it kills several and has to be put down. You can now probably do smaller projects in a similar vein though.

>>23000594
Your farming intake scyrockets, +2 population. Roused by your speech the people take up arms, +3 military

>>23000623
+2 military tech and +1 civ tech for medicine.

>>23000635
You now have real gold and iron, +1 wealth, you have to do things with the iron.

>>23000656
You now have paper, well done. Write this down somewhere. +1 military tech for iron weapons. Free action is free

Also, everyone not named, tell me who you are.

And sorry, no room for new people at this time.
>>
Rolled 19, 49, 83, 75 = 226

The High Priest's orders.....
The Sun God demands gold to grow his nation!
1. Increase production in gold mine

These dirigibles shall be machines to conquer!
2. Make Iron mines.

3. Start dirigible production.
4.Train soldiers to use fire control as a weapon.
>>
>>23000686
Does anyone have the picture for the nation builder game that had 7 different colored nations with magic and shit?
>>
Rolled 95, 3, 59, 85 = 242

>>23000790
(Excellent. Then that makes my stats: Wealth 2, Military 3, Population 4, Civ Tech 1, War tech 1.)

Many of you have responded to the call, but brothers, we MUST be prosperous as well as strong! We have come to the home of our ancestors. They have many ancient mines we must waken yet again to serve our needs, rather than those of the gods."

1-2: Try to find old Iron Mine
3-4: Try to find old Gold Mine
>>
Rolled 54, 82, 38, 6 = 180

>>23000790

Ahaha! Progress! Now lets us do this...

1&2.-Increase military strength
3.-Build an amphitheater
4.- Create Iron armor

>>23000815
Lost it togetehr with other Nation stuff...FML
>>
>>23000790
Red nation on the south land.
>>
Rolled 17, 17, 44, 48 = 126

>>23000790

Kirechi Conglomerate
Capital: Coerthe
Wealth 1
Armies 1
Population 1
War Tech 2
Civ Tech 3
Magic Tech 1

From the notes of Archon Aeth Muerith:
"...ugh. Nothing went as planned. More next year."

New Objectives:
1: Research Oriath (Weapons)
2: Research Myconids (Population): Increase Myconid caste population, giving more workers and assistants.
3: Research Mining (Wealth)
4: Research Magic (Biomancy): Attempt to create flying fish that can be cultivated for food in underground enclosures.
>>
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>>23000630
You build better boats Maritem! +1 civ tech.
Not much else though, you find an old penny to spend on booze.
>>
Rolled 54, 24, 78, 64 = 220

>>23000790

The United Collectives of Erbast

Wealth 0
Military 2 (recruitment campaign, close order formations)
Population 2 (state housing in cities, state granaries)
War Tech 1 (iron weapons/armour)
Civilian Tech 4 (bureaucracy, domestic intelligence agency, national road network, paper)

With the centralized state government taking on an ever increasing burden of governance, the Grand Commissar determined that a more comprehensive system of record keeping was needed. To this end, he tasked the bureaucracy with developing a cheap and easy way to store and transfer information. ‘Paper,’ was found to be an excellent tool which met both of these criteria easily.

Away from the central halls of government, the Erbastian state army was busy utilizing the newly discovered ability to forge iron to improve both the weapons and armour of the brave soldier’s of the state. To this end, the Grand Commissar decided that the Erbastian army would focus on building a strong army; a force which would consist of a core of disciplined heavy infantry and a smaller force of cavalry for skirmishing and flanking.


1. Population: Establish government-run trade routes locally to improve standard of living
2. Population: Establish a state monopoly on fishing and whaling enterprises to keep prices low
3. Wealth: Look for precious resources in our territory.
4. Expansion: Expend one point of population expanding to fill the territory to the north.
>>
Rolled 88, 27, 10, 63 = 188

>>23000846
Bah, old pennies are terrible! We must find some wealth!

1. - 2. Have our traders go out and search for monies
3. Research paper making and such, it may have many party-related uses. (Civ tech)
4. Increase the party's size, it will no longer only take place in downtown, but the entire city! We will use this to attract new immigrants. (Pop)
>>
>>23000827
(Miscalculated. My pop is 5, not 4, with cossack's post I missed.)
>>
Rolled 89, 2, 31, 25 = 147

(Wealth: 4 / Civ Tech: 2 / Population: 2 / War Tech: 2)

1. Wishing to expand our available ports, we send settlers upon our advanced navies to populate the chain of islands to the east.

2. The Merchant Houses begin working with artisans to utilize more efficient crafting methods.

3. Our farms are outdated compared to our neighbors, we wish to research new agricultural methods.

4. The time has come to build a national defense, and the High Council puts out the call for men to join the first national army.

(How does military work now, does it cost anything?)
>>
>>23000656
>“Hello comrades, we come in peace and desire to establish mutually beneficial agreements, yes?”

Hm? Oh and envoy welcome! sorry i cant share nothing of entertainment but please, feel at home, what are this agreemets you speak of?
>>
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>>23000814
You begin work on a prototype air machine! (it will take 4 success to complete). +1 military tech for playing with fire

>>23000827
You find Iron! but you lose it forever as a cave in kills everyone. you find an old gold mine, another success can have it running again.

>>23000833
You gain +2 military. You manage to create an iron brick. it is useless as armor

>>23000844
nope.

>>23000890
+1 wealth from local commerce, You find a large amount of diamonds that you could mine for wealth. You expand and push your settlers secureing the desired area at -1 pop

>>23000894
The cossack host to your north has tons of gold as loot. They do not share however. You could take it if you want though. +1 pop

>>23000976
Your settlement goes smoothly

Also, bonus points if you keep posting stats with actions
>>
Rolled 59, 5, 59, 58 = 181

>>23001029

Kirechi Conglomerate
Capital: Coerthe
Wealth 1
Armies 1
Population 1
War Tech 2
Civ Tech 3
Magic Tech 1

From the notes of Archon Aeth Muerith:
"I am furious. I accidentally punched a hole through one of my assistant's heads last night in frustration. It's a good thing the myconids can recover from such wounds fairly quickly."

New Objectives:
1: Research Oriath (Weapons): Attempt to increase the precision of the acid launchers, and sharpness of the swords. Perhaps discover a new type of graft?
2: Research Myconids (Population): Increase Myconid caste population, giving more workers and assistants.
3: Research Dredging (Trade): Perhaps there are some things in the lake that we can use to trade with. From what we've heard in the outside world, trade seems to be a very important thing.
4: Research Magic (Biomancy): Attempt to create flying fish that can be cultivated for food in underground enclosures. This is still a priority, as our people are tired of whale and mushrooms.
>>
Rolled 99, 66, 14, 8 = 187

>>23000902
> Wealth 2, Military 3, Population 5, Civ Tech 1, War tech 1

"Men, what we faced was a terrible tragedy as the rotted workings of the old makers fell apart upon us. But we must not regret, nor look back. We must unite, become stronger than ever before! They seek to deny us the spoils of their iron as they sought to deny us the spoils of life itself in ages past. But be it through decay or malace, we WILL overcome them, and we WILL be victorious!

1-2: Iron Mine
2-4: Gold Mine
>>
Rolled 64, 78, 97, 34 = 273

>>23001029
GOLD. THEY HAVE GOLD.

1. - 4. Organize the people who are partying into a military force, offering them more booze and gold than they can shake a finger at when we win.

Make sure they're sober before we start training though.
>>
Rolled 17, 56, 15, 74 = 162

>>23001029

The United Collectives of Erbast
Capital: Vexal

Wealth 1 (diamond mines, government-run local trade routes)
Military 1 (recruitment campaign,)
Population 1 (state housing in cities, state granaries)
War Tech 2 (iron weapons/armour, close order formations)
Civilian Tech 4 (bureaucracy, domestic intelligence agency, national road network, paper)

In an effort to encourage local trade and minimize the risk of banditry within UCE territory, the Grand Commissar decided that the state would actively create local trade routes to help provide its citizens with more goods for a cheaper price. As a result of this decision, some merchants within the capital decided that they could now fund an exploratory mining expedition without worrying about needless risks. A decision that paid off for the merchants in a large way, as they found a large deposit of diamonds not too far from the nation’s capital.

Independent of the national government, a band of intrepid settlers decided to venture north and try their luck in the wilds of the world.

1. Population: Establish a state monopoly on fishing and whaling enterprises to keep prices low
2. Military: Train heavy infantry
3. Wealth: Have the new settlers to the north establish a vibrant port
4. Civilian tech: Farming
>>
Rolled 20, 54, 18, 51 = 143

(Wealth: 4 / Civ Tech: 2 / Population: 2 / War Tech: 2)

The High Council is pleased to hear of the success in the east, especially with all the failings upon the main isle. They turn to expansion and attempt to rally troops to make up for their shortcomings.

1-2. Military - Rally up local peasants and train them in basic warfare.

3. Expand to the southeast.

4. Population - Invest in local granaries to store food throughout the winters
>>
Rolled 29, 4, 17, 52 = 102

>>23001029
Alrighty

Wealth +3
Military +3
Population +0
Civ Tech +3
war Tech +0

1.-Build the Amphitheatre!
2&3.- Get those iron weapons armor going!
4.-Check on the birth rate...(increase pop)

We must have entertainment! what kind of uncivilised empire are we?!
>>
Rolled 12, 18, 92, 36 = 158

>>23001029
The High Priest sees great potential in the use of these dirigibles as military weapons.
1. Train soldiers to work together and create fireballs to launch at enemies. (Basically a cannon)
2-3. Complete prototype air machine.
>>
Name: Krom
Color: Gold
Fluff: What can be said about the Krom people other than they are crafty and strong. They are people who value honor and strength, they are terrifying fighters and respected allies. The people of Krom care not to fight their own wars, their women and working men are peaceful, they will try to avoid warring with other civilizations. The warrior armies of Krom are sold as mercenary companies to other nations. Krom generals are tactical genius', they often value their soldiers and try to keep them alive in their campaigns. Krom culture involves many celebrations in which the people feast and sing old songs of the past. Outsiders are excluded from these celebrations, only the most respected and trusted may partake. The Krom people are good builders, and good with their hands, but bad at things that require unconventional thinking (math).
>>
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>>23001280
You'll be added to the map at the start of next turn. Join the chat. Just another thing, You're an early country late into the game and start with 0 in every stat. I'll give you +1 pop and wealth though to catch up
>>
Rolled 50, 77, 80, 2 = 209

(This is for next turn, brb)

The United Collectives of Erbast
Capital: Vexal

Wealth 1 (diamond mines, government-run local trade routes)
Military 2 (Hvy Infantry Regiment, Light Cavalry Regiment)
Population 2 (state housing in cities, state granaries)
War Tech 2 (iron weapons/armour, close order formations)
Civilian Tech 4 (bureaucracy, domestic intelligence agency, national road network, paper)

An ever increasing demand for food coming for the UCE’s urban centres has forced rural farmers to defy hundreds of years of tradition and innovate. They are calling the new system of farming the ‘3-field’ system, and it is apparently much more productive.

One regiment of heavy soldiers is formally established as part of the nation’s standing army. No longer will the Grand Commissar have to rely solely on the military forces of the semi-independent united communes to project force, both domestically and aborad.

5. Population: Establish a state monopoly on fishing and whaling enterprises to keep prices low
6. Wealth: Have the new settlers to the north establish a vibrant port
7. Wealth: Mine the found diamonds
8. Military tech: Devise a system of logistical support so that soldiers can be supported in foreign campaigns
>>
>>23001341
And where is the chat? And what does population do, it didn't explain in the last OP's post.
>>
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>>23001073
Looks like you need a new assistant bro. +1 military tech, your acid launchers are accurate, you create a virus among the workers. I would drop you to 1 pop but youre already there. You find exotic fish, maybe someone will buy them if their interested. Your fish doesn't fly but it can live without water. (you would get +1 pop from it but the virus cancels this.

>>23001075
Iron! Tons of Glorious Iron. You have tons of it. +1 wealth and +1 civ tech as in the abundance the miners develop better tools wit scrap lying around

>>23001111
QUADS! You gain just as many armies/ military. (4). Surely you can defeat this horde now.

>>23001116
+1 Military for heavy infantry doctrine development. You develop efficient farming, +2 pop (civ tech helped)

>>23001139
You get +1 military and pop from granaries but it is hard on your wallet, -1 wealth

>>23001146
ha, no. +1 pop though from all the baby making

>>23001153
So close to getting airborne, just need to patch some more holes. Thats all you do

>>23001280
You're now the gold nation in the top left. post your first turn.
>>
>>23001397
It just helps with other things. Like its hard to recruit an army or do research if you have no people to do it.

http://client00.chat.mibbit.com/#NationBuilder
>>
Rolled 62, 36, 24, 50 = 172

>>23001417
The High Priest tries to whip his followers into a religious fervor...
"FOR THE GLORY OF THE SUN GOD!"
1. Try again to make soldiers combine their fire abilities to launch fireballs.
2-3. Work on Prototype machine.
>>
Rolled 25, 68, 71, 53 = 217

>>23001417
Are we going trough this again, scholars?...

Wealth +3
Military +3
Population +1
Civ Tech +3
war Tech +0

1&2.- Amphitheatre!
3&4..- do something usefull with that iron!
>>
Rolled 14, 75, 66, 49 = 204

>>23001417

Kirechi Conglomerate
Capital: Coerthe
Wealth 2
Armies 1
Population 1
War Tech 3
Civ Tech 3
Magic Tech 1

From the notes of Archon Aeth Muerith:
"We've found a delicious species of exotic fish, and engineered them so that they can live without water. Excellent. In additional news, our acid launchers have improved remarkably.

In other news, one of my apprentices, Gier Vath, has requested of me that he be allowed to depart Coerthe and found a Kirechi city on the northern part of the continent below us. I have given him permission to do so, with a group of setters, both myconid and human."

New Objectives:
1: Create new city (Population)
2: Create new city (Expand)
3: Research Magic (Biomancy): SENTIENT PLANTS. SENTIENT PLANTS THAT CAN BECOME BUILDINGS. SENTIENT PLANT BUILDINGS.
4: Research Magic (Biomancy): Experiments on grafting gills to humans and altering their lungs, so that underwater breathing becomes possible.
>>
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Rolled 1, 4, 10, 9 = 24

TIME FOR GOLD. MORE GOLD MEANS MORE BOOZE.

1. - 4? Attack the cossacks to the north of us with all the gold! We will attack their major cities, and steal all their gold! If there are any survivors, we will invite them to our party that never ends!
>>
Rolled 62, 36, 95, 91 = 284

>>23001417
Wealth 3, Military 3, Population 5, Civ Tech 2, War tech 1

Aldus was inspecting a fine iron cog. It's weight was glorious - a testament to the crafting skill of his people. Not content to merely scavenge, they had ripped metal from the heart of the earth itself, and bent it to their purpose. As it was meant to be. As it should be.

"Sir, we've just had word," the aid said. "The Cuman Khanates have fallen into chaos!"

Aldus considered for a moment. But only a moment. "Such a dangerous nation on our border cannot be tolerated any longer. Though we are a peaceful people, we cannot tolerate such chaos! All this land once belonged to the people, and to the people it shall belong again! We will conquer the Khanates and take their land, to safeguard our people."

1-2: Invade the Khanates (Yellow faction above me)
2-4: Continue to try for one more success to restart the gold mine
>>
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Rolled 52, 74, 85, 92 = 303

Time for actual turn now, other rolls were military.

1. Have merchants sail the seas, making money! (Wealth)
2. Have our farmers build farms! (Pop)
3. - 4. EXPANDS OUR LANDS
>>
Rolled 8, 2, 7 = 17

>>23001558
I guess that's a success.
No modifier. (x1)

Military Rolls.
>>
>>23001550
All that fail
>>
Rolled 31, 49, 27, 67 = 174

Wealth: 0
Military: 0
Population: 1 (Freebie)
Population: 0
Civ Tech: 0
War Tech: 0

Krom has long fished these coasts, the large fish it gave supported the tribes quick growth, for easier fishing the fishermen would try to develop a new device called a fishing rod.

The warriors of Krom love fighting each other, though it's just for fun and they don't mean to wound each other. They try to develop a new weapon called a sword, they make it from wood , the only material they know about.

Some of the workers find some pretty stones embedded into the rock, they start mining into the mountains with jagged rocks tied to sturdy sticks.

Using animal pelts the hunters begin to create a new type of clothing, one meant for battle. Leather armor is created by layering pelt after pelt, creating a thick and hard clothing that would help with combat.

1. Fishing rod.
2. Concept of sword.
3. Mining.
4. Leather hide armor.
>>
Rolled 94, 37, 1, 96 = 228

(Civ Tech: 2 / Wealth: 3 / Population: 3 / Mil tech: 2 / Military: 1)

1-2. Civ tech or Pop: Develop irrigation and farming techniques

3. Population: Encourage settlement in the newly acquired eastern isles

4. Mil Tech: Search for metal reserves for armor forging


(also sending military next post)
>>
>>23001613
Those were d10s dawg.
>>
Rolled 6 + 2

Raid cossack lands to the southeast in attempt to open land for new settlements.
>>
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Rolled 8, 10, 2 = 20

>>23001550
counter

note the bridge for the cannon.
>>
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Rolled 6, 8, 10 = 24

>>23001607
counter
>>
Rolled 6 + 2

>>23001691

Haha, awesome picture, that ones getting saved.

Terrible news for me though, so do I lose one military?
>>
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Rolled 10, 3 = 13

>>23001650
counter
>>
>>23000983
- Sign a Non-Agression Pact with Alexander.
- Trade the knowledge of paper-making for the knowledge of rudimentary medicine.
>>
>>23001730
Ah yes! Sure thing Neighbor, send some medics back with the envoy.
>>
Rolled 39, 15, 82, 62 = 198

The Makers have returned!

1-2. Expand
3. Finish the Forge
4. Continue to build the city of Yggrasill
>>
>>23001617
"Sir, we have reports. The new faction to the north have accepted our proposal. In return for Iron Weapons (+1 Military Tech) they are willing to sign a non-aggression and mutual defense treaty."

The Clan Chief sighed in relief, and kissed his iron cogwheel pendant.

"Though we could have wiped them out, I'm glad that we can focus our efforts on the barbarians to the north. We are not a warlike people in any event, it is ripping the secrets away from the corpses of our former gods and masters that is our concern. Let them have some iron swords and spears. It will do us no harm.

Together we can prosper."
>>
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>>23001368
You build a decent port, +1 wealth from commerce. You begin mining the diamonds, (diamonds are tough suckers, another success is needed to reach profit. Oh know! a group of soldiers go rogue and destroy the training academy (-1 war tech, close order formations)

>>23001470
You can now volley fire balls, +1 military tech. you keep forgeting a 4th action. Stop that.

>>23001488
You construct....... an amphitheatre. Its ok ish. You make iron weapons? +1 war tech.

>>23001489
No pop, but you E-X-P-A-N-D. You can now make plant buildings+1 civ tech

>>23001558
You invades. You have a running gold mine, +1 wealth. Keep mining and you get more

>>23001579
You expand like a MoFo in both directions. +1 Commerce for making money with Kelintz new port. +1 pop

>>23001617
You're not doing to good. but you develop leather armor +1 military tech (also, you arent cave men, think early dark age barbarians)

>>23001619
+1 pop from farming and +1 civ tech from that aswell. You find a ton of iron. min that shit yo.

>>23001550
You slaughter the cossack host and civilize some of their peoples gaining cities from the ashes of their once proud civilization. but lose 2 armies in the process

>>23001607
You lose an army in your forced withdrawl.

>>23001650
Your raid is a disaster, your men are cut down on the beaches. -2 armies.

>>23001777
You finish your forge and build your city. +1 pop +1 civ tech
>>
Rolled 7, 3, 8, 80 = 98

>>23001897
Kirechi Conglomerate
Capital: Coerthe
Wealth 2
Armies 1
Population 1
War Tech 3
Civ Tech 4
Magic Tech 1

From the notes of Archon Aeth Muerith:
"It looks like the founding of Oerthen was a success. Also, plants! I FUCKING LOVE PLANTS, PLANTS AND FUNGUS!"

New Objectives:
4x Research Myconids (Population)
>>
Rolled 14, 6, 10, 98 = 128

>>23001897

Wealth 3, Military 3, Population 5, Civ Tech 2, War tech 1

"Sir," the military official saluted, crisply. "The invasion has begun, but we have not managed to take territory yet. Although they are in disarray, they are equally as well equipped as we are, and far more mobile. We cannot yet take the advantage."

Aldus paced, considering.

"There are old weapons in the storehouses of the old gods. They were autonomous, with weapons that fired projectiles at range on their backs. No doubt they won't work very well now, and the autonomous parts won't work at all. Yet if we try, perhaps we can remove the spear-launchers from their backs, and make use of them in battle.

Hold the line on the front. We will seek to improve our fighting ability with these thunder-spear launchers.

And as we do so, let us also talk with our friends in Krom and among the Makers. Perhaps there may yet be a way to conquer these barbarians."

1-4: Improve Military Tech (Recover the Thunder-Spear Launchers from the remains of the ruined automated war machines.)
>>
Rolled 19, 87, 64, 74 = 244

>>23001897
The United Collectives of Erbast
Capital: Vexal

Wealth 2 (diamond mines, government-run local trade routes, northern ports)
Military 2 (Hvy Infantry Regiment, Light Cavalry Regiment)
Population 4 (state housing in cities, state granaries)
War Tech 1 (iron weapons/armour)
Civilian Tech 6 (bureaucracy, domestic intelligence agency, national road network, paper, 3 field system, rudimentary medicine)

Diplomacy
NAP with Alexander

The new northern settlers, in a bid to expand their monetary holdings, decide to open a port so that trade goods from around the world can enter the UCE. Meanwhile, the merchants who had previously found a rich deposit of diamonds rather obviously decide to begin mining immediately.

In a surprise move, a small group of soldiers, unhappy with their pay allotment decided to rebel against the righteous authority of the Grand Commissar. Their pathetic rebellion was swiftly put down and their families punished, yet not before the military academy in the capital and it’s precious books on military tactics were burnt and lost.

1. Expansion: Spend a population point and move westward along the coast
2. Wealth: Continue trying to mine the diamonds
3. Military tech: Rebuild the burnt military academy and reteach close order formations to the troops.
4. Military tech: Research siege weapons (ballista)
>>
Rolled 68, 67, 40, 48 = 223

Civ tech: 3
Weath: 3
Population: 4
War Tech: 2
Military: 0

The High Council is in shock at the complete loss of their army and the fleet of ships sent with it. It will take a long time to lick these wounds, as the best military academics were camped with that army. The luck of striking iron, however, gives us a glimmer of hope.

1. Military - Train new cadets

2-4. Iron - I mine that shit yo indeed.
>>
Rolled 34, 18, 71, 25 = 148

>Wealth: 9
>Population: 3
>Civ tech: 1
>Military Tech: 0
>Military: 2

We have defeated the Cossacks, tamed their people, took their gold teeth, and The Parteh is STILL GOING!

1. - 3. MOTHER FUCKING BOAT RESEARCH! BIGGER, FASTER, STRONGER. WE MUST RESEARCH THE ART OF MAKING SHIT FLOAT ON WATER. (Civ tech, specifically boats)
4. Expand our new Cossack-lands, we will bring new people under the banner of Parteh.
>>
Rolled 77, 45, 54, 41 = 217

>>23001897
The High Priests commands.....
The Sun God wishes a closer bond with the people.
1. Try to develop flame magic in a few soldiers that they are not harmed by fire to such an extent they can wear it as clothing. (Flame Walkers)
2. Mine gold
3-4. Finish prototype flying machine.
>>
Rolled 64, 91, 5, 26 = 186

1. Using our Forge of the Ages create blades fit to be in legends (war tech)
2. expand our farms. Our people need food. (pop)
3.-4. Expand

civ tech: 7
pop: 2
>>
>>23002013
Correction to stats:
Wealth 4, Military 3, Population 5, Civ Tech 2, War tech 1

Working Iron Mine, Working Gold Mine, Three Field Farming, and nonaggression pacts with Krom and The Makers. Mutual Defense treaty with Krom.
>>
Rolled 56, 83, 25, 94 = 258

>>23001897
Wealth: 0
Military: 2 (Iron weapons, leather armor)
Population: 1 (Freebie)
Population: 0
Civ Tech: 0
War Tech: 0

It was interesting to come into contact with a different civilization, these people that came seemed so much more advanced than the men of Krom, but they were not feared. In exchange for strong iron weapons Krom would treat the men of CogHolme with respect, and to defend them against their foes.

Krom would develop ranged weapons called bows, this would help with hunting and fighting.

The Krom workers would try again to mine, they knew they would need to venture into the earth to gain it's wealth and power.

Using some wood the Krom workers would create granaries to store their crops, this would help them keep their food uncontaminated and readily available for many days.

The Krom wisemen studied the flowing of water, and they ordered the workers to dig large trenches connecting rivers to their fields of crops, this would help water their fields and hopefully provide bigger harvests.

1. Bows.
2. Mining.
3.Granaries.
4. Irrigation.
>>
>>23001897
>Wealth +3
>Military +3
>Population +1
>Civ Tech +3
>war Tech +1

Good° some progress! Now, lets prepare!

1&2.- Increase population...dont ask me just fo it!
3.-Good! Now Iron Armor!
4.- Instruments! we now need instruments
>>
Rolled 51, 97, 17, 24 = 189

>>23002151
ASDASDASDASD
>>
is it too late to join?
>>
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>>23001988
You create some more Myconids (whatever that means) but they rebel. The yellow area is no longer under your control But still +1 pop. Teach them a lesson and make an example of them.

>>23002013
+2 Military tech

>>23002020
+3 wealth from diamonds, do it again and get more, also drys the mine. +2 military tech.

>>23002028
+1 military, you have iron, do something with it now.

>>23002059
What are boats? (nothing really new discovered) and thats it.

>>23002061
You make some progress with fire magic but its dangerous stuff, the tread slowly (3 more success)
Flying machine is complete! You will get a +5 military bonus to any engagement you deploy it to.

>>23002078
+3 war tech (dat forgin) and +2 pop (forges tools as well.)

>>23002134
+1 war tech for bows, +1 waelth from mining copper, +1 civ tech and +1 pop for irrigation

>>23002164
+3 pop, hot damn you're like rabbits.
>>
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>>23002258
Nope, Just choose one of the colored areas without a name or a black splotch (choose a color to replace the black) then join the chat and post your actions
>>
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Rolled 97, 18, 83, 49 = 247

>>23002279
(Myconids Pictured)
Kirechi Conglomerate
Capital: Coerthe
Wealth 2
Armies 1
Population 2
War Tech 3
Civ Tech 4
Magic Tech 1

From the notes of Archon Aeth Muerith:
"Rebellious myconids from the new breeds have broken off of Coerthe and started to attack civilians. Dispatching squad of Arbiters to take care of the problem."

New Objectives:
1: Research Magic: Biomancy (mages that can poison enemies and create mutants to attack under their control - counts as military tech)
2: Create a division of magic-using Arbiters (+1 army)
3: Research more fungus, we need another graft. Perhaps armor grafts this time. (also military tech)
4: More civ tech - try building roads.

Rolling for attacks against myconids in next turn (1d10 I suppose from one army)
>>
Rolled 44, 92, 16, 24 = 176

I accept Commissar's terms of trading

Mil Tech: Greek fire for his Ballista

Civ Tech: Navy for his 3-field farming

as well as a Non-Aggression Policy, the opening of a new trade route between our nations, and the denouncement of our nearby cossack neighbors.


If he too accepts
>>
Rolled 8

>>23002363
Sending Arbiter squad against rebel myconids. Arbiters are too diverse in their levels of mutation to sum up with a single picture, but they are a high-power low-numbers type of army.
>>
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Rolled 2, 70, 5, 8 = 85

>>23002279
ALAS something went right!, prepare men! we shall prepare for hostilities!

>Wealth +3
>Military +3
>Population +4
>Civ Tech +3
>war Tech +1

1&2.- Iron armor dammit
3&4.- Recruit campaing!
>>
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Rolled 67, 90, 13, 85 = 255

Oh, know what? Fuck the boats, we're gonna go full party.

1. BIGGER, STRONGER, FASTER. We improve the party so more people immigrate to Maritem City, the city that never stops partying. We use 2 wealth to help improve the party.
2. - 4. EXPAND, MORE PEOPLE MUST KNOW OF THE PARTY.
>>
Rolled 83, 33, 13, 32 = 161

1. Build vast roads using our stonecraft our people do not deserve to treck on roads of dirt.
2. - 3 Seek the deeps of the earth for gems , silver and gold. Our cities shall glitter with wealth.
4. expand
>>
Rolled 89, 72, 34, 48 = 243

>>23002279
>Wealth 4, Military 3, Population 5, Civ Tech 4, War tech 3

>Working Iron Mine, Working Gold Mine, Three Field Farming, and nonaggression pacts with Krom and The Makers. Mutual Defense treaty with Krom.

>+2 to Civilian Tech traded with The Makers - Access to the Forge of Ages, and stone working secrets

The Clan Chief looked down upon his soldiers with pride. They had succeeded beyond his wildest expectations. Now they were using thunder spear launchers pryed from the ruins of the old civilization. As they impacted on their targets, they made a satisfying and incredibly loud "BOOM!". Though the old machines didn't work, the launchers did, with just some new drawstrings. What's more, they were simple enough to build - new ones would be crafted from Iron, and they could engage even low flying aerial targets.

"Excellent work, men. Builders, craftsmen, and discoverers all. We are ready. Today, we return to the steppe and conquer the loathesome barbarians there. With these weapons in hand, we will be invincible!

1-4: Invade The Yellow nation to the north.

(Combat Modifier x3)
>>
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Rolled 1

>>23002405
counter
>>
Rolled 8, 1, 10, 2, 8, 10 = 39

>>23002436
Combat Modifier X3.

Not sure if I should roll twice or not, since I got two successes.

If not, just take the firs tthree.
>>
Rolled 54, 62, 32, 72 = 220

>>23002279
The United Collectives of Erbast
Capital: Vexal

Wealth 5 (diamond mines, government-run local trade routes, northern ports)
Military 2 (Hvy Infantry Regiment, Light Cavalry Regiment)
Population 4 (state housing in cities, state granaries)
War Tech 5 (iron weapons/armour, greek fire, ballista, close order formation, basic naval tech)
Civilian Tech 6 (bureaucracy, domestic intelligence agency, national road network, paper, 3 field system, rudimentary medicine)

Diplomacy
NAP w/ Alexander
NAP and Trade Agreement w/ MonGrayr

Huzzah!! With one last mighty heave, the miners pry loose a rock containing many small sparkling diamonds. These merchants, and by extension the UCE, has just become much wealthier.

To ensure that image of stability is maintained, the Grand Commissar orders that the military academy in the capital is to be rebuilt as soon as possible. One group of pathetic rebel soldiers is nothing against the might of the state, and the new academy should reflect this, orders Kelnitz. It was rather fortune that the military academy was rebuilt so quickly, because as luck would have it, one of the new batches of cadets has the brilliant idea of constructing engines of war. He calls his large arrow-throwing device a ‘ballista’ and says that it will be a huge asset on any battlefield.

1+2 Military: Construct a small fleet of navy ships. Mostly transports with a small escort
3 Military: Recruit another regiment of heavy inf soldiers
4. Expand: Use one unit of population expanding eastward
>>
Rolled 13, 8, 75, 40 = 136

Civ tech: 3 (Basic Medicine / Roads / Advanced Navies)
Weath: 3
Population: 4
War Tech: 2 (Greek Fire / Naval Boarding Crews)
Military: 1

Rich Iron! Time to put it to use.

1-2. Mil Tech: Research iron weapons and armor
3-4. Military: Raise more troops, preparing to teach the southern hordes a lesson
>>
>>23002061
Trade deal:

Kelnitz trades mil tech (ballista) to Inferono for 2 units of wealth
>>
Rolled 47, 15, 94, 5 = 161

The Makers welcome the knowledge of Iron once more into their libraries. With glad arms they also welcome the people of Cog Holme into their Forge. Their pride is obvious as they show off their greatest achievement.

>stats after trade
civ tech: 9
war tech: 3
pop: 4
>>
>>23002436
"The Makers have agreed to the trade treaty, lord." The messenger said. "In return for our three-field farming techniques and some unearthed secrets of our ruins, we have access to their Forge of Ages and Stone working technology."

The Clan Chief read the finalized treaty with glee. "Truly we have proven ourselves spiritual brothers this day. Crafter to crafter, builder to builder. At first I feared they would be like our distant ancestors, but it seems they are instead more like we are. Simple men trying to reclaim the secrets of lost gods. Once this war is done, perhaps an era of peace and crafting can reign after all."
>>
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Rolled 9, 3, 9 = 21

>>23002455
counter
>>
>>23002516
Reference here >>23002020
>>
Rolled 89, 80, 7, 92 = 268

>>23002279

A nation cobbled together from a loose collection of poor, feuding baronies, warring tribes, heavily armed collections of independent ranchers, and mercenary armies: The Confederation was founded by a traveler from a distant world who introduced strange new concepts to the peasantry: Science, Equality, Democracy, Freedom, and other strange ideals that soon engulfed the entire region in vicious civil war.

When the smoke cleared, the Traveler knit the surviving groups together in a new nation, finally free of the petty tribalism and robber barons that had brought so much misery to the region. Now, a new era begins. The storm comes...

Name: Iron Confederation

Location: Upper-right corner of upper-right-most continent.

Actions:

Develop a superior written language.

Establish a Democratic Republic with an emphasis on the independence of its individual member states. It's time to bring this place out of the Dark Ages.

Write a Constitution.

Write a Bill of Rights. No, it's not an actual bill, Jorgden, put the treasury notes away.
>>
Rolled 99, 84, 12, 56 = 251

Wealth: 1 (Copper)
Military: 0
Population: 1 (Freebie)
Population: 1 (Irrigation)
Civ Tech: 1 (Granaries)
War Tech: 3 (Iron weapons, leather armor, bows)

These rocks are so shiny, that is what the Krom men said as they laid their eyes upon the glorious metal. To other nations it might've been mundane, worthless, but to Krom it was precious and to be valued. Copper was experimented on, tested, they knew it was hard, they wanted to mold it, shape it into rings and wear it.

Krom women would start to mix herbs and create primitive medicines as the men worked and hunted.

Some fishermen theorized that bigger fish live farther off the shore, so they developed small boats to carry them a few hundred meters off the shore to fish for bigger game.

The Krom men continued to mine into the mountains around their homes, they will find more precious metals eventually, they knew it.

1. Find way to melt/mold the copper.
2. Medicinal potions.
3. Small boats.
4. More mining.
>>
>>23002391
The commissar does indeed agree to the above terms and welcomes his new allies in the fight against the Cossak menace.
>>
>>23002571

>Name: Storm Confederation

I've got delicious ores on my mind.
>>
Rolled 9, 92, 65, 12 = 178

>>23002279
The High Priest witnesses the rise of the flying contraption the engineers have finished making. It consists of 6 regular dirigibles attached together with tethers and walk ways. Around the outskirts of the dirigibles is a platform attached in a circular fashion around them. Soldiers trained at tossing fireballs (Fire Starters) and mounted ballistas (traded from Kelintz for two gold) are positioned on the platform.

1-2. Mine gold mines
2-3. Research into flame walkers.
>>
>>23002595
As the first messenger left, a second messenger came in.

"Sir, the Krom civilization has agreed to trade their military tech with ours. We will provide them with the secrets to make the thunder spear launcher, they will share with us the secrets of their bows and leather armor."

Aldus considered. "Although some may consider the secrets of the bow to be less worthy than the Thunder Spear launcher, it is not so. It takes longer to load and does no especial damage beyond the psychological effect of its sound - and is therefore useless in stealth. We must gladly accept this trade."
>>
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Rolled 6, 9, 1 = 16

>>23002363
You make some research in biomages but you need another success to see big returns. You also develop a chitin-e fungus-e plating technology +1 military tech

>>23002405
You slaughter the rebels. none survive.

>>23002406
You develop iron armor +1 war tech but the recruit drives have the civilians up in arms and they rebel. you lost the red section. reclaim it.

>>23002414
THIS PARTY IS OFFFFF DAAA CHAINNNNN +3 pop. You expand more.

>>23002425
You develop a roadway system +1 civ tech

>>23002455
You slaughter them, all of them. Nice new real estate. But you lose 1 army.

>>23002482
+2 Navies (NEW TERM!) You expand, -1 pop.

>>23002494
+1 army.

>>23002571
+3 civ tech, Join the chat.

>>23002595
You forge that copper like crazy. +2 military tech (brass weapnps and armor) +1 civ Tech (statues and shit). You also belive tha maybe, just maybe you could use this metal to make pipes which move steam. To what ends? I cant say.
You develop meds keeping your people alive +1 pop, +1 wealth.

>>23002648
Research continues, +3 wealth from mines.
>>
Rolled 52, 17, 46, 19 = 134

1.2. Continue seeking gold, silver and gems in the deeps. Create mines for the valuables if found.
3. research golemcrafting
4. Recruit armies. Our world is a dangerous one.
>>
Rolled 6, 7, 5, 8, 5 = 31

>>23002770
Ofcourse Ill reclaim it!

CHARGE!
>>
Rolled 7

>>23002770
Kirechi Conglomerate
Capital: Coerthe
Wealth 2
Armies 1
Population 2
War Tech 4
Civ Tech 4
Magic Tech 1


New Objectives:
1: Research Magic: Biomages (military tech)
2: Research Magic: Biomages (military tech)
3: Create Navy
4: Create Army (Myconids this time, low power high numbers)
>>
Rolled 98, 50, 82, 71 = 301

>>23002823
Disregard that military roll. Not attacking anything.
>>
Rolled 52, 85, 97, 1 = 235

>>23002770
The United Collectives of Erbast
Capital: Vexal

Wealth 7 (diamond mines, government-run local trade routes, northern ports)
Military 4 (Hvy Infantry Regiment, Light Cavalry Regiment, 2 Small transport fleets w/ escorts)
Population 3 (state housing in cities, state granaries, state monopoly on fishing and whaling)
War Tech 5 (iron weapons/armour, greek fire, ballista, close order formation, basic naval tech)
Civilian Tech 6 (bureaucracy, domestic intelligence agency, national road network, paper, 3 field system, rudimentary medicine)

Diplomacy
NAP w/ Alexander
NAP and Trade Agreement w/ MonGrayr

After concluding a successful trade deal with the High Council of Mon’ Grayr, the UCE was given naval technology, which the Commissar promptly put to use building a small navy for the fledgling state. It was time to flex the military power of the UCE and demonstrate to the rest of the world that they were a force to be reckoned with.

Grand Commissar Kelnitz noticed that rapid population expansion of the UCE was putting a large strain on the pockets of the state’s poorest citizens. Thus, in a bid to increase his own popularity and quell any murmurs of revolt, he decreed that a state monopoly on fishing and whaling enterprises would be established to help keep food prices low. This was mostly a theatrical gesture however, as the vast majority of the UCE’s food supplies came from rural farms and not from the ocean.

1+2 Military: Both armies and navy move to attack the Cossacks in the north east
3 Population: Encourage breeding among the common folk
4 Military: Recruit two regiments of heavy infantry (one per dice)
>>
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Rolled 10, 7 = 17

>>23002818
counter (i'm out of cossack pics)
>>
Is this still open?
>>
>>23002875
That's only meant to be recuit one regiment...
>>
>Wealth 4, Military 3, Population 5, Civ Tech 4, War tech 3
>Working Iron Mine, Working Gold Mine, Three Field Farming, and nonaggression pacts with Krom and The Makers. Mutual Defense treaty with Krom. Access to the Forge of Ages, and stone working secrets. The secret of Leather Armor and Bows.

The Clan Chief looked on pitlessly as the leader of the barbarian horde who destroyed the CogHolme second infantry was strapped to a giant stone wheel - a new secret learned from his allies among the Makers.

He looked up to the device of execution. On top of a long stone half-tunnel, an enormous rusty iron cog was restrained with rope.

"Release the judgement of Iron." He said.

An assistant cut the ropes holding the cog in place. Immediately it began to roll, flying straight as the walls of the half-tunnel kept it going there.

"We will never be defea-" the retrained barbarian cried, as the cog reached him crotch first. It rolled onto and over and through him, crushing his innards in an instant, continuing on to fall over sideways in the empty field beyond him.

"My people, we are safe again. It is time to replenish our forces, and then return to peace. "

Wiping blood off of his face, mixing in with is rust-red hair, the Clan Chief turned to provide new orders to his people.

1-2: Recruit Military
3-4: Run the Gold Mines
>>
Rolled 86, 59, 81, 82 = 308

>>23002932
Forgot my rolls.
>>
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Rolled 61, 30, 88, 99 = 278

>Wealth: 7
>Population: 6
>Civ tech: 1
>Military Tech: 0
>Military: 2

>>23002770
WAIT, THE PARTY IS ONLY OFF THE CHAIN? MAN, WE SHOULD HAVE LEFT THE CHAIN A LOOONNNGGG TIME AGO.

1. Expand the City of Maritem. We gotta have more people for the party! (Pop)
2. LETS TRY THIS AGAIN, FUCKING BOATS, HOW DO THEY WORK? IF WE THROW 2 MONIES AT IT, WILL IT WORK? (Civ Tech, spend 2 wealth on it)
3. SEND OUT OUR MERCHANTS AGAIN TO GET MORE MONEY. (Wealth)
4. Expand again, this time use 2 wealth to help us buy out other villages, and show them the way to party!
>>
Rolled 6, 7, 7, 5 = 25

>>23002770
Attack the cossacks in the north east with i hvy inf regiment, 1 light horse regiment and 2 small navies.

War tech mod = x5

CHARGE!
>>
Rolled 21, 63, 39, 26 = 149

Civ tech: 4 (Basic Medicine / Ports/ Roads / 3-Field System)
Weath: 3
Population: 4
War Tech: 3 (Greek Fire / Navy / Ballista)
Navies: 1
Armies: 1

1-2 Military: Send my navy to claim the coast and army to slay the cossack hordes to the southeast.

3-4 Wealth: Develop a mint using the iron deposits
>>
Rolled 81, 44, 14, 23 = 162

>>23002770

The newborn Confederation finally moves past the dark ages, while the peasants are still illiterate and poor, they are no longer under the heel of so-called "Nobels".

1: Get back on that Constitution thing. This time, keep the donkey away.

2: Carpentry. "The fuck? You call that a shed? Give that goddamn hammer, I'll show you a woodshed."

3: Research improved Stonemasonry.

4: Establish a road network. "Just dirt for now, the fancy stuff comes later. Just cut through as many obstacles as you can instead of going around."
>>
Rolled 53, 94, 66, 37 = 250

>>23002888
Now thats settled....

Lets actually recruit some people

Wealth +3
Military +3
Population +4
Civ Tech +3
War Tech +2

1 to 4.- Recruit!
>>
Rolled 1, 6 = 7

>>23002908
No, we end in one turn, check back next week, 4 hours ago
>>
Rolled 1 + 3

>>23002953

Attacking the cossacks to the southeast with my army. (I guess navy didn't make it?)
>>
>>23002976
OK will do.
>>
Rolled 7, 10 = 17

>>23002948
counter
>>
Rolled 16, 68, 3, 88 = 175

>>23002770
The High Priest commands...
1-2.Send a Dirigible detachment armed with Fire Starters to the Cossacks at the center of my continent.
2-4. Research Fire Walkers
>>
God fucking dammit, I always join just as these threads end.

You had better actually show up instead of vanishing into the mist like everyone else.
>>
>>23002932
"Ships have been spotted on the horizon. Yet we do not have any..."

Aldus considered. "Send a missive to any ocean going ship that makes it near our shores. Tell them we will exchange tech for tech, and money for naval ships."

He turned around, and considered whether or not to make ships of his own...
>>
Rolled 3

>>23003130

War tech:Control of fire/lava, dirigibles,
pyromancers, Fire cannons
>>
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Rolled 9, 10, 2 = 21

>>23003116
counter
>>
Rolled 7, 46, 34, 40 = 127

Wealth: 2 (Copper)
Military: 0
Population: 2 (Freebie, potions)
Population: 1 (Irrigation)
Civ Tech: 2 (Granaries, brass embellishments)
War Tech: 7 (Iron weapons, leather armor, bows, thunder spear launcher, brass weapons/armor)

The Krom miners melt copper to create copper pickaxes and use them to mine, they are fairly soft and fragile but better than using stone. They develop tunnels and create giant mines, searching for even more metal.

Krom melts the copper and shapes it into pipes, surely they can be used for something, maybe catching and funneling rain water?

For too long have the Krom populace live in huts, the carpenters create wooden houses, large ones that provide a good amount of living space.

A training field is made to train up a standing army, strange hostile men are in the south, the men of Krom must go to war soon.

1. Mining.
2. Copper pipes.
3. Comfortable wooden houses.
4. Training field.
>>
>>23002932
Wealth 4, Military 3, Population 5, Civ Tech 4, War tech 5

Previous stats mentioned were incorrect. I forgot to figure in trade bonuses to military might.
>>
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>>23002817
You establish a gem mine filled with various precious stones. first in the world.

>>23002818
Overwhelming success

>>23002823
Look at them biomages! +4 Military tech. +1 navy, +1 army

>>23002875
+3 pop, military rebellion, note the blue area

>>23002932
+2 armies, +5 wealth

>>23002941
+1 pop, +1 wealth, holy shit, the expansion

>>23002953
I don't even need to roll, it goes badly and a retreat is again forced bu no loses.

>>23002958
Constituted, +1 civ tech

>>23002965
+ 2 amries

>>23002948
Success, you gain some of what was once their land.

>>23003053
Gains made in fire walkers, almost there. But then staggering set back as several die a fiery death.
The assualt was........... horrific.The airship was somehow taken down, we hav no clue how. the army managed to escape and tell the tale (it will take 1 action to build a new airship, you still know how)

>>23003185
you get nothing, bad rolls all around.

Thus begins the last turn, make it count and check the chat for directions for next game.
>>
>>23003202
The UCE, having not so long ago gained the knowledge of extended sea travel, decided to embark set off in a small voyage of discovery. In a somewhat fortuitous turn of events, they discovered the Cog Clan, a seemingly ancient and mysterious people. While separated by a seemingly insurmountable cultural gap, the desire to trade for mutual benefit is something that transcends even the highest of barriers.

- Kelnitz trades mil tech (basic naval tech and iron armour) to CogHolme for mil tech (thunder crossbows)
>>
Rolled 17, 57, 4, 53 = 131

>>23003256
The High Priest commands...
1. Build another flying contraption
2.Recruit dedicated civilians to the army.
3-4. Firewalkers all around
>>
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Rolled 84, 85, 12, 78 = 259

Kirechi Conglomerate
Capital: Coerthe
Cities: Oerthe
Wealth 2 (Whale parts +1, exotic fish+1)
Armies 1 (Arbiters, Myconid Draft)
Navies 1
Population 2 (Humans +1, Myconids +1)
War Tech 8 (Biomages/summoners +4, Blade Grafts +1, Acid Launchers +2, Armor Grafts +1)
Civ Tech 4 (Fish farming +1, Whaling +2, organic buildings +1)

Research in magic is a huge success! Biomages have been enlisted into the forces of the Arbiters and Myconid Draft, and they are powerful. With the ability to cast poison spells and control rampaging mutant beasts, they make Kirechi armies a force to be reckoned with.

As expected, the Archon is pleased, and believes it's about time to start expanding.

New Objectives:
1: Research mining. Need wealth.
2: Research mining. Need more wealth.
3: Expand to the tip of the continent.
4: Expand south.
>>
Rolled 68, 7, 52, 21 = 148

1.2. research golemcrafting (civ tech)
3. mine out those gems
4. Recruit armies. Our world is a dangerous one.
civ tech: 10
forge of the ages: +6
iron working: +1
stone working: +1
3 field tech: +1
roads: +1

war tech: 3
Legendary blades: +3

pop: 4
farms +1
tools +1
City of Yggdrasil +1
initial: +1

wealth: 0
gem mine
>>
Rolled 83, 80, 28, 83 = 274

Wealth: 2 (Copper)
Military: 0
Population: 2 (Freebie, potions)
Population: 1 (Irrigation)
Civ Tech: 2 (Granaries, brass embellishments)
War Tech: 7 (Iron weapons, leather armor, bows, thunder spear launcher, brass weapons/armor)

The general tries to rally an army, he tries to train them with teamwork building exercises.

Krom once again triesmelts the copper and shapes it into pipes, if nothing else they look fancy.

In order to get to the southern nation the men of Krom must build boats to carry their strong soldiers!

A training field is made to train up a standing army, one cannot build an army from teaching them proper tactics, they must know where to strike the opponent and how to wield a weapon!

1. Tactics training.
2. Copper pipes.
3. Boats.
4. Training field.
>>
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Rolled 20, 68, 17, 54 = 159

>>23003256
HOLY EXPANSION BATMAN.

>Wealth: 4
>Population: 7
>Civ tech: 1
>Military Tech: 0
>Military: 2

1. - 4. WE'RE GONNA FUCKING EXPAND. WE MUST SHOW ALL HOW TO FUCKING PARTY. USE ALL 4 WEALTH FOR THIS.
>>
Rolled 3 + 3

Civ tech: 4 (Basic Medicine / Ports/ Roads / 3-Field System)
Weath: 3
Population: 4
War Tech: 3 (Greek Fire / Navy / Ballista)
Navies: 1
Armies: 1

The High Council is upset with their lack of military strategy, and decide to focus on their prowess: commerce.

1-4: Wealth: Develop minted coin from iron deposits.

(DIPLOMACY)

I agree to trade to CogHolme

3 war tech (greek fire / boarding crews / ballista) -in exchange for his 3 war tech (Bow+Leather Armor + Iron Weapons)

I agree to trade to Inferno

2 war tech (greek fire / ballista) -in exchange for 1 civ tech and the military services of his empire
>>
Rolled 89, 23, 11, 81 = 204

>>23003413

Also here are my proper action rolls.
>>
Rolled 22, 45, 96, 31 = 194

>>23003413
The High Priest is satisfied with this, Agreed.
>>
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Rolled 4, 4, 10, 8, 7, 10, 5 = 48

>>23003256
NOW we march!

Attack the cossacks on the north!
>>
Rolled 77, 73, 68, 31 = 249

>>23003446

now....


Wealth +3
Military +5
Population +4
Civ Tech +3
war Tech +2

1&4 Get that gold mine working again!
>>
Rolled 57, 15, 54, 64 = 190

>>23003256
Wealth 9, Military 5, Population 5, Civ Tech 4, War tech 5
>Working Iron Mine, Working Gold Mine, Three Field Farming, and nonaggression pacts with Krom and The Makers. Mutual Defense treaty with Krom. Access to the Forge of Ages, and stone working secrets. The secret of Leather Armor and Bows.

>Trade bonuses
Mon' Grayr: greek fire / boarding crews / ballista +3 Mil Tech
Kelintz: basic naval tech and iron armour +2 Mil Tech
Archon Aeth: blade grafts, acid launchers, and armor grafts, +4 Mil tech whaling, +1 Civ Tech

Adjusted totals:
Wealth 9, Military (Army) 5, Population 5, Civ Tech 5, War tech 14
>>23003315

"The skies have ripped open and gifted us with the knowledge of all the peoples of the world." Cheif Aldus said. "In the past few nights I have been visited by great sailors, a truly cultured civilization, and a dark and mysterious stranger with the previously unknown secrets of magic. They have shared with us a world we would have never dreamed possible. Yet here we are. We must work to build great ships to visit them - and we must work to truly know this technology, better than ever before.

1-2: Build Navy
3-4: Research combining CogTech and Magic and New technologies
>>
Rolled 20, 62, 73, 34 = 189

>>23003322
>Trading with Cogholme

"I see you have returned from the sea, High Magus Jaerin. The technology you have acquired from them will be put to good use - though I do not like the idea of parting with our secrets. I hope you did not reveal any magical wisdom to our dear friends."
-Archon Aeth Muerith

+4 Military Tech: Bows, Leather Armor, Thunder Spear Launcher
+1 Civ Tech: Three-Field Farming

"Oh, and the Maritem? They were happy to part with settlers for our recent expansion in exchange for blueprints of our ships. It seems the civilizations of the world will be friendly to us, as we had hoped."
-High Magus Jaerin

+1 Population

Current stats:
Wealth 2
Armies 2
Navies 1
Population 3
War Tech 12
Civ Tech 5
>>
Rolled 1, 9, 4 = 14

>>23003446
counter dawg
>>
Rolled 34, 81, 80, 38 = 233

>>23003256
The United Collectives of Erbast
Capital: Vexal

Wealth 7 (diamond mines, government-run local trade routes, northern ports)
Military 4 (Hvy Infantry Regiment, Light Cavalry Regiment, 2 Small transport fleets w/ escorts)
Population 6 (state housing in cities, state granaries, state monopoly on fishing and whaling)
War Tech 8 (iron weapons, iron armour, greek fire, ballista, close order formation, basic naval tech, thunder crossbows)
Civilian Tech 6 (bureaucracy, domestic intelligence agency, national road network, paper, 3 field system, rudimentary medicine)

A surge of patriotism filled the streets in cities across the UCE as the nation’s first ever military expedition got underway. These young men were the best the state had to offer, equip with all of the latest equipment and trained to maintain their discipline and composure under fire. Yet at the end of the day, not matter how elite these young men were, they were still men. Thus the night before the military expedition departed, many young women got to experience a difference side of their nation’s armed forces.

As news of the soldier’s glorious defeat over the Cossack menace spreads throughout the nation, street parties erupt out of nowhere. However, during the celebration, a band of renegade soldiers who despise the Commissar and his benevolent yet despotic rule choose to launch their attack. Casualties from the surpirse attack are high, yet the Grand Commissar vows to never surrender and immeidetly begins to plot counter attacks.


1 Military tech: Research repeater ballista
2 Military tech: Officer's academy
3+4 Military: Send both armies and navies home to deal with the dam traitors
>>
>>23003522
(Note: Cogtech+Magic is Miltech research)
>>
Rolled 5, 4 = 9

>>23003548
Rolling against those foul traitors! As they are inland - 2 armies (1 hvy legion and 1 light cav)

Mil tech bonus = +8
>>
Rolled 9, 4 = 13

>>23003643
counter
>>
>>23003522
"Our Allies among the Krom are feeling cheated, lord." The Diplomatic attache carried a letter which was covered in substances best left undescribed, so if anything the messenger was understating things.

The Clan Chief was unhappy. Yes, they had traded some of the tech shared with them by the Krom, but not for their own good alone.

"We do not want strife among the nations. Let our clan send to them two of our new secrets, that we know shall please them and let them wage war upon the cossacks. The Secrets of Naval Technology, and Acid Launchers."

The Messenger left with the reply.
>>
Rolled 37, 87, 60, 1 = 185

>>23003256

4: "No, I know how to hold a hammer. I was doing that on purpose. Look, it's a perfectly good sawhorse. What woodshed? It's a sawhorse, look at it. Forget what I said, I meant to make a sawhorse. While I'm at it, might as well show you backwards fucks how to build a proper woodshed too." (Carpentry)

2: "You know what happens when you fall of the horse? You get back on. I guess that goes for rolling boulders off yourself and whacking away at them with hammers, too."

3: Get on that goddamn road. Look it's a line. It goes straight. That's not a fucking line Sven. Fuck, where did you idiots learn Geometry? Wait, never mind.

4: You know what this place needs? Some goddamn Science that's what. Shut up a minute and I'll explain it to you. (Research Scientific Method)
>>
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Rolled 6, 7 = 13

>>23003318
You recruit 1 army, Progress with fire walkers is complete, +4 war tech.

>>23003322
You build a mine, +2 wealth to start, keep digging (2/9). You expand south.

>>23003325
Golem crafting begins, (1/4) You mine gems, +3 wealth (1/5)

>>23003382
Tactics+1 war tech, You begin researching copper pipes (1/3), You build a training field, +1 war tech.

>>23003401
you continue to expand. What happened to a maritime society?

>>23003413
You mint coin!+3 civ tech

>>23003446
Crushing victory, well done.Gold mine is up and running +3 (3/8)

>>23003522
+1 Navy, +5 to mil tech (you got quite the trade going)

>>23003548
Officer academy +1 mil tech. You succedd in crushing the rebels.

>>23003754
You get math, +1 civ tach, same for whatever number 2 is but #4 got you a dark age, lose all civ tech, even what you just

Last post, GG go back to the chat
>>
>>23003818
Good game all. Looking forward to next week!
>>
>>23003818
>>23003826

Indeed. It will be fun.
>>
Rolled 72, 60, 1, 50 = 183

(DIPLOMANCING)

On this fine and glorious day, we the collective High Council of Mon' Grayr do declare, in hopes of a stronger, more civilized and unified east, the The United Collectives of Erbast to be our military ally in the fullest sense of the word.

Any act of aggression towards this state, will be seen as if upon our own soil.

And we accept their token of war tech (Iron Armor) as a symbol of this newly forged bond.
>>
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>>23003869
"Today we celebrate, people of the west! Today we cheer, former slaves, liberated and stepping into a glorious new world as it's masters! We have seen new friends across the waves, new potential allies everywhere! Even now, our new trading partners the - High Council of Mon'Grayr flourish in the east! The Mystical forces Flourish to the North! The Collectives of Erbast have shared their knowledge with us, even as they struggle with traitors. Such things are not to be ignored or forgotten. Indeed, our two longest and most steadfast allies, the Krom and the Makers, stand with us still.

We have traded with many great civilizations this season, and learned many new secrets! But we have also put a new spin of our own upon it. Gentlemen - I give you our greatest achievement. Thanks to the secrets of the mages, we have figured out a new way to revive old technology."

The Clan Chief rips away a tarp to reveal the previously concealed shape underneath. It is strange - covered with twisting fungus, over a metal frame. A mix of rust red and fungal white combine, blooming and twisting in strange ways. It is unclear whether it is sinister or glorious, or both. But whatever it is, it is a marvel of engineering and magic both.

"This is our new support to our soldiers. Our new, strong ally on the front lines. Gentlemen... I give you the COGANID! Let this be the dawn of a new era! Let all men unite and share their knowledge! We are the inheritors of RustHolme! We are the Clans of Iron! And we are the heralds of the new dawn!"
>>
Shoot. I lost Cossack's e-mail. Any other players who have it and are reading through the archive, go ahead and shoot me an e-mail.



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