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Hello, and welcome to Curt's CivThread 2: Year 3000. Episode 9: Dude, Where's My Doomsday Device?

If you're a regular, get in here!
If you're new, you're welcome too.
We only have a few solid rules here!
Rule 1: Engage in ludicrous, nonsense plans often! Do not engage in bullshit. You can tell which is which.
Rule 2: Make the game fun for everybody, as best you can.
Getting fluffy with your posts and getting in character is nice and might add to Rule Two, but if you don't wanna, I'm not gonna penalize you.

I'm going to wait around thirty minutes or so after this post, to allow everyone who wants to join do so. Then the game proper will begin.

In this game, you play as a growing nation in a small system! Whether you're a colony from a larger whole, a civilization that's grown planetside, the last members of a dead race, you wound up here! You start with modern and near-future tech, and must expand out into the world! You win when you're the last nation standing, you and your allies are, or you create a ship capable of leaving the system.

That's it, Let's Get Rollin'!
>>
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You start the game on the third world from the star, pictured above. (Maps of the solar system and other planets are available upon request.) Please say where you would like to start out on the planet.

The Rulebook (Work In Progress, please say what you would like added or changed!): http://pastebin.com/zuQUPe2n

The Archived Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=CivThread%202:%20Year%203000
http://suptg.thisisnotatrueending.com/archive/36048215/

The #Nation IRC: http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

If you're new, feel free to add 9 points into your stats, as your starting bonus.
>>
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You can also start here! On the jungle planet, CORGIS VI.
>>
>>36338760
>Faction: Falasan Emirate
Colour: Green
>Population: 5
>Food: 12
>Power: 2/10
>Approval: 50%
>Army:
5 Muslim Regulars
>Weapons:
>Fleet:
>Resources:
40 cobalt
40 ardite
4 erechtonium
>Constructions:
>Magic:
>War Tech:
Precision Guided missiles
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you!
>Detractor:
Clustered with Enemies, Non-Player enemies are just a little tougher
>>
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A brief summary of the last game, in image form.
>>
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
20 Copper
10 Aristotlium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
Rolled 14, 47, 81 = 142 (3d100)

>>36338735
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. It is time for the eggs to hatch, the water temperature is perfect and all that.
2&3 continue project SPACEWIZARDS: 2/12
>>
Rolled 47, 31, 32 = 110 (3d100)

>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 11
>Power: 2/10
>Approval: 49%
>Army: 2
>Fleet:
>Constructions:
+Sturdy Wooden Walls, additional bonuses when defending in combat!
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

Back from their hunt, both the Sten Brothers, and Grim Blodswart the Hero vow to lead the Lost Vikings to glory. Splitting responsibilities between themselves the Sten Brothers are in charge of the domestics and Grim Blodswart is the ruler of war. And as such they all prepare the settlement in the ways they know best. Meanwhile the shamans suggest that maybe if they could master the power of the spirit world they could foresee threats like this before having to lose good people wandering blind through the jungle.

1) The Hero Grim Blodswart commissions a mighty hammer from the head smith of the settlement (2/5)
2) Research magic scrying
3) The Sten brothers build a ship, the mightiest longboat ever made
>>
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Rolled 88, 78, 11, 77 = 254 (4d100)

>>36338836
Rolls
1. Start Research on Muslim Militia units (Gawd likes them so I can ask for them from him) (lower roll to recruit?)

2. Research Enchanted Weapons (Combat bonus) (Have enchanting Science)

3. Build Farms (Food bonus) (Easy Templates add +5)

4. Pray to ALLAAHHHHUUUAACKKBAARR for Knowledge on Militia
>>
Rolled 95, 79, 2 = 176 (3d100)

All stats and information can be found in the pastebin link.

http://pastebin.com/dHMYfsJb

~185 iron, ~50 Copper, ~90 Tin, ~350 Aluminum, 75 Gold and ~ Silver, ~20 Lasertonium, and ~40 Cobalt, ~20 Schopenhaurium, ~20 Orstedium, ~15 Luxembourgium, and ~10 Aristotilium.

Radar dish telescope grants a free action per turn.

after this post, the more traditional copy of the stats will be used and posted in each post.

ACTIONS
1: Mathnasium studies particle physics. Research quantities (grams, fractions of grams) of Aristotilium are given to them for this. +10 mathnasium.

2: Mine, using the underwater drones.

3: Psychic researchers investigate remote viewing. +5 to new powers research. +10 mathnasium

FREE ACTION
Radar Dish attempts to hone in on and study the signal believed to be dyurr'nn in origin.
>>
Rolled 31, 86, 4, 87 = 208 (4d100)

>>36338876
1-2. Keep working on those Matter Disruptor heavy tunnelers for superior mining 3/6

Send 10 more units of Copper thourgh the portal for more equipment.

3. Keep working on getting those 5th Element Transducers, so that our Aether Oscilator technology such as our ray guns and mining devices will function at superior efficiency.

No, they are NOT paperweights.

Spend 5 more Aristotlium.

4. Mining action

+Construction Depo! +5 To constructing buildings!
>>
>>36339045
Hey we were in the midst of diplomacy last session, would you care to continue?
>>
>>36339288
>Indeed, let's see your messenger Muhammed Hussein had finally met Grimm Blodsvart after he returned from the great hunt.
"I, Grim Blodswart, greet you. Take a seat at our victory feast and let us talk about your business. I have to say I'm curious how your people fare in this hostile land. Have you encountered beasts like us, or are your lands more peaceful ones?"
>>
>>36339426
We have also encountered the tracks of such beasts, but have yet to sally forth and meet them, perhaps a hunt is in order, next cycle, to stregthen ties and for sport
>>
>>36339523
Yes, a great hunt would indeed strengthen the bonds between our peoples. For fighting together is the fastest way to prove you are trustworthy. Once the feast is over I will gather my men and you can send word and inform your people to gather yours. And together we will make the lands between us a little safer for our two peoples.
>>
>>36339676
Ah yes in the name of Allah this is good, we shall hunt together, and after, we will talk of peace and agreements.
>>
Rolled 92, 17, 15 = 124 (3d100)

>>36338735

http://pastebin.com/897Ea6SN

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1-2-3. The Remnants shall focus on each of these incredible advancements one at a time. First we shall work to stabilize the Null Zone. 1/20

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36340096
Hey tell me when you get around to researching seed technology, and I will help as agreed upon last time
>>
>>36338735
>Name: Legion of the Slann
>Fluff: a nation comprised of Lizard-Folk, their starship had crashed into the planet. And until their ship can be repaired, there's a world to live in
>Color: Orange
>Population: 6
>Food: 7
>Power: 2/12
>Approval: 51%
>Army: 4
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus:
>Detractor:
>>
>>36338876
>>36339196
The Matter Disruptor Mining Bores continue to be built! You seem to be missing the necessary metals to make an efficient means of transferring power. However, Hell has some Electrium they're willing to trade for the Copper, which is quickly shaped and installed! +Matter Disruptor Miners, +10 to mining, and instant access to deep layers of the earth! +Matter Disruptor Technology!
>>36338925
The most recent clutch is stillborn. Tears are wept, it is a tragic day for all. -2% Approval.
>But eggs can't be stillborn, they're eggs, that's not how eggs work
YOU ARE MAGIC FISH PEOPLE, THEY ARE STILLBORN.
SPACEWIZARDS continues to be under construction! You gather the necessary spell components: H, O2, Batteries, CO2 scrubbers... 3/12
>>36339045
Everybody is too busy feasting on the blubber of the slain JungleWalrus to do anything productive. But it's delicious, though! +2% Approval
>>
>>36340317
>>36338836
>>36339101
Gawd does indeed like more militia! You assume. I mean, he hasn't just come down and told you, but he probably loves religious warriors. +2 Army
Your Scientists start researching magic! Then call it FUCKING BALDERDASH and quit.
You wizards begin researching magic! 1/3
You build more cheap-n-easy farms, to feed your people! Well, try to. But it seems like they have bags of seeds behind them, then they turn, and there's just a trail of seeds leading into the thick undergrowth. And Abdul's bag of apples is gone too! -1 Food.
>>36339188
The guys in the Mathnasium are preeeeety bored. Sure, they could be doing research, but jesus, all this science all the time, they don't ever get a break to just go and do jellyfish things. One of them is just throwing the test-rock around against the wall.
Wait! Throwing rocks at things! It's so simple! You need to throw things at other things at incredible speeds, so they break apart into their base component parts, so you can study those! They order the engineers around, and get to work! 10/17 LHC
You dig around with the drones, and go deep! You find +5 Schopenheimentaniumamoniumgroanium, 10 Lasertonium, and an enormous 35 Aluminum!
You're still pretty new to the whole psychic powers thing, and the researchers don't really know what to do. The telekinesis thing was kind of a fluke.
>>
>>36340195
it will be quite a while,but i will be sure to let you know.
>>
Rolled 59, 79, 22, 56, 49, 10 = 275 (6d100)

>>36340214
>>
>>36340317
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
10 Copper
5 Aristotlium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
+Matter Disruptor
>Domestic Tech:
+Matter Disruptor Miners +10 to mining
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
Rolled 42, 27, 62 = 131 (3d100)

>>36340317
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 40%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1&2. Have more eggs and then hatch them. It is sad that we lost the last batch, so we just have to make sure that this batch is better protected from what caused them to be stillborn. Have someone say a prayer to the star gods on this clutch. That should do it.
3. Continue project SPACEWIZARDS 3/12
>>
Rolled 45, 11, 12, 96, 69, 58 = 291 (6d100)

>>36340344

http://pastebin.com/897Ea6SN

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1-6. The Remnants shall focus on each of these incredible advancements one at a time. First we shall work to stabilize the Null Zone. 1/20

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
Rolled 69, 89, 33, 6 = 197 (4d100)

>>36340415
1-2. We need those 5th Element Tranducers. We've spent about 7 Aristotlium on this and I expect them to be processed soon.

Spend 5 more on it. We NEED them.

3. For reasons be, we need Quantum Calculators. These devices are essential for understanding time and the universe for more elaborate scientific projects.

>Spend 2 Uranium on this

4. Mining action

+Matter Disruptor Miners +10 to mining
+Mining District. +1d100 for mining and +5 to Mining
>>
Rolled 53, 94, 96 = 243 (3d100)

>>36340344
>Dyurr'nn
Link to pastebin: http://pastebin.com/kGtYiPn6
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities) Atom Smasher 10/17
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 30 gold, 5 Silver, 10 aristotilium, 5 Schopenhaurium, 35 Aluminum, 10 Lasertonium
>Magic:
>War Tech: Harpoon gun, Advanced Rocketry, (+15 to creating rockets)
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis (everyone), Psychic Potential (everyone)
>Items: coke and mentos rocket
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1. Work continues on the LHC. Use research quantities (grams, fractions of grams) of lasertonium are committed for use to research how the beam should work.

2. Reproduce.

3. Settle a new area within our territory's water space.
>>
Rolled 71, 56, 100, 1 = 228 (4d100)

>>36340344

>Fucking Abdul
1 Go with the Lost Vikings to muderhobo anything around us
2-3 Start building a food processing plant (+5 food, bonuses increase with each other food building/tech implemented) (Easy Templates add +5)
4. Ask Gawd to help with construction
>>
>>36340517
free action from radar dish

Radar dish continues to try and hone in on the dyurr'nn distress signal from the outer planet.
>>
>>36340557
stats
>Faction: Falasan Emirate
Colour: Green
>Population: 5
>Food: 12
>Power: 2/10
>Approval: 50%
>Army:
7 Muslim Regulars
>Weapons:
>Fleet:
>Resources:
40 cobalt
40 ardite
4 erechtonium
>Constructions:
>Magic:
>War Tech:
Precision Guided missiles
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you!
>Detractor:
Clustered with Enemies, Non-Player enemies are just a little tougher
>>
Rolled 56, 22, 5 = 83 (3d100)

>>36340317
>>36340557
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 53%
>Army: 3
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

It's time for another hunt, a GREAT HUNT, the greatest ever known. But for that one needs to be prepared, Grim Blodswart seeks out the head smith Sven Valkyrie, father of the fallen Finna Valkyrie, for a mighty hammer unlike any other save perhaps Mjolnir.

1, 2) The Hero Grim Blodswart commissions a mighty hammer from the head smith of the settlement (2/5)
3) Set out for the great hunt with the Falasan Emirate.
>>
>>36340517
Correction: Science: Particle Physics was added just now when I got the LHC success. curt has verified this.
>>
got any room for another or is it too late?
>>
Curt verified continuing to play, he's being held up by something. Game is still proceeding and expected to continue.
>>
>>36341835
room for another?
>>
>>36340809
Always room!

>>36340385
>>36340214
Added! Where would you like to be?
Bonus: Starship Crash, immediate access to deep ores. Detractor: Loose Scales, any defensive improvements take longer to build.
>>36340415
>>36340478
The shipping order has finally come through, and you receive the Transducers! You plug them into all your existing Aether-utilizing technology, making them more efficient! +5th Element Transducers, and Aether-utilizing technology is generally better, and work faster on less energy!

You build some TI82s. These seem inadequate. But, by giving them nuclear batteries, they begin to... mutate?
Don't question how a calculator mutates.
But they grow and change, into... modern scientific calculators! That's closer I guess. 4/7
>>36340462
Nobody wants to have sex, which is the strangest sentence ever. They're suddenly worried about their children, and their extensive lava-on-hands careers. It's just not the right time.
It is, however, the time for SPACEWIZARDS! 4/12
>>36340473
You begin researching furiously, to keep it there! First, you must identify why it's dissolving; and after extensive study, it seems it's a natural process, much like nuclear elements going into half-lives.
6/20
>>36340517
-1 lasertonium
You study as well as you can with the collider not acually built, but studying the flight path of the element is entertaining, at least. It's a bit like a light show when it's energized. But, it gives you excellent insight in how to let fly with the projectiles in the collider, when it's actually finished!
Your gorgers bloat, and divide. +3 Pop.
You begin to construct another city, deep underwater! You settle near a deep trench, rich with resources. 2/10
>>
>>36341897
>>36340557
You send your military men to help them hunt anything near you! Note that giving other players things is a free action, and does not require a roll in the future. -2 Military.
You construct a food processing plant, in order to get more out of your foodstuffs. +Food Processing Plant, takes 1 power, any food intake is multiplied by 3+1! As in a basic farm would now give you four food!
The first thing to be processed is BACON SOAKED IN WHITE WINE SERVED WITH SHELLFISH.
Your god is FUCKING FURIOUS over this heretical nonsense. You can't eat those! Those are, like, the ONLY things you can't eat.
Status of Gawd: Old-Testament level Fury.
>>36340676
+2 Military from the Arabians!
The hammer is being cast, but it takes sweet time to craft something this perfect. 3/5
Your warriors go out, to hunt the lands for any hostile predators. They head into the jungle, backed up by the brown-skinned men... and are ambushed by a band of silver-white monstrosities, vaguely insect-like, all sharp edges and horrible organic knives. They move with an alien-fluid motion, able to keep moving even when being hit by an able warrior's shield; the momentum just moves to another limb. Your men barely escape. -2 Military.
>>
Rolled 66, 39, 80 = 185 (3d100)

>>36341897

http://pastebin.com/897Ea6SN

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1-2-3. The Arch magus slaps the researcher upside of his head, you’ve already told us this! We did a study to determine that that was the cause, get back to work and do not bring me old results again. 6/20

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36341917
I didnt want to give my military onmy assist in the hunt, are my troops ded

Also, what kind of food bonus do i get?
>>
>>36341975
Shit, sorry! I thought you intended to go hunt the various monsters in the forest, not hunt for food. My bad! As a result, no negative from that bad roll. Still no positive though, consider it as if nothing happened at all.
>>
Rolled 60, 93, 60 = 213 (3d100)

>Name: Republic of Scientists
>Fluff:
As the old world collapsed a small bunker of scientists survived and began repopulate the world
>Color: navy blue
>Population: 8
>Food: 8
>Power: 2/13
>Approval: 51%
>Army: 1
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus:
>Detractor:
+1 to research rolls?

actions
1) scientists need food to work: build farms
2) scientists need cities to work in: construct cities
3) scientist must learn: research cybernetics
>>
>>36342066
Ok cool thanks man also ill stop 4th rolling unless magic related
>>
>>36341897
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
10 Copper
5 Aristotlium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
+Matter Disruptor
+5th Element Transducers, and Aether-utilizing technology is generally better, and work faster on less energy!
>Domestic Tech:
+Matter Disruptor Miners +10 to mining
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
Rolled 65, 53, 67 = 185 (3d100)

>>36341897
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 40%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. Well it is time to expand out territory and start growing a new city!
2&3. Continue SPACEWIZARDS 4/12
>>
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39 KB JPG
Rolled 62, 84, 17 = 163 (3d100)

>>36341917
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 53%
>Army: 1
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.


1) The Hammer of Grim Blodswart continues to be forged (2/5)
2) Gather more troops
3) Continue the great hunt, these lands will be safe
>>
Rolled 60, 83, 6, 26 = 175 (4d100)

>>36342107
1-2. Continue the work on the Quantum Calculators, to help us discover the secrets of the universe we so easily rip to shreds with our oscilators!

3. Expansion, there doesn't seem to be much competition on this planet.

+Binoculars +5 to expansio

4. Mining action

+Matter Disruptor Miners +10 to mining
+5th Element Transducers, and Aether-utilizing technology is generally better, and work faster on less energy!
+Mining District. +1d100 for mining and +5 to Mining
>>
Rolled 36, 23, 33 = 92 (3d100)

>>36341897
Fluff and stats found here: http://pastebin.com/kq5Zp10v

>Name: Dyurr'nn
>Color: Blue with reddish streaks
>Population: 12*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities) Atom Smasher 10/17, Second City 2/10
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 30 gold, 5 Silver, 10 aristotilium, 5 Schopenhaurium, 35 Aluminum, 9 Lasertonium
>Magic:
>War Tech: Harpoon gun, Advanced Rocketry, (+15 to creating rockets)
>Science: Advanced Radar Tech, Advanced Remote Controls, Particle Physics
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis (everyone), Psychic Potential (everyone)
>Items: coke and mentos rocket
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1. Mining survey around the new town. Use the drones.

2-3: work continues on the LHC. Produce some aristotilium wafer-thin target plates for the LHC. +10 mathnasium
>>
>>36342079
>>Bonus:
+5 to research rolls
>>Detractor:
-5 to magic rolls
sound fair?
>>
Rolled 71, 25, 11 = 107 (3d100)

>>36341917
Sorry cant get stats on mobil

1-2 build farms (does food increase per turn or is it flat bonus) (easy templates add +5)

3 Assist lost vikings in pacification of bugbeasts
>>
any sentient life survive? please respond
(sent via radio)
>>
>>36342471
Gods blessings upon you we are the Emirate reading you loud and vclear
>>
>>36342508
ahh yes god, blessing be upon the emirate too
>>
>>36342542
Emirates, Us, Scientist are a peaceful people, we hope you are too?
>>
>>36341937
"Damn it, you've discovered our intricate ploy to have a day off and just feed you old info! Now we'll actually have to work!"
And they do! They do so much magi-science. They determine that to stop it from decaying, they need to keep the thing as it is right now; and they begin researching a spell to stop aging of non-organic objects. 13/20.
Large parts of the thing are beginning to break off in some places!
>>36342079
Added! Where would you like to start?
>>36342200
Good enough for me.
>>36342107
>>36342156
You finish the calculators, utilizing the Advanced Theory of Quantum Fiddling to allow you to calculate the trajectories of atoms and particles in the world!
Your scouts expand into the white ball of death. Those idiots. -1 Pop.
The disruptors are still new technology, and it seems people still need to get the hang of using them. But at least it's not a fruitless day. +4 Iron
>>36342138
You start expanding, so that you may grow a new city! Your magicians have cooked up these crazy city seeds, they're gonna be so cool.
Your keep trying to SPACE your WIZARDS! 6/12
>>36342155
The Grim Hammer, as it has begun to be called, is still taking shape. How a big hunk of metal on a stick can take so long to craft is beyond anybody, but it's probably going to be great.
You hand two more batches of young lads axes and armor, and send them to training! +2 Military.
>>36342170
Everybody is entranced in an impromptu rave caused by someone attaching an ingot of Lasertonium to a motor so that it strikes the wall, releasing a constant stream of sparks and pulsing light.
>>36342281
It is a flat bonus to anything that makes or gives food.
You build a farm! For cabbage! And then pickle it in the food processor! +4 Food.
You send a battalion into the woods, full of piss and vinegar and faith in their lord, the great and mighty Gawd!


-1 Military. Their bodies are not found.
>>
>>36342598
Ah yes we sre also peaceful, but a small farming nation with ambitions to folow Allah as he wills, why have you contacted us
>>
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>>36342807
Map!
>>
Rolled 20, 2, 2 = 24 (3d100)

>>36342807
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 40%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. Find a good place to plant the seed.
2&3: Continue the project to get our WIZARDS into SPACE 6/12
>>
>>36342807
bright blue
did my rolls work?
>>
Rolled 40, 98, 82 = 220 (3d100)

>>36342836

Fluff and stats found here: http://pastebin.com/kq5Zp10v

>Name: Dyurr'nn
>Color: Blue with reddish streaks
>Population: 12*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities) Atom Smasher 10/17, Second City 2/10
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 5 copper, 5 Luxemborgium, 30 gold, 5 Silver, 10 aristotilium, 5 Schopenhaurium, 47 Aluminum, 9 Lasertonium
>Magic:
>War Tech: Harpoon gun, Advanced Rocketry, (+15 to creating rockets)
>Science: Advanced Radar Tech, Advanced Remote Controls, Particle Physics
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis (everyone), Psychic Potential (everyone)
>Items: coke and mentos rocket
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1-2. Continue building the new town. +5 construction depot. Commit 10 iron.

3. Continue work on the LHC. +10 mathnasium.
>>
>>36342808
to talk to other people, it's been quiet for a long time
>>
Rolled 41, 49, 80 = 170 (3d100)

>>36342807
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 53%
>Army: 3
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

The Jungle continues to be a threat as words of the Arabs hunt reaches the Lost Vikings. Both Grim Blodswart and the Sten Brothers agree that the people must be protected at all costs, but disagree on how to best protect them.

1) The Grim Hammer continues to be forged (3/5)
2) Gather more troops
3) The Sten Brothers build a mighty longboat
>>
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>>36342927
sorry forgot to add the picture
>>
Rolled 14, 5, 72, 95 = 186 (4d100)

>>36342807
1. Start city construction (easy templates add 5)
2. Start Concrete Factory (+5
construction) easy templates add 5
3. Try once more to kill bugs
4. Try and patch things up with god

>will statpost soon
>>
>>36342973
Wow so it looks like were not making much headway the good news is i finally have a good roll for it so we should kill out some of the bastards if you join next turn
>>
>>36343083
That sounds like a fine plan, hopefully the second great hunt is met with more success than our previous attempts.
>>
Rolled 56, 60, 47 = 163 (3d100)

>>36342807
http://pastebin.com/897Ea6SN

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1-2-3. We have almost done it men! Keep it up and I’ll requisition you front row seats to the first international Grav Ball game! 13/20

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36343120
Well with a 72 it should already be a success i just need you next turn to help clean up the rest
>>
Rolled 24, 63, 65 = 152 (3d100)

>>36342807
>Name: Republic of Scientists
>Fluff:
As the old world collapsed a small bunker of scientists survived and began repopulate the world
>Color: light blue
>Population: 8
>Food: 9
>Power: 2/13
>Approval: 51%
>Army: 1
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: +5 to research rolls
>Detractor: -5 to magic rolls

Actions
1) Scientist must continue to learn : research cybernetics
2) Scientist must expand : claim/explore more land (whatever is necessary to get closer to building a city)
3) Scientist require materials : search for any minerals
>>
>>36342954
Oh well then now that we are talking, what say we start opening diplomacy between our 2 nations
>>
>>36343320
A great proposal! What can we do for you?
>>
Rolled 27, 70, 38, 97 = 232 (4d100)

>>36343437
1-2. Open up a portal to the Circle of Gluttony, so that we can aquire much needed filth fertilizer and organic recyclable scrap that can be processed into food.

Sound bad? Well, not if you're a demon, it's actually rather good.

3. Start recruiting from main company HQ to boost our depleted population.

4. Mining action

+Matter Disruptor Miners +10 to mining
+5th Element Transducers, and Aether-utilizing technology is generally better, and work faster on less energy!
+Mining District. +1d100 for mining and +5 to Mining
>>
>>36343320
I would propose a defensive alliance or perhaps a trade agreement would be in mutual benefit for our 2 peaceful nations, we under Allah would also be interested in perhaps joint research
>>
>>36343373
See>>36343503
Saemsoc crockett
>>
>>36343437
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 4
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
10 Copper
5 Aristotlium
4 Iron
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
+Matter Disruptor
+5th Element Transducers, and Aether-utilizing technology is generally better, and work faster on less energy!
+10 Friction Absorbers, these absorb kinetic movement in order to produce power! You can attach them to anything that moves in order to slowly, but steadily, generate power. Put a lot of them on something and it could be self-powered,
+Advanced Theory of Quantum Fiddling
>Domestic Tech:
+Matter Disruptor Miners +10 to mining
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
>>36343503
We would be interested in a mutual defensive alliance and joint research for sure
Sorry out of character how is a joint research stated and not sure what Saemsoc crockett is
>>
>>36343644
Dont worry about that text its cacpha and joint research works where we both research a project and roll for it to gain the benefits

By the will of Our God it is sealed then, welcome to the new pacifists league brother and may you prosper
>>
>>36343718
Yes I feel we shall both reap great benefits of this wonderful agreement. We have been working on cybernetics, would you be interested in working with us on it?
>>
>>36343825
Iy sounds like a great endevour and will assist you in your research. What gain do you reach from this (what bonus?)
>>
>>36342887
You plant the city seed on what little you have a project SPACEWIZARDS, so that you can launch a city!
Wait no it just grew all over the thing
And you can't get at it
And because it was grown in such tight conditions the rooms are way too small for anything so you don't even have a city
1/6 SPACEWIZARDS
>>36342951
The town is complete, with sturdy walls and fortifications, reinforced with iron! +1d100!
The LHC is nearing completion, the final parts of the thing are actually being constructed! 12/17
>>36342973
You begin to build the mightiest, longest boat ever conceived by man! It's, like, so long. And has such a great ore width. All the girls are jealous. 1/3
>>
>>36343931
>>36343005
You begin to build a city... when the foundations are struck by lightning! Many claim that the bolts were shaped like bacon strips. -5% Approval.
You start to build a concrete factory, when the concrete is struck by lightning! Many times! -5% Approval
You set out to kill more bugs, and are not struck by lightning! Instead, you just... can't find them. You're very aware that there are eyes on you, but you can't see the source. You find the gun of one of the lost men lying in a clearing, as if placed there deliberately. The barrel is nearly shorn in half, and the magazine is gone.
You send someone to pray with god for forgiveness, and he is struck by lightning!
"No, really, we just forgot about the no bacon thing"
Lightning!
"That stuff was from millennia ago, from when eating bacon would probably kill you because they didn't wash their hands"
Lightning!
"Dude c'mon"
No lightning! Status of Gawd: Probably Kinda Mad Still But Not Throwing Lightning Around.
>>36343127
Yes! Yes! Rub this magic exfoliating cream on the surface of the anomaly! It stops aging in people, it must stop it in freaky black hole things! 16/20
>>36343214
You expand outwards, a little! These islands are kinda hard to navigate.
You send some prospecting teams away, and gather up just 5 Iron and Aluminium, but there are huge amounts of raw gems, just exposed! +30 Gems.
>>36343493
You call for takeout from the Gluttony Circle. Mm, cat and grease with rice! +1 Food.
Your miners work with frenzy, digging deep! Very deep, and greedily. They come up with a wealth of loots! +40 Iron, +60 Aluminium, +50 Copper, +20 Tin, +80 Gold and Silver!
They've also determined that this area seems to be poor in weapons-grade material, but rich in actual riches.
>>
>>36343946
Map!
>>
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>>36343997
I said MAP
>>
Rolled 19, 89, 54, 100 = 262 (4d100)

>>36343931
>Name: Dyurr'nn
http://pastebin.com/Enthp1ai
>Color: Blue with reddish streaks
>Population: 12*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities) Atom Smasher 12/17, Second City (reinforced iron),
>Resources: Iron (19), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 30 gold, 5 Silver, 10 aristotilium, 5 Schopenhaurium, 35 Aluminum, 9 Lasertonium
>Magic:
>War Tech: Harpoon gun, Advanced Rocketry, (+15 to creating rockets)
>Science: Advanced Radar Tech, Advanced Remote Controls, Particle Physics
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis (everyone), Psychic Potential (everyone)
>Items: coke and mentos rocket
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1-2: Work continues on the LHC. +10 mathnasium.

3-4: Prepare an invasion force. Reproduce. Offspring are to become soldiers.
>>
Rolled 97, 67, 33 = 197 (3d100)

>>36343946
http://pastebin.com/897Ea6SN

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1-2-3. The Arch Magus stares at the Scientists for a few moments before he very seriously and calmly asks “Are you all okay? Clean yourselves up and get back to work, our future and the future of Grav Ball depends on you.” 16/20

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!


Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36343931
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 40%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

final stats: SpaceWizards 1/6
>>
Rolled 45, 97, 4, 89 = 235 (4d100)

>>36343997
>>36344019
God bless this guy

1. Help Scientists with their cybernetic research
2-3 work on the city hopefully improve approval (easy templates add 5)
4 go talk to gawd again
>>
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Rolled 41, 8, 46 = 95 (3d100)

>>36343931
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 53%
>Army: 3
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

With the troops gathered once more, the Great Hunt must continue. Both the Vikins and the Arabs have lost men to the beasts and they must be slain before they become a threat to everyone on this planet. Forward, to victory and Valhalla!

1) The Grim Hammer continues to be forged (3/5)
2) Head out on another hunt to root out the dangers of the jungle
3) The Sten Brothers build a mighty longboat (1/2)
>>
Rolled 22, 88, 89 = 199 (3d100)

>Name: Republic of Scientists
>Fluff:
As the old world collapsed a small bunker of scientists survived and began repopulate the world
>Color: light blue
>Population: 8
>Food: 9
>Power: 2/13
>Approval: 51%
>Army: 1
>Fleet:
>Constructions:
>Resources: 5 iron, 5 aluminum, 30 gem
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: +5 to research rolls
>Detractor: -5 to magic rolls

Actions
1) Scientist must continue to learn : research cybernetics
2) Scientist must expand : claim/explore more land (whatever is necessary to get closer to building a city)
3) scientists must learn : research nuclear fusion technology
>>
>>36343862
better soldiers to protect our land it's a harsh world
>>
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>>36344095
Muhammed Hussein would like to formally offer you an invitation as a faction to join the growing Pacifists League and prosper together
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>>36344163
You have proven great neighbour and we would be interested to join it. But if we are to join then it it needs another name. We are warriors, do you know what joining something called Pacifists League would do for morale? We would have a riot!
>>
>>36344150
Ah well we would be honoured to assist your research

>>36344213
what would you have us name it neighbor?
>>
>>36344213
>Voice not anything like any known human or humanoid race

Joining with the weak only saps your strength. The strong must rule. The weak must serve. That is the natural way. This is the Dyurr'nn way. Is it not a trend throughout many species histories that movements of pacifism leave them enslaved to conquerors? Would you rather keep your weapons and conquer, or lay down your weapons and, eventually, lose the skill the use and maintain them, thus opening yourself up for enslavement and genocide?

We believe you are strong. Consider meeting with a representative of our nation next cycle.

>ooc note: "next cycle" means next thread
>>
javascript:quote('36344163')
javascript:quote('36344213')
lets rp in here its quickier
http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>36344342
>implying I dont have double youre army in size
>implying I havent been expansionist
>implying Lost Vikings werent allies since we started together last thread
>>
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>>36344213
We are brothers in arms, and people of this world, perhaps something like the Jungle Brotherhood, Masters of the Jungle or perhaps the Jungle League if you prefer something closer to your original name. Of course if you can find a more suitable name then we will listen.

>>36344342
While your ways are sound, we must stand by our neighbours. For we are at war with our own world, and it is a mighty enemy. Someone who have not set foot on this world could not hope to understand the struggles we face and the glory that comes from facing it with those you would call friends.
>>
>>36344599
We were ancient and advanced when your worlds were only just forming. Our empire stood for 500,000 years. We know much of struggle.

We will extend our offer to you a final time, at a later date.

Message ends.
>>
>>36344599
aye much love , jungle brotherhood it is then
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>>36344645
brotherhood
>>
>>36344599
>>36344645
how about a more appropriate name "the brotherhood"
>>
>>36344695
Works.



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