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File: 1363819752480.jpg-(211 KB, 501x602, cover.jpg)
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It is time once again (finally) for Most Glorious Nation Builder.

The world has become engulfed in war and stuff got real.

1. Join the Chat. http://client02.chat.mibbit.com/#NationBuilder

2. If you want to join as a new nation, please wait until 7:30 EST (roughly half an hour after the first turn). I'm waiting to see who turns up and will let in new nations if there is space.
>>
The Makers

Through blood and sweat and lore long lost we are the Makers of wonders beyond comprehension. Our legends speak of realms forged and heavens built. Beauty and form were ours to craft. However those days are long past and we now seek to reclaim our heritege. With the Forge of the Ages and the first Titan walking the earth we have taken the first few steps. It will be a long journey but we are determined to make it.
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 :: Superior Hulls +3 :: Naval Golems +5

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

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

Commerce: 2
Rail System +2

Other:
Steel:: Spice :: Steam Engines

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.
>>
File: 1363820062001.pdf-(60 KB, PDF, Rules.pdf)
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Here are the rules, It would do you well to read them.

Also.....
Now there are vassal kingdoms that can be made to pledge loyalty.
These states have population, wealth, infrastructure, commerce, defenses, armies and navies. They also have loyalty (basically stability but for how obedient they are)
They can make 2 actions per turn separate from your actions (just number them 5 and 6). However, these actions cannot be used for research. They must be used either to improve the vassal or exploit it (think forced slave labor or plantation colonies)
To keep vassals from being super-duper game breaking they do have drawbacks.
You must either occupy the vassal with a military force equal to half of the vassal’s population (rounded up) or pay 1 wealth for half the population of the vassal (also rounded up) every 2 turn.
There are no limits to how many vassals you can have save that you are able to either pay or occupy them. Failure to do so results in a loss of Loyalty which will be horrible.

Those who have Vassals, here are their stats.
Cossacks (Inferno)
-2 pop, 1 defense, 2 armies.
Hirmoshiri (Kelnitz)
-2 pop, 1 wealth, 1 commerce, 1 navy.
>>
The Technofederation

Scholars looking to unlock the secrets of the universe, through technology and magic, which they view as indistinguishable. Peaceful, creative, and working towards the benefit of all peaceful peoples, with the eventual goal of technomagical ascension.

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
Leyline Communication Network

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Back from outer space! Granted it's the same game.

Name: Vagrantsville
Fluff: Once upon a time some people decided to get the hell outta dodge and sailed south, then they hit and iceberg and thought they were fucked. Now they must do some shit and become totally relevant on the international stage.
Location: South continent, to the west.
Colour: Whatever isn't taken.

Wealth: 4
Population: 1
Civ Tech: 10
Stab: 8
+1 Mining

War:
Iron Weapons +3
Iron Armor +3
Basic Naval Tech +1
>>
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And so, here is the state of the world.
The important war is Storm vs. Kelnitz + Mon Grayr (I think others may be involved, but its been a couple weeks)

If your nation is marked AFK and you can't play, tell me. After this session you will be made an NPC (those who can not attend tonight due to the scheduling issues are fin and should not worry)
>>
I'm a dick and can't play tonight, sorry guys.
>>
1- Construct the Amphitheatre!
2- Build trade fleet
3- Have the Adventure Corps explore Alexander further
4- Work on leyline transportation methods
>>
The previous threads are as always in the archive.

http://archive.foolz.us/tg/thread/22997076/ - Session 1
http://archive.foolz.us/tg/thread/23000401/ - Session 2
http://archive.foolz.us/tg/thread/23268076/ - Session 3
http://archive.foolz.us/tg/thread/23528903/ - Session 4
>>
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Wealth: 6
Pop: 10
Civ Tech: 19
War Tech: 17
Rec: -1
Defenses: 2
Armies: 0
Navies: 3
Inf: 4
Com: 22
Stability: 10

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

Maritem is slowly become a stronger nation, but much more work is need for it to be a great nation.

1. - 2. Work on designing steel-hulled ships!
3. - 4. Raise some armies, I shall use 3 wealth to buy more equipment or something.
>>
Rolled 89, 57, 71, 78 = 295

>>23791633
Love how I forget name and dice.
>>
Rolled 65, 7, 44, 18 = 134

>>23791630

Forgot to roll! There we go.
>>
Rolled 29, 47, 94, 3 = 173

1. - 2. Create the Merchants Guild. Those who have long served as Diplomats have learned various cultures and habits of the nations they visit. With a little extra training they can pass as wealthy merchants or other minor officials. This allows them to bypass security. (Upgrade to the Diplomatic School, advanced spies)

3. Continue Creating Pontus. Titan of the Seas

4. Expand north
>>
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This is not cossack, this is Tiger using cossack computer to make service announcement to public.

Do well and post (x/X) with actionses that require them. Otherwise cossack will do what he dos best and makes up the number. (Most likely his favorites which are ones)
>>
>>23791419
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 2nd (Martial Monarchy)

Wealth [24]
Commerce [23]
Population [4]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Four steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [25]
Navy Tech [17]
Infrastructure [9]
Civilian Tech [33]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used)

Stability [9/10]
>>
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Rolled 78, 69, 34, 87 = 268

1.2. Breed more Capybara!
3.4. Take to the seas atop our Capybara and colonize the island chains leading to the northern lands. As you can see from the provided picture, this is 100% feasible.
Capybara +8 applied to both.
>>
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Rolled 24, 44, 34, 48 = 150

Stats:
Wealth: 1
Pop: 2
Civ Tech: 10
War Tech: 5
Recruitment: 0
Defenses: 0
Special Tech: 0
Infrastructure: 3
Commerce: 2
Stability: 10

Armies: 0
Navies: 0
Special Units: 0

Stone Quarries - Great works projects require half as many successes it normally would.
Ley Lines Mapping - Civ tech +5 to magic related attempts
Builders guild - Civ tech +1 and double all construction results
Traded Cogholm technology: Miltech: Iron Armor +1, Iron Weapons +1, Basic Naval Tech +1 and Civtech: Paper +1.
Mapping - +3 civ tech, +2 commerce +2 war tech.
Ley Line Temple - Stability boost

Ley Lines Found:
CogHolme
Technofederation
Aztecs
--------------------------------------
With three Ley Lines connected the council decided that the time for preparations was over, and the time for action was at hand. And thus they announced that they would preform the first manipulation of the Ley Lines, their target, the Aztec Ley Line. Gathering all the experts they decided that the first test would be a strengthening of the Ley Line, hoping that it would bring life to the land and increase the Aztec's harvests and fertility.

Meanwhile others work hard to finish the communication technique developed for communicate with CogHolme and the Technofederation, a message had been sent, but work remained to make it useful for communication. Ley Line Speakers were trained and sent to both ends of the network to make sure messages could be passed in both directions.

1-2 Preform Ley Line Strengthening Aztecs
3-4 Establish Ley Line Communication via CogHolme, the Ley Line Alliance and Technofederation
>>
Rolled 38, 21, 26, 80 = 165

>>23791586
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 2nd (Martial Monarchy)

Wealth [24]
Commerce [23]
Population [4]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Four steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [25]
Navy Tech [17]
Infrastructure [9]
Civilian Tech [33]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used)

Stability [9/10]

With the war against the Storm Confederation raging on in the north of the globe, the Grand Commissar, now an old man, decided to turn his gaze homewards, to the state of the UCE. It was only after some intense study of a range of governmental reports about the nation, that the Grand Commissar realized how lacking in manpower the UCE was. Moving quickly to rectify this problem, he decided to create a brand new national holiday revolving around drinking and fornicating. That should give the proles incentive enough to mate, he though with a slight chuckle.

Later on in the day, the Grand Commissar received a report regarding one of the UCE’s strongest trading partners to the North, the people of the great nation of Inferno. The report was worrying to say the least, apparently the people of Inferno had fallen behind in the global technological race and had yet to even develop the basic principles behind steam power. Feeling magnanimous and with a desire to strengthen the UCE’s trading partners, the Grand Commissar decided to freely donate the knowledge for basic steam power to the people of Inferno.

Tax (1/2)

1+2 Civilian tech: Develop a propaganda office which will send agents overseas to spread the glorious Commissar’s teachings (use two points of wealth)
3+4 Population: Time for the proles to mate
>>
Rolled 54, 64, 8, 70, 81, 70, 9, 74, 65, 12, 89, 7 = 603

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: 2
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), 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)

Vassal State:
Pop:2
Defense:1
Occupying armies: 2

The High Priest is standing in front of the masses, the wind is blowing from the north bringing the smell of fire and death....the smell of war.
"Citizens, we must prepare for the time of war is upon us! Those that dare threaten our religion and our way of life must be crushed!"

1-4. Set up anti-intelligence agency.
5. Mine the mine
6. Try to build a land-bridge from the peninsula to the mainland with a gateway in the middle to let boats by.
7.Increase the abilities of the rock magic, specifically, being able to vibrate rock structures apart.
8.Build a temple in the vassal state to increase stability.
9-10. Search for more mines.
11-12. Use the rock magic to build tunnels throughout the country, increase defenses.
>>
File: 1363823028710.jpg-(1.28 MB, 3200x1620, 2.jpg)
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*READ OR I FIND AND STAB YOUR CHILDS* Post (x/X) when they apply, makes my job easier. Split war tech into land and naval techs (some will apply for both).

>>23791653
TechFed
Ampetheatre (1/6) and that's it.
>>23791648
Maritem
Steel Hulls (2/3), +2 armies.
>>23791714
Makers
You have built Pontus! +2 Navies, +4 war tech where ever he is used. The expansion goes badly, -1 pop as your settlers die in the wilderness and eat their children to survive.
>>23791834
Hakaran
Capybara, Capybara everywhere! Capybara for everyone! at +10. Setting out on your living boats of giant capybara (I'm well aware of the capabilities of capybara thank you) you colonize some islands.
>>23791915
Ley lines
Imagine a sad sounding trombone riff, you hear that across your nation.
>>23792102
Kelnitz
Your people make sexy-time +1 population
>>23792169
Inferno
you establish an anti-intelligence agency. Mining yields +1 wealth (1/8). Land Bridge begins (1/3 with all your magic shenanigans), Rock vibration magic does not appear feasible. Temple built, Loyalty of 7. Find a ruby mine (0/3). +1 Defense from tunnel works.


**** I have room for 2 new players if anyone wants to join.
>>
Rolled 32, 31, 41, 32 = 136

1- Continue on Amphitheatre!
2- Build massive trade fleet
3- Train 1 Army
4- Train 1 Navy

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 (1/6)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 63, 56, 75, 62 = 256

1.2. Keep colonizing islands!
+10 Capybara
2.3. Build trading posts/ports along the islands.
>>
Rolled 28, 51, 19, 70 = 168

>>23792298
1. Continue working on steel hulls! (2/3)
2. - 3. Begin research on steam powered machinery!
4. Begin research on this thing called "Coal".
>>
Rolled 55, 2, 23, 5 = 85

1. - 2. Create the Merchants Guild. Those who have long served as Diplomats have learned various cultures and habits of the nations they visit. With a little extra training they can pass as wealthy merchants or other minor officials. This allows them to bypass security. (Upgrade to the Diplomatic School, advanced spies) Spend 2 wealth on this.

3. have the Makers be fruitful and multiply (population)

4. Expand north

Wealth: 4
Pop: 3
Civ Tech: 20
War Tech: 28 (-4 without Odin, -4 without Pontus)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 5 (-2 without Pontus)
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School
Titans
>>
Rolled 86, 71, 98, 70 = 325

>>23792298
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [25]
Commerce [23]
Population [5]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Four steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [25]
Navy Tech [17]
Infrastructure [9]
Civilian Tech [33]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used)

Stability [9/10]

The new holiday created by the Grand Commissar, Hug-a-Friend-and-Drink Day was a glorious success; both in the eyes of the people of the UCE and the Commissar himself. The proles took a break from their hard lives to celebrate the benevolent rule of their Grand Commissar, while the Commissar received reports that within a year the nation’s population will have grown significantly.

Unfortunately, the Grand Commissar would not see this bright future, as he passed away in his sleep three days after the conclusion of the festivities around the new holiday he created. The entire nation went into mourning as they fondly remembered the actions of Grand Commissar Kelnitz II. Fortunately, the late Grand Commissar’s son, Kelnitz III was of age and imminently took the throne, to the joy of the people of the nation.

Before the late Grand Commissar’s death however, he ordered a boat-load of steam engine experts to travel to the nation of Inferno, to help the UCE’s trade partner unlock this vital technology.

Tax (2/2)

1+2 Army Tech: Research rifles (use 2 points of wealth)
3+4 Civilian tech: Develop a propaganda office which will send agents overseas to spread the glorious Commissar’s teachings (use two points of wealth)
>>
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Rolled 83, 96, 47, 73 = 299

The council is furious, they called for action, not failure, in their anger they changed the goal of the Ley Line operations directed against the Aztecs from strengthening their land to destruction. Their experts feel certain that they can cause a massive earthquake by manipulating the Ley Line correctly.

Stats:
Wealth: 1
Pop: 2
Civ Tech: 10
War Tech: 5
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

1-2 Preform Ley Line Distruption Aztecs
3-4 Establish Ley Line Communication via CogHolme, the Ley Line Alliance and Technofederation
>>
Rolled 6, 77, 58, 100, 20, 86, 91, 81, 77, 68 = 664

>>23792298
The Relentless

Wealth: 9
Pop: 4
Civ Tech: 18
War Tech: 21
Rec: 3
Defenses: 3
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 2
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Astrology +1

Defense
Control of Lava+2
Tunnels +1
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, steam tech
Anti-Intelligence agency
(Glass)

Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:2
Defense:1
Occupying armies: 2
Loyalty:7

The High Priest sends a messenger back to UCE thanking them for their knowledge of the steam technology and letting them know that the this holy nation would gladly help them in their conquests of the rabble from the north.

The Cossack vassals brought over have been ordered to be put into cells to further study the magical effects on the human body.

1. Mine gold mine
2. Work on landbridge (1/3)
3-5. Study if the crystals can be used to send a message from one crystal to another.
6. Study advanced magic.
7. Tie a vassal to a magical crystal. Contain in a cell and have flamewalkers stand bye. Study.
8. Same as above except the vassal is not tied to the crystal merely kept in the same room.
Vassals(98/100)
Vassal state:
9.Have roads built
10. Build better housing.
>>
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Rolled 85, 77, 43, 70 = 275

The Hirmoshiri Shogunate is now a vassal state? The Shogun was not informed but he will be wary that the Divine Wind has knocked his ministers heads together to make such an action. Regardless it will be sorted so long as greatness is created in time.

1-2.) We begin to apply our mining explosive technology towards a new brand of missile weapon. We must ready ourselves for the future.
3.) We begin making towns around the outlying Castle.
4.) We work our gold mines and attempt to find deeper mysteries.
>>
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(PLEASE READ THIS FLUFF)
A master spy has gone rogue from the Makers and established an island of no morals and all around Villainy. (Note small black Island). You can hire them to steal tech and assassinate enemies etc. They are also selling Civ Tech Steel tools +2 :: Printing Press: +4 :: Paper: +1 :: Centralized Education: +2 :: Railway +2 :: Superior Hulls +3 for 1 wealth each. Railway also gives other bonuses.

>>23792390
TechFed
sadly, no.
>>23792424
Hakaran
A great fleet of CapyBaras doggy paddle and take your nations far. +2 Commerce due to trading ports. The Spirit Rodent is pleased.
>>23792471
Maritem
Steam Machines (1/5). You find there is this thing called "coal" which is essentially compacted food or dead things or something which burns really hot. This will make steam tech work better. Maybe.
>>23792480
Makers
You lose another population as people continue to die in the wilderness. You can now disguise your men as merchants (+4 to Diplomat school). However, something went wrong. You best spy has broken off and gone rogue. -2 wealth
>>23792563
Kelnitz
You have created muskets as they dont have rifling in the barrel. (a proposed name was Hand Held Gun Powder Ballistic Boom Sticks but it was shortened to muskets) +4 war tech.
You make a propaganda office which can sway the minds of other nations.
>>23792693
Shogunate
Missiles, +3 war tech. +1 wealth for mining
>>23792674
Inferno
Land bridge (2/3), You develop crystal communication +5 civ tech, +2 infrastructure. The poor cossack vassal disappears. That’s all you know. Nothing happens to the second vassal. Roads +2 inf, housing +1 inf
>>
Rolled 16, 76, 18, 73 = 183

1- Continue on Amphitheatre!
2- Begin rebuilding the great city of Alexander
3- Master magical teleportation technology
4- Send Adventure Corps out for more lost knowledge

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 (1/6)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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>>23792614
Horrible things happen to the Aztecs, plagues kill thousands and earthquakes shatter temples. You also Establish communications.
>>
Rolled 4, 66, 7, 54 = 131

1. Improve the city of Yggdrasil

2. Have Odin shape the world. The Skyfather shall make one of our islands FLY!

3. have the Makers be fruitful and multiply (population)

4. Send Pontus along with our navies to bring in that rogue spy.

Wealth: 2
Pop: 2
Civ Tech: 20
War Tech: 28 (-4 without Odin, -4 without Pontus)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 5 (-2 without Pontus)
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School
Titans
>>
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Rolled 10, 38, 74, 26 = 148

Well we have gained the power of explosive missiles apparently. We must continue working towards the future.

1.) We begin working on those towers again. With more civilization comes crops and soldiers.
2.) We begin perfecting our missiles. We will make them truly devastating.
3.) We keep mining.
4.) We begin perfecting the arts to our ancient weapons. The Katana was amongst our nations most prized weapons.
>>
Rolled 2, 1, 1, 4, 10 + 24 = 42

War Rolls!

War Tech: 24
Legendary Blades +3 :: steel armor +3
Warforged +5 :: dirigible airships +1 :: Arial Golems +3 :: Superior Hulls +3 :: Naval Golems +5 :: Pontus + 4
>>
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Rolled 83, 2, 9, 94 = 188

>>23793037
1.2. Swim north towards aztec land.
+10 Capybara
3.4. Train fighting from Capybara backs on the way.
+10 Capybara
>>
Rolled 9, 64, 18, 48 = 139

>>23793037
Wealth: 5
Pop: 10
Civ Tech: 21
War Tech: 17
Rec: -1
Defenses: 2
Armies: 2
Navies: 3
Inf: 4
Com: 23
Stability: 10

The Never Ending party: Your people party hard. As a result, they don't enjoy being forced into military service, -1 recruiting. On the plus side, the constant party keeps the economy rolling and people willing to spent, +3 Commerce.
School of sailing! And Economics!: Bonus to rolls relating to economics and sailing.
Anti- Intelligence agency: This will prevent espionage incursions on your domain.
Maritem Gold Dollar: every 2 turns you get +1 commerce per every 3 wealth you have

Maritem manages to buy steel tools from a less than trustworthy source, but these tools will greatly help Maritem's growing factories.

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

1. Finish Steel Hulls! (2/3) I can use my school bonus for this, right?
2. - 3. Work on Steam Machines. Spend 2 wealth to help help the research. (1/5)
4. Try to find some source of coal in our nation.
>>
Rolled 81, 52, 24, 64 = 221

>>23793037
Wealth [21]
Commerce [23]
Population [5]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Four steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [30]
Navy Tech [18]
Infrastructure [9]
Civilian Tech [33]

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

Stability [9/10]

Wishing to spread the words of the late Grand Commissar Kelnitz II and his son to the world, the UCE government decided to create ‘Enlightenment Centres’ in other nations so that their citizens could hear about the wonderful exploits of the Kelnitz monarchy.

Aside from this, the researchers working for the UCE’s Army found a way to miniaturize the large siege cannon into a man-portable weapon capable of laying a man low at 10 yards. Despite this significant advance, the Army Command Council is not prepared to introduce them to all frontline troops and insists that more work needs to be done.

(Tax 1/2)

1 Expansion: Expand westwards (use one point of wealth)
2+3+4 Army tech: Research rifling (use three points of wealth)
>>
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Rolled 18, 81, 80, 28 = 207

>>23793037
>>23793102
The council celebrates, the destruction the Aztecs suffered was a successful test of the things capable once they were in control of the ley lines. Next they will use their power to take control of the Aztecs. Sending messages with the Ley Lines they claim to be the wrath of the gods and demand their servitude.

Stats:
Wealth: 1
Pop: 2
Civ Tech: 16
War Tech: 5
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 Scare the Aztecs into submision (spending 1 Wealth)
2 Set up internal Ley Line Communication net
2-4 Work on Teleportation Magic with the Technofederation
>>
Rolled 79, 50, 5, 42, 31, 53 = 260

The Relentless

Wealth: 9
Pop: 4
Civ Tech: 23
War Tech: 21
Rec: 3
Defenses: 3
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 4
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Astrology +1

Defense
Control of Lava+2
Tunnels +1
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, Crystal Com. +5
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:2
Defense:1
Infra:3
Occupying armies: 2
Loyalty:7

The High Priest quickly takes advantage of the tech offered for sale and sends 2 wealth for railroads and superior hulls.

The offer is also made to the UEC to trade advanced hulls for the centralized education.

1.Complete land Bridge (2/3)
2. Research advanced Medical techniques
3. Set up an Academy of Magic to help in the further study of that field.
4. Have a vassal eat some crystal dust. Study.

Vassal state:
1. Search for mines
2. Set up a police force
>>
>>23793422
The UCE accepts the Infernoian offer of centralized education system for superior hulls.
>>
File: 1363827030214.jpg-(1.28 MB, 3200x1620, 4.jpg)
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>>23793082
TechFed
Begin rebuilding (1/3), Lost knowledge (Whaling +1 civ tech)
>>23793161
Makers
Part of the city caves in on people -1 pop. Odin gives doubles the productive value of the Forge while he supplies it manually.
>>23793182
You lose 2 navies to the cunning spies but ultimately slaughter all of them, Pontus destroys the Island
>>23793174
Mining, +1 Wealth
>>23793200
Hakaran
No capybaras make it to the Aztecs as it is too far a journey. The Spirit Rodent is displeased that you would send his kin to their deaths. -3 stability. You can now use +10 capybara as war tech. Not as naval war tech, they are not the most graceful or speedy of swimmers.
>>23793212
Maritem
With the school finish steel hulls. +3 war tech.Steam Machines (3/5)
>>23793308
Kelnitz
You expand, change muskets+4 to rifles +7
>>23793310
Ley lines
+2 inf due to internal leylines. You begin ley line teleportation (1/5)
>>23793422
Inferno
Land bridge +2 inf. Medicine is now +2 in civ tech, not +1. You lose 1 wealth on a fruitless attempt to establish a magic academy. Vassal Police, +1 Loyalty
>>
Rolled 74, 40, 19, 94 = 227

1.-3. Make it so Yggdrasil and all our cities and towns are alive. They shall aid us in everything we do. Odin and Pontus shall lend their strength to our efforts with Odin at the Forge of the Ages and Pontus to shape the land. Use Mithral (3/4)

4. We've been hearing rumors about improved weapons that can strike from afar with less effort then any other weapon. Send out the Merchants Guild.

Wealth: 2
Pop: 2
Civ Tech: 20
War Tech: 28 (-4 without Odin, -4 without Pontus)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 5 (-2 without Pontus)
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School
Titans
>>
Rolled 53, 43, 43, 46 = 185

1- Continue rebuilding Alexander! (1/3)
2- Research leyline teleportation (Great Library doubles success)
3- Continue building Amphitheatre! (1/6)
4- Develop large scale fishing industry

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

Resources:
Capybara
Cannabis (+2 Stability)

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

Current Projects:
Amphitheatre (1/6)
Rebuilding Alexander (1/3)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
File: 1363827235394.jpg-(36 KB, 330x350, cossack-horseman.jpg)
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To all the new people who keep entering and leaving the chat, speak up. I would be glad to get you into the game.
>>
Rolled 55, 8, 70, 51 = 184

>>23793553
Tax cycle (2/2)
Dollar cycle (2/2)

1. - 2. Finish Steam Machines! (3/5)
3. Begin designing replaceable parts for our rifles!
4. Look for coal in our lands.
>>
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Rolled 64, 96, 43, 68 = 271

We don the mask and embrace the veil.

1-4.) We begin the creation of the Scorpion party of the Shogunate. We embrace the veil and don the mask to accept our fate. As such we will develop an entire art devoted to subterfuge and espionage. Our warriors will dissolve into the background, our peasants dissapear in the blink of an eye, and our spies shall never be heard of.
>>
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Rolled 1, 62, 62, 99 = 224

We have betrayed the trust of our rodent brethren and angered the Spirit Rodent.

1.2. To make it up to our furry friends.
+10 Capybara
3.4. Colonize the rest of the peninsula.
+10 Capybara
>>
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Rolled 36, 13, 91, 88 = 228

>>23793553
Doubling their efforts the council continues to set up the Ley Line Alliance as the Aztecs Gods and Masters by sending messages and illusions to the Aztecs via their Ley Line. The message is simple, serve the Alliance or suffer the apocalypse.

Stats:
Wealth: 0
Pop: 2
Civ Tech: 16
War Tech: 5
Infrastructure: 5
Commerce: 4
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results

1-2 Scare the Aztecs into submission
2-4 Work on Teleportation Magic with the Technofederation(1/5)
>>
Rolled 54, 68, 6, 23 = 151

>>23793553
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [20]
Commerce [23]
Population [5]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Four steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [33]
Navy Tech [21]
Infrastructure [9]
Civilian Tech [33]

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

Stability [9/10]

Worried about rumours that some other nations may potentially be working towards some form of heretical teleportation, the Grand Commissar orders the UCE’s main Academy of Science! to begin formulating some theories pertaining to a method of teleportation prevention.

(Tax 2/2)

1 Project: Begin developing a method of teleportation prevention by using Science! (use one wealth point)
2 Army: Alter the UCE’s 4 Hvy. Inf. Regiments to Hvy. Riflemen Regiments
3 Navy: Dispatch four Ironclad squadrons to the great sea to the far west to protect the UCE’s national interests there.
4 Defences: Create a domestic militia that would help organize the populace in the event of an invasion
>>
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Rolled 80, 57, 94, 28, 18, 94 = 371

The Relentless

Wealth: 6
Pop: 4
Civ Tech: 31
War Tech: 21
Rec: 3
Defenses: 3
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 6
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Astrology +1

Defense
Control of Lava+2
Tunnels +1
Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), medicine +2, Astrology +2, Crystal Com. +5
Centralized Education: +2,Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:2
Defense:1
Infra:3
Occupying armies: 2
Loyalty:8

1. Try again to make a University of Magic
2. Research into the crystals, if they can send messages why not objects? (Research Teleportation)
3-4. Send a squad of troops with some magicians through the crystal that sucked in the vassal. (If also applicable, add towards teleportation research)

Vassal State:
1.Recruit an army
2.Build a main city
>>
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>>23793605
Makers
Cities thrive and expand. +2 pop, +3 civ tech due to Yggdrasil being wicked sweet. Your spies are good, but not good enough to sway a fanatical populace to hand over secrets. You gain muskets +4 but not rifles.
>>23793609
Tech Fed
Alexander! (2/3) Leyline teleport told to Ley Lines.
>>23793649
Maritem
Steam machines are finished! You can now create factories and mills etc. (single actions, guard this carefully). Replaceable parts (1/2). You find a source of coal, gives extra success to factories.
>>23793735
Hakaran
The spirit Rodent abandons you. His kin silently leave you, swimming away into the oceans to lands unknown. You lose all Capybara related bonuses. You expand.
>>23793746
leylines
Teleportation complete, +2 commerce to you and Tech. You can move armies as a free action where lines of communication already exist. Also +5 civ tech due to teleportation now being possible within your borders.
>>23793792
Electronic Magic Prevention EMP for short (1/5). Infantry altered. Of note, you catch word from your loyal populace that redeath has stolen the musket blueprints. this does not bode well. Other news, you now have complete control of the Hirmoshiri vassal, but some have broken off calling themselves the Scorpion Party. They seek to remove you from their lands (the vassal)
>>23793811
Inferno.
Magic university (1/2). You find the crystals can make object vanish, but you dont know where they go. Those who venture into the crystal are never seen or heard from again.
Vassal builds city, +1 pop. change maintenance accordingly
>>
>>23793676
Your people have taken back some of their former home and become a society of shadows. This has many bonuses. You have Defenses +4 due to being a society of shadows. All of your population is converted to ninja armies. you gain +10 war tech (ninjas). You can now make espionage and sabotage missions. You gain another 4 armies. However, you no longer have an population, commerce, infrastructure or navies/naval tech. Your people will also take matters into their own hands if you do not take action against the occupiers next turn.
>>
Rolled 17, 21, 44, 45 = 127

1- Continue rebuilding Alexander! (2/3)
2- Research/refine leyline teleportation (Great Library doubles success)
3- Continue building Amphitheatre! (1/6)
4- Create giant magical Colossus of Rhodes style automaton

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

Resources:
Capybara
Cannabis (+2 Stability)

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

Current Projects:
Amphitheatre (1/6)
Rebuilding Alexander (2/3)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Rolled 62, 96, 28, 8 = 194

Our friends have left us. We are all alone now. We cannot count on other anymore, and we won't.

1.2.3.4. See that? It's called East, we're gotta start running that way untill we end up here again.
Spend all 4 wealth on proper running shoes.
>>
Rolled 51, 42, 20, 9 = 122

>>23794078
Tax cycle (1/2)
Dollar cycle (1/2)

Our nation is on the verge of an industrial revolution! We have invent ways to operate machines with tools, increasing production tenfold!

1. Build shipbuilding factories with steam machines! Spend 1 wealth to improve this.
2. - 3. Increase the size of our intelligence agency, allow them to find spies even better than now! We must defend our nation! Use 2 wealth to help fund this.
4. A race, around the world! Accepting the call, our nation will attempt to travel around the world. In eighty days!
>>
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Rolled 55, 23, 89, 11 = 178

We begin the reclaim our rightful lands. The people enslaved by our protectors is a crime against our nation.

1-2.) We begin the infiltration into our lands by sabotaging the usurpers in the lower levels of government. There will be no more speak of usurper propaganda in a nation not theirs. The Scorpion is keen.
3.) We begin to inact our plans in sabotaging defensive structures. We will invade our own lands and reclaim them. The Scorpion is patient.
4.) We work further in our craft in the mask and veil. We will win no matter the cost.
>>
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Rolled 10, 89, 72, 7 = 178

>>23794078
Due to lack of worship, or any sign of response to their messages the council decides on a new tactic. Using their newly developed Ley Line Teleportation they send a messenger to the Aztecs who will convince them to bow down before their Gods and Masters.

Meanwhile, the search for the Ley Lines of more nations continues, with the hope to make new acquaintances.

Stats:
Wealth: 0
Pop: 2
Civ Tech: 21
War Tech: 5
Infrastructure: 5
Commerce: 6
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

1-2 Scare the Aztecs into submission
3 Find a nearby nation's Ley Lines(Find Makers' Ley Line)
4 Look for a magical Ley Line(Find Inferno's Ley Line)
>>
>>23794078
From my phone.

Tax (1/2)

1 Arrest all Redaeth citizens in UCE territory on suspicion of espionage and enact a travel ban.
2 Recruit two additional ironclad squadrons and two riflemen regiments
3+4 Deploy two riflemen regiments along with propagandists to our vassal to ensure order is maintained
>>
Rolled 24, 10, 99, 1, 13, 87 = 234

The Relentless

Wealth: 5
Pop: 4
Civ Tech: 31
War Tech: 21
Rec: 3
Defenses: 3
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 6
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+4, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Astrology +1

Defense
Control of Lava+2
Tunnels +1
Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), medicine +2, Astrology +2, Crystal Com. +5
Centralized Education: +2,Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:8

The High Priest stands in the center point of an array formed from the strongest magicians in the world. Across, the temple from him stands a group of soldiers and flame-walkers, prepared for anything. This time however they are equipped with crystals, able to send messages back.
As the ritual begins to climax they walk towards the Giant Crystal, there is a bright flash as the sun shoots a bright beam down....and they're gone.

1. Send a blimp around the world.
2-3. Teleportation ritual (-1 Wealth Point)
4. Finish University of Magic (1/2)

Vassal State:
1-2. Search for Mines
>>
Rolled 93, 67, 33, 79 = 272

>>23794296
Forgot my rolls.
>>
File: 1363830188205.jpg-(197 KB, 800x936, dmitri-belyukin-the-cossa(...).jpg)
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Rolled 29, 25, 8, 68 = 130

>>23794296
can you do dice? If not I will just count these for you (unless you object)
>>
>>23794366
>>23794381
nvm
>>
Rolled 66, 92, 23, 21 = 202

1.2. With our knowledge of muskets let us try to improve them!

3. Create some more naives to replace those loss

4. Expand North.

Wealth: 2
Pop: 2
Civ Tech: 20
War Tech: 28 (-4 without Odin, -4 without Pontus)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 3 (-2 without Pontus)
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School
Titans

Stability: 9
Cannibas +1
>>
File: 1363831017798.jpg-(1.28 MB, 3200x1620, 6.jpg)
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>>23794145
TechFed
Eh, I'm giving you ampetheatre (3/6) because I feel bad for you.
>>23794197
Hakaran
You run like the wind. Note the small blue line.
>>23794209
Maritem
You have ship building factories! You can turn 2 fleets per 1 success. 3 if you use coal. You're racing team fails to leave the city, complaining of a wicked hangover the second they leave the supply line of alcohol.
>>23794227
You remove the propaganda stations and sabotage defenses.
>>23794253
You scare some of the Aztecs into joining you, the rest resolve to fight. You find the makers ley line. Vassal: 2 Armies, 1 population, 2 Wealth.

Again, 2 posts due to bigness
>>
>>23794353
Your blimp sinks back to earth around the cossack nation due to technical problems. You achieve teleportation through the big crystal. You can teleport anything, anywhere at a moments notice. Doesn't even have to be near the giant crystal. It does however take an action to do so. However you gain +3 defense and +3 infrastructure due to the ease of teleporting small unimportant payloads. The university of magic crumbles in a gigantic explosion. With it you lose crystal communication, astrology, and centralized education as it brings the school system down with it. You also lose 1 recruitment due to losing some of the best combat mages you had in the catastrophe. This makes Flame walkers only +2 as well. Your vassal state fears such magic and loses 2 loyalty. They do find a gold mine however (0/7)
>>23794296
You successful make it so the makers can never again enter your territory. You only manage 2 regiments and 1 ironclad squadron. Deployment succeeds.
>>23794414
You now have semi-auto self reloading and very stable muskets. +8 instead of +4

Holla if i missed something.
>>
>>23794629
KELNITZ
Forgot to say, you lose all defenses in the vassal (if you had any) and 2 loyalty as Ninjas remove your propaganda.
>>
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Rolled 26, 94, 10, 98 = 228

>>23794604
With the memory of their departed friend still burning in their hearts, the Vagrants push themselves to new heights of speed!
1.2.3.4. gotta go fast

http://www.youtube.com/watch?v=QEjgPh4SEmU
>>
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Rolled 72, 52, 86, 22 = 232

The Scorpion see's the usurpers people and understands their plight. They fight for a war never their own.

1-2) We deploy our Scorpion Bushi and attack the newly deployed troops. This land was not theirs to begin with and returning home alive or dead is now their choice.
3.) We invade the defenseless castle and bribe the guards. There is no shame in personal wealth. (-1 wealth)
4.) We attempt to persuade and bribe the government here to our plight. What is honour if nothing is your own? (-1 wealth)
>>
Rolled 2, 28, 13, 97 = 140

1- Continue rebuilding Alexander! (2/3)
2- Train an Elite special forces of warlocks
3- Continue building Amphitheatre! (3/6)
4- Find resources nearby that could increase our wealth

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

Resources:
Capybara
Cannabis (+2 Stability)

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

Current Projects:
Amphitheatre (3/6)
Rebuilding Alexander (2/3)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact
>>
>>23794381
Thank god I did my own rolls, haha. Thanks anyway mate :)
>>
Rolled 68, 85, 60, 72 = 285

>>23794604

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

Our utter failure at attempting to travel 'round the world in eighty days was humiliating, but our best scientists have devised a way to make sure it never happens again!

1. Build a booze factory!
2. - 3. Build some navies! We use our factories and coal to improve this.
4. Finish Replaceable parts (1/2)
>>
Rolled 50, 45, 59, 70 = 224

1. Continue to improve the muskets. Perhaps we can look into etching the steel.
2. Create personalized steam engines so our citizens may travel easier.
3. Create navies.
4. Expand north
>>
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Rolled 81, 61, 78, 87, 3, 51 = 361

>>23794604
>>23794629
The Council is worried about the dissenters, their new followers can't very well rise up against them. So a plan is made to send traders along the entire Ley Line network to gather rare and exotic goods to impress the Aztecs with.

Stats:
Wealth: 0
Pop: 2
Civ Tech: 21
War Tech: 5
Infrastructure: 5
Commerce: 6
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

1-2 Use the network for trade(Getting some Wealth)
3 Find a nearby nation's Ley Lines(Find Maritem's Ley Line)
4 Look for a magical Ley Line(Find Inferno's Ley Line)
------------------------------------------------
Aztecs
Armies: 2
Population: 1
Wealth: 2

4-6 Build a giant statue in honour of the new gods
>>
Rolled 55, 25, 35, 68 = 183

>>23794604
Still on phone.

Tax (2/2)

1. Deploy an additional two regiments to our vassal state
2+3 Encourage the propagandists in our vassal to whip up righteous fury in loyal citizens while the army arrests suspected traitors (use one wealth each)
4 Research improvements to our rifled weapons (spend one wealth)
>>
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Rolled 2, 1, 8, 4, 8, 10 + 26 = 59

We ambush the usurpers as is our way. Let them only feel cold steel from here.
>>
>>23794710
Roll for combat in Hirmoshiri province.
>>
Rolled 3, 7 + 33 = 43

>>23794838
Rolling. This probably won't go well.
>>
Rolled 35, 42, 57, 20, 44, 87 = 285

The Relentless

Wealth: 6
Pop: 4
Civ Tech: 22
War Tech: 19
Rec: 3
Defenses: 3
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 6
Com: 12
Stability: 7


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

Defense
Control of Lava+2
Tunnels +1
Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), medicine +2,
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (0/7)

1. Instead of an University of Magic, Try for a Magicians Guild
2. Research Crystal Communication
3. Research Advanced Healing and Medicine
4. Recruit Armies

Vassal State:
1. Help get the Dirigible going around the world again
2. Seriously, Help that Dirigible
>>
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>>23794693
Hakaran
You run until you reach the border of Kelnitz's UCE (sanic has really motivated your people), you will need his permission to cross safely. or you could try anyway.
>>23794696
Scorpion
ambush succeeds in beginning. You bribe the castle and take it back, +2 defenses. The government does not listen.
>>23794699
Techno
Alexander's beginnings crumble, so does the ampetheater (0/3) for both. You gain +2 wealth from finding that whale oil is a hot commodity. Also gem mine (0/3) and gold mine (0/10). They must be mined as separate actions.
>>23794724
Maritem
Booze Factory! Its output will supply +2 commerce and +2 stability as long as it keeps running (it will do this on it's own.) +6 Navies, -2 stability due to poor conditions and coal smoke. Replaceable parts +3 for all the tech categories.
>>23794783
Makers
You develop rifling. Those muskets +8 are now rifles +10. +1 navy and you expand.
>>23794786
Leylines
+3 wealth, You find Maritem's line. You find Inferno's line, you think, it leads to the center of the earth........
The Aztecs rebel and declare independence again.
>>23794815
Kelnitz
You deploy. Propaganda does nothing against these shadows. You develop semi-auto capabilities. +2 to rifle stats.
>>23794825
>>23794888
The scorpions strike hard and fast. They lose 2 armies of their own but crush the 2 defending units. They take land as people join their cause. (+1 army to scorpions)
>>23795079
Advanced medicine, another +1 to medicine. Dirigible is up and running. Between maritem and Aztecs now
>>
Rolled 49, 43, 55, 3 = 150

1/2/3/4- Pray for a Demigod, a half-divine hero who will become a manifest symbol of our people, striving us to acheive glory always.

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

Resources:
Capybara
Cannabis (+2 Stability)
Whale Oil (+2 Wealth)
Gem Mine
Gold Mine

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

Current Projects:
Amphitheatre (0/3)
Rebuilding Alexander (0/3)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Rolled 41, 40, 23, 82 = 186

The Scorpion is pleased with their plans but this is not over. Our lands will be our own once more, united in peace instead of ruled by leaders with fake smiles and empty words.

1.) If the governments will not listen then we will make them listen. We show them our victory and show that we will not back down any longer. Our heritage is to be free.
2.) We recruit the populace to our armies. They will learn our ways and understand that life for the Hiroshimi was never meant to be one of bold faced honour. It was to be a life of understanding and commitment. (-1 wealth)
3.) We will go further into our own lands taking back what is our from the usurpers. The scorpion will rest where he was born.
4.) We take from the dead usurpers their guns to work as our own. We will work their weapons against them and make weapons just like their to fight them. The enemy forgets that a weapon does not make a warrior. The scorpion was born with the tail and will teach the frog his way.
>>
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Rolled 55, 31, 98, 75 = 259

>>23795126
Kelintz can I pass through? pls

1.2.3.4. Anyway can't kill what they can't catch.
+3 iron armour just in case

http://www.youtube.com/watch?v=pihYCzuuS7o
>>
Rolled 26, 90, 58, 38 = 212

>>23795126
>>23795126
Wealth: 6
Pop: 10
Civ Tech: 24
Land War Tech: 14
Naval War Tech: 19
Rec: -1
Defenses: 2
Armies: 2
Navies: 9
Inf: 4
Com: 27
Stability: 10

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

Our nation is industrializing! Each day, more factories pop up, and begin to manufacture goods at an amazing rate! But this is only just the beginning, we have only just begun our industrial revolution!

1. Build a weapons factory!
2. Research ways to make rifles with replaceable parts.
3. Research ways to design ships with replaceable parts!
4. Research steam ships!
>>
Rolled 83, 65, 46, 78, 84, 86, 61, 71, 31, 65, 49, 53, 43, 24, 83, 99 = 1021

(Sorry, no time for fluff posts tonight.)

1-8: Research Cogholme's great weapon, King Cog (Unique War Unit, giant mushroom/ape/clockwork robot) 0/?

9-12: Impliment a tax system. 0/3

13-16: If either of the above fail, continue research on them. (Priority to the Tax System). If not, collect taxes.
>>
Rolled 10, 48, 62, 95, 66, 12 = 293

The Relentless

Wealth: 6
Pop: 4
Civ Tech: 23
War Tech: 19
Rec: 3
Defenses: 6
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


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

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

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

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (0/7)

1-2. Form a Mage's guild
3. Re-research Crystal Communication
4. Recruit Armies

Vassal State:
1. Mine the mine
2. Recruit Army
>>
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Rolled 7, 85, 36, 67 = 195

>>23795126
With Cortez chased out of the Aztec's lands the council turn their attention to other things, like finding new things to do with the Ley Lines, and finding out more about that one Ley Line going underground.

Stats:
Wealth: 3
Pop: 2
Civ Tech: 21
War Tech: 5
Infrastructure: 5
Commerce: 6
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

1 A Journey to the Center of the Earth (Teleportation to the end of Inferno's Ley Line)
2-3 Try to empower people standing on Ley Line points (Researching Mages)
4 Find a nearby nation's Ley Lines (Hakaran)
>>
Rolled 32, 66, 46, 59 = 203

1. 2. Using the last of the MIthril create Rifles for Odin and Pontus. Have Odin tend the Forge as well.
3. Expand north
4. Using the spice we 'acquired' begin experimenting with it to give us the ability to explore the unknown. It is time to plan the next stage. To create where there once was nothing.
>>
Rolled 93, 24, 35, 21 = 173

>>23795126
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [22]
Commerce [23]
Population [5]
Army [5] (Four Hvy. Inf. Regiments, Light Cav. Regiment)
Navy [6] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [35]
Navy Tech [21]
Infrastructure [9]
Civilian Tech [33]

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

Stability [9/10]

Alone in his study, Grand Commissar Kelnitz III heard the door creak open and a man slip inside quietly. He listened carefully as the hard-soled shoes of the man echoed across the marble floor as the man approached his desk. “My Lord,” said the man quietly. “The expeditionary force which we sent to the Hirmoshiri province was decimated in a surprise attack by local rebel forces...There were no survivors.”

A deathly silence prevailed after the man finished speaking. Several minutes later, the Grand Commissar finally spoke, “I want you to send everything. Every soldier that we have, every ship and even the FireLords Dirigible unit. Order them to take whatever measures they deem fit to restore order.” With one elaborate sleep, the Grand Commissar cleared the desk in front of him of a multitude of books and papers before yelling at the man, “Send everything!”

The man quickly saluted and did an about-turn before running off to do his Lord’s bidding. “We’ll show these dam provincials what real pain feels like,” murmured Kelnitz to himself.

Tax (1/2)

1+2+3 War: Send all 5 army units and the 5 ironclad squadrons, along with the dirigibles to the rebel sections of Hirmoshiri province. Engage traitor forces and restore order at any cost. (use three points of wealth)
4 Army tech: Develop a steam-tank (use one point of wealth)
>>
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Rolled 3, 9, 7 + 32 = 51

We defend ourselves against the attacking force in our castle. The scorpion strikes when necessary.
>>
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Rolled 6, 3 + 37 = 46

Our pilfered firearm troops as well defend.
>>
Rolled 6, 5, 6, 5, 4 + 21 = 47

>>23795700
The UCE's naval force bombards the rebel traitors infesting the castle.
>>
Rolled 4, 2, 4, 3, 5, 1 + 40 = 59

>>23795733
Ground troops land ashore and rush to create formations to engage the enemy firearm troops and their compatriots in the castle above. All while these actions are supported by the UCE's squadron of steam-powered, steel-armoured cannon Dirigibles flying high above; raining death down upon the Grand Commissar's enemies.
>>
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>>23795165
Tech
uhhhh no. The people start thinking this whole federation might be a bad idea. Stability reduced to 5.
>>23795247
Scorpion
You gain rifles +8
>>23795270
Hakaran
you indeed went fast. So fast you crossed his nation without him really noticing but he did wave you on. You have made it to the coast however (not actually on map, will add later), just across from where you started. wut do?
>>23795309
Maritem
rifles(1/2). Ships get replaceable parts, +1 recruitment.
>>23795330
cog
You have a tax system (how it works is in the rules I believe.) King Cog. Counts as 3 armies, +6 war tech when ever you use it. Can level mountains and use the minerals to create armies (of your weird clock/shroom things) at an advanced rate. It can walk across the ocean floor and level cities when it reaches it's enemies.
>>23795357
Inferno
Crystal communication (1/2). +3 armies. Mine the mine +1 wealth, (1/7)
>>23795360
Ley lines
You find hakaran's ley lines and begin mage research (1/2)
>>23795550
Makers
With the forge you manage to create a massive rifle for Odin, but not for pontus. Give another +4 war tech to odin. You make no progress on extra dimensional spice travel. Does this even really seem feasible? Maybe with some crit successes.
>>23795642
Kelnitz
you lose 1 wealth on fruitless research

combat results to follow
>>
Rolled 9, 60, 65, 45 = 179

After hours of arguing, diplomats from both Maritem and the UCE finally reached a trade agreement. Both would trade each other advanced tech to each other, and sign a non-aggression treaty!

UCE gains: Replaceable Parts and Steam machinery

Maritem gains: Refined Coal, Steam-Powered Boats, advanced mining techniques and Steel Armour
>>
>>23795700
>>23795733
>>23795734
>>23795783
The castle is destroyed, bombarded to dust. Scorpions lose 2 armies in it's defense. Kelnitz loses 3 armies in the assault but by securing some of the vassal ups the Loyalty by 2
>>
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Rolled 94, 74, 85, 54 = 307

We have seen nothing but the ire of the gods. The gods of our ancestors are nothing but chains on our future, shackles upon progress. As true believers in Liberty, we know what we must do.

The shackles must be broken. Freedom must prevail. The Technofederation must prevail. The gods must die.

1- Research leyline laser powered by Hakaran's running powerful enough to shoot a laser into the divine overworld. (Great library doubles research)
2- Send out Adventurer's Corp to find out any ancient techs/secrets/relics/etc to help in our quest.
3- Rebuild Alexander. They won't stop us. (0/3)
4- Research inter-dimensional travel through the leylines. If we can't defeat them, we'll find something that can. (Great library doubles research)

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

Resources:
Capybara
Cannabis (+2 Stability)
Whale Oil (+2 Wealth)
Gem Mine
Gold Mine

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

Current Projects:
Amphitheatre (0/3)
Rebuilding Alexander (0/3)

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

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
>>23795882
The UCE agrees to the technological trade deal with the people of Maritem; much beer and wine is drink in the celebration afterwards.
>>
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Rolled 5, 98, 20, 34 = 157

>>23795859
1.2.3.4. Keep running!

http://www.youtube.com/watch?v=aVTRxBJxLKA
>>
Rolled 48, 54, 71, 24 = 197

1.-3 Continue experimenting with Extradimensional Spice Travel. or EST for short.
4. Expand
>>
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Rolled 54, 79, 69, 19 = 221

>>23795859
Research and exploration continues.

Stats:
Wealth: 3
Pop: 2
Civ Tech: 21
War Tech: 5
Infrastructure: 5
Commerce: 6
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

1 A Journey to the Center of the Earth (Teleportation to the end of Inferno's Ley Line)
2 Try to empower people standing on Ley Line points (Researching Mages)(1/2)
3 Assist Technofederation Leyline Laser research
4 Assist Technofederation Leyline Inter-Dimensional Travel research
>>
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Rolled 33, 4, 40, 43 = 120

The Scorpion does its best to fight another day. We cannot win, for now.

1-4.) We abandon the Hiroshimi nation and flee elsewhere. We cannot survive this war.
>>
Rolled 78, 13, 52, 97 = 240

Maritem diplomats have been very busy lately. After finalizing trade agreements with the UCE, they sailed to their ally CogHolme. When in CogHolme, they drank and made merry for many days. On the last day they managed to make a trade agreement between Maritem and CogHolme. Along with an alliance!

Maritem Gains: Masonry, Basic Medicine, Centralized Educational System, Close Order Formation, and Ballista.

CogHolme Gains: Replaceable Parts, Steam machines, Steel tools, Steam Ships

This thing called tech trading is great!
>>
Rolled 82, 20, 94, 54, 42, 69 = 361

The Relentless

Wealth: 6
Pop: 4
Civ Tech: 23
War Tech: 19
Rec: 3
Defenses: 6
Armies: 8
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


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

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

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

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (0/7)

The High Priest Stands in front of the crystal. The amassed might of six armies and one dragon stand in front of him.
"Warriors! We go to crush the heathens that dare question the might of our God! They have the audacity to challenge what is! We will show them what their foolishness has brought down upon their heads!"
The army shouts, shaking the very ground, and Ragnarok Flies above spewing flames, then with a turn he flies straight towards the crystal at break neck speeds.
There is a flash of light and the rest of the army surges forward.

1.Perform the Sun Ritual and burn a swath through TecnoFederation's lands. (-1 wealth)
2-4. Teleport all 8 armies in the aftermath.

Vassal State:
1-2. Mine
>>
Rolled 16, 64, 31, 32 = 143

>>23795859
1-4: Research Cannons
>>
Rolled 9, 86, 60, 45 = 200

>>23795859
Now time for my turn.

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

1. Finish rifles! (1/2)
2. - 3.. Build a Weapons Factory!
4. Train some more navies, we shall use our factory and coal bonus for this.
>>
Rolled 64, 5, 54, 87 = 210

>>23795859
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [19]
Commerce [23]
Population [5]
Army [5] (Two Hvy. Riflemen Regiments)
Navy [6] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [38]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

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

Stability [9/10]

The UCE trades the knowledge of centralized education to the people of Inferno to help them recover after the loss of their magical university.

Grand Commissar Kelnitz was in his study, up late yet again, working tirelessly for the nation he loved and who loved him in return. Hearing a door creak, he looked up to see the jubilant face of one of his generals approaching him. “My Lord,” cried out the General. “I have just received a report from our brave soldiers fighting in the Hirmoshiri province; they have devastated the enemy and are moving to completely incorporate the formerly rebellious territory into the UCE officially.” A moment passed before the Grand Commissar replied, “Good work General,” Kelnitz said, a smile creeping across his face, “Very good work.”

Tax (2/2)

1 Army: Recruit an additional 4 riflemen units for the war effort. The Grand Commissar demands service!
2 Army tech: Develop a steam-tank (use one point of wealth)
3+4: Army tech: Develop weapons factories with the UCE’s newly gained knowledge of steam machinery. (use one point of wealth)

Free action: Completely annex the area formerly known as Hirmoshiri province and integrate it into the nation. Spread propaganda and use the troops stationed there to make the transition process smooth.
>>
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END OF GAME
>>23795898
Tech
Your adventures find in the great north lands, war away a partial text called GodKiller (closest mortal translation at least) which will reveal how to kill god. (7/10 with findings and research).
>>23795965
Hakaran
Your people grow weak, many fall behind, never to rise again. They swim the channel, some cant go on and drown. But one, one of the original voyagers returns to the place he left. Tired, starving, weak. He slowly goes through the town as people gather to cheer him on. He gets to ten meters away and the worn down, blister stubs that were his feet give way and he collapses to his knees. He crawls, slowly, making his way to the point of the beginning. Just as he reaches this, he dies. The Spirit Rodent sees this determination and realizes it was not foolishness that sent his kin to drown, but unyielding determination. You get back all the capybara tech as his favor returns and so do the large mammals.
>>23795973
Makers
Spice dimensions (1/15)
>>23796025
Scorpion
You try to flee, but it does not go well. As you try to escape most are sunk by Kelnitz's waiting fleet. But one ship survives. Adrift in the ocean it seeks a new home, forever remembering the story of the scorpion.
>>23795979
Ley lines
You teleport into molten rock and the scouting party dies a quick, fiery death. Mages! +2 war and civ tech. You assist tech fed
>>23796213
cog
cannons (1/2)
>>23796215
Maritem
Weapons Factory!! +2 Navies
>>23796200
Inferno
Mine, +1 wealth (1/7). You scorch the earth and teleport in. However, you lose 1 army during transit; they vanished.
>>23796289
Kelnitz
+3 armies. No tank, -5 wealth due to crit fail. +2 weapon factories.
>>
>>23796380
>>23796025
You leave, slightly
>>23795898
Tech
Your adventures find in the great north lands, war away a partial text called GodKiller (closest mortal translation at least) which will reveal how to kill god. (7/10 with findings and research).

As the TechnoFederation burns and is pillaged, a fleet sets sail carrying all the knowledge found and saved. All the plans, and most importantly GodKiller. The wayward refugees are eventually found by a lone ship flying a flag bearing the mark of the Scorpion. They tell the refugees their story, of how one day the bigger, oppressive nations will be brought low, of a time of peace; but first of a time of war and danger. They set out together and they will make history.
>>
Oh for fucks sake.
>>
>>23796465
lol
>>
>>23796465
oh boy. I'll let you make up actions.
>>
Rolled 13, 37, 78, 30 = 158

>>23796465
Every week, haha
>>
>>23796537

I actually completely forgot that this game existed, and didn't check the email account I have set up for it until just now, so I really can't complain.

On the other hand, this gives me a chance to get a leg up on those Iron Star bastards.
>>
Bump archive please? (if anyone still here)
http://suptg.thisisnotatrueending.com/archive.html
"Cossack Nation Builder 5(I think)"



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