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File: 1362526118263.jpg-(211 KB, 501x602, cover.jpg)
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Finally, time it is for 4th installment of Cossack’s Most Glorious Nation Builder.
The world nears a new age of technology with steam power spreading through the nations and economic blocs are forming polarizing the world economy.
Also for all the returning veterans, there will be no world event to spur your people to war. You will have to create your own scapegoat reasons for war.
>>
File: 1362526388360.pdf-(60 KB, PDF, Rules.pdf)
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These be the rules, read them (same as always for those returning).

New nations that want to join I will need:
Name:
Location:
Color:
Fluff:

You will start with 1 population, 1 wealth and 5 stability.
also required that you join the chat
http://client00.chat.mibbit.com/#NationBuilder

Play will begin when the map is posted (roughly 30 mins from now) and the first turn will conclude half an hour after that give or take.
>>
The previous threads for those who are interested
http://archive.foolz.us/tg/thread/22997076/ - Session 1
http://archive.foolz.us/tg/thread/23000401/ - Session 2
http://archive.foolz.us/tg/thread/23268076/ - Session 3
>>
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Name: Ley Line Alliance
Location: West across the waters from the Aztec
Colour: Dark Blue
Fluff: Formed by several sages who believed they had found a point where all the ley lines of the world connect. Using the ley lines they hope to obtain mastery over nature and a way to read the knowledge of the land.
>>
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Today’s numbering system is…….The French Language!
A Note: That striped portion of Cossacks is a vassal state under inferno. Vassal states can now be formed from NPC’s or conquered enemies. They can be used as portions of your own nation as far as actions go but can have separate resources and are separate entities for fluff purposes. Inferno, this vassal has 1 pop and 1 army. You may kidnap the populace for experimentation as you wish but doing so too frequently will cause problems. Nothing serious but you may need to light rebels on fire from time to time.
You may also notice some nations have been removed due to inactivity. I give a grace period of 2 sessions then the nation will be removed. If you tell me you’re going to miss it before we start I won’t count that session as an absence.
P.S. If you could post progress on research and mines (x/x) next to the actions it will save me the time of scrolling to find it.

You can post first turns now, if i get bored waiting I will bump with Most Glorious Cossack Pictures
>>
Rolled 35, 88, 67, 57 = 247

1. 2. Finish the Railroad System,
3. Create another army
4. Expand North.

Stats:
Wealth: 2
Pop: 4
Civ Tech: 15
War Tech: 15
Rec: 0
Defenses: 2
Armies: 3
Navies: 0
Inf: 8
Com: 2
Special:
Forge of Ages
Diplomatic School

Stability: 9
Cannibas +1

Civ Tech: 15
Iron Working +1
Masonry +2
Golems +3, Steel tools +2
Printing Press: +4,
Paper: +1
Centralized Education: +2

War Tech: 15
Legendary Blades +3
steel armor +3
Warforged +5
dirigible airships +1
Arial Golems +3

Defense: 2
fortress +2

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

Other:
Steel
Spice
Steam Engines
Rail System (1/3) : +2 Inf, +2 Commerce

Gem Mine (3/5)
Mithril (0/4)

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

Diplomatic School:
This school allows you to send out 'diplomats' who can do various nefarious things like steal tech and sabotage other nations.
>>
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Rolled 63, 60, 25, 96 = 244

>>23529382
While the Ley Line Alliance is established, it's little more than tent camps and hut villages. So the Council decides that the first order of business is to improve infrastructure, proper houses and roads must be built to improve the living standards of the alliance's members.

1) Form a builders guild
2) Construct a network of roads
3) Establish a coastal capital
4) Quarry stone, lots of stone
>>
>>23529432
Railroad System is currently at (1/3) for completion
>>
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>>
Rolled 86, 32, 54, 62 = 234

Stats:
Wealth: 3
Pop: 10
Civ Tech: 5
War Tech: 2
Rec: -1
Defenses: 0
Armies:
Navies: 3
Inf: 0
Com: 16
Stability: 9

1. - 3. We should start working on our own specialized currency, the Maritem Gold Dollar! The Maritem Gold Dollar's value would be based on the amount of gold Maritem government has in it's coffers.
4. Build some casinos. (Wealth)
>>
>>23529679
forgot your name!
>>
>>23529679
Forgot name!
>>
Wealth - 4
Population - 5
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 14
Stability - 7

Armies - 4
Navies - 2
Defenses -

Taxation is in effect. Cycle 1/2

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

1. Finish Steam Repeater Weapon 2/3
2-3. Put the shipyards to work! (Navies)
4. Have I struck the earth lately? No? Then so be it. (Wealth Resources)

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

It's good to be back.
>>
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>>
>>23529771

Whoops forgot my name. Also Cossack, could you go over the taxation system for me again? I seem to have forgotten how much wealth i gain per cycle.
>>
>>23529771
You forgot your name and your roll
>>
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>>23529787
PM in the chat
>>
Rolled 64, 91, 62, 72 = 289

The Relentless

Wealth: 5
Pop: 4
Civ Tech: 18
War Tech: 21
Rec: 3
Defenses: 2
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 0
Com: 12
Stability: 9


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5, steel +3, Astrology +1

Defense
Control of Lava+2

Civ Tech
Mining+1, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), rudimentary medicine +1, Astrology +2
(Mine 8/10)
(Glass)

1-3. Research Magic control for rocks
4. Mine gold mines
>>
>>23529873
damn
>>
Name: Associated Tribes of Aprican

Location: New Guinea

Fluff: Aprica is an island populated by tall slender black skin (literally black) natives located where modern day New Guinea. They practice animalism, nature and ancestor worship.

Color: Orange

Wealth: 1
Population: 1
Civilian Tech:
Military Tech:
Recruitment:
Defense:
Armies:
Navies:
Special Units:
Commerce:
Infrastructur:e
Stability: 5
>>
Rolled 79, 17, 58, 25 = 179

>>23529892
1. Research Iron Tools.
2. Research Irrigation methods
3. Research Farming methods
4. Research Animal husbandry
>>
>>23529787
You also forgot to roll.
>>
Rolled 9, 17, 28, 9 = 63

>>23529990

Oof. Alright. Time to get your game off on Mon' Grayr.

Here are my rolls.
>>
Rolled 48, 60, 30, 26 = 164

>>23530080

Annnnnnd I'm off to a resounding failure of a start. Curse you electric dice mistress.
>>
>>23530080
oh ouch
>>
This is Kelnitz, can't respond fully right now; Mon Graryr can chose and roll for my actions until I'm back.
>>
Rolled 3, 79, 45, 34 = 161

>>23530168

I will do well by your peoples until your return Commissar.
>>
Rolled 54, 51, 91, 16 = 212

Rolling on behalf of Commissar Kelnitz.

*insert flavor text about glory of the UCE*

1-2. Finish research into cannons 1/3
3. Utilize steam engines to upgrade navy to steam-powered iron clads
4. Develop steel armor
>>
Rolled 95, 46, 24, 46 = 211

>>23530328

Haha I cant roll for my own country for shit, but I will do my allies well.
>>
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next turn, AFKs have been marked.

>>23529432
Makers
With the forge of ages you complete the railroad, +4 more inf, +2 civ tech and +2 defense due to army mobilization increases. +1 army, You expand.
>>23529455
Leyline
You build a road, +2 Inf (nice pompeii pic, its a nice place). You begin a Builders guild (1/3). You also get a ton of stone. Any great works project you attempt will require half as many successes it normally would.
>>23529679
Maritem
Maritem Dollar (2/5). Casinos grant +1 wealth
>>23529873
Inferno
+1 wealth from mine (9/10). You can control rocks through the use of the magic glass shards channeling your pyromancy capabilities. Special: Doubles the successes of earthwork projects.
>>23530080
Mon'Grayr, you achieve nothing.
>>23529892
There is no New Guinea on this map, choose somewhere else?
>>23530328
Kelnitz(proxy)
You develop cannons, +4 war tech. You have steam boats +2 war tech, bu
>>
Rolled 47, 34, 8, 56 = 145

1. Expand North
2.-4. Begin the next stage of the Maker's Plan, Create the first Titan. Create Odin, the Skyfather! (Use Mithril) (Invest 2 Wealth) (1/4)
>>
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>People still play nation-builder games
This made my night, really wish I had time to joint.
>>
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>>23530467
Bobski!
Your games were fun. It is an honor to have you grace my thread.
Have a cossack fighting a tiger.
>>
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Rolled 20, 48, 79, 61 = 208

>>23530383
With the construction of roads and the builders guild doing well gathering members and working on putting roofs over peoples heads things are looking good and the Council can turn towards the goals of the alliance. The Council are confident the central ley line point is somewhere in the area they have settled but to be sure more must be learned about the ley lines themselves.

Stats:
Wealth: 1
Pop: 1
Infrastructure: 2
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.

1) Form a builders guild (1/3)
2) Establish a coastal capital
3-4) Study Ley Lines (special research)
>>
Rolled 89, 4, 33, 44 = 170

>>23530383
The Relentless

Wealth: 8
Pop: 4
Civ Tech: 18
War Tech: 21
Rec: 3
Defenses: 2
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 0
Com: 12
Stability: 9


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5, steel +3, Astrology +1

Defense
Control of Lava+2

Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), rudimentary medicine +1, Astrology +2

(Glass)

The High Priest Says....

"We need to find more gold."
1. Search fro gold mine
"This new rock work will help us fortify our country."
2-3. Use the rock forming to dig tunnels through the country to serve as quick passage ways and perhaps a sub-city
4.Create a University near the capital to teach magic faster to students.
>>
Rolled 93, 50, 43, 8 = 194

Ugh, aristocracy doesn't pay like it used to.

"The steamworks run slow m'lords, and the shipyards are bogged down with the inclement weather."

"The unreliability of these peasants is ever-maddening! If they don't shape up, then maybe a strong hand will have to do the shaping! And the climate itself doesn't help.... if only...."


1-4. THE WEATHER MACHINE.....

I kid I kid.

1-2. Really want these steam repeater rifles
3-4. Run those shipyards until they break
>>
Rolled 97, 57, 37, 25 = 216

>>23530383

Rolling for Kelnitz.

The glorious UCE wants Ironclands, so Ironclads they will get.... with time....

1. Begin research into whatever entails the construction of the ironclad.
2-3. Strike the earth for wealth to better the grand UCE
4. Fortify the coastline with defensive emplacements (defenses)
>>
So uh, I just read the rules and skimmed the thread so far... if I, a complete newbie wants to join in, I just put down my preferred color, nation name, general location, and some fluff? Be gentle please.
>>
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>>23530748
yep, thats it.
I'm gentle unless you crit fail. Then you may hate me.
>>
GODDAMMIT

YOU CAN"T KEEP SNEAKING PAST ME LIKE THAT

THERE IS NO WAY A THREAD CAN BE THIS STEALTHY
>>
Rolled 14, 57, 7, 80 = 158

>>23530748
>>23530777

If you crit fail Cossack comes to your home and breaks your favorite thing inside of it.

You know the one I'm talking about.

And so does he....
>>
>>23530801
It's the grey cover picture. Sneaks past everyone.
>>
>>23530383

Give me a second to hunt down my stats. Did I email you my stats after the last session?
>>
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>>23530848
nope.
>>
>>23529892
Can I get the island east of the Pan-polynesian tribes?
>>
>>23530383
Can I get the island east of Pan-polynesia?
>>
>>23530777
Eh, how could I hate you for obeying your own rules?

The Tyranny of the small merchant collective known as Maurice's Merchants is a fast growing group of several merchant empire rules over by the most cunning and ruthless merchant of them all, Maurice himself. Supplying everything from amulets to arms and armor, the Tyranny is growing fast, and who knows how long it may be until they expand their business practices to other nations?

Name: Maurice's Merchant Tyranny
Location: Northwest of Kelintz, on the same large southern continent if possible
Color: Orange

>>23530801
Try the catalog here? http://catalog.neet.tv/tg/
>>
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>>23530892
Sure, re-join the chat and tell me where exactly on the island you want.
I'll count your first turn actions with the second's
>>
Rolled 83, 68, 90, 38 = 279

>>23529892
1) Research Coal and Fossile Fuels
2) Retry Irrigation
3) Research Advanced Farming methods
4) Invent writing
>>
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Rolled 56, 99, 12, 47 = 214

Wealth: 1
Pop: 1
Civtech: 8
War: 2
Rec: 0
Inf: 6
Stab: 10
Com: 5
Defenses: 0
Armies: 0
Navies: 0
Projects: The God Killer (3/10 success) Iron Tools (3/6 successes) Elite Force (2/3)
Resources: Gold Mine (1/8) Tax System

1: RECRUIT ANARCHISTS. Bring a message of peace and order to these rugged individualists, so that they may strengthen our great nation.
2-3: Continue work on Iron Tools (Invest 1 Wealth)
4: Research Scientific Theory (If I already have this, then improve it. I can't remember).
>>
Rolled 14, 22, 52, 96 = 184

>>23530919
1) Set up a nationwide road system (think ancient Rome)
2) Develop Luxury Trade Goods with which to entice others!
3) Research Mathematics
4) Locate resources within current territory
>>
Rolled 33, 12, 25, 94 = 164

Name: Gaia
Location : Anywhere warm for plants
Government type: Council of elected from each subtype of plants present in the country, and 1 representative for the humanoids.
Ideology and/or Religion: Love and respect for mother nature and the development of one's self and technology for a better quality of life.
Color: Brown

1-2 Explore our land to search for good terrain for all of our races to settle down and be comfortable.
3- Look for resources we can use to gain wealth from, for our usage or for selling.
4- The year of our settling will be marked by a week long festival of happiness and prosperity.
>>
Rolled 21, 65, 89, 100 = 275

1. - 3. Continue developing the Maritem Dollar!
4. Research better navigation (Civ Tech)
>>
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next; quickly now, theres lots of you.

>>23530465
Makers
With all your bonuses you are at (1/4) successes for the Titan. (note to others, there is absolutely no way to emulate this project)
>>23530576
Inferno
You find a gold mine (0/8). While attempting to tunnel a shard of glass goes haywire and bores deep into the earth quickly and uncontrollably. Magma spews from the earth clogging the progress with solidifying lava rock as works burn and die in droves. You lose 2 stability as the people fear you may have lost the favor of "The Inferno Within". Lava rock also makes the (9/10) mine inaccessible and you lose that potential 1 wealth.
>>23530584
MonGrayr
You make the steam powered Gatling launcher repeater. (it is way too large to be considered a rifle though) +4 war tech. Ship yards dont do nothing. They bend but dont break
>>23530677
Kelnitz(proxy)
Now you have achieved Ironclads, +3 war tech to naval operations. You find a gold mine (0/7)
>>23529932
>>23530988
Iyanla
Iron tools, +1 civ tech. Coal and fossil fuels (2/6). You develop crop rotation, +3 infrastructure.
>>23531030
Boss
Forget Iron, You accidently into Steel. Don't ask me how but your scientists somehow pulled it off without planning. +2 civ tech and access to steel. some Anarchists recruited.
>>23531174
Maurice
You research mathematics, Nerd. +1 civ tech. You find TEA! Oh boy, how you shall revolutionize the economy. You know, once you start trading it.
>>23531180
Gaia
You have a nice festival, +2 stability (now 7). Nothing else works
>>23531203
Maritem
(4/5) Dollar. You navigate like a beast with a compass. +3 civ tech, +2 commerce from efficient sea routes, +2 war tech for strategic troop movements.
>>
Rolled 97, 55, 24, 100 = 276

1. Mine out those Gems! (3/5)
2.-4 Continue building Odin. our first Titan!
>>
Rolled 96, 59, 80, 91 = 326

>>23531308
1-2:Search the land to find resources we can use/trade
3-4:Establish cities and villages where our people will feel safe so they can settle down
>>
Rolled 19, 64, 38, 69 = 190

>>23531308

1: dem Anarchists gonna get befriended
2: Research STEEL WEAPONS (Do I get a bonus for already having steel tools? That would probably make it easier)
3: Research Improved Stonemasonry.
4: Continue research into improved Science
>>
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>>23530571
You begin studying the Ley lines (2/5)
>>
Rolled 52, 24, 50, 10 = 136

>>23531308
The Relentless

Wealth: 8
Pop: 4
Civ Tech: 18
War Tech: 21
Rec: 3
Defenses: 2
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 0
Com: 12
Stability: 9


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5, steel +3, Astrology +1

Defense
Control of Lava+2

Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), rudimentary medicine +1, Astrology +2

(Glass)

Mine(0/8)

The High Priest's orders...

1. Bring vassals to the capital (around a hundred)
2-3. Use the rock and lava tech to make roads.
4. Use the lava tech to make a land-bridge from the end of the peninsula to the mainland.
>>
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Rolled 65, 94, 94, 33 = 286

>>23531308
>>23531389
A way to map the ley lines accurately enough to determine the point where all the world's ley lines meet is underway and the Council is pleased. However some believe that the construction of a coastal capital is failing is that they are building it to far from the local ley lines and abandon the project altogether in favour of expanding the road network.

Stats:
Wealth: 1
Pop: 1
Infrastructure: 2
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.

1) Form a builders guild (1/3)
2) Expand road network
3-4) Study Ley Lines (special research) (2/5
>>
Rolled 3, 16, 67, 71 = 157

Wealth - 8
Population - 5
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 14
Stability - 7

Armies - 4
Navies - 2
Defenses -

Taxation is in effect. Cycle 2/2

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

Councilman Bornello looks over the new troops with a distinct eye for detail. These men and women are indeed the best of the best Mon' Grayr has to offer. Gathered before him are the sharpest minds, the most reflexive muscles, and the coldest eyes he had seen in his lifetime. Those cold eyes. Bright gleaming blue from years of spice ingestion, treatments delivered daily since birth, yet still a dullness hid behind the shimmer. The hardening of the soul that comes with becoming a mental warrior. A psychic arbiter of death. These Psi-Ops forces would in time come to offer a new definition of warfare to the world, and the massive multi-barreled steam propelled devices of destruction each platoon wheeled at their side was more than an assurance of that alone.

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

1-2. Construct fortified emplacements along our shores
3-4. Bend the damn shipyards harder
>>
Still space for me to join in?
>>
Rolled 45, 96, 14, 7 = 162

Rolling for kelnitz

1-4. Mine the precious gold to turn into statue of glorious leaders
>>
Rolled 4, 61, 85, 16 = 166

>>23531308
Success! Well, partially. While math helps economics flow, giving people a basis of how many of a thing you have, and allowing acts of advanced commerce to take place! The discovery of Tea is a great boon to the nation-state, and it's perfectly poised to take advantage of that with its coastal nature...

Wealth: 1
Pop: 1

Civ Tech: 1
Mathematics 1

War Tech: 0

Rec: 0
Defenses: 0
Armies: 0
Navy: 0
Specials: 0
Special Tech: 0

Inf: 0
Com: 0
Stability: 5

1-2) Nix roads, work on building up a strong wharf and naval base to establish the bones of our trading empire.
3) Harvest Tea
4) Develop country's currency, the Welch.
>>
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>>23531578
Sure, be quick, you're the last addition.

ALSO, AS OF NOW, NO MORE SPACE TO JOIN, SORRY.
>>
Name: The Technofederation of the Free Future
Location: Bay area below Gaia on southern continent
Color: Darkest Green (if not, choose whatever)
Fluff: Known as Futurists, composed of a society of Technomages (Transhumanist esotericists) operating with a framework that is somewhere between the United Federation of Planets and Anarchist Catalonia.
>>
Wealth: 8 Pop: 8 Civ Tech: 14 War Tech: 20 Rec: 0 Defenses: 0 Armies: 5 Navies: 1 Inf: 1 Com: 6 Stability:10

The clan chief rose from his sickbed at last. The medicine his people had gained through trade had saved his life, but had taken him away from his people for far too long. The plague had not been so fortunate to others, however. He was determined not to make the same mistake twice. His regent had been receiving his orders. The doctors had been restricted by hidebound traditions - a lack of thought and foresight, and the inability to move resources where they needed to go. All would need to be fixed.

1-4: Applied Steel and Steam technology: Making civilian technologies with the power of steam and steel. (Civtech)
5-8: Applied Steel and Steam Technology: Making the military stronger. (Miltech)
8-12: Research the Scientific method.
>>
Rolled 18, 33, 60, 3 = 114

Even though the party still rages, our people have once again returned to the seas! Let to nation of Maritem prosper once more!

1. Finish developing the Maritem Dollar!
2. - 3. Start a school to train our traders, bankers, and sailors. We shall call it the School of Economics and Sailing!
4. Begin researching how to make steel.
>>
Rolled 67, 72, 35, 28, 16, 56, 50, 33, 53, 33, 28, 88 = 559

>>23531751
Odd. My rolls were there but didn't appear. Ah, wait. Typo.
>>
Rolled 77, 59, 16, 15 = 167

1- Build world-class university/library
2- Construct nationwide road network
3- Build army.
4- Send diplomats into nearby unexplored lands.
>>
Rolled 48, 51, 38, 93 = 230

DIPLOMACY TIME

The Eastern Star Trade Bloc offers to Maurice the Merchant Tyrant it's minted standard, the Iron Star, and a future of trade!
>>
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AT THIS SIZE IT IS 100% critical that you remind me how many success (x/x) you have on something.

>>23531339
Makers
Gems! All the Gems! +6 wealth (5/5) You also find another gem mine (0/3)
You Complete Odin!!!!
Special: counts as 2 armies (2 combat dice) +4 war tech in whatever battles it takes part. Also has the ability to shape the world itself (roll as an action)
>>23531371
Gaia
You find Opium! Surely this new addictive pleasure-bringer will trade well or placate the masses. +2 pop from thriving cities
>>23531374
Boss
You manage steel weapons (yes knowing steel makes it easier) +2 war tech. Civ tech +3 for scientific theory.
>>23531393
Inferno
You successfully bring in the "vassals". You build roads, +2 inf. Lava is a good idea, but not this time, doesn't work.
>>23531506
LeyLines
+ another 1 inf for roads (they cant get much better until you develop engines and stuff), Ley lines (3/5)
>>23531541
MonGrayr
+2 navies but they are warped from being built at a bent shipyard. Rather than building coastal defenses, you somehow sink a portion of your coastline. And an entire city. -1 pop and stability as people drown/flee/riot/etc.
>>23531584
Kelnitz
Mine all the gold, +7 wealth.
>>23531590
Maurice
You build a wharf but OH NO PIRATES! A merchant fleet has broken off from your nation and is ransacking you (they are the black spot). -1 wealth. You harvest tea, +2 commerce.
>>23531774
Maritem
You start a school (1/3). However, when attempting to develop steel a roaring fire spreads quickly from the experimental forges. -1 stability and -3 commerce as the fire burns homes and docks.
>>23531788
Cogholme
Scientific method: +3 civ tech. You begin to develop “steam based locomotive devices (5/8)
>>23531893
Techno
You build roads, +2 inf, You begin a massive library project, (1/3)
>>
Rolled 24, 87, 47, 26 = 184

>>23532018

1: Are you an Anarchist? Not for much longer!
(Am I absorbing the Anarchists population too, or just their land?)
2: Improve steel.
3: Research mills.
4: Improve Stone Masonry.
>>
Rolled 6, 83, 73, 81 = 243

>>23532018
With the roads covering all the the alliance's land the council decides it's time to grow and sends people north along the coast to settle more land.

Stats:
Wealth: 1
Pop: 1
Infrastructure: 3
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.

1) Form a builders guild (1/3)
2) Expand north
3-4) Study Ley Lines (special research) (3/5)
>>
Rolled 90, 48, 40, 78 = 256

1- Continue library project
2- Develop farming
3- Develop trade sector/port
4- Send out adventurers to find rare books/artifacts
>>
Rolled 88, 55, 90, 4 = 237

>>23532018
The pirates were a problem, Maurice knew. But he also knew that pirates were simply Privateers who hadn't been hired yet. He would change that...

As well, diplomacy with the easterners. It hurt Maurice deeply to abandon the currency he'd forged with his own hands (in both meanings of the word), but the offer made to him was too good to pass up. It gave him and his people an already working and strong currency to use, as well as partners to sell the tea to. He accepts their offer wholeheartedly.

Wealth: 0
Pop: 1

Civ Tech: 1
Mathematics 1

War Tech: 0

Rec: 0
Defenses: 0
Armies: 0
Navy: 0
Specials: 0
Special Tech: 0

Inf: 0
Com: 2
Stability: 5

1-2) Attempt to reel in the pirates as the beginnings of the Tyranny's naval force, using them as privateers.
3) Begin Tea trade with the Eastern Star Coalition
4) Attempt to develop more luxury goods
>>
Rolled 57, 87, 95, 22 = 261

>>23532018
His scientists had created something they called the "scientific method". It was absolutely revolutionary, and they had already begun to use it to speed and improve the development of other technologies. Notably the concept of "locomotion", using steel and steam to transport vast quantities of goods across a large area.

Cogholme had begun to fall behind on roads, and rather than play catchup, the chief saw the virtue of bypassing the need for traditional roads entirely. The rail system would be his roads now. First he would develop the tech, then he would implement it. And the whole nation would run on the efficiency of the cog itself.

1-4: Research locomotion
>>
Rolled 34, 97, 41, 81 = 253

Stats:
Wealth 1
Pop 3
Stab 7

1-2 Our people desire to educate themselves, create universities across the land.
3-Expand our land, especially to that big island SW of our country
4-Continue finding resources, our people desire a steady source of materials to further bring their country to new heights. (Look for minerals, metals, jewels, etc)
>>
After the accident with the experimental steel furnaces, that lead to the destruction of the entire South East Maritem City Dock Complex, a small group of Maritem diplomats, scientists, and traders sailed to CogHolme to ask their help with developing steel. After hours of diplomacy, and a few drunk agreements, the two parties finally came to an agreement; Maritem would teach CogHolme sailors in the ways of advance navigation, in return for steel and paper making techniques. Maritem also agreed to do research for CogHolme, in return for designs of a printing press.

Maritem Gains:
Steel Making Techniques
Paper+1 Civ Tech
Printing Press+4 Civ Tech

Cogholme Gains:
Navigation Improvements+3 Civ Tech
Navigation Improvements+2 Mil Tech
>>
Rolled 2, 79, 60, 98 = 239

Name: Associated Tribes of Aprican

Color: Orange

Wealth: 1
Population: 1
Civilian Tech: 1
Military Tech:
Recruitment:
Defense:
Armies:
Navies:
Special Units:
Commerce:
Infrastructure: 3
Stability: 5

Coal and fossil fuels (2/6).

1) Building Rural Plumbing
2) Research different plant breeding
3) Research Writing
4) Research Astronomy
>>
Rolled 8, 72, 4, 44 = 128

1. Expand North
2.3. Send forth Diplomats to find the best naval technology. The next titan will need such.
4. Research Naval Golems
>>
Rolled 32, 100, 90, 80 = 302

>>23532273
Fucking trip fail, gonna change it up now I guess.

1. Finish the Maritem Gold Dollar! (4/5)
2. Work on the School of Economics and Sailing! (1/3)
3. - 4. Start researching the basics of chemistry!
>>
Rolled 90, 52, 98, 88 = 328

Wealth - 8
Population - 4
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 14
Stability - 7

Armies - 4
Navies - 4
Defenses -

Taxation is in effect. Cycle 1/2

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

1-2. Expend 2 of my armies in an effort to better chart the lands around mine.
3-4. Construct defense emplacements
>>
>>23532018
(I was at 5/8 successes on locomotion.)
The clan chief sent out the ship with a sad farewell. Composed of volunteers only, it carried doctors and basic medicine to the nation of Apricans. It would not return until a cure was found.

A free technology freely given - but in the hopes of saving many lives.
>>
Rolled 92, 82, 71, 9 = 254

Rolling for Kelnitz

Wealth [15]
Commerce [17]
Population [4]
Army [3] (Hvy. Inf. Regiment, Light Cav. Regiment, Thunder Crossbowmen Regiment)
Navy [2] (2 Small transport fleets w/ escorts)
Defences [0]
Recruiting [5]
War Tech [30]
Infrastructure [5]
Civilian Tech [24]

Stability [10/10]
1. Raise new army in name of glorious commissar!

2-3. Raise new navies in name of glorious commissar!

4. Build defense emplacement in name of glorious commissar!
>>
File: 1362539598535.jpg-(1.29 MB, 3200x1620, cinq.jpg)
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WORLD EVENT: IYANLA SPAWNS THE PLAGUE, INTERACT AT OWN RISK.
>>23532062
Boss
You bring up a good point, +2 pop from the progress so far, no more this turn though. And oddly enough the remaining anarchist have taken up arms against you and would rather die than join you. This could cause problems. You refine steel +1 to both steel tools and weapons, you cant improve it anymore.
>>23532130
Leylines
You expand. You also complete your mapping of the Ley Lines. Civ tech +5 to magic related attempts.
>>23532158
Tech
What did I say about (x/x)? remember next time. (2/3) Library. Searching in the woods to your north, find the ruins of an old Empire ruled by an "Alexander" In it you find a massive book on the art of Oratory Skills, you can now attempt to build the Ampetheatre if you so choose.
>>23532198
Maurice
You gain +2 Navies from swaying the pirates, but many remain and will not be brought to heel. They will resist till the end. Tea trade: You gain +5 commerce, the rest of the coalition gains +2. HOWEVER. Until the pirates are dealt permanently you only have +3 commerce from the trade, not +5 as they intercept your shipments.
>>23532213
Cog
remember (x/x).You develop the steam engine! Initially this provides +4 civ tech. You can now also construct railways as well as transports/engines for military purposes.
>>23532249
Gaia
You establish universities, some of the best out there, +4 civ tech. You find a precious stone mine, (0/4)
>>23532282
Iyanla
You research astronomy, yielding +3 civ tech due to the navigation possibilities and +2 war tech for navigating strategically with more precision. The Plumbing attempt goes horribly wrong. The plague springs up among your populace - 1 pop. You breed plants, +1 civ tech. You develop writing, this itself yields no bonus but you can use paper and books now.

Post to long, see below
>>
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>>23532312
Makers
You "find" the knowledge of superior hull design, +3 war tech and civ tech from superior sailing techniques. However, Maritem catches your spies. How he reacts to this is up to him.
>>23532335
Maritem.
School of sailing! And Economics! +3 commerce, +3 war tech and civ tech from superior sailing. You develop chemistry and "explosive substance powders" aka gunpowder. You also catch spies from The Makers Stealing knowledge from your sailing academy.
>>23532482
MonGrayr
You construct massive defensive coastal fortresses everywhere, +6 Defenses. Your “armies” “Chart” “The Territory” ;) ;)
>>23532697
Kelnitz
+2 armies, +3 navies.
>>
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Rolled 66, 21, 57, 21 = 165

Grand Magister Betancourt looked upon the massive library, near completion and buzzing with construction, magi placing the proper wards and blessings, seeing the dreams of his people soon to be accomplished. "A center of learning, Barnabus, just like we dreamed as young men", he said, turning to his dear friend, who had fought with him against the oppressive barbarians that once ruled his lands.

"Soon, Betancourt, we will be the light of knowledge for the world"

1- Continue Library Project.
2- Develop Cannabis cultivation for trade and use
3- Survey local area for tradeable resources
4- Construct the Ampetheatre!

1 Pop
1 Wealth
5 Stability
2 Inf
Library Project (2/3)
>>
Rolled 69, 23, 72, 85 = 249

>>23532815

1: Raise one army
2: Provide superior training to our armies. Each of our warriors shall be worth two of the enemies!
3: Train our armies to fight in Phalanxes, shoulder-to-shoulder in a wall of spears and shields.
4: Train our armies to fight individually with great skill, to match any opponent in the rush of chaotic melee.
>>
Rolled 17, 61, 100, 48 = 226

>>23532815
The diplomatic mission to the plague stricken land had gone successfully, sending medicine and a brave ship of volunteers to help those poor people. His own efforts had finally paid off - steam engines at last. His engineers would begin now on the master project of his lifetime. The great rail network of CogHolme, uniting all peoples as one.

1-4: The Great Rail Network of Cogholme
>>
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Rolled 97, 49, 23, 71 = 240

>>23532815
Having finished mapping the ley lines the Alliance celebrates, the real work can finally begin. Two cities will be built, a new coastal capital to enable the alliance to give the alliance access to the sea. However the most important settlement is the one meant to support the Ley Line Temple, a large circular structure that will be built at the exact point where the world ley lines meet.

Stats:
Wealth: 1
Pop: 1
Civ Tech: 5
Infrastructure: 3
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.

1) Form a builders guild (1/3)
2) Expand inland west
3) Beging work on The Ley Line Temple
4) Construct the Coastal Capital
>>
Rolled 15, 57, 77, 76 = 225

>>23532815
Here for a moment.

1+2 Develop the telegraph
3+4 Deblop a national rail network
>>
>>23532916
>Forgot fluff

The clash of steel sounds throughout the castle, as the first of the grand Confederate Armies is raised. Young soldiers march in lockstep, presenting an impenetrable wall to their training foes, and then, when the horn is sounded for the "barbarians" to break the wall, the disciplined line dissolves into a mass of warriors almost as deadly in a horde as they are in a shield wall.

Despite himself, a scarred man smiles as he smokes the last cigarette rolled on another world.
>>
Rolled 23, 22, 3, 99 = 147

>>23532815
That went as well as Maurice could have hoped. However, there were still other pirates left who would not be swayed. Well, that just meant he'd have to bring in his new naval forces to deal with them, wouldn't he?

The technology gained by signing a non aggression pact with the CogHolme peoples was very helpful as well, giving the people of the Tyranny an excellent start in military matters...

1) Send 1 naval force to deal with the pirates
2) Send the other to ensure safe passage for Eastern Coalition ships
3) Research advanced mathematics
4) Search territory and oceanic surroundings for resources.
>>
Rolled 14, 61, 94, 40 = 209

1. Expand North
2.3. Research more naval golems
4. Expand the city of Yggdrasill. We shall need more population!
>>
Rolled 6, 10, 12, 75 = 103

>>23532916
1-Mine the precious stone
2-With our universities and our people enlightened start research on Steam technology
3-4 And clockwork technology
>>
Rolled 99, 57, 20, 34 = 210

Wealth - 10
Population - 4
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 16
Stability - 6

Armies - 2
Navies - 4
Defenses -6

Taxation is in effect. Cycle 2/2

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

The Councilman views across the bay at the many fortresses lining the coast. Impressive in size, and aesthetic. Built to not only deter attackers, but to incite national pride in the common man by architecture alone.

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

1. Open up trade route with Gaia for their Opium.
2-3. Raise new armies
4. Begin construction on a Great Lighthouse, the proportions of which so immense to be know the world over!
>>
>>23532942
Ties with the nation of Maritem had been strengthened significantly recently. The research pact had gone better than anyone had ever dared hope - inventing not only chemistry but a new invention his people had dubbed, "thunderpowder". The research agreement hadn't taken into account this further invention. But treaties had been signed. Arrangements had been made.

His people liked the Maritem people. So fluid - so moving. Freeier than his and yet still valuing currency and order. He could see a great deal of value with stronger relations.

In return for the brand new steam engine technology, he would receive the secrets of thunderpowder, and the secrets of alcohol. Their peoples would sign non-aggression treaties, create new trade routes, and further increase relations. Each was bound to keep the technology of the other a secret. Neither thunderpowder nor steam engines would reach the world through their factions.

It was the dawn of a whole new era for both peoples.
>>
Rolled 8, 38, 57, 56 = 159

>>23532815
1-2) Research Plumping
3-4) Research cure.
>>
Wealth: 7
Pop: 10
Civ Tech: 16
War Tech: 7
Rec: -1
Defenses: 0
Armies: 0
Navies: 3
Inf: 0
Com: 18
Stability: 8
The economy is up, it's ports full, and new technology reaches the Maritem each day! Our bars and casinos are full, and we even have a school, where half-drunk students learn about sailing and economics!

1. Finish the Maritem Gold Dollar!
2. Figure out on how to mend steel into hulls for ships!
3. - 4. Found the Maritem Yard! It is a domestic intelligence agency meant to find and detain criminals, spies, and assassins!
>>
>>23533014
With a warm regard for the new nation that had brought order from the chaotic collection of peoples to the east, Cogholme had granted the new nation of Leylines some basic technologies to help them maintain order in a dark and chaotic world. The secrets to make Iron Armor and Weapons, basic naval tech and the ability to make paper, so that they could learn and share knowledge with others. And a non-aggression pact, to ensure the new nation that his people, although harsh, were fair.

The same offer had been added to the colorfully named "Maurice's Merchant tyranny". Order would be brought to the world - order and control. And Cogholme would aid the development of that order no matter what.
>>
Rolled 18, 47, 22, 30 = 117

>>23533378
Forgot dice and trip.
>>
Rolled 8, 83, 37, 85 = 213

Hey Kelnitz heres your updated stats.

Wealth [15]
Commerce [19]
Population [4]
Army [5] (Hvy. Inf. Regiment, Light Cav. Regiment, Thunder Crossbowmen Regiment)
Navy [5] (2 Small transport fleets w/ escorts)
Defences [0]
Recruiting [5]
War Tech [30]
Infrastructure [5]
Civilian Tech [24]

Stability [10/10]


tea trade route with maurice, he accepted the iron star. Which reminds me...
>>
File: 1362541703637.jpg-(1.31 MB, 3200x1620, six.jpg)
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2 Turns left

>>23532904
Tech
Library Complete! Doubles research successes as your people share information and learn from the past. You find that some local species of capybara have wonderful fur you could trade. Apmpetheatre (0/3)
>>23532916
Boss
+1 army, Phalanx's war tech +3 (useless against those with guns though, but good against all others). Single combat training, +1 war tech.
>>23532942
cog
Railroads everywhere.+4 inf, +2 civ tech and +2 defense due to army mobilization increases. You also gain +2 stability as your massive empire is now more connected.
>>23533014
Ley Lines
You create a builders guild! +1 civ tech and double all construction results. You build a capital, +1 pop.
>>23533015
Kelnitz
Telegraph? You need electricity first dude. Railway (2/3)
>>23533058
Makers
you gain +5 war tech from naval golems, both as small ships and the crews for larger ones.
>>23533033
Maurice
Dark age! All your books are lost through several bad twists of fate. You lose all of your civ tech and 2 stability as the people lose faith. The pirates also press gang your navy you sent. You do however find that you can hunt whales for their oil, find a gold mine (0/12) and a supply of furs.
>>23533113
Gaia
Clockwork tech (1/2)
>>23533173
MonGrayr
Traded like a boss, +5 commerce to you, +6 to Gaia. Also +3 stability to both parties. +1 army.
>>23533240
Cure work begins, (2/10)
>>23533378
Maritem
nope, nothing happens
>>
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Rolled 16, 53, 69, 64 = 202

From the top of the library, Master Librarian Aleister realized that there was so much ancient knowledge out there to be collected. Already, he had decided to support the formation of the Adventure Corps whose sole purpose was to find what had been lost to our era and bring it back for the greater benefit of the both the world at large and the Technofederation, not to mention return to tell great tales to be recorded in the library for posterity's sake.

"What a magnificent view. Now, to begin the proper rituals so that our energies will fill this sacred place with the true will to knowledge. If I don't get this done before the scholars from the Ley Line Alliance arrive to check our local ley energies, I never will!"

1- Construct the Ampetheatre!
2- Develop Cannabis cultivation for trade and use
3- Form the Adventure Corps from the heroes of the land!
4- Begin herding Capybara for their fur.

1 Pop
1 Wealth
5 Stability
2 Inf

Resources:
Capybara

Current Projects:
Amphitheatre (0/3)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)

Completed Projects:
Great Library
National Road Network
>>
Rolled 57, 11, 13, 91 = 172

1.3. Create Pontus. Titan of the Seas. Use Mithral (2/4) Spend 3 wealth
4. Expand North
>>
Rolled 65, 67, 69, 9 = 210

>>23533449
1-2 Keep researching Clockwork tech
3-4 Get that precious ore
>>
Rolled 18, 16, 85, 75 = 194

>>23533449

1: Continue the training program.
2: Research superior written language.
3: Raise one army
4: Try to patch things up diplomatically with the Anarchists
>>
Rolled 80, 85, 68, 50 = 283

>>23533449
No, the curse, it has returned!

1. - 2. Maritem Yard, hunt spies, etc. Use 2 wealth to help fund it.
3. Finish the Maritem Gold Dollar! (Bonus from school can go here)
4. Open a trade route with Gaia for their opium! (Can I also use the school bonus here also?)

Tax Cycle (1/2)
>>
Rolled 63, 32, 14, 72 = 181

>>23533449
The recent troubles in Maritem had Aldus troubled. His people had always been happy to share technology, but theft of technology bothered him. It should be freely exchanged or shared - never stolen. He would have to prepare to deal with such issues in case they came to his door.

He would utilize the new railways to their fullest potential, and bring in intelligence experts from across the clans to unite them in CogHolme itself.

1-2: Found the Boiling Cogs, CogHolme's intelligence agency.
3-4: Build up naval forces.

Stats after last turn/trade, recounted and adjusted: Wealth: 8 Pop: 8 Civ Tech: 19 War Tech: 23 Rec: 0 Defenses: 2 Armies: 5 Navies: 1 Inf: 5 Com: 6 Stability:12?
>>
Rolled 67, 76, 38, 46 = 227

1) Research Cure
2) Research Coal and FOssil Fuels
3) Retry plumbing
4) Research Cure
>>
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Nice to see a nation builder game after so long. I see you guys are all full up, so happy building. Hopefully there will be more builders in the future.
>>
Name: Union of the West

Location: North of the Pan-Polynesian tribe

Color: Dark Green

Fluff: The tribes of the north have always been united under a sort of confederation that protects them from any outside threat. This has been going on for many generations, prompting the tribes to build on their federation. Under the strong leadership of their new regional council, they have formed and merged into a new nation, the Union of the West. The tribesmen hope to build on their newly formed nation, hoping to forge a strong history for everyone.

Hope that was good enough, not very good with writing amazing fluff.
>>
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Rolled 92, 45, 44, 48 = 229

>>23533380
The council promises their new friends that they will not only bring order to the people but the land itself and promises to one day return Cogholme's kindness once they are ready to do so.

>>23533449
With the capital built and the builder's guild finally formed the alliance turn their entire attention to the Ley Line Temple. Be it building it or researching the land around it for the good of the Alliance. Expanding on their ability to locate where the ley lines are they develop a new technique using the ley lines to view how the land look beyond their borders.

Stats:
Wealth: 1
Pop: 2
Civ Tech: 7
War Tech: 3
Infrastructure: 3
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.
Ley Lines Mapping - Civ tech +5 to magic related attempts
Builders guild - Double all construction results

1) Develop remote mapping (using ley lines)
2) Read the ley lines to locate mines
3-4) Begin work on The Ley Line Temple
>>
Rolled 23, 79, 77, 33 = 212

>>23533449
UCE

*I lack my usual fluff and shit*

1+2 Complete the development of the national railraod system
3 FINALLY develop steel armour
4 Begin research on the mysterious concept of electricity
>>
Rolled 20, 82, 26, 14 = 142

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

Armies - 3
Navies - 4
Defenses -6

Taxation is in effect. Cycle 2/2

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

1. Send out diplomats on goodwill mission
3-4. Begin projects in foreign lands for betterment of people
>>
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>>23533913
OH BOY OH BOY
The storm confederation:

It appears Mon Grayr has been stirring up the anarchists to fight a proxy war against you. They attack you, 2 of Mon Grayr's armies and 2 rabbles of armed anarchists. Roll combat.
>>
Rolled 5, 7, 2, 4 + 10 = 28

Have at you dastardly brute!
>>
Rolled 7, 5 + 8 = 20

>>23534055

BLOOD AND THUNDER

Mon'Grayr had grown overconfident, and felt threatened by a peaceful rising power. Unfortunately for them, the sons of the Sky Gods have not forgotten how to bite through motherfuckers throats during their brief peaceful interval.
>>
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Last turn go.
>>23533514
Tech
You find like, grow that cannabis man. Dude, it's so chill you get +2 stability man. And assuming you governmentaly regulated it you gain +1 commerce. Adventure corps formed. This will allow you to undertake adventures as actions. CapyBara herded.
>>23533518
Makers
Titan Pontus (2/4). You expand
>>23533540
Gaia
Clockwork tech! +1 civ tech. You can now apply it to making things. Precious stone mine (1/4) +3 wealth
>>23533553
The Boss
+1 army. The Anarchists have no interest in "Patching things up", they view you as a tyrant trying to take their lands and way of life. However, you do notice suspicious ships carrying what appear to be arms into the anarchist city under the cover of darkness.
>>23533565
Maritem
You build an Anti- Intelligence agency. This will prevent espionage incursions on your domain. You complete the Maritem Dollar, affects are as discussed. Trade Opened.+3 commerce to you, +4 to Gaia, you gain +2 stability from the drugs affects.
>>23533576
Cog
You being making an intelligence agency. (1/3). +1 navy.
>>23533617
REMEMBER (X/X)!!!!!!
Cure (3/10), coal, (x+1/x) from above.
>>23533714
LeyLines
You develop mapping. +3 civ tech, +2 commerce +2 war tech. Thats it though
>>23533763
Kelnitz.
Railways!+4 inf, +2 civ tech and +2 defense due to army mobilization increases. Steel Armor +2 war tech.
>>23533913
Mon Grayr, you know what happened.
>>23534107
>>23534212
The Storm's forces are pushed back by the surprise assault but casualties are minimal on both sides.
>>
Rolled 26, 65, 35, 95 = 221

1.3 Continue creating Pontus
4. Create navies to aid Pontus when he is complete.
>>
Rolled 13, 40, 7, 77 = 137

>>23534281

1-2: Raise Armies
3: Gain improved training for our soldiers
4: Research Steel Armor
>>
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Rolled 39, 21, 87, 87 = 234

http://www.youtube.com/watch?feature=player_embedded&v=OsoYTyJSttA

1- Construct the Amphitheatre!
2- Form the Self-Defense Corps (army)
3- Send Adventure Corps out to find more knowledge (and adventure!)
4- Begin to peacefully expand south along the bay region

1 Wealth
1 Pop
2 Inf
7 Stability
1 Commerce

Resources:
Capybara
Cannabis (+2 Stability)

Current Projects:
Amphitheatre (0/3)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)

Completed Projects:
Great Library (Doubles Research Successes)
National Road Network (+2 Inf)
Adventure Corps
>>
Rolled 46, 97, 70, 51 = 264

Wealth 4
Civ Tech 5
Commerce 10
Stability 10
Population 3

1-Keep mining
2-Set some taxes , light taxes will keep my coffers full, and the people won't mind if it keeps bringing them good things.
3-4 Build Clockwork automatons to make farm work and basic worker tasks simple to do
>>
File: 1362544722655.jpg-(27 KB, 311x238, columbusships2.jpg)
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Rolled 65, 39, 20, 100 = 224

>>23534281
Because of the recent good terms with the Technofederation the council decides that a fleet capable of doing trade with the Alliance's new friends needs to be made. Also a group of sages start working on an idea involving using ley lines for communication, step one locate a ley line leading to the Technofederation.


Stats:
Wealth: 1
Pop: 2
Civ Tech: 10
War Tech: 3
Infrastructure: 3
Commerce: 2
Stability: 5
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results

1) Form trade fleet
2) Find the ley line leading to the Technofederation
3-4) Begin work on The Ley Line Temple
>>
Rolled 25, 93, 78, 11 = 207

Wealth - 13
Population - 4
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 9

Armies - 3
Navies - 4
Defenses -6

Taxation is in effect. Cycle 1/2

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

1. Raise new army
2-3. Develop steam powered mounts for battle (war tech)
4. Move my navies in to support my war in the north
>>
Rolled 6, 3, 6, 4 + 10 = 29

Rolling to continue assault in the north.

War is fierce. My wrath, fiercer.
>>
Rolled 9, 98, 50, 68 = 225

>>23534281
1. Start developing steel hulls for our ships! (School bonus can go here)
2. - 3. Start researching on how to weaponize this thing called "gunpowder".
4. Send out our traders! Use 5 wealth to aid this!
Tax cycle (1/2)
Dollar cycle (1/2)
>>
Rolled 62, 96, 93, 28 = 279

>>23534281
UCE

*Insert stats and fluff here*

Upon hearing the news that the long-term trading partners of the UCE, the Mon Grayr’ people were at war with the insidious Storm Confederation, Grand Commissar Kelnitz immediately directed the Ministry for Force Projection and Warfare Related Activities to inform the UCE’s naval assets in location to assist the Mon Grayr’ forces in any way they could. He further directed the Ministry to send a delegation to the Mon Grayr’ capital with the UCE’s knowledge of gunpowder, Ironclads and steam ships, three technological innovations which would certainly aid the people of Mon Grayr should the war against the Storm Confederation drag on.

1 Embark two armies on ships and begin sailing northwards
2 Research the refinement of coal and fossil fuels in general
3+4 Two steam Ironclad squadrons that were patrolling the northern sea lanes to protect Iron Star shipping join the conflict against the Storm Confederation. One squadron bombards the Storm forces fighting against the MonGrayr troops, while the other bombards a large coastal town.
>>
Rolled 1 + 11

>>23534612
First squadron tagreting Storm's soldiers
>>
Rolled 43, 82, 23, 73 = 221

>>23534281
The tidings of war were grim indeed. The people of Cogholme and the Storm Confederation had had their differences in the past, but this was dire. Great nations coming against a young and weak one. True, the storm confederation were aggressive, but they were young. They did not have the harsh and long history of the people of Cogholme to temper them in favor of order and control.

Cogholme was not ready to enter on either side, remembering past threats by the Storm Confederation, and bearing no ill will toward the people of Mon'Grayr, who were longstanding trading partners. But he would do well to prepare for the event of terrible war, should any side come against him. Maritem was likewise neutral at this time, but the threat of possible war spilling into their territories was threat enough to increase relations. Maritem had agreed to allow his navies to train at his great naval center. Researching the central intelligence agency would have to wait for now.

1-4: Raise naval forces.
>>
Rolled 3 + 11

>>23534612
Second squadron bombarding the port city.
>>
Rolled 5, 9 + 14 = 28

>>23534507

Dealings with various powers alarmed at MonGrayrs aggression and Nothern forges have armed the Confederate Army for a vicious counter-attack.

Grim men hold spear, shield, and axe as they approach the battle line in their heavy armor of Northern steel. Their only mission is to utterly exterminate those who would dare assault them in the name of "bettering" the free people of the Confederation!

A storm will soon come to the shores of the great merchant empire, but first it must gather here...
>>
Here's the Results, map depend on combat. Everyone roll those

>>23534334
Makers
+3 navies, (3/4) Pontus
>>23534361
Storm
Steel armor, +2 war tech (bonus from other steel helped)
>>23534399
Tech
Biggie Smalls, mah dawg. You find knowledge of Iron weapons, Armor and Tools in the ruins of alexander. +1 civ tech for tools, +1 war tech for armor, +1 war tech for arms. You expand
>>23534443
Gaia
Tax system: +1 wealth every 2 turns. For every 10 commerce its another +1. 20 com is +3 wealth for example. You build automatons, +4 civ tech.
>>23534464
Ley Lines
You construct a great temple! Your stability is now maxed at 10 as the people believed you to be backed by the gods. You form a trade fleet, +2 commerce.
>>23534470
MonGrayr
You develop 2 legged steam mounts, +3 war tech.
>>23534576
Maritem
You have guns and explosives! +7 war tech total. Your "Traders" "trade"
>>23534612
Kelnitz
You harness the power of coal! + 2 Inf, +6 civ tech. However -1 stability from the smoke and ash that blankets the cities. All ships make it.
>>23534684
cog
+2 Navies
>>
File: 1362545718388.jpg-(91 KB, 475x600, Cossack-And-Russian-Reeld(...).jpg)
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91 KB JPG
Rolled 6, 4, 10, 10, 5 = 35

MonGrayr, A cossack host has decided to attack you. Roll defensive combat with whatever forces you have at home!
>>
Rolled 6, 1, 8, 3, 9, 6, 4, 3, 1, 5, 6, 10, 4 + 28 = 94

I return fire upon the cossack invaders!

Be gone brutes!

Also in return for his war tech I provide Kelnitz with my recipe for steam repeaters
>>
Rolled 47, 36, 84, 95 = 262

Wealth 6
Civ Tech 5
Commerce 10
Stability 10
Population 3

1- Keep Mining
2-Scour the land to find some of these elusive rare and possibly magical metals (mithril, adamantium, etc etc, spend 1 wealth)
3-Start working on steam tech
4-With our potent knowledge of nature as well as our own biochemistry create a very strong drug that makes it's user very strong and tough for awhile (custom enhancing drug, works only on organics, planning to sell it after)
>>
Rolled 8 + 11

>>23534764
First Steam ironclad squadron again bombards Storm's soldiers and their encampments.
>>
File: 1362546371734.jpg-(1.29 MB, 3200x1620, huit.jpg)
1.29 MB
1.29 MB JPG
>>23534507
>>23534741
The Storms forces are pushed back inch by bloody inch, no side is letting up.
>>23534697
The port city is bombed but relatively undamaged however The Storm loses 1 commerce due to damages to the trading areas.
>>23534682
You do nothing to his soldiers.
>>23534882
You repel the horde, but in the fighting lose 2 armies. The cossacks retreat across the planes after the surprise assault
>>
Holy balls. Watching this with keen interest.
>>
File: 1362546440584.jpg-(216 KB, 587x1050, 1320296485768.jpg)
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Rolled 7, 26, 11, 89 = 133

"Keep feeling the energies. I'm sure we're on the right path."

Berenzia knew that they had to be close to a foci for the local ley lines. Once they reached it, no doubt they'd be able to trace it to a larger, more powerful one that would lead to more unity with their Alliance friends.

"Antonius, speak to the winds and see where the flow takes us. We cannot be at this all night, learner."

1- Construct the Amphitheatre!
2- Build trade fleet
3- Have the Adventure Corps explore Alexander further
4- Help in leyline research

1 Wealth
1 Pop
2 Inf
7 Stability
1 Commerce
1 Civ Tech
2 War Tech

Resources:
Capybara
Cannabis (+2 Stability)

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)

Current Projects:
Amphitheatre (0/3)

Completed Projects:
Great Library (Doubles Research Successes)
National Road Network (+2 Inf)
Adventure Corps

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 9 + 11

>>23535036
Second Steam ironclad squadron again bombards Storm's coastal cities
>>
File: 1362546692708.jpg-(6 KB, 300x248, 774228_orb_of_light.jpg)
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6 KB JPG
Rolled 60, 8, 71, 93 = 232

>>23534764
>>23535059
With the Ley Line Temple finally built the Council gathers in the large stone structure. All the world's ley lines gather at the point in front of them, an enormous resource they have to use to the best of their ability. But in able to use it they must first find which ley lines go where using their mapping techniques.

Stats:
Wealth: 1
Pop: 2
Civ Tech: 10
War Tech: 3
Infrastructure: 3
Commerce: 4
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results

1) Find the ley line leading to the Aztecs
2) Find the ley line leading to the Technofederation
3) Find the ley line leading to Cogholme
4) Find a way to send messages along the ley lines
>>
Rolled 77, 93, 82, 41 = 293

>>23534764

The war goes poorly, and any outside help, if it even comes, may not arrive in time...

1-2: RECRUIT MEN, THE ENEMY IS UPON US
3: TRAINING IS EVERYTHING
4: In the old legends, there were tales of Giants in the Hills and mountains, great shaggy creatures that stood much taller than any men, with great long arms that nearly drug on the ground behind them and possessing the strength to use fallen trees as clubs. Now we call them back in our hour of need. (Summon Giants, use all three Wealth)
>>
Rolled 3, 1, 6, 1 + 28 = 39

>>23535059
Having devised a clever plan to create a second front in the Mon Gray'r-Storm Confederation War, the UCE's Admirals decide to land the two heavy infantry regiments w/ cannons on Storm's south-eastern homeland. Supported by two Ironclad squadrons and their mighty naval cannons, the Admirals believe that the assault should be over quickly
>>
>>23535241

God dammit.

God fucking Dammit.

GOD MOTHERFUCKING SHITSWINGING DAMNATION
>>
Rolled 80, 92, 62, 70 = 304

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

Armies - 1
Navies - 4
Defenses -6

Taxation is in effect. Cycle 2/2

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

The High Council is troubled. They have had peace with the northern Cossacks for some time. This attack did not come unprovoked. Surely another global power was at hand.

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

1-3 Raise fresh armies
4. Develop spymaster's ring for counter-intelligence.
>>
Rolled 87, 47, 39, 26 = 199

>>23535059
The world was in turmoil, and there was little to do but grow stronger, lest it reach the doorstep of his people. Maritem agreed, and so the two nations would unite to add their strength to one another. In addition to trading techs, they would combine the strength of their labor.

1-2: Work with Maritem to gain the secrets of their anti-intelligence agency so as to finish building our own
3-4: Help Maritem using our technical expertise from building our own railway system to assist them in building their own.
>>
Rolled 84, 36, 90, 72 = 282

>>23535059
UCE

*insert all fluff here*

1 Navy: Recruit two more steam ironclad squadrons
2 Stability: Drum up nationalism among the proles - this war is imporant to the Commissar and they should support it with their entire heart!
3+4 Defence: Construct star forts and other defences at strategic locations within the Homeland
>>
Rolled 3, 5, 2, 2 + 10 = 22

Our blades are freshly sharpened, our thirst for glory far from quenched. Onward we march!

For the rights of those the Confederation sought to oppress! For the peoples of the north who choose wealth over the Confederates failed vision of government!
>>
Rolled 2, 90, 47, 62 = 201

>>23534764
In fear of the security of the world, Maritem and Cogholme continued to work together. Maritem gave Cogholme the designs and training to use what they called "Guns and Explosives", and helped train the Cogholme Anti-Intelligence agency. Cogholme sent over railroad engineers to help Maritem build it's own rail network, and also training on boardings crews and cartography. The Maritem people thanked their Cogholme friends, with their help Maritem had become a regional power within years, and was constantly advancing.

Maritem Gains:
Cogholme help with railroads
Boarding Crews+1 Mil
Cartography+1 Civ, +2 MIl

Cogholme Gains:
Guns and explosives+7 Mil

1. - 2. Rail Roads! Dump 3 wealth into funding their building.
3. - 4. Steel hulled ships, damnit!
Tax cycle (2/2)
Dollar cycle (2/2)
>>
Rolled 7, 4, 9, 10 + 15 = 45

>>23535059

Against mon

OPEN VALHALLAS DOORS
>>
End, combat time

>>23535241
The boss
+2 armies, Training close order formation +1 war tech. you can't find the giants.
>>23535276
Mongrayr
+4 armies. Counter intelligence (1/3)
>>23535320
Cog
You develop an anti-intelligence agency.
>>23535337
Kelnitz
+2 Navies, +2 defenses.
>>23535198
>>23535091
Leylines
Tech
With the TechnoFed's help, leylines are found to CogHolme, the Aztecs and the Technofed. The message is spread.
>>23534956
Gaia
Steam tech (1/10), Combat drugs +4 war tech. You also gain +1 army because crit success and I dont know what else to give you.
>>23535440
Maritem
You build railroads +4 inf, +2 civ tech and +2 defense due to army mobilization increases. Crit fail marginally lessened by Cog's help. -1 wealth
>>
File: 1362547882244.jpg-(1.29 MB, 3200x1620, Neuf.jpg)
1.29 MB
1.29 MB JPG
>>23535370
>>23535501
MonGrayr is pushed back far in the latest assault, loses 1 of the anarchist militias.
>>23535250
You gain a beach-head and secure land but lose 1 Ironclad when it runs into a reef and sinks
.>>23535115
Bombardment removes another commerce and 1 pop as an entire coastal village is shelled to nothingness.
>>
Rolled 12, 71, 15, 14 = 112

END SESSION STATS


Wealth: 6
Pop: 4
Civ Tech: 20
War Tech: 24 (-4 without Odin)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 3
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School

Stability: 9
Cannibas +1

Civ Tech: 20
Iron Working +1 :: Masonry +2:: Golems +3 :: Steel tools +2 :: Printing Press: +4 :: Paper: +1 :: Centralized Education: +2 :: Railway +2 :: Superior Hulls +3

War Tech: 24 (20 without Odin)
Legendary Blades +3 :: steel armor +3
Warforged +5 :: dirigible airships +1 :: Arial Golems +3 :: Odin +4 ::Superior Hulls +3 :: Naval Golems +5

Defense: 4
fortress +2 :: Railway +2

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

Commerce: 2
Rail System +2

Other:
Steel:: Spice :: Steam Engines

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

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

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

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



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