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File: 1366152412552.jpg-(211 KB, 501x602, cover.jpg)
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Time once more, after a one week break, for Cossack's Most Glorious Nation Builder.
and stuff is going down, really down, like to hell even.

The GodKiller has been activated (it will begin taking effect next week), someone has a nuke somewhere and other things are not so good either.

If you want to join, I would advise against it because there are only 2-3 sessions left until the apocalypse. But if you really want to, I can add you in.

Join chat http://client00.chat.mibbit.com/#NationBuilder
>>
File: 1366152489680.pdf-(146 KB, PDF, Rules.pdf)
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Here is rules, I think it's all up to date.
>>
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http://suptg.thisisnotatrueending.com/archive/23000401/
http://suptg.thisisnotatrueending.com/archive/23268076/
http://suptg.thisisnotatrueending.com/archive/23528903/
http://suptg.thisisnotatrueending.com/archive/23791419/
http://suptg.thisisnotatrueending.com/archive/23897076/
http://suptg.thisisnotatrueending.com/archive/24019559/

These are links to the archive, in order with earlier first, I know I'm missing #2, maybe some other ones but you get the idea.
>>
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The world as it currently stands.
>>
>>24284234
I murder the cossacks.
>>
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>>24284421
Also, those who are here can begin posting 1st turn actions.
>>
Rolled 85, 56, 22, 8 = 171

1 - 3) Continue to research a way to leave the surface and go into space!

4.) Build armies
>>
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 7
Armies: 2


Stone Quarries - Great works projects require half as many successes it normally would.
Ley Lines Mapping - Civ tech +5 to magic related attempts
Builders guild - Civ tech +1 and double all construction results
Cogholm pack: Miltech: Iron Armor +1, Iron Weapons +1, Basic Naval Tech +1 and Civtech: Paper +1.
Mapping - +3 civ tech, +2 commerce +2 war tech.
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
Mages! - +2 war and civ tech.
Combat Magic - +3 war tech
You can now predict where ley lines shift and should not lose one again

Ley Lines found:
CogHolme
Technofederation(old location)
Aztecs
The Makers
Maritem
Inferno
Hakaran
Kelintz
Storm Confederation
Scorpion Clan

VASSAL - Aztec
Pop 3
Armies 2
Defence 3
Wealth 0
Loyalty 10
Gold mine (4/6)
>>
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1: Research a superior form of gunpowder.
2: Begin research into fully automatic weapons
3: Implement mass-production techniques in all factories and workshops. the fact that this took this long is a grave oversight
4: Design wind and water powered mills for grinding grain and powering industry.
>>
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Rolled 1, 99, 6, 87 = 193

>>24284915
While Cortez continues on trying to find the mysterious source of the ones who attacked the capital some of the mages begin project FOIS.

1-2) "Re-Locate Astral Line" (???/???)
3-4) Operation FOIS
-----
Aztecs
We must finish gathering the gold for the masters.
5-6) Mine for gold
>>
Rolled 2, 24 = 26

>>24284992
And the Aztec's dice...
>>
Checking in!
>>
Actually, can anyone fill me in on what's happened to me? Haha
>>
>>24285085
Excellent, I can use all the help I can get. The Godkiller thing you were looking for got activated and it seems shit is going to go downhill.
>>
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>>24285110
get in the chat and I'd be happy to
>>
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Rolled 95, 84, 38, 17, 46, 36 = 316

Wealth: 10
Pop: 3
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 4
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

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

Standing on his balcony, the cool night wind blowing, The High Priest stares off into the horizon.

They're out there, men who defy the true God, men who are trying to bring him down.

The Priest knows is that the world is changing, and he has to lead this Nation through the tough times ahead. He has to crush those who would try to destroy the Maker himself.

1. Send an army to occupy the nearest beacon.
2-3. The populous has been dwindling due to recent wars, fertility rights are to be practiced fervently. (Increase Population -4 wealth)
4. Continue research into the magic academy (2/4)

Vassal State
1-2 Mine (4/7)
>>
The Technofederation

We've learned that trying to be a peaceful, learned folk is not to our advantage and leads only to ruination. We must become warrior-poets, philosopher-kings, death dancers pirouetting with precision. We will uncover the secrets of the universe and beyond, pity upon any who try to stop us. Now, the GodKiller has come, for better or for worse, and our revenge may just be at hand.

1- Rebuild the Great Library.
2- Build Army.
3- Build a Large Magical Automatic Defense System.
4- Study the local GodKiller beacon.

3 Wealth
1 Pop
0 Inf
5 Stability
1 Commerce
2 Civ Tech
2 War Tech

Resources:
None

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

Current Projects:
None

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 41, 9, 77, 36 = 163

>>24285314

Forgot to roll, here we go.
>>
Rolled 73, 75, 73, 40, 6, 18 = 285

>>24284421
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [14]
Commerce [23]
Population [5]
Army [4] (One Garrison Rifleman Regiment in Vassal state, Three Steam-Tank Groups)
Navy [5] (Five steam-powered Ironclad Squadrons)
Defences [4]
Recruiting [5]
Army Tech [59]
Navy Tech [55]
Infrastructure [13]
Civilian Tech [41]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses; Electronic Magic-Prevention (EMP), each turn you may choose a magic action another nation is taking and roll to cancel it out.

Stability [9/10]

Tax (1/2)

1+2+3 Science! Using the lingering remnants of the plague which swept the nation, develop biological weapons.
4 Army+Navy tech: Develop a modern military organizational structure.

Vassal:
5+6 Population: population growth
>>
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>>24284908
Makers
A young mind has realized that when Pontus moves higher into the air, he falls slower as if the world is letting him go. But the air is also so thin his wings no longer work and he plummets. Maybe if you could get high enough you might escape the planet
Space Program makers (3/17)
Also Odin now counts as 3 armies for the purpose of dying, needing 3 1s or sufficient opposition to be damaged.
>>24284949
Boss
Fine powder+1 war tech. Mills, +2 Inf
>>24284992
Leylines
Space Program Leylines (1/18)
You Locate the leyline to whatever it is the GodKiller Signaled. It appears to be very far away, farther than anyone can really comprehend. However, it is also getting closer far more rapidly than anything anyone has yet seen. There are no ill affects, yet. Same for the Aztecs, but you did move the main leyline research there.
>>24285226
Inferno,
you not only occupy the beacon, you occupy the hell out of it. It is rather surprisingly a deep cave with perfectly smooth walls filled with strange humming mechanisms that light up. It is filled with writing and symbols in the same language as the godkiller text.
+4 population.
>>24285314
TechFed
Nothing really works out but You begin working on an automated defensive tower system for the small area you have taken as your new home. Tower system (1/3)
>>24285356
Kelnitz
You have now weaponized the plague. How effective it will be waits to be seen but you can use it.
Special: Weaponized Plague (To deploy it is a normal 1d100 action)
>>
Rolled 10, 10, 86, 88 = 194

The Technofederation

1- Train Army.
2- Build Great Military Academy.
3- Continue building Large Magical Automatic Defense System (1/3)
4- Study the local GodKiller beacon.

3 Wealth
1 Pop
0 Inf
5 Stability
1 Commerce
2 Civ Tech
2 War Tech

Resources:
None

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

Current Projects:
Large Magical Automatic Defense System (1/3)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 21, 93, 62, 22, 35, 80, 86, 41 = 440

Wealth: 0
Pop: 16
Civ Tech: 41
Land War Tech: 27
Naval War Tech: 23
Rec: 0
Defenses: 2
Armies: 0
Navies: 9
Inf: 4
Com: 37
Stability: 8

Maritem has been incredibly quiet! Within the nation, scientists are hard at work researching new and exciting technologies!

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

1. - 3. Electricity (3/5)
5. - 7. Start researching repeating rifles!
8. Start researching gun turrets for our ships!
>>
>>24285600

1-2, recruit armies
3: Research fine glassmaking
4: Develop the science of Biology.
>>
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Rolled 37, 91, 29, 94, 61, 50 = 362

>>24285600
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 7
Armies: 2

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again

--
With the origin of what the mages now call the "GodKiller Ley Line" found, Cortez orders a new research to be made. He wants a way to direct a powerful blast of magical energy towards the source to push them back to where they came from.

1-2) Research Ley Line Cannon (0/???)
3-4) Operation FOIS (1/18)
------------
Pop 3
Armies 2
Defence 3
Wealth 0
Loyalty 10
Gold mine (4/6)

Dig faster before the masters become angry!
5-6) Mine for gold (4/6)
>>
Rolled 82, 91, 35, 15 = 223

>>24285720

Forgot absolutely everything.
>>
Rolled 13, 2, 9, 86 = 110

1. 3. Continue studying how to get higher off this planet (3 \ 17)

4. create armies.
>>
Rolled 44, 30, 2, 84, 18, 65 = 243

>>24285600
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [14]
Commerce [23]
Population [5]
Army [4] (One Garrison Rifleman Regiment in Vassal state, Three Steam-Tank Groups)
Navy [5] (Five steam-powered Ironclad Squadrons)
Defences [4]
Recruiting [5]
Army Tech [59]
Navy Tech [55]
Infrastructure [13]
Civilian Tech [41]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses; Electronic Magic-Prevention (EMP), each turn you may choose a magic action another nation is taking and roll to cancel it out; Weaponized Plague (To deploy it is a normal 1d100 action).

Stability [9/10]

Tax (2/2)

1 Army tech: Research firearms tactics (rigid formations and combat discipline)
2 Industry: Build 2 naval supply factories
3+4 Army+Navy tech: Develop a modern military organizational structure.

Vassal:
5+6 Population: population growth
>>
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Rolled 5 + 70

>>24285730
Whatever was on the other side of the “astral leyline” has come back. What appear to be large humanoids a head and a half taller than a normal man have appeared in flashes of light in the Aztec capital. They wear or are made of metal and carry what appear to be very advanced versions of the firearms on this world. They have started killing everyone. Roll to defend.
>>
Rolled 3, 30, 14, 78, 25, 63 = 213

>>24285600

1+2 Other: Study the beacon.
3+4 Continue research into the magic academy (2/4)

Vassal:
5+6 Population: population growth
>>
Rolled 7, 9, 10, 10, 7 + 13 = 56

>>24285996
War Tech: 10
Defence: 3
Armies: 2
Aztec Armies: 2

The Mages and their Aztec Vassals fight bravely but to ensure their victory they invite everyone with located Ley Line to help.

Ley Lines Found:
CogHolme
Technofederation
Aztecs
The Makers
Maritem
Inferno
Hakaran
Kelintz
Storm Confederation
Scorpion Clan
>>
Rolled 25, 49, 47, 90, 31, 56 = 298

>>24286036
Rolling
>>
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>>24285657
TechFed
Defensive system (2/3), The Beacon appears as complex built into the ground at the base of a mountain in the range occupying that area. Inside are many things but mainly a room filled with clicking mechanisms and a large moving pictures which is flashing something in the language the original godkiller text was written and a large number that appears to be counting down preceded by "ETA"
>>24285705
Maritem
It is a major achievement! You have harnessed lighting as electricity! +7 Inf. Repeating rifles +3 war tech.
>>24285730
Leylines
Ley cannons (1/5), FOIS (2/18) +2 wealth, mine exhausted.
>>24286073
It is an awful defeat but you manage a well coordinated retreat. They have secured an area though. They will continue attacking so roll defense as well
>>24285772
Boss
+2 armies
>>24285862
makers
Getting to space is now (0/19) but +1 army
>>24285973
Kelnitz
You try to establish a military organization but no one really goes for it. also 2 of your navy squadrons leave to join the "rebel general NPC" -2 navies
>>24286115
Inferno
Magic Academy (3/4), +1 pop for vassal
>>
Rolled 35, 21, 28, 69 = 153

1. 3. Continue to into space. Seek out the people of the Leylines to colaborate with.
4. Send armies to aid Leylines. This is partly our fault so we will help them. Odin and Pontus shall join them as well
>>
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Rolled 10 + 80

The “godkillers” as some have called them have brought in even more monsters through some odd builds the first ones have constructed. These ones bear even stranger, more devastating weapons. They continue to attack.
>>
Rolled 13, 10, 77, 56, 100, 67 = 323

>>24286206
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [17]
Commerce [23]
Population [5]
Army [4] (One Garrison Rifleman Regiment in Vassal state, Three Steam-Tank Groups)
Navy [3] (Three steam-powered Ironclad Squadrons)
Defences [4]
Recruiting [5]
Army Tech [59]
Navy Tech [55]
Infrastructure [13]
Civilian Tech [41]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses; Electronic Magic-Prevention (EMP), each turn you may choose a magic action another nation is taking and roll to cancel it out; Weaponized Plague (To deploy it is a normal 1d100 action).

Stability [9/10]

Tax (1/2)

1 Army tech: Research firearms tactics (rigid formations and combat discipline)
2 Industry: Build 2 naval supply factories
3 Army tech: Developments in armour-making have made our cannons increasingly redundant; a new more powerful siege weapon is needed on the battlefield!
4 Army tech: Research a way for our rifles to fire more quickly

Vassal:
5+6 Population: population growth
>>
Rolled 45, 42, 29, 68 = 184

>>24286206

Tax Cycle 1/2.

1: It has become apparent that there are powers at work in this world that are unknown to science. However, as with all such unknown phenomenon, it is only a matter of investigating it and putting it to use for the betterment of Man. An investigative committee has been created to search for the origins of the myths and legends that so pervade the countryside. ( Research magic, Invest 1 wealth)
2: Research basic musical instruments.
3: Develop fine glass-making.
4: develop the science of Biology.
>>
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Rolled 84, 85, 3, 14, 66, 68 = 320

>>24286206
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 7
Armies: 2

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again

--
Cortez is PISSED, everyone must take up arms and fight these invaders, TAKE NO PRISONERS!

1-2) Recruit Mages(armies)
3) Research Ley Line Cannon (1/5)
4) Operation FOIS (2/18)
------------
Pop 3
Armies 2
Defence 3
Wealth 2
Loyalty 10
Gold mine (4/6)

The Gods must not be angered, begone demons!
5-6) Train Soldiers
>>
Rolled 94, 45, 96, 5 = 240

The Technofederation

1- Train Army.
2- Send Adventure Corps around to discover local ruins and lost technology/wonders.
3- Continue building Large Magical Automatic Defense System (2/3)
4- Attempt to decipher and learn GodKiller language

3 Wealth
1 Pop
0 Inf
5 Stability
1 Commerce
2 Civ Tech
2 War Tech

Resources:
None

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

Current Projects:
Large Magical Automatic Defense System (2/3)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 10, 5, 1, 5, 2, 7, 3, 10, 10, 2, 3, 2 + 78 = 138

War rolls for aiding Leylines

Armies: 6 (+2 with Odin)
Navies: 2 (+2 with Pontus)

War Tech: 78 (59 without Pontus or Odin)
Legendary Blades +3 :: steel armor +3 :: Warforged +5 :: Thunder Spear
Launcher +2 :: Iron Weapons +1 :: Blade Grafts +1 :: Armor Grafts +1 :: Close Order Formation +1 :: Steam Ships +2 :: Cannons : +4 :: Superior Hulls +3 :: Naval Golems +5 :: Pontus + 8 :: Boarding Crews +1 :: Basic
Naval Tech +1 :: Cartography +1 :: Navigation Improvments +3 :: dirigible airships +1 :: Arial Golems +3 :: Odin +8 :: Rifles +10 :: Greek fire +1 :: Ballista +2 :: Acid Launchers +2 :: Replaceable Parts +3 :: Repeating Rifles +3
>>
Rolled 9, 1, 1, 7, 10, 7 = 35

>>24286296
War Tech: 10
Defence: 3
Armies: 2
Aztec Armies: 2

CORTEZ DEMANDS VICTORY!
>>
Rolled 9, 1 = 10

>>24286382
OOOPS, correct stats, and the last two army rolls
War Tech: 10
Defence: 3
Armies: 4
Aztec Armies: 4
>>
Rolled 8, 60, 94, 7 = 169

1: Train soldiers to be better marksmen
2: Improve guns to be fully automatic
3: Research better bullets
4: Research body armor

Wealth:{3}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{9} Naval Boarding Parties, Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{7}

Gold mine (1/8)
>>
Rolled 27, 35, 41, 39 = 142

Worrisome news reaches Maritem City, aliens are invading! Some sort of race from space is attacking Laylines! Maritem Empire quickly decides to raise it's army and call up the reserve forces, who knows when the aliens will try to attack Maritem!

1. - 4. Raise armies! Use the factory and coal bonuses to help this roll, along with spending 4 wealth on weapons and shit.
>>
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Rolled 26, 57, 79, 55, 87, 59 = 363

Wealth: 7
Pop: 3
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 4
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

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

A messenger storms into the throne room, followed by shouts from the guards.

"Sire! I have dire news!"

The High Priest stops talking to his adviser and looks at the kneeling messenger. "What is it?"

"Sir! Fucking aliens!"

1-2. Finish the Academy
3. Raise armies (-2 wealth)
4. Study the Bunker (-1 wealth)

Vassal State
1-2. Raise armies
>>
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>>24286263
Makers
deployment successful, space program stalls.
>>24286303
Kelnitz
You begin working on the bazooka (1/2) and repeating rifles (1/2). The vassal, it explodes. +6 population. You need to occupy it or it will start costing you quite a bit. You do get +2 recruitment as well due to explosive zeal and manifest destiny etc.
>>24286310
Boss
Biology, +2 civ tech. You keep the wealth from the magic research but it doesn't succeed.
>>24286350
Techfed
+1 army, Tower defense system built, +10 defense. The language eludes you but the message on the display has changed, still no clue what it says though
>>24286459
Maritem
You should fail, but with factories and wealth, you get 4 armies.
>>24286455
Lion
full auto (1/3), better bullets +2 war tech
>>24286668
Inferno
Fucking aliens indeed. Academy finished, doubles magic research. +2 armies. You study the bunker. +2 vassal armies
>>24286412
>>24286382
>>24286367
>>24286296
The fighting is fierce but slowly the invaders are pushed back inch by inch simply due to the wave of bodies pressing in and the dead providing cover to the living. Leylines lose 3 armies, the Makers lose 3. More of the invaders poor from the strange constructs.
>>
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Rolled 10, 8, 7 + 90 = 115

The invaders continue the attack with their new toys (pic related)
>>
Rolled 14, 37, 83, 85 = 219

>>24286716
1-2: Mine gold
3-4: Raise armies

Wealth:{3}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{11} Naval Boarding Parties, Better bullets, Full Auto (1/3) Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{7}

Gold mine (1/8)
>>
Rolled 4, 93, 87, 78 = 262

>>24286716

1: Research magic
2: Research musical instruments
3: Research Glassmaking
4: Develop automatic weapons.
>>
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Rolled 98, 47, 80, 85, 44, 96 = 450

>>24286716
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 7
Armies: 1

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
Operation FOIS (2/18)
--
The enemy brings forth new weapons, but Cortez is undeterred.

1-2) Recruit Mages(armies)
3) Locate Friendly Ley Lines(Lion)
4) Operation FOIS (2/18)
------------
Pop 3
Armies 3
Defence 3
Wealth 2
Loyalty 10
Gold mine (4/6)

FOR THE GODS!
5-6) Train Soldiers
>>
Rolled 63, 83, 77, 80 = 303

>>24286716
Tax cycle (2/2)
Dollar cycle (2/2)

Maritem continues it's recruitment drive, trying to raise more armies to help fight the alien threat.

1. - 3. Raise armies, use the factory and coal bonuses.
4. Support the Maritem scientist by the name of Tesla in his research into things called "Tesla Coils".
>>
Rolled 2, 50, 25, 14 = 91

The Technofederation

1- Train Army.
2- Send Adventure Corps around to discover local ruins and lost technology/wonders.
3/4- Attempt to decipher and learn GodKiller language

3 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
2 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
None

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 88, 51, 71, 15 = 225

1. 2. Space (0/19)
3. 4. armies
>>
>>24286716
1 Army tech: Work on repeating rifles
2 Army tech: Work on bazookas
3 Navy tech: Improve our submarine design
4 Industry: Build four naval supply factories utilising our advanced knowledge of coal

Vassal:
1+2 Create 3 new steam-tank armies with the new child-soldiers...I mean up-and-coming citizens.
>>
Rolled 38, 31, 44, 61, 81, 78 = 333

>>24286900
Forgot my dice.

Also, as a free action I send two steam-tank armies to Ley using his LeyLines to fight the arcane horror!
>>
Rolled 43, 22, 40, 58 = 163

TheBoss' Rolls:

1- Develop Glassmaking.
2- Develop Stonemasonry.
3- Develop Carpentry.
4- Research musical instruments.
>>
Rolled 4, 10, 9, 8, 7, 7, 10, 7, 5 + 78 = 145

war rolls aiding Leylines
>>
File: 1366162380766.jpg-(63 KB, 975x412, Wasteland.jpg)
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Rolled 65, 90, 78, 37, 26, 20 = 316

>>24286744
War Tech: 10
Defence: 3
Armies: 4
Aztec Armies: 5

Orders from up top, CLEAR THE FUCKING BLAST ZONE!
EVACUATE TO THE CAPITAL WASTELAND!
>>
Rolled 8, 1, 4, 6, 2, 3, 7, 9, 10 + 13 = 63

>>24287127
oops wrong dice
>>
Rolled 2, 2 + 59 = 63

>>24287094
War rolls with two tank armies.
>>
>>24287094
>>24287211
We have gotten word that the battlefield isn't safe anymore, turn back and wait before our attack is over before it's too late.
>>
>>24287262
Very well, aiding in the fighting retreat.
>>
>>24287372
Ditto.
>>
File: 1366163433255.jpg-(59 KB, 600x450, lava.jpg)
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Rolled 22, 93, 53, 78, 24, 31 = 301

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 4
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:4
Gold Mine (4/7)

The High Priest stands, once again, in front of the Crystal.

This time, he fears, may be his last.

The news of beings from another realm invading, has troubled his mind. There is only one course of action left to take. The Magician's Guild has done days of non-stop research into the ceremony. Failure of which to perform properly, could destroy half the country.

The Mages chant and the Ceremony begins.

"The Fire from the Earth,
Shall feast from the blood of our foes.
The Sun God shall take the Fire from his hearth
and release from the ground below!"

There is a roar as Ragnarok lands upon the crystal, perching himself atop it.

"The mighty Wyrm shall give his life,
to be only reborn.
The ground shall spew forth, rife
with anger and scorn."

The sounds of cattle being slaughtered begin to be heard and the air tastes of iron.

"The enemy that comes
Shall be torn!
And the Sun!
Shall show it's scorn!"

There is a blast of light from the crystal and the ground begins to tremble. Ragnarok, letting out one last roar of rage, turns to ash and is blown away by the wind.

1-4. The Ceremony (-5 wealth, -1 Ragnarok)

Vassal State
1-2. Assume the position
>>
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>>24286757
lion
+2 armies
>>24286806
Boss
Magic: your people dislike it a lot, in fact they remember the fore-fathers burning witches to bring the country out of its dark age. Continuing to research magic will lose you favor with the populace. Instruments, +2 civ tech, Glassmaking +1 civ tech, Auto weapons (½)
>>24286819
Leyline
+3 mage armies, +2 aztec armies, Lions ley line was located, FOIS (3/18)
One of the aztec armies decides it would rather die with it's home nation than leave, lose 1 aztec army in the retreat. The damage also costs half of the Aztec population rounded up.
>>24286836
Maritem
+11 armies oh god, tesla, coils (1/3)
>>24286869
TechFed
Your armies defect, all 1 of them. They join the rebel general NPC. Your adventure corps find some thing that gives +2 civ tech, I'm not very creative right now.
>>24286874
Makers
space (2/19), +2 armies
>>24286900
Kelnitz
+1 naval factory, +3 steam tank armies
>>24287491
It was successful, however it cost Ragnarok not only this life but his essence, he will never return. But the invaders have been destroyed. The average temperature of the world has gone up by 3 degrees.
>>
Rolled 77, 89, 68, 12 = 246

1. 2. 3. Space (2/19)
4. armies
>>
Rolled 31, 75, 70, 16, 27, 91 = 310

>>24287659
The Grand Commissar, alarmed at the risk of extraplanetary invasion and concerned about the rising global temperature, decided to begin preparations which would see the important people of the UCE survive any coming cataclysm.

1 Army tech: Research bazookas
2 Army tech: Research repeating rifles
3+4 National Survival: Begin construction on a series of deep 'Vaults' connected by underground rail lines, which can be utilised by the important citizens of the UCE in the event of a disaster.

Vassal:
5+6 Focus the wealth and labour of the vassal state into building the Vault system in the motherland
>>
Rolled 2, 34, 76, 49 = 161

>>24287659
Martiem City was a hive of activity, more and more divisions marched into the city each day. The docks were full of sailors and their warships. The Party That Never Ended was even confined to the sizable red-light district, to make room for military camps and supply depots. Just as the soldiers were readying to ship out, they head news that the aliens were defeated.

The city proceeded to throw the biggest god damn party they've ever had.

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

1. - 2. Continue researching Tesla (1/3)
3. Begin researching internal combustion engines!
4. Throw the biggest god damn party in the world in honor of humanity's defeat of the invaders. Humans4lyfe.
>>
Rolled 7, 24, 11, 18 = 60

The Technofederation

1- Convince Rebel General we mean no ill will and to join us.
2- Build the New Great Library.
3/4- Attempt to decipher and learn GodKiller language

3 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
None

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 94, 45, 79, 55 = 273

>>24287659
1: Mine gold
2-3: Spread word around Lion Juju of the new national religion: Rastafari. Jah has blessed us with holy lands and has given us his divine intervention
4: Raise armies

Wealth:{3}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{11} Naval Boarding Parties, Better bullets, Full Auto (1/3) Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{7}

Gold mine (1/8)
>>
Rolled 77, 95, 80, 24 = 276

TheBoss' Rolls:

1- Develop new musical genre known as Rock and Roll.
2- Develop Stonemasonry.
3- Develop Carpentry.
4- Try for magic just one more time. Pretty please? We'll call it "Quantum Physics" this time instead.
>>
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Rolled 100, 74, 77, 2, 15, 96 = 364

>>24287659
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 7
Armies: 4

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
Operation FOIS (3/18)
--
With the enemy beaten back thanks to the help of The Relentless, Cortez announces a new national holiday. The Day of Ragnarok, in honour of the sacrifice made for the safety of all.

1) Day of Ragnarok (Celebrations!)
2) Search the battlefields for new tech
3-4) Operation FOIS (3/18)
------------
Pop 1
Armies 4
Defence 3
Wealth 2
Loyalty 10

The gods punished us because we weren't strong enough, we much grow stronger or suffer their wrath again!
5-6) Find survivors and have children(POPULATION GROWTH)(2 wealth spent)
>>
File: 1366165286209.jpg-(1.31 MB, 1517x2024, Observatory.jpg)
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Rolled 35, 75, 52, 23, 81, 52 = 318

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:4
Gold Mine (4/7)

1. Research into understanding the strange language in the bunker.
2. The Magician Guild has begun studying how crystals increase a persons reaction speed when fused to the spine.
3. Keep studying the language.
4.Mine the Rubies (0/3)
Vassal state
1-2. Send a group of people to try and recover anything from the magma fields. Flame walkers are sent with them to cope with the lava.
>>
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>>24287746
Makers
Speesh, (5/19)
>>24287877
Kelnitz
repeating rifles +4 war tech, Vaults (2/7)
>>24287911
TechFed
nope, nothing works
>>24287917
lion
+1 wealth, Rastafarian +1 stability, +1 army
>>24287908
Maritem
Internal combustion (¼) [I thought you already had that?]
The one know as Tesla shuffles nervously into the archduke's audience chamber. You insist to know what happens, he mumbles “mumble mumble people mumble mumble electricity”. Eventually after further conversation he admits “I may have accidental an entire city. And everyone in it. And its factory. And I possibly may have gone in to debt and need a small loan to pay back investors, but I think I finally cracked the coil idea!” -3 pop, weapon factory and 2 wealth. Or make it 7 wealth instead of just 2 to gain coils.
>>24287988
Boss
Rock and roll +3 civ tech, Stone masonry +4 civ tech, Carpentry +1 civ tech
>>24288064
Leylines
You celebrate, Stability is now 10. There is nothing left of the battlefield save lava rock. Everything was melted in the heat. FOIS(0/19) due to failure. Vassal pop +3
>>24288078
inferno
Language (1/2), crystal reactions +2 war tech. The area was burnt bad and is mostly just cooling lava rock. You find some ash caked corpses of the aztecs far enough out to not suffer directly but close enough for pompeii type results.
>>
Rolled 52, 8, 99, 90 = 249

The Technofederation

1- Train Army.
2- Concentrate magical energies on creating a Super Wizard. (Spending 1 Wealth)
3/4- Attempt to decipher and learn GodKiller language (Spending 1 Wealth)

3 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
None

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
File: 1366166143105.jpg-(129 KB, 650x473, Aztec_army.jpg)
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Rolled 19, 5, 30, 48, 39, 23 = 164

>>24288172
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 10
Armies: 4

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
Operation FOIS (0/18)
--
With what Cortez belives to be a brief but welcome peace, he plans for the return of the capital, every family who has at least three children will recieve land in the ruins of the old capital, and aid in rebuilding.

1) Repopulate the ruins
3-4) Operation FOIS (0/18)
------------
Pop 4
Armies 4
Defence 3
Wealth 0
Loyalty 10

We must march towards the rising sun, the land once ours will be ours once more!
5-6) Expand east
>>
Rolled 41, 82, 64, 50 = 237

TheBoss' Rolls:

1- Train population to "Stick it to the Man" (Defense)
2- Teach population about the benefits of Rock music. (Stability)
3- Fuck it, actually research Quantum Physics instead. It's close enough to magic. If we can't have Rock Wizards, we'll have Rock and Roll Scientists like in Buckaroo Bonzai.
4- Support and develop measures to have individual rights prospoer (Civ Tech)
>>
Rolled 78, 6, 7, 69 = 160

>>24288172
1-2: Research full auto guns
3: Cultivate ganja
4: Begin preparations for a religious festival

Wealth:{4}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{11} Naval Boarding Parties, Better bullets, Full Auto (1/3) Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{8}
Religion: Rastafari

Gold mine (1/8)
4 armies
>>
Rolled 85, 72, 79, 65 = 301

>>24288172
The archduke was incredibly angry at Tesla, but the magic-like coils quickly quelled his anger.

Maritem also sold their electricity technology to Inferno for a single payment of 3 wealth, which was used to pay off Tesla's debt, along with the 4 wealth Maritem had in the bank. Gib coils now.

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

1. - 3. Finish working on Internal Combustion Engine (1/4)
4. Work on building giant death rays with the Tesla Coils.
>>
Rolled 95, 32, 65, 69 = 261

1. 2. 3. Space (5/19)
4. armies
>>
>>24288172
We must dig greedily, we have to dig deep!

1 Army tech: Finish work on bazookas
2+3+4: National survival: continue work on vaults

Vassal:
5+6: Aid in vault construction
>>
Rolled 13, 26, 26, 34, 49, 92 = 240

Wealth: 2
Pop: 7
Civ Tech: 51
War Tech: 87
Army tech:67
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:4
Gold Mine (4/7)

The High Priest has agreed to give Maritem 3 wealth for the secrets of electricity.

1-2. Complete translation of the Language
3. The strange machines in the beacon are to be studied
4. Mages are trained to control electricity.

Vassal State
1.Mine (5/7)
2. Salvage any metal or scraps from the battlefield
>>
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>>24288543
dice or should I roll for you?
>>
Rolled 52, 82, 43, 56, 67, 51 = 351

>>24288543
Did it again...
>>
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I'm thinking 2-3 more turns depending on speed.

>>24288197
Tech
+1 army.
You decipher the language completely. It appears that the godkiller beacons as relics from the earliest ages of this planet, when activated, send a signal to a war “fleet” (makes no sense, how would an extra-terrestrial group of boats reach you) that “contamination of the soul” or some such thing has reached uncontrolled levels and an “end of days scenario” that was originally wrongly interpreted as wrath of god, then killing of god, will be enacted on the planet to prevent the contamination spreading. The “fleet” is set to arrive at exactly whatever measure of time is the end of this session. It also seems that the fleet is composed of “true humans” while everyone on this planet is somehow part of a subrace.
>>24288303
Leylines
Space just doesn't want you it seems. Mages catch fire on the launchpad. Even though they were doing magic and there was no flames nearby or even in the same room.
>>24288348
Boss
+1 stability for rocking. Quantum Physics (1/20).
MUH FREEDOMS +2 civ tech
>>24288394
lion
Full auto (1/4), Religious festival prepared, will increase effects of the festival. (are you by chance planning to celebrate this coming weekend?)
>>24288445
Maritem
Internal combustion +10 commerce, +5 civ tech +8 war tech. Death Ray (1/3)
>>24288537
Makers
Space (8/19), +1 army
>>24288592
Inferno
You gain +3 scrap metal. You can either convert it into 2 wealth or keep it for something.
>>24288662
Kelnitz
Bazookas +4 war tech, Vaults (6/7)
>>
Rolled 25, 89, 56, 9 = 179

1. 2. 3. Space (8/19)
4. navies
>>
Rolled 93, 38, 44, 49 = 224

The Technofederation

1- Develop Magical Space Program.
2- Further research beacon to gain control of its secrets.
3- Develop Transdimensional Portal.
4- Create communication device to speak with True Humans.

1 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
None

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 63, 44, 93, 77 = 277

>>24288714
Martiem City is the City of tomorrow! The nation has electricity and internal combustion engines! Who knew this large port city could become a technological powerhouse?!

1. - 2. Death ray (1/3)
3. - 4. Build industrial digging and construction equipment with our new internal combustion engines and electricity.
>>
Rolled 13, 65, 69, 100 = 247

TheBoss' Rolls:

1- Train population to "Stick it to the Man" (Defense)
2/3/4- More Quantum Physics research!
>>
File: 1366168217845.jpg-(84 KB, 625x468, Space Conquistador.jpg)
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Rolled 85, 10, 60, 3, 87, 35 = 280

>>24288714
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 10
Armies: 4

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
Magical Space Program (0/???)
--
With recent failures Cortez asks for help from the other magically knowledgeable people, receiving a positive response from the Technofederation the join Magical Space Program takes shape. It's goals being the escape from the planet and overcoming all the problems presented by the hazards of space.

Magical Space Program Goals:
-First Mage into space
-First Mage on the moon
-First Mage to pilot an asteroid
-First Mage on another planet
-Planetary exodus

1) Repopulate the ruins
3-4) Magical Space Program (0/???)
------------
Pop 4
Armies 4
Defence 3
Wealth 0
Loyalty 10

We must march towards the rising sun, the land once ours will be ours once more!
5-6) Expand east
>>
Rolled 34, 100, 100, 93 = 327

>>24288714
1-2: Finish research Full Auto
3-4: Finish research on steam engine

Wealth:{4}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{11} Naval Boarding Parties, Better bullets, Full Auto (1/3) Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{8}
Religion: Rastafari

Gold mine (1/8)
4 armies
>>
Rolled 49, 29, 53, 80, 21, 75 = 307

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:4
Gold Mine (4/7)
+3 scrap metal

1. Study the machines within the beacon
2-3. Learn the language
4. Magic electricity

Vassal state
1-2. Find mines
>>
Rolled 56, 7, 41, 40, 94, 16 = 254

>>24288714
1+2 National survival: Finish work on the national vault network
3 Science! We've discovered that the earth becomes hotter as we dig down, maybe this can help us generate power...
4 Army tech: Develop a unified rank structure

Vassal:
5+6 Population: Encourage the proles to breed!
>>
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>>24288760
Makers
Space (10/19)
>>24288781
TechFed
FOIS (1/18)
>>24288825
Maritem
Deathray (2/3). Mining/construction equipment +6 civ tech
>>24288828
The Boss
You perfect the science of quantum and particle physics to a level beyond even current understanding. Time, space, energy and matter are laid bare before the eyes of your scientists.
>>24288839
Leylines
+1 pop and you expand, You lose 2 stability due to the massive toll your space program (or as the dissenters have taken to calling it "the dead mage project")
>>24288846
Lion
Full super auto +8 war tech, Steam engine completed, +4 commerce.
>>24288916
Inferno
Language translation completed, what do you wish to read? Electromancers +3 war tech.
Vassal finds a gem mine (0/3)
>>
>>24289053
Vaults finished, They can store 3 population, 3 armies and 1 wealth for a period of up to a century. +1 pop in vassal.
>>
Rolled 35, 95, 11, 80 = 221

1. see if my armies grabbed any of the alien technology while helping Leylines
2. 3. 4. Space (10/19)
>>
Rolled 77, 89, 96, 65 = 327

The Technofederation

1/2- Develop Magical Space Program.
3- Try to perfect genetic make-up through magic to become True Humans.
4- Create communication device to speak with True Humans. (Using 1 Wealth)

1 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
FOIS (1/18)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Rolled 1, 2, 48, 52, 75, 65 = 243

>>24289069
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 10
Armies: 4

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
FOIS (1/18)
--
Cortez, in an attempt to calm the protests to the space program, announces that he will personally man the first expedition into space to prove his commitment to his goals.

Magical Space Program Goals:
-First Mage into space
-First Mage on the moon
-First Mage to pilot an asteroid
-First Mage on another planet
-Planetary exodus

1-4) Magical Space Program (1/18)
------------
Pop 4
Armies 4
Defence 3
Wealth 0
Loyalty 10

You must construct additional temples.
5-6) Build temples (defence)
>>
Rolled 58, 6, 39, 42 = 145

>>24289069
1-3 Host a lavish Festival of Jah to celebrate the blessings that he has bestowed upon us and pray to him for divine influence. Spend 1 wealth
4: Train soldiers to use the "Super Auto" guns that Jah has blessed us with

Wealth:{4}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{19} Naval Boarding Parties, Better bullets, Full Super Auto, Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{8}
Commerce{4}
Religion: Rastafari
>>
Rolled 79, 85, 4, 54, 55, 12 = 289

>>24289069
The Grand Commissar, pleased with the progress of the Strategic Vault Defensive Option; decided to strive to improve the network.

1+2 Science! Develop geothermal power and through this, electricity! (Spend 4 wealth on this project)
3+4 National survival: Improve the vault network. Disguise the entrances, dig deeper and make sure the information stays secret.

Vassal:
5 Population: Proles to breed more
6 Navies: Build two submarine squadrons.
>>
Rolled 16, 76, 70, 1 = 163

>>24289069
Tax cycle (2/2)
Dollar cycle (2/2)

1. Finish Death Rays (2/3)
2. - 4. Begin construction of the Maritem Bunker system! A system of bunkers 10 miles underneath the largest mountain range are going to be built, capeable of hold 125% of Maritem's population! Use the Mining/Construction equipment to help this roll. And spend 4 wealth to improve this roll.
>>
Rolled 43, 14, 25, 71, 30, 80 = 263

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:4
Gold Mine (4/7)
Gem Mine (0/3)

The High Priest sends orders for everything useful about the enemy to be searched for, along with ways to power the machines found in the beacon.

1.-3. Search for ways to power the machines
4. Research Astronomy

Vassal State
1.Mine the gem mine
2. Find Waldo
>>
Rolled 36, 88, 94, 80 = 298

TheBoss' Rolls:

1- Train population to "Stick it to the Man" (Defense)
2/3/4- Use quantum physics to unlock the secrets of Light and Sound.
>>
File: 1366170315464.jpg-(1.46 MB, 3600x1620, 8.jpg)
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1.46 MB JPG
One more turn for the night, make it count.

>>24289110
Makers
Space, (14/19). The area is melted, nothing to be found.
>>24289158
TechnoFed
FOIS(3/18). You find a way to make yourselves "true humans" however, you would need a tissue sample from a true human to be successful. You figured out how to use a "radio" in the beacon to communicate. You can take actions to convey messages but need to roll it as an action to account for language/culture barrier.
>>24289175
Leylines
Well, you got something into space. Namely a huge portion of your territory and all of the vassal. How? you don't know. Is there anyway to do it again? probably not. Are they alive? No, space is deadly. See map. Everything in vassal was lost. Also FOIS (0/20)
>>24289176
Lion
Lavish festival succeeds due to pre planning, stability is now 10
>>24289181
Maritem
You cannot into bunkers. Lose all 4 wealth. And difficulty of trying again is greatly increased with 70+ needed to succeed due to loss of equipment, qualified personnel and fear preventing volunteers.
>>24289198
inferno
Astronomy (1/2). You have found waldo in the vassal, Loyalty is increased by 3.
>>24289228
Boss
You have mastered the art of light and sound systems for rock shows. You now master the magic of rock and can use it in magical pursuits.
>>24289180
Kelnitz
Geothermal power plants unlock electricity. +10 inf. Entrances disguised. +1 vassal pop
>>
Rolled 87, 20, 46, 69 = 222

The Technofederation

1/2- Develop Magical Space Program. FOIS (3/18)
3- Find a True Human tissue sample in the bunker/beacon.
4- Communicate with the True Humans. (If successful, PM me)

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

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

Current Projects:
FOIS (3/18)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 83, 11, 43, 73 = 210

TheBoss' Rolls:

1/2/3/4- Use our New Rock Wizards to summon a Rock God made out of the pure energy of Rock: Dio, The Rainbow in the Dark.
>>
Rolled 20, 9, 21, 77, 80, 95 = 302

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7

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

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:7
Gold Mine (4/7)

1-2. Use the new founded Electromancer powers to zap things in the bunker.
3. Learn the arts of hiding from Waldo
4. Finish Astronomy
Vassal State
1. Mine the gem Mine (0/3)
2. Go Exploring
>>
Rolled 45, 51, 98, 1 = 195

>>24289441
The archduke sat silently in his chamber. His plan to build bunkers has failed spectacularly, with the loss of tons of valuable equipment and dozens of personnel. The archduke decided to call up The Makers, and request a few tickets for their space program, in return for Maritem help.

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

1. - 2. Death Ray (2/3)
3. - 4. Help the Makers finish their space program. Pour 4 wealth into help fund the program.
>>
File: 1366170753779.jpg-(526 KB, 1600x1200, Gemstone Market.jpg)
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Rolled 29, 56, 88, 93 = 266

>>24289441
Stats:
Wealth: 0
Pop: 1
Civ Tech: 23
War Tech: 10
Commerce: 4
Stability: 10
Armies: 4

Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Civ tech +1 and double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
You can now predict where ley lines shift and should not lose one again
--Projects--
Ley Line Cannon (1/5)
FOIS (0/20)
--
Cortez, claims complete victory. The Aztecs have achieved space flight and become the first to reach space. He also declares that the reason for the shutdown of the space program on their end isn't that Ley Lines cannot into space, but rather that the Aztecs are already up there working on it. Thus the Ley Line Alliance's new goal would be to acquire the funds to bring others to space.

First to reach space: AZTECS

1-4) Trade for funds
>>
Rolled 94, 69, 42, 66 = 271

>>24289441
1: Cultivate Reefer
2-4: Attempt to mine iron/ some sort of hard metal

Wealth:{4}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine 3/4
War Tech:{19} Naval Boarding Parties, Better bullets, Full Super Auto, Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{10}
Commerce{4}
Religion: Rastafari
>>
Rolled 7, 20, 71, 89, 73, 97 = 357

>>24289441
1+2 National survival: Use our new knowledge of electricity to improve defences and standard of living in the vault complexes. (Use 4 points of wealth)
3+4 Army tech: Use our knowledge of tanks, electricity, steam works and rifles to produce steam-punk soldiers armoured with power armour. (Spend 4 points of wealth)

Vassal:
5+6: Create 3 new armies
>>
Rolled 2, 24, 61, 15 = 102

1. 2. 3. 4. Space (14/19) spending my last 2 wealth to finish up
>>
File: 1366171623239.jpg-(161 KB, 1366x768, Ragnarok___Minmatar_Titan(...).jpg)
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As the sun sets on this session, hundreds of new starts appear and grow slowly larger in the night sky as a massive fleet of ships take up high orbit around the planet.Next Session: The Purge Begins.
>>
File: 1366171728946.jpg-(1.53 MB, 3600x1620, 9.jpg)
1.53 MB
1.53 MB JPG
>>24289486
TechnoFed
FOIS (4/18). Communication happened, you know.
>>24289512
Boss
Rock god (2/4)
>>24289534
Inferno
You now have astronomy, civ tech+2 but more importantly you can map the stars and heavens. Mine +3 wealth (1/3). You explore and find....... A small crashed space ship deep in the mountains. It appears ancient and damaged and is roughly the size of a house.
>>24289543
Maritem
DeathRay. Choose 1 target, take action, if successful it's destroyed. Your contribution to the space program include a napkin on which an arrow pointing to the word space is drawn. Your drunken scientists find this hilarious and have chosen to give up on space and get shit faced instead.
>>24289548
Leylines
+4 wealth.
>>24289562
Lion
You have the ganja in mass quantities, Inf +2, Commerce +3. You develop a mithril mine and mine some (1/3) [Mithril is used in units to build things or later sold for wealth.]
>>24289603
Kelnitz
steam-Power armor +12 war tech. +5 armies
>>24289764
Makers
Research stalls and takes a step back (13/19) due to Maritem's scientific contribution of an almost witty napkin doodle.


Session over, be back next week.
>>
also, this thread is archives under "cossack nation builder #7" which is the same as the last thread because I am retarded.
>>
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>>24289816

BRING IT


I would also like to state my amazement at discovering Quantum Physics before steam engines and acquiring Rock Wizards through Science. Excellent work, Techno.
>>
>>24289888

I enjoyed every moment of it. Two turns until you summon Dio and save us all.
>>
File: 1366171939163.jpg-(73 KB, 500x500, SPACE WIZARD.jpg)
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>>24289816
>>24289846
Well, I guess it's time to Fuck Of Into Space.
>>
>>24289846
Steeeeam-powered Space Marines!!

Thanks for the game Cossack; going to be an interesting next session!



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