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File: Nibiru.png (1.67 MB, 3000x2500)
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Thread 1: Stranded

Conspiracy theorists believe that our solar system has an undiscovered tenth planet that only revolves around the sun every once in a while. In the year 2168, they were proven right. Technology experienced a huge boom, owing to the massive untapped resources on this new planet, and some people, entire families even, began to... change, becoming like the fantasy creatures of myth and legend. Colonies were soon set up, from mining companies to refugee camps (many governments 'pressured' those who had changed to leave) and most prospered, for a time. Until the strange planet once again left our solar system. Now effectively alone with each other, the fates of the surviving Colonies of Nibiru are up to you.
>>
>>48059415
TO PLAY:
Simply fill out the stat sheet, and join the chat!
Chat: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Nation Sheet:
Nation Name: (What your new nation is called)
Nation Race(s): (What kind of peoples inhabit your nation)
Color: (Your color on the map)
Fluff: (What you were before 'The Stranding'; greatly helps with determining eccentricities, I suggest you don't take this lightly.)
-Don't fill out (unless told to)-
Settlements: (player-named capital)
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: player-fluff government building, Chosen Resource structures (See Section 2 on rulesheet)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system, see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)

And finally, the rulesheet: http://pastebin.com/bgzZvPMh
>>
>>48059415
Nation Name: Black Feather Tribe
Nation Race: Lizardmen (70%), Turtlemen (30%)
Color: Dark Purple

Fluff: They were a group of botanist sent to research flora for medicinal purposes.

The rest is not be filled out unless told to. I would like that green bay in the north east quadrant near the center if I may.
>>
>>48059816
Choose starting resources and tech, friendo
>>
>>48059816
20 food (2pts)
Small Supply of Lumber (1pt)
Amateur Xenobiologist x2 (2pts)
Student Xenobiologist (2pts)
Herbology Tech (1pt)
Fishery Tech (1pt)
Tattoo and Piercing Tech (1pt)
>>
>>48059500
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: Queen's Chamber, Lvl 6 Mushroom farms
Defenses: (GM generated)
Military: (GM generated; see rulesheet) +2 Militia
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I]
Resources:
Eccentricities: (GM generated, see section I)
>>
>>48059896
Power Lv1
Farms Lv2
Quarries Lv1
Lumberyards Lv2
>>
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Nation Name: New Albion
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc

Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands.

Technology:
[Professional Mecenary] (2 points)
[Aether Oscilator Disintegrators Lv2] (2 points)
[Forging Lv1] (1 points)
[Agriculture Lv2] (2 points)
[Foraging Lv1] (1 points)
[Engineering Lv2] (1 points)
[Infantry Lv1[ (1 points)
>>
bamp
>>
>>48059500
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: This colony was set down to be a primary industrial node for the planet. Able to mine, construct, and forge a large supply of what was necessary for the capitol in order to facilitate the expansion of itself and other colonies so the resources could be in turn extracted and delivered to Earth. This left it at somewhat a disadvantage with in the way of a food supply, but that was assumed to be taken care of either on earth's end or from other colonies in trade.

When the planet started mutating people and the colony stopped getting fresh shipments of food and colonists, The people of MAchinia turned inwards. They started crafting machines to and constructs to make up for the lack of people, and started strictly controlling and managing resources and food to maintain their longevity. Thus Machinia it's name, for it's highly regulated society and constructs.

Settlements: Machinia Prima
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: House of Lords, Power plant L1, Mine L2, Quarry L2, Farm L1
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system, see rulesheet)Forging 2, Engineering 2, Infantry 1, Clockwork Constructs 1, Resource efficiency 1
Resources: 10 food, small supply of ore, small supply of coal
Eccentricities: (GM generated, see section I)
>>
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>>48060545
>Structures:
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
>>
[Black Feather Tribe]
Settlements: (player-named capital)
Territory: 7
Population: 10 (+2/turn)
Food: 30 (+5/turn)
Currency: 5 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit
Tech: Herbology I, Fishing I, body modification I
Resources: Professional Xenobiologist, Power: 1 (+1/turn), Stone: 1 (+1/turn), Wood: 4 (+2/turn)
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

[Devil Ant Nest]
Settlements: First Nest
Territory: 7
Population: 10 (+4/turn)
Food: 10 (+6/turn)
Currency: N/A
Defenses: 1 (First Nest)
Military: 3 Player-fluff Militia
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I]
Resources: ??
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

[New Albion]
Settlements: (Capital)
Territory: 7
Population: 11 (+2/turn)
Food: 10 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 2, Power: 5 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result.
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well.
>>
File: Nibiru.png (1.69 MB, 3000x2500)
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>>48061194
[Machinia]
Settlements: Machinia Prima
Territory: 7
Population: 10 (+2/turn)
Food: 20 (+1/turn)
Currency: 5 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II
Defenses: 1 (Capital city)
Military: 1 Player-named militia
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 1 (+1/turn), Ore: 2 (+2/turn), Stone: 2 (+2/turn)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

Game begins now. And remember, 3d100!
>>
Rolled 43, 62, 28 = 133 (3d100)

>>48061388
>Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and HumansColor:Grey
Fluff: This colony was set down to be a primary industrial node for the planet. Able to mine, construct, and forge a large supply of what was necessary for the capitol in order to facilitate the expansion of itself and other colonies so the resources could be in turn extracted and delivered to Earth. This left it at somewhat a disadvantage with in the way of a food supply, but that was assumed to be taken care of either on earth's end or from other colonies in trade.
When the planet started mutating people and the colony stopped getting fresh shipments of food and colonists, The people of MAchinia turned inwards. They started crafting machines to and constructs to make up for the lack of people, and started strictly controlling and managing resources and food to maintain their longevity. Thus Machinia it's name, for it's highly regulated society and constructs.

Settlements: Machinia Prima
Territory: 7
Population: 10 (+2/turn)
Food: 20 (+1/turn)
Currency: 5 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II
Defenses: 1 (Capital city)
Military: 1 Player-named militia
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 1 (+1/turn), Ore: 2 (+2/turn), Stone: 2 (+2/turn)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Begin construction of a Smelter to process the ore so we can build wonders with it.

2. Begin construction of a Forge to take the refined ingots we have and Shape them to suit our needs.

3. Begin construction on a Machine workshop to design, prototype, and refine our clockwork constructs.
>>
Rolled 35, 74, 81 = 190 (3d100)

>>48061194
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 7
Population: 10 (+4/turn)
Food: 10 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I]
Resources:
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Send out worker drones to see what is around the nest.
2. Have the worker drones begin to dig out another egg chamber for storage and monitoring of the young eggs and larva.
3. Begin looking through the youngest drones for interesting mutations, if any.
>>
Rolled 29, 35, 23 = 87 (3d100)

>>48061388
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 7
Population: 10 (+2/turn)
Food: 30 (+5/turn)
Currency: 5 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit
Tech: Herbology I, Fishing I, body modification I
Resources: Professional Xenobiologist, Power: 1 (+1/turn), Stone: 1 (+1/turn), Wood: 4 (+2/turn)
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.
1. Study Flora
2. Build more structure dock-ways for better city stability
3. Scout the area
>>
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc [Embed]

Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands.
Settlements: (Capital)
Territory: 7
Population: 11 (+2/turn)
Food: 10 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 2, Power: 5 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result.
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well.

Stat post, actions incoming
>>
Rolled 38, 76, 43 = 157 (3d100)

>>48061766
1. Start cutting down the surrounding trees and expand our borders

2. Construct a simple iron mine for our needs

3. Construct a basic forge just enough to make replacement parts
>>
[Machinia]
>Should have +4 food/turn
Both the Smelter an Workshop barely get off the ground [1/4], but the Forge is coming along nicely! [2/4]

[Devil Ants]
The scouts are sent out (1/2), and the Worker drones are nearly finished with the egg chamber [3/4]. Meanwhile, the Queen inspects her newest children, and is most pleased! Some of their pincers seem to be sharper than the others. It'll take a bit more time until they're fully formed, though. [3/4]

[Black Forest Tribe]
A study of the nearby Flora commences [1/4], and infrastructure improvements start [1/4]. Nothing of interest is found nearby, however.

[New Albion]
It's a new day, and time for expansion! [1/2] Construction of the mine begins. [2/4], and the basic forge just starts to undergo construction itself. [1/4]
>>
>>48061909
>Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and HumansColor:Grey
Fluff: This colony was set down to be a primary industrial node for the planet. Able to mine, construct, and forge a large supply of what was necessary for the capitol in order to facilitate the expansion of itself and other colonies so the resources could be in turn extracted and delivered to Earth. This left it at somewhat a disadvantage with in the way of a food supply, but that was assumed to be taken care of either on earth's end or from other colonies in trade.
When the planet started mutating people and the colony stopped getting fresh shipments of food and colonists, The people of MAchinia turned inwards. They started crafting machines to and constructs to make up for the lack of people, and started strictly controlling and managing resources and food to maintain their longevity. Thus Machinia it's name, for it's highly regulated society and constructs.

Settlements: Machinia Prima
Territory: 7
Population: 12 (+2/turn)
Food: 24 (+4/turn)
Currency: 8 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II, Smelter(1/4), Forge(2/4), Machinist shop(1/4)
Defenses: 1 (Capital city)
Military: 1 Drawven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 2 (+1/turn), Ore: 4 (+2/turn), Stone: 4 (+2/turn)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

Statpost
>>
Rolled 83, 33, 33 = 149 (3d100)

>>48061909
>>48061999
1.Continue to construct the Smelter. We need it to refine the ore we mine now. We cannot abide tardiness.(1/4)
+Industrial Center

2.Contine Work on the Forge. We've made good progress and with the Forge operation we can use it to shape processed metal to our whims. (2/4)
+Industrial Center

3.The Machine shop is coming along too slowly. Come along men, we are going to these machines to deal with this world. (1/4)
+Industrial center
>>
Rolled 32, 80, 89 = 201 (3d100)

>>48061909
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 7
Population: 12 (+2/turn)
Food: 35 (+5/turn)
Currency: 7 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit
Tech: Herbology I, Fishing I, body modification I
Resources: Professional Xenobiologist, Power: 2 (+1/turn), Stone: 2 (+1/turn), Wood: 6 (+2/turn)
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

1. Study Flora
2. Continue Construction
3. Gather medicinal herbs
>>
Rolled 8, 82, 14 = 104 (3d100)

Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc [Embed] [Embed]

Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands.
Settlements: (Capital)
Territory: 7
Population: 13 (+2/turn)
Food: 16 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 2, Power: 8 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result.
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well.

Expansion 1/2
Mine 2/4
Forge 1/4

1. Forward into the jungle, and fear not. 1/2 expansion

2. Keep digging the mine 2/4

3. Keep building the forge 1/4
>>
[Machinia]
The smelter is finished! [Smelter I], The forge and shop are still coming along, though. [3/4; 2/4]

[Black Feather Tribe]
The study nearly finishes! [3/4] And construction is done; the Tribe has learned something about construction! [Construction I] A few herbs are gathered as well. [Medicinal Herbs: 4]

[New Albion]
1) Expansion halts, though a small mine is constructed in the capital. [Capital Mine, 1 ore/turn] Progress on the forge halts as well.

[Devil Ants]
Turn Bank- 1
>>
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc

Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands.
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 7
Population: 13 (+2/turn)
Food: 16 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 2, Power: 8 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result.
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well.

Expansion 1/2
Forge 1/4
>>
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Rolled 18, 85, 87 = 190 (3d100)

>>48062152
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 7
Population: 14 (+2/turn)
Food: 40 (+5/turn)
Currency: 9 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit
Tech: Herbology I, Fishing I, body modification I, Construction 1
Resources: Professional Xenobiologist, Power: 3 (+1/turn), Stone: 3 (+1/turn), Wood: 8 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

1. Study Flora
2. Use Wood to make some small fast ships
3. Scout East
>>
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Rolled 30, 78, 45 = 153 (3d100)

>>48062224
1. "Alright lads, listen up.

My name is Sir Frederick Williamshire. My business as you know is fighting, fighting beasts and savages. Oh, and anyone else who wants to have a fight.

Now our duty here is to see that we expand the borders of his Majesty's colony. I've been told we've been hitting resistance with the local wildlife, follow me men and i'll show you how it's done proper.

Good luck. And good hunting!"

Sir williamshire joins the expansion effort blasting any that stands in our way, and teaching the militia how to hunt

1 Player-fluff mercenary [+1]
1 Player-fluff militia

2. Construct a barracks, right and proper. We'll need a real place to start drilling in soldiers for his Majesty.

3. Continue to build the forge. We shall need more rifles for our soldiers.
>>
Rolled 4, 4, 83 = 91 (3d100)

>>48062152
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 7
Population: 14 (+2/turn)
Food: 28 (+4/turn)
Currency:11 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II, Smelter I, Forge(3/4), Machinist shop(2/4)
Defenses: 1 (Capital city)
Military: 1 Drawven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 3 (+1/turn), Ore: 6 (+2/turn), Stone: 6 (+2/turn)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. With the smelter Complete it will now purify and refine all our available ore.
+Industrial center
+Efficiency

2. The Forge is nearly done, Finish it! (3/4)
+Industrial Center
+Engineering II

3.Contine working on the Machine Shop. We need it for making our constructs better.(2/4)
+industrial Center
+Engineering II
>>
[Black Feather Tribe]
>Please Note, any progress already made toward an action should be included with said action

The study is still stalled, though a boat is built, using some wood. [-2 wood, Player-named navy unit; Shipbuilding I] Scouting to the east reveals much, as the wilds of the alien world house many creatures, that look similar to those on earth. Some scaled birds are shot down, and used as food. [+3 food]

[New Albion]
New Albion finally puts boots on fresh soil! [+4 hex] And a barracks is almost completed. [3/4] The forge doesn't see much progress though. [2/4]

[Machinia]
The smelter roars to life... and promptly dies. It is easily fixed though. Construction on the forge stalls, but the Workshop is finished! [Workshop I]
>>
File: Nibiru.png (1.69 MB, 3000x2500)
1.69 MB
1.69 MB PNG
>>48062488
Map
>>
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc [Embed]

Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 11
Population: 15 (+2/turn)
Food: 21 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 4 +1/turn
Power: 8 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
Barracks 2/4
>>
Rolled 88, 34, 20 = 142 (3d100)

>>48062548
1. Expand again and down south into the jungle

"I love the smell of half incinerated meat carcass in the morning."

2. Keep constructing the barracks 2/4

3. Continue to build the forge 2/4
>>
Rolled 38, 56, 78 = 172 (3d100)

>48062504
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 7
Population: 16 (+2/turn)
Food: 48 (+5/turn)
Currency: 11 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology I, Fishing I, body modification I, Construction 1, Shipbuilding 1
Resources: Professional Xenobiologist, Power: 4 (+1/turn), Stone: 4 (+1/turn), Wood: 8 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Study Flora (3/4)

>The creation of the Salty Sea Snake brought exploration fever. Soon an expedition was form and the ship sailed northward along the coast.

>Expand territory to shoreline
>>
Rolled 34, 33, 26 = 93 (3d100)

>>48062488
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 7
Population: 16 (+2/turn)
Food: 32 (+4/turn)
Currency:14 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II, Smelter I, Forge(3/4), Machinist shop I,
Defenses: 1 (Capital city)
Military: 1 Drawven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 4 (+1/turn), Ore: 8 (+2/turn), Stone: 8 (+2/turn)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Now that the smelter is fixed, *grumbling is heard about doing right he first time.* Let's get that ore smelted!
+Industrial center
+Efficiency

2.Continue work on the forge! Shit's sake guys.(3/4)
+Industrial Center
+Engineering II

3.Time to scout out these strange new lands.
>>
File: Nibiru.png (1.69 MB, 3000x2500)
1.69 MB
1.69 MB PNG
[New Albion]
The colony expands, and the barracks plods along. [+4 hex; 3/4]. No progress on the forge, however.

[Black Feather Tribe]
The study completes! [Herbology II] The expedition sees much beneath the waves, both big and small. Small fish are brought up as more food. [+2 food]. And the Tribe's lands expand! [+4 hex]

[Machinia]
Again, the smelter roars to life, and begins its work. [1/2] The forge is finally completed! [Forge I], but nothing is found on the expedition.
>>
Rolled 8, 94, 91 = 193 (3d100)

>>48062785
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 7
Population: 18 (+2/turn)
Food: 36 (+4/turn)
Currency:17 (+3/turn)
Structures: House of Lords, Power plant I, Mine II, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 1 (Capital city)
Military: 1 Dwarven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 5 (+1/turn), Ore: 10 (+2/turn), Stone: 10 (+2/turn)
Processes: Smelting ore(1/2)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.Continue to smelt that darn ore down!
+Industrial center
+Efficiency I

2. Expand outwards and claim some lands.

3. Expand and improve our mine in order to output more ore!
+Industrial Center
+Engineering II
+Efficiency I
>>
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc
Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 11
Population: 17 (+2/turn)
Food: 27 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 5 +1/turn
Power: 15 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
Barracks 3/4
>>
Rolled 62, 1, 45 = 108 (3d100)

>>48062785
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 11
Population: 18 (+2/turn)
Food: 55 (+5/turn)
Currency: 13 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1
Resources: Professional Xenobiologist, Power: 5 (+1/turn), Stone: 5 (+1/turn), Wood: 10 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

1. Study Recreational Plants (Something Tobacco like)

2. The Salty Sea Snake needs support, as well as support for a larger fleet. The Black Feather Tribe starts building a dock on the shore

3. The local creatures, though strange and frightful, could potentially be used as beasts of burden. Start taming larger animals.
>>
Rolled 95, 1, 99 = 195 (3d100)

>>48062950
1. Continue to finish the barracks 3/4

2-3. We've cut off the peninsula, now to take the rest!

Eastward men, until we reach the sea. Expand!
>>
File: Nibiru.png (1.69 MB, 3000x2500)
1.69 MB
1.69 MB PNG
[Machinia]
The smelter stalls again, but the colony expands! [+4 hex] And the workers begin to dig deeper into the earth. [3/8]

[Black Feather Tribe]
A... mind altering plant is discovered. It's properties are being researched. [2/4] Meanwhile, there is disaster at the docks as shoddy construction makes it collapse, and before they can swim to shore, a huge shark-like creature eats them all. [-2 pop] But some of the tribe start approaching nearby creatures, small red bull like ones. [1/6 (If you want to add food to the roll, tell me so)]

[New Albion]
The barracks are finished! [Barracks I] Though expansion suffers... complications. Namely in the form of large, white, elephant-like creatures that stampede when a novice militiaman fires his gun in a panic. [-2 pop]
>>
Nation Race(s): Human
Color: Red
Fluff:
https://www.youtube.com/watch?v=i5udSz_GwPc [Embed]
Established as a territorial colony of the jolly old Empire, New Albion was established to expand the territory and lands of His Majesty the King. Overseen by his very own son, Gregory, Prince of Wales with the help of world renown hunter, explorer, and ladiesman Sir Frederick Herbert Williamshire the IVth, were to establish and expand new colonies and eventually a territory and dominion of the Empire here on this planet.

The colonists had brought with them only supplies they needed, the shirts on their back, and the Empire's famed "Aether Oscilator" disitingrating rifles, they found themselves surrounded in a wild and untamed territory full of strange new flora and fauna (of which Sir Williamshire has already discovered 12 new species of giant beast all charred beyond scientific recognition)

Determined to fullfil the orders given to them by the King, and with enthusiasm for the contest, the stranding has not deterred them in their goal. To establish a dominion of the Empire, and perhaps one day reestablish transport with the home islands
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 11
Population: 17 (+2/turn)
Food: 33 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 6 +1/turn
Power: 15 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
>>
File: dundee-die-hard-pics-038.jpg (1.38 MB, 2048x1536)
1.38 MB
1.38 MB JPG
Rolled 32, 70, 35 = 137 (3d100)

>>48063203
1. With our recent expansion and land gains, build more villages to improve population growth.

2. Train our militia in the barracks into actual soldiers!

3. Sir Williamshire goes out to hunt this vile beast, as the rest of our forces continue expansion eastward
>>
Rolled 50, 45, 85 = 180 (3d100)

>48063156
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 11
Population: 18 (+2/turn)
Food: 20 (+5/turn)
Currency: 15 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1
Resources: Professional Xenobiologist, Power: 6 (+1/turn), Stone: 6 (+1/turn), Wood: 12 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Study Mind Altering drug (2/4)

>2. Tame red bull like creature (1/6, +40 food to the roll)

>3. The lives lost due to the horrible accident must not be repeated, nor should we allow their sacrifices be in vain. Commit Wood & Stone to Dock building
>>
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 11
Population: 17 (+2/turn)
Food: 33 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 6 +1/turn
Stone: 5 (+1/turn)
Wood: 5 (+1/turn)
Power: 15 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4

Corrected stats
>>
Rolled 92, 30, 88 = 210 (3d100)

>>48063156
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 20 (+2/turn)
Food: 40 (+4/turn)
Currency:20 (+3/turn)
Structures: House of Lords, Power plant I, Mine II(3/8), Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 1 (Capital city)
Military: 1 Dwarven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 6 (+1/turn), Ore: 12 (+2/turn), Stone: 12 (+2/turn)
Processes: Smelting ore(1/2)
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.Keep smelting that ore!
+Industrial center
+Efficiency I

2. Continue to expand the mine
+Industrial Center
+Engineering II
+Efficiency I

3. Construct a Fortess on top of our main city.
>>
File: Desert_coffee_final1.jpg (168 KB, 1550x708)
168 KB
168 KB JPG
>>48061388
Nation Sheet:
Nation Name: Hallelujah
Nation Race(s): Humans mostly
Color: Tan
Fluff: Most people don't survive falling from orbit, let alone everyone aboard a colony ship plummeting like a rock. Hence the captain muttering "Hallelujah" just after planetfall, while the intercom was on. The name stuck.

Originally intended to be just another wave of colonists and supplies for a now defunct settlement, Hallelujah has become a surprisingly prosperous mining colony, even if they landed in one of the more arid regions instead of the lush valleys originally targeted.
-Don't fill out (unless told to)-
Settlements: (player-named capital) Hallelujah Proper
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: player-fluff government building Refurbished Captain's Quarters, Chosen Resource structures (See Section 2 on rulesheet)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system, see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)


RESOURCE STRUCTURES:
-1 LV2 Mine
-1 LV1 Quarry
-1 LV1 Farm
-1 LV2 Power Plant (Repurposed Ship Reactor)

POINT-BUY STUFF:
-Student Xenobiologist (2pts)
-Professional Mercenary (2 pt)
-Engineering 2 (2pts)
-Forging 2 (2pts)
-Agriculture 1 (1pt)
-Infantry 1 (1pt)
>>
>>48063801
Sweet, new player. Op will be back in 3 1/2 to 4 hours.
>>
>>48059415
Nation Name: Altech Corporation
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI. Due to the colony being established late there was not much infrastructure constructed when the planet left the system and the AI, seperated from the control of Altech Command, soon took to oppurtunity to sieze control of the colony. While not especially harsh too the humans now under their control, the colonies new AI overlords still view them as expendable resources and treat them as such.
>>
>>48065055
Ignore that last paragraph about the AI taking over, changed my mind and it wont let me delete it.
>>
Bump
>>
Test bump, then will finish updating. New players are still welcome, feel free to join in!
>>
Rolled 22, 11, 52, 74, 73, 76, 76, 90, 8, 13, 58, 87, 37, 20, 39 = 736 (15d100)

>>48061909
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 7
Population: 26 (+4/turn)
Food: 34 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I]
Resources:
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1-3. Scouting 1/2
4-6. Worker drone work on the egg chamber. 3/4
7-9. The drones with the sharp pincers are set aside and monitored as they will become a new type of warrior drone. 3/4
10-12. Expansion Begins.
13-15. Check the children some more for mutations.
>>
File: Nibiru.png (1.7 MB, 3000x2500)
1.7 MB
1.7 MB PNG
[New Albion]
A new village starts to take shape [1/6], and the militia undergoes training. [2/4] Expansion efforts begin again! [1/2]

[Black Feather]
The study almost completes [3/4], and the taming begins [2/8]. A small dock is completed! [Dock I; -2 wood]

[Machinia]
Some of your ore is smelted [-4 ore, +4 refined ore], and expansion of the mine is halfway complete. [4/8] A fortress is being built as well. [3/6]

[Devil Ants]
The results of the scouting expedition come back to the queen; to the north and east is a harsh desert, and to the south a lush forest. Some ore is brought back. [+2 ore] The egg chamber is complete [Egg chamber I, +1 pop/turn, and the new clutch of babies is all grown up! [TECH: Sharpened Pincers I] The nest expands [+4 hex], and the children are monitored. [1/4]

[Hallelujah]
Settlements: Hallelujah Proper
Territory: 7
Population: 11 (+2/turn)
Food: 10 (+3/turn)
Currency: 6 (+3/turn)
Structures: Refurbished Captain's Quarters, Mine II, Quarry I, Farm I, Power Plant I
Defenses (Hallelujah Proper): 1
Military: 1 Player-named Militia, 1 Player-named Mercenary [+1](-1 food/turn; -1 currency/turn)
Tech: Forging II, Agriculture I, Infantry I
Eccentricities:
[Death-Defying]: A generation after falling from orbit, and surviving, the peoples of Hallelujah have become more brave (Read: willing to do stupid dangerous shit), than the average Nibiruan. However, they are still a bit antsy when it comes to flying.
[Mining Colony]: The miners of Hallelujah have become adept at ripping the ore from the earth, but aren't keen on other resources.
>You can take 5 makeup turns

[Altech Corporation]
>Good to see you here, glad you found your way. But please see the rulesheet and buy your stuff!
>>
Rolled 36, 10, 46 = 92 (3d100)

>>48068258
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 22 (+2/turn)
Food: 44 (+4/turn)
Currency:23 (+3/turn)
Structures: House of Lords, Power plant I, Mine II(4/8), Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 1 (Capital city),Fortress (3/6)
Military: 1 Dwarven Volunteers
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 7 (+1/turn), Ore: 10 (+2/turn), Stone: 14 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
1. Continue to expand the mine
+Industrial Center
+Engineering II
+Efficiency I

2. Continue to construct the city fortress. (3/6)

3.Build some Clockwork men using our refined ore.
+Forging II
+Efficiency I
+Engineering I
+Forge I
+Machine Shop I
>>
>>48068364
action has
+Forging II
+Efficiency I
+Engineering II
+Clockwork Constructs I
+Infantry I
+Forge I
+Machine Shop I
Apologies
>>
Rolled 39, 6, 67 = 112 (3d100)

>>48068258
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 11
Population: 20 (+2/turn)
Food: 25 (+5/turn)
Currency: 17 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1
Resources: Professional Xenobiologist, Power: 7 (+1/turn), Stone: 6 (+1/turn), Wood: 12 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Study Mind Altering (Tobacco like) drugs (3/4)

>2. Tame that Red Bull Good (4/6)

>3. Expand Territory eastward along coast
>>
Also, for those that haven't got the memo, world omniscience is the name of the game. Feel free to start being the assholes you are!
>>
>>48068569
Okay, Sir Fredrick build a dock so I can buy stuff from you with drugs
>>
>>48068647
I could certainly enjoy having medical supplies. What would you wish in exchange for this?
>>
Rolled 85, 95, 54 = 234 (3d100)

>>48068258
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 7
Population: 31 (+5/turn)
Food: 40 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I]
Resources: 2 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

(Don't forget to add my expansion to the map)

1. Continue checking the children for mutations 1/4
2. Begin feeding some children a diet with crushed ore within it.
3. Send some drones into the desert to see if they can adapt to the environment.
>>
>>48063801
Addendum
Resources: Ore: 3 (+2/turn), Stone: 2 (+1/turn), Power: 2 (+2/turn)
>>
>>48068258
Nation Sheet:
Nation Name: Santa Pirate Collective
Nation Race(s): Self Replicating Android Santa Pirates
Color: Green
Fluff: When the Mega-Corp “Christmas Fun-time Industries” dumped out their excess “Pirate Santa Andriods” as a failed attempt at marketing they could not have foreseen the result. The machinery of these androids meshed with the strange energies of this new planet unlocking their minds and allowing them to start build their own civilization “The North Pole Port”. These jolly pirates have taken to harvesting resources to increase their numbers and to spread cheer and fear to all across these new lands.

Ho ho ho and hand over your booty!

>North Pole plox

Structures: Power L2 Power L2 Mine L2
5 Barrels of Oil
2 Naval boats
2 Professional Mercenaries

[Shipbuilding I][Engineering I]
>>
Rolled 62, 26, 91, 57, 37, 66 = 339 (6d100)

>>48068258

[Hallelujah]
Nation Sheet:
Nation Name: Hallelujah
Nation Race(s): Humans mostly
Color: Tan
Fluff: Most people don't survive falling from orbit, let alone everyone aboard a colony ship plummeting like a rock. Hence the captain muttering "Hallelujah" just after planetfall, while the intercom was on. The name stuck.
Settlements: Hallelujah Proper
Territory: 7
Population: 21 (+2/turn)
Food: 25 (+3/turn)
Currency: 21 (+3/turn)
Resources: Ore: 13 (+2/turn), Stone: 7 (+1/turn), Power: 12 (+2/turn)
Structures: Refurbished Captain's Quarters, Mine II, Quarry I, Farm I, Power Plant II
Defenses (Hallelujah Proper): 1
Military: 1 Player-named Militia, 1 Player-named Mercenary [+1](-1 food/turn; -1 currency/turn)
Tech: Forging II, Agriculture I, Infantry I
Eccentricities:
[Death-Defying]: A generation after falling from orbit, and surviving, the peoples of Hallelujah have become more brave (Read: willing to do stupid dangerous shit), than the average Nibiruan. However, they are still a bit antsy when it comes to flying.
[Mining Colony]: The miners of Hallelujah have become adept at ripping the ore from the earth, but aren't keen on other resources.


>1/2/3: Meltdown
Right, so without trade ships rollin' in to take our ore off our hands and drop off cash, we're gonna need to set up the whole industrial process down here.

Step one is building somewhere to put the ore we dig up and melt the things til' we have usable metal.

>4/5/6: Toolbox
Now, step two is building a factory of sorts. To take the refined metal and make it into parts, which will then be turned into...

...well, anything we damn well want, that's what.

CONTINUED
>>
>>48069333
[Santa Pirate Collective]
Settlements: (Player-named Capital)
Territory: 7
Population: 12 (+2/turn)(-1 Ore/turn)
Power: 10 (+4/turn)
Currency: 5 (+2/turn)
Structures: Capitol Building, Powerplant II (2), Mine II
Defenses (Capital city): 1
Military: 2 Player-Named Mercenaries [+1][-2 Power/turn][-2 currency/turn] 2 Player-named Boats [+.5][-1 oil/turn]
Tech: Shipbuilding I, Engineering I
Eccentricities:
[Pirates]: The Collective is very experienced sailing the high seas! They can't swim though, and many short-circuit before the can be rescued.
[Self-replicating]: It is easier for the collective to make more of themselves, though they need Ore as well as power to increase their population.
>>
Rolled 24, 26, 58, 69, 95, 24 = 296 (6d100)

>>48068258
[Santa Pirate Collective]
Settlements: (North Pole Port)
Territory: 7
Population: 12 (+2/turn)(-1 Ore/turn)
Power: 10 (+4/turn)
Currency: 5 (+2/turn)
Oil: 5
Structures: Capitol Building, Powerplant II (2), Mine II
Defenses (Capital city): 1
Military: 2 Player-Named Mercenaries [+1][-2 Power/turn][-2 currency/turn] 2 Player-named Boats [+.5][-1 oil/turn]
Tech: Shipbuilding I, Engineering I
Eccentricities:
[Pirates]: The Collective is very experienced sailing the high seas! They can't swim though, and many short-circuit before the can be rescued.
[Self-replicating]: It is easier for the collective to make more of themselves, though they need Ore as well as power to increase their population.

1. Arrrr me mateies let’s raid us some lizards!
2. What, we need more oil? Get some elves on it!
3. We need better ways to deliver presents to our enemies [Artillery I]
>>
Rolled 7, 28, 61 = 96 (3d100)

Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 11
Population: 19 (+2/turn)
Food: 39 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 7 +1/turn
Stone: 6 (+1/turn)
Wood: 6 (+1/turn)
Power: 18 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
Expansion 1/2
New Village 1/6
Army Training 2/4

1. LEFT! LEFT! LEFT RIGHT!
>Continue to train our militia into an army 2/4

2. Keep constructing the new village 1/6

3. Keep expanding! For the Empire! 1/2
>>
File: Hallelujah.png (3.79 MB, 1920x1080)
3.79 MB
3.79 MB PNG
Rolled 18, 4, 57, 27, 25, 52, 5, 24, 69 = 281 (9d100)

>>48069568
I forgot [Engineering II]

>7: Inherit the Eart- I mean Nibiru
Up until recently, we've mostly dug up the usual sorts of metals and ores. Standard stuff, for standard industrial use.

But this is a whole 'nother planet, and we have yet to check what strange geologies lie beneath our feat.

So let's survey the area!
>8/9: Digadig
Speaking of digging, let's make our existing mine a bit bigger.
>10/11: UNLIMITED POWER
We could probably squeeze a bit more juice out of the the ol' ship reactors if we tinker with it.

...better bring in the engineers when we do it.
>12/13: Vehicular Manslaughter
Hasn't been a big problem til' now, considering how clustered Hallelujah is, but we'll need something fast if we want to spread out.

So let's get to developing some wheeled deathtraps to race along the surface.

>14/15: Upwards and Outwards
Push back the fences, slap down some signposts, and file your paperwork folks.

Because this is a landrush of the "expansionist" sort.
>>
File: Nibiru.png (1.71 MB, 3000x2500)
1.71 MB
1.71 MB PNG
[Machinia]
Continued expansion of the mind comes with a halt of the protective fortress [5/8, No progress], and some clockwork men undergo construction. [1/4]

[Black Feather Tribe]
The study of the plant finishes, it's found to be safe, and the group of botanists committed to the project light up in celebration. They get really fucking high. [Drugs I] The red colored bulls, known as Etsai, named from Basque myth, evade capture, injuring a lizard that gets too close, though the Tribe's lands expand! [+5 hex]

[Devil Ants]
The queen checks her pupae again; some seem to be growing longer legs [3/4] And the diet is a huge success- with it, the ants start to grow larger [Tech: Enriched Diet I]. The ants sent into the desert find that they can, in fact, survive in the desert, and expansion efforts are made. [+5 hex]

[Hallelujah]
The smelter! nears completion! [3/4] And the factory seems about halfway done. [2/4] The survey turns up nothing, but workers start expanding the mine. [2/8] Some progress on the land rovers [2/4], and the colony claims more land! [+5 hex]

[Santa Pirates]
A raiding party heads off to the Black Feather's in the south. They will arrive in [3 turns (You can burn power to make it quicker)] Meanwhile, one of the powerplants undergoes improvements [3/8], and artillery research nearly finishes! [3/4]

[New Albion]
Training halts, as the huge elephant creatures make their appearance again, and need to be chased away. The village plods along [1/6], and expansion is had! [+4 hex]
>>
>>48069879
Nation Name: Altech Corporation
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.

Structures: Power L2, Food L1, Mine L2, Mine L1
Resources:
Professional AI expert
Amateur Programmer (AI)
Amateur Programmer (AI)
Techs: [Engineering] [Programming L2] [Forging] [Electronics]
>>
Rolled 24, 80, 99 = 203 (3d100)

>>48069879
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 24 (+2/turn)
Food: 84 (+4/turn)
Currency:26 (+3/turn)
Structures: House of Lords, Power plant I, Mine II(5/8), Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 1 (Capital city),Fortress (3/6)
Military: 1 Dwarven Volunteers, Clockwork men(1/4)
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 8 (+1/turn), Ore: 12 (+2/turn), Stone: 16 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
1. Continue to expand the mine (5/8)
+Industrial Center
+Engineering II
+Efficiency I
+5 stone

2. Continue to construct the city fortress. (3/6)
+10 Stone


3.Build some Clockwork men using our refined ore.(1/4)
+Forging II
+Efficiency I
+Engineering II
+Clockwork Constructs I
+Infantry I
+Forge I
+Machine Shop I
+4 refined ore
>>
Rolled 87, 93, 95 = 275 (3d100)

[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 16
Population: 22 (+2/turn)
Food: 10 (+5/turn)
Currency: 9 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1, Drugs 1
Resources: Professional Xenobiologist, Power: 8 (+1/turn), Stone: 7 (+1/turn), Wood: 14 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Start Farming drugs
+Herbology II
+Drugs I

>2. Tame the Etsai
+ 20 Food

>3. upgrade Lumbermill
+Construction I
+10 currency
>>
>>48069922
[Altech Corporation]
Settlements: (Capital)
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Resources: Power: 2 (+2/turn) Ore: 3 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Professional AI expert, 2 Amateur Programmers
Defenses (Capital City): 1
Military: 1 Player-named Militia
Tech: Engineering I, Programming II, Forging I, Electronics I
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.
>>
Rolled 90, 40, 36 = 166 (3d100)

>>48069879
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 7
Population: 31 (+5/turn)
Food: 40 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I]
Resources: 2 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Continue monitoring the young with the longer legs. See what it could be used for. 3/4
2. Continue expanding into the desert
3. Begin assembling warrior drones with poisonous bites and sharp mandibles, make sure they are fed the enriched diet to grow strong.
>>
>>48070121
Pop fix: 36, Food fix: 46
>>
>>48069945
Food: 48 (+4/turn)
typo
>>
Rolled 59, 74, 95 = 228 (3d100)

[Hallelujah]
Nation Sheet:
Nation Name: Hallelujah
Nation Race(s): Humans mostly
Color: Tan
Fluff: Most people don't survive falling from orbit, let alone everyone aboard a colony ship plummeting like a rock. Hence the captain muttering "Hallelujah" just after planetfall, while the intercom was on. The name stuck.
Settlements: Hallelujah Proper
Territory: 7
Population: 23 (+2/turn)
Food: 28 (+3/turn)
Currency: 24 (+3/turn)
Resources: Ore: 15 (+2/turn), Stone: 8 (+1/turn), Power: 14 (+2/turn)
Structures: Refurbished Captain's Quarters, Mine II, Quarry I, Farm I, Power Plant II
Defenses (Hallelujah Proper): 1
Military: 1 Player-named Militia, 1 Player-named Mercenary [+1](-1 food/turn; -1 currency/turn)
Tech: Forging II, Agriculture I, Infantry I
Eccentricities:
[Death-Defying]: A generation after falling from orbit, and surviving, the peoples of Hallelujah have become more brave (Read: willing to do stupid dangerous shit), than the average Nibiruan. However, they are still a bit antsy when it comes to flying.
[Mining Colony]: The miners of Hallelujah have become adept at ripping the ore from the earth, but aren't keen on other resources.

>1 Smelter [3/4]
SOON

>2 Factory [2/4]
LESS SOON

>3 Vehicular Manslaughter [2/4]
CONSIDERABLY LESS SOON
>>
Rolled 25, 28, 41 = 94 (3d100)

Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 15
Population: 19 (+2/turn)
Food: 39 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 7 +1/turn
Stone: 6 (+1/turn)
Wood: 6 (+1/turn)
Power: 18 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
New Village 2/6
Army Training 2/4

1. Expand west. We shall link up with those dashing dwarves and their fantastic machines

2. Keep building the village 2/6

3. Here's a good training exercise for our army. KILL THE ELEPHANT 2/4
>>
[Machinia]
The mine plods along [6/8], but the fortress completes [+1 defense Machinia Prima] Finally, a pair of Clockwork men are trained, and ready for battle! [2 Clockwork Men [+.8](-1.5 power (each) )

[Black Feather Tribe]
A drug farm is nearly grown [2/4], and the Etsai are tamed! [Resource: Etsai Herd (sustainable)] Finally, improvements on the Lumberyard begin. [3/8]

[Devil Ants]
>Be sure to add your territory
Finally, the new young hatch, and the ones with the longer legs are much faster than the others [Tech: Scouting I]. Expansion starts again [1/2], and the drones are trained. [1/4]

[Hallelujah]
The smelter and factory both complete [Smelter I, Factory I]. And two small vehicles are made! [2 Player-fluffed Vehicles [.5x][-1 oil/turn]

[New Albion]
Expansion barely starts, and the village is still slow as ever. [1/2; 3/6] The elephant-like creatures, called Airavatu by the Hindu explorers that discovered them, are still being tracked. History repeats itself, as once again, Britain can't seem to keep out of India's shit [3/4].

Last turn for the night, thanks for playing!
>>
Rolled 43, 17, 77 = 137 (3d100)

>>48070397
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 26 (+2/turn)
Food: 52 (+4/turn)
Currency:29 (+3/turn)
Structures: House of Lords, Power plant I, Mine II(6/8), Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 6 (+1/turn)(-3/turn), Ore: 14 (+2/turn), Stone: 3 (+2/turn), Refined Ore
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
1. Continue one the mine!
+Industrial Center
+Engineering II
+Efficiency I
2-3 Work on expanding and improving the power plant. We need more power to sustain our troops. Spend money to expedite this process!
+Efficiency I
+25 currency
>>
>>48070470
mine progress 6/8
>>
>>48070397
[Altech Corporation]
Settlements: (Capital)
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Resources: Power: 2 (+2/turn) Ore: 3 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Professional AI expert, 2 Amateur Programmers
Defenses (Capital City): 1
Military: 1 Civilian
Tech: Engineering I, Programming II, Forging I, Electronics I
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) These lands are hostile and we will need advanced weapons to defend ourselves (begin researching/constucting energy weapons)
2) We are here to examine the strange properties of this world and we shall commence doing so (Study the changes that the AIs that we brought have undergone so far)
3) Begin constructing another AI to examine whether it follows similar properties to the other AI when programmed on this world or if it demonstrates a more extreme change
>>
Rolled 25, 76, 59 = 160 (3d100)

>>48070603
Forgot rolls
>>
>>48070227
I'm west of you
>>
Bump
>>
Bump
>>
>>48073103
oh right
>>
Rolled 51, 32, 97 = 180 (3d100)

48070397
[Black Feather Tribe]
Settlements: Swamp Base One
Territory: 16
Population: 24 (+2/turn)
Food: 15 (+5/turn)
Currency: 11 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1, Drugs 1
Resources: Professional Xenobiologist, Power: 8 (+1/turn), Stone: 7 (+1/turn), Wood: 14 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

The Salty Sea snake brought terrible news. Pirates will be upon the settlement and soon. The initial panic was eased with a smoke, and plans were made.
"We will not fight them on open water, instead we will force them to take the fight to the murky shores that is our home."

>1. Create range weapons that could reach the pirates before reaching the shore
+using wood

>2 & 3: Build up City Defenses
>>
>48074938
Construction 1
>>
Rolled 20, 43, 72 = 135 (3d100)

>>48070397
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 16
Population: 41 (+5/turn)
Food: 52 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 2 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Expansion continues. 1/2
2. Continue drone training, have them hunt down and fight against dangerous wild life as practice. 1/4.
3. Send some of the long legged scouts through the mountains looking for anything of interest.
+Scouting I
>>
Rolled 3, 11, 85 = 99 (3d100)

Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 15
Population: 21 (+2/turn)
Food: 58 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 8 +1/turn
Stone: 7 (+1/turn)
Wood: 7 (+1/turn)
Power: 24 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
New Village 3/6
Army Training 3/4
Expansion 1/2

1. Deeper into the wilds as we expand! 1/2

2. Neither darkest jungle nor hottest desert will stop our men from killing that elephant! 3/4

3. Continue to build the new village 3/6
>>
File: mad_science_text_1x.jpg (156 KB, 400x300)
156 KB
156 KB JPG
>>48070397
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Fluff: Hearing of the changes that happened to people in the colonies a group of curious, and some would say mad, individuals put together an expedition to study this phenomenon. They were determined to find the reason for the change and to harness it to create changes that would enhance the lifespan of humans indefinitely.

Power 1 L2, Mine 1 L1, Farm, 1 L1, Quarries 1 L1, Lumberyards 1 L1

10 food-1 point
20 money -1 point
Professional Mercenary (+1 pop)- 2 points
Professional Xenobiologist- 3 points
[Agriculture] - 1 point
[Engineering] - 1 Point
[Medicine] - 1 Point
>>
>48075737

I'm offering you all my medicinal herbs

In return I would like you to station an army at my port to fend off pirates. This shall be only until trade is established between us. Trade will be considered established when
1. A dock to receive goods is build on your end
2. A decent fleet is built to escort the trade ships safely
3. A trade deal is made between us
>>
[Machinia]
The mine is improved [Mine III (+1 ore/turn] 2-3)], and the power-plant undergoes improvements [3/6]

[Altech]
Research into energy weapons starts [1/4], as well as looking into the AI [2/4]. A new AI starts to be programmed. [2/4]

[Black Feather Tribe]
The tribe starts to build small rifles (or bows, whatever floats your boat), and arm themselves. [2/4], and some defensive walls are built [+.2 defense); Defenses I]

[Devil Ant Nests]
Expansion stalls, though the drone training crawls along [2/4 (be sure to include the tech you're putting into them)]. The scouts are sent through the mountains [2/4].

[New Albion]
The elephant-thing comes back, and injures the mercenary [ [Wounded] tag], but runs away before it can be properly tracked. Though construction of the village is almost done! [5/6]

[Mad Medicine Inc]
Settlements: (Capital)
Territory: 7
Population: 11 (+2/turn)
Food: 20 (+2/turn)
Currency: 20 (+2/turn)
Resources: Power: 2 (+2/turn) Stone: 1 (+1/turn) Wood: 1 (+1/turn), Professional Xenobiologist
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I
Defenses (Capital City): 1
Military: 1 player-fluff militia, 1 player-fluff professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>Five turn bank!

[Santa Collective]
Turn Bank: 1

[Hallelujah]
Turn Bank: 1
>>
File: Nibiru.png (1.55 MB, 3000x2500)
1.55 MB
1.55 MB PNG
>>48077343
And map
>>
Rolled 34, 79, 90 = 203 (3d100)

>>48077343
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 28 (+2/turn)
Food: 56 (+4/turn)
Currency:7 (+3/turn)
Structures: House of Lords, Power plant I(3/6), Mine III, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 4 (+1/turn)(-3/turn), Ore: 16 (+2/turn), Stone: 5 (+2/turn), Refined Ore
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.


1-3. All efforts in Machinia are put towards improvement of the power plant as they can ill afford to lose the clockwork men. (3/6)
>>
File: scientist.jpg (88 KB, 600x591)
88 KB
88 KB JPG
Rolled 21, 60, 92, 45, 67, 86, 14, 2, 10 = 397 (9d100)

>>48077343
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Fluff: Hearing of the changes that happened to people in the colonies a group of curious, and some would say mad, individuals put together an expedition to study this phenomenon. They were determined to find the reason for the change and to harness it to create changes that would enhance the lifespan of humans indefinitely.
Settlements: University City(capital)
Territory: 7
Population: 17 (+2/turn)
Food: 23 (+2/turn)
Currency: 23 (+2/turn)
Resources: Power: 2+6 (+2/turn) Stone: 1+3 (+1/turn) Wood: 1+3 (+1/turn), Professional Xenobiologist
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I
Defenses (Capital City): 1
Military: 1 player-fluff militia, 1 player-fluff professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Remaining Turn Bank: 2

Excellent, EXCELLENT! It's time for us to do some SCIENCE! First things first, we need to establish our foothold, set up enough labs for everyone, AND SOMEONE FIGURE OUT WHY MY SECRETARY IS SUDDENLY A SLIME!

1-2 Construct further lab facilities

3-5 Study the slime population to better understand how they have changed

6-7 Expand north

8-9 Search the nearby area for new and exciting resources
>>
Rolled 82, 95, 19 = 196 (3d100)

>>48077343
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 16
Population: 46 (+5/turn)
Food: 58 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 2 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. expansion continues 1/2
2. Soldier drones continue to be trained 2/4
+ Poison I
+ Sharpened Pincers I
+ Enriched Diet I
+ Drone Morphism I
3. Scouting through the mountains continues.
>>
>>48077552
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 28 (+2/turn)
Food: 56 (+4/turn)
Currency:7 (+3/turn)
Structures: House of Lords, Power plant I(3/6), Mine III, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 4 (+1/turn)(-3/turn), Ore: 17 (+3/turn), Stone: 5 (+2/turn), Refined Ore
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

revised stats
>>
>>48077728
scouting at 2/4
>>
Rolled 29, 38, 26 = 93 (3d100)

>48077355
Settlements: Swamp Base One
Territory: 16
Population: 26 (+2/turn)
Food: 5 (+5/turn)
Currency: 13 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1, Drugs 1, Defenses I, Efficiency 1
Resources: Professional Xenobiologist, Power: 9 (+1/turn), Stone: 8 (+1/turn), Wood: 16 (+2/turn), Medicinal Herbs: 4
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1-2 Those small rifles must be finished
+Efficiency 1
>Build an army
+15 food
+Efficiency 1
>>
>48077820
Rifles were at 2/4
Power is at 1
>>
>>48077820
>>48077832
Efficiency I is yet to be applied
>>
Rolled 1, 51, 70 = 122 (3d100)

Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 15
Population: 19 (+2/turn)
Food: 39 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 7 +1/turn
Stone: 6 (+1/turn)
Wood: 6 (+1/turn)
Power: 18 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Forge 2/4
New Village 5/6
Army Training 2/4

1. Finish the new village 5/6

2. It's clear we need a bigger army if we are to combat these beasts. Finish up the forge so we can arm our people 2/4

3.Expand again, we will deal with the elephant later
>>
>>48077868
>Settlements: (Capital)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Mine: +1 ore/turn
>Territory: 15
>Population: 21 (+2/turn)
>Food: 58 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
>Resources:
>Ore: 8 +1/turn
>Stone: 7 (+1/turn)
>Wood: 7 (+1/turn)
>Power: 24 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well
Settlements: (Capital)
Governor's Manor
Power:
-Lv1 Aether Rifle Recharger
-Steam Furnace Electric
-Hydroelectric
Farms: Lv1
Quaries: Lv1
Lumberyard: Lv1
Mine: +1 ore/turn
Territory: 15
Population: 23 (+2/turn)
Food: 64 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources:
Ore: 9 +1/turn
Stone: 8 (+1/turn)
Wood: 8 (+1/turn)
Power: 27 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Wrong stats
>>
Leaving for the day, might be back later to update.
>>
Bump
>>
>>48077343
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: (Capital)
Territory: 7
Population: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Resources: Power: 4 (+2/turn) Ore: 6 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Professional AI expert, 2 Amateur Programmers
Defenses (Capital City): 1
Military: 1 Security
Tech: Engineering I, Programming II, Forging I, Electronics I
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) This worlds fauna is more dangerous and strange then we thought, we need proper defenses to fight them off (continue researching energy weapons [1/4]

2) The AI here are acting slightly eccentric, slighly... Different than how they should be, now to study this change
[2/4]

3) The programmers are reporting wierd anomalies, even as they program the AI its code changes while their not looking, this should be studied immediately (Complete construction of the AI [2/4]
>>
Bump
>>
Bump
>>
>>48086648
Next bump, how about you roll? :^)
>>
Rolled 60, 53, 45 = 158 (3d100)

>>48083310
>>48086686
Well now i feel like an idiot
>>
Bump
>>
Bump
>>
>>48089456
Altech, props for keeping this thread alive
>>
Bump
>>
Fully awake now, updating
>>
[Machinia]
The plant is improved! [Power Plant II; +1 power/turn]

[Mad Medicine Inc]
Small labs are built in the capital [Structures: Labs I], and the slime study nearly finishes [3/4]. The corporation expands [+4 hex], though no resources are found.

[Devil Ants]
The nest expands [+6 hex]! Improved soldier drones are trained [1 Improved Drone [+.8][Poisonous](-2 food/turn), though the scouting expedition halts.

[Black Feather Tribe]
The rifles are almost done [3/4], and the training of a more professional fighting force starts [1/4] (No need to commit food, it doesn't do anything.)

[New Albion]
The elephants come back again... in triplicate [-2 pop, village progress -1]. But the forge is complete, and the Colony expands! [Forge I, +4 hex]

[Altech]
Higher technology weaponry is almost finished [3/4], and the changes in the AI are finally catalogued [AI I]. The programming hits a slight snag, but plods along and nearly finishes. [3/4]

[Missed Turns]
Santa Collective
Hallelujah
>>
File: Nibiru.png (1.55 MB, 3000x2500)
1.55 MB
1.55 MB PNG
>>48092194
Aaannnd map
>>
Rolled 65, 23, 65 = 153 (3d100)

>48092194
Settlements: Swamp Base One
Territory: 16
Population: 28 (+2/turn)
Food: 25 (+5/turn)
Currency: 15 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit)
Tech: Herbology II, Fishing I, body modification I, Construction 1, Shipbuilding 1, Drugs 1, Defenses I, Efficiency 1
Resources: Professional Xenobiologist, Power: 10 (+1/turn), Stone: 9 (+1/turn), Wood: 18 (+2/turn), Medicinal Herbs: 4, Etsai Herd
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Trade 8 Power for Efficiency I with Machinia
>2. Work on Rifles (3/4)
>3. upgrade Lumbermill (3/8)

The people of Black Feather finish the preparations to receive their pirate neighbors.
>>
Rolled 26, 48, 93, 99, 62, 19, 11, 21, 11, 78, 63, 2 = 533 (12d100)

>>48092194
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Fluff: Hearing of the changes that happened to people in the colonies a group of curious, and some would say mad, individuals put together an expedition to study this phenomenon. They were determined to find the reason for the change and to harness it to create changes that would enhance the lifespan of humans indefinitely.
Settlements: University City(capital)
Territory: 13
Population: 25 (+2/turn)
Food: 27 (+2/turn)(-1 from troops)
Currency: 27 (+2/turn)(-1 from troops)
Resources: Power: 8+8 (+2/turn) Stone: 4+4 (+1/turn) Wood: 4+4 (+1/turn), Professional Xenobiologist
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 experimental militia, 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

With the lab complete it's time to expand. We need more samples for our studies. But worry not about your safety, we'll provide you all with the finest experimental hardware. In fact, you'll be the first to try these new guns, report back if there is any problems with them.

1-2 Send militia to find and capture local wildlife [1 militia] [1 Professional Xenobiologist]

3-4 Study the slime population to better understand how they have changed [3/4][Labs I]

5-6 Expand north-west

7-8 Study local diseases to further the field of medicine [Labs I]

9-10 Search the nearby area for new and exciting resources

11-12 Design new types of guns using "crazy" theories [Labs I]
>>
Rolled 80, 91, 59 = 230 (3d100)

>>48092194
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 51 (+5/turn)
Food: 62 (+4/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 2 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Begin building another mushroom farm.
3. Continue exploring the mountains 2/4
+Scouting I
>>
File: Hunger.png (17 KB, 178x178)
17 KB
17 KB PNG
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: A prosperous mining colony, New Kazan was the shining intergalactic beacon of the New USSR, providing the Soviet nation with practically unlimited amounts of uranium. So great was the mother country's energy necessities that the Kazanites had to dig further and further into Nibiru until tragedy struck. A viral disease residing deep near the planet's core was released due to the colony's incessant drilling, and quickly yet subtly spread from the miners to the entire colony population. The USSR attempted to provide New Kazan with the medical care needed to deal with the unknown disease, which worked for awhile, until The Stranding. Without the mother nation's help, the colony succumbed to the swelling tide of the ravenous infected.
With no workers to take care of them, the nuclear reactors of the colony's power plants soon went into meltdown. The tremendous release of radiation morphed the slow, shambling undead into even more grotesque and dangerous beings. Radiation interacted with the virus and the infected to restore brain activity in areas other than the brain stem. With their regained ability to rationalize and think, the infected were finally able to define the feeling that constantly plagued them night and day...hunger. Smarter, faster, and stronger, the Hunger now works to reestablish their society in order to satisfy their insatiable appetite for flesh.
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech:
+[Infantry II]
+[Engineering II]
Resources:
+30 [Food]
+3 [Small Supply of Uranium {Power}]
Eccentricities: (GM generated, see section I)
>>
File: merman.jpg (25 KB, 236x472)
25 KB
25 KB JPG
Nation Sheet:
>Nation Name: Mare
>Nation Race(s): Mermaids/Mermen
>Color: Light Gray
>Fluff: As soon as the change came, many people from the coastal regions were transformed into entirely water-based or amphibian organisms. Goverments of the Earth pressured these away from the Earth under the excuse that they would be disastrous to the ocean ecosystems.
Such organisms were practically dumped into Nibiru seas, and since a majority of these were intelligent beings they soon organised a sort of a refugee camp and a gathering place. This is where their new nation started. They focus on exploring the seas and "taming" all sorts of Nibiru's native creatures, making themselves the dominant life form in the water.

>-Don't fill out (unless told to)-
>Settlements: Atlantis
>Territory: 7
>Population (+growth/turn): (GM Generated)
>Food (+growth/turn): (GM Generated)
>Currency: (GM Generated)
>Structures:
2 Mines lvl2
2 Farm lvl1
>Defenses: (GM generated)
>Military: (GM generated; see rulesheet)
>Tech:
[Foraging 2], [Forging], [Engineering], [Infrantry2]
>Resources:
+10 food
+Professional Xenobiologist

>Eccentricities: (GM generated, see section I)
>>
bumping while I finish statting
>>
File: Nibiru.png (1.72 MB, 3000x2500)
1.72 MB
1.72 MB PNG
[Hunger]
Pop: 10 (+2/turn)
Food: 30 (+2/turn)
Currency: 5 (+3/turn)
Defenses (New Kazan): 1
Military: 2 player-fluffed Militia
Resources: Power: 5 (+2/turn) Ore: 4 (+4/turn)
Eccentricities:
[]: The Hunger are dependent on their now radioactive disease for strength. When fighting on their own lands, units gain a bonus to combat, but when away, they are weaker.
[Dependent]: To avoid becoming mindless husks again, the Hunger must stay in the presence of their radioactive disease. They aren't able to expand as much without building more settlements, but their reach is extended a bit further than others when they build new ones.

6 turn bank! Too many actions at once will cause your nation to be magically transported to Devil Ant Isle.


[Mare]
Pop: 10 (+3/turn)
Food: 20 (+3/turn)
Currency: 4 (+2/turn)
Defenses (Atlantis): 1
Military: 2 Player-named Militia
Resources: Ore: 4 (+4/turn) Professional Xenobiologist
Eccentricities:
[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences. [Add 'Pollution' stat]
>>
>>48094879
[Mare]
You also have a six turn bank. Please consolidate some actions, if you choose to do it all at once.
>>
File: merman fighter.jpg (14 KB, 236x332)
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Rolled 68, 42, 11, 66, 21, 67, 76, 52, 75, 75, 10, 49, 11, 90, 17, 58, 85, 39 = 912 (18d100)

>Nation Name: Mare
>Nation Race(s): Mermaids/Mermen
>Color: Light Gray
Fluff: As soon as the change came, many people from the coastal regions were transformed into entirely water-based or amphibian organisms. Goverments of the Earth pressured these away from the Earth under the excuse that they would be disastrous to the ocean ecosystems.
Such organisms were practically dumped into Nibiru seas, and since a majority of these were intelligent beings they soon organised a sort of a refugee camp and a gathering place. This is where their new nation started. They focus on exploring the seas and "taming" all sorts of Nibiru's native creatures, making themselves the dominant life form in the water.

>Settlements: Atlantis
>Territory: 7
>Population 10 (+3/turn)
>Food 20 (+3/turn)
>Currency: 4 (+2/turn)
>Structures:
2 Mines lvl2
2 Farm lvl1
>Defenses: Atlantis 1
>Military: 2 Atlantinean light spearmen (Militia)
>Resources: Ore: 4(+4/turn), Professional Xenobiologist
>Tech:
[Foraging 2], [Forging], [Engineering], [Infrantry2]
>Eccentricities:
[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences. [Add 'Pollution' stat]

>1-5 Train our entire population fighting skills.
Seas are trecherous and many dangers lurk around, everyone needs to be able to defend themselves.
[Infrantry lvl2]
>6-10 Expand further north-east and north-west
[Waterborn]
>11-13 Upgrade farms
>14-18 Investigate wildlife
We need to find out animals which live near us and possibly how we can use them/ defend against them.
Professional Xenobiologist

Captcha: Pick pictures of water
>>
Rolled 33, 24, 44 = 101 (3d100)

>>48092194
Nation Name: Machinia
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 30 (+2/turn)
Food: 60 (+4/turn)
Currency:10 (+3/turn)
Structures: House of Lords, Power plant I(3/6), Mine III, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 3 (+2/turn)(-3/turn), Ore: 20 (+3/turn), Stone: 7 (+2/turn), Refined Ore
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
1. Trade efficiency 1 for 8 power towards the black feather tribe

2-3. The power plant needs to be improved even more to sustain the clockwork men.
>>
Rolled 45, 18, 71 = 134 (3d100)

>>48092194
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 7
Population: 14 +(2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Resources: Power: 6 (+2/turn) Ore: 6 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Professional AI expert, 2 Amateur Programmers
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [AI I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) The weapon research is coming along nicely, the sooner its done the sooner we can defend ourselves [3/4]
2) The results from our studies on the AI have come in, but they sinply raise more questions. Something has been changing the code of the AI in subtle ways, it still works but it is difficult to comprehend how... I wonder, if we could get our hold on a sample of one of the changed humans, what similarities might we discover? In the meanwhile we should seek to expand our territory, the current land is inadequate for the amount of research facilities we require
3) The AI is nearly completed, and the reports on its progress are quite... Curious. The programmers report that the code they write seems to change when their attention isn't focused, forming a similar effect to that in study #001. But for now we should complete this AI, and investigate its changes in persona and purpose from what the programmers intended [3/4]
>>
Bumping while I update
>>
>>48097337
Bmping while he updates
>>
File: Nibiru.png (1.72 MB, 3000x2500)
1.72 MB
1.72 MB PNG
[Black Feather Tribe]
The power is sent, it will arrive soon [Next turn; -8 power], and the rifles are barely completed. A small riflelizard brigade is trained. [Rifles I; +1 Riflelizard Brigade [+.2](-1 food/turn -1 currency/turn)] And progress on the lumbermill plods slowly along. [4/8]
> Ships on the horizon! You can either face them, or hide and let them take what they want.

[Mad Medicine]
The militia are sent out with the Xenobiologist [2/4], and the study is complete! With some concentration and practice, the slimes seem to be able to alter their forms a bit. Meanwhile, the corporation expands [+5 hex], and the study proves fruitless, only managing to infect the scientists studying the diseases. Some ore is found [+2 ore], and research begins! ['Mad' Energy Weapons 3/4]

[Devil Ants]
While the mushroom farm undergoes construction [3/4], the scouting group comes back with news; They were able to pick up some ore [+2 ore], though they kept seeing a huge lizard creature; a Dilong.

[Mare]
>Remember to add the 'Pollution' stat to your sheet!
Militia training starts for the Mareans [3/4], and the nation expands, twice over [Split between two turns, +10 hex]. One of the farms starts to be improved [2/6], and the scouts come back with news, The waters around Mare are relatively calm, mostly inhabited by strange horse/fish hybrids dubbed hippocampus, giant crabs called Karkinos, and Echeneis, a large species of Remora.

[Machinia]
The tech is traded to the Black Feathers, and improvements are slow going, but they progress [4/6].

[Altech]
The weapon research is done [Tech: Altech energy weaponry], though the dangers of the plains around the corporation stall expansion. The basic AI is fully programmed! [Resource: Basic AI (x1)]
>>
Rolled 56, 97, 99 = 252 (3d100)

>>48098178
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 32 (+2/turn)
Food: 64 (+4/turn)
Currency:13 (+3/turn)
Structures: House of Lords, Power plant II(1/8), Mine III, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I, Efficiency I
Resources: Power: 2 (+2/turn)(-3/turn), Ore: 23 (+3/turn), Stone: 9 (+2/turn), Refined Ore
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Refine more metals for our work.
+Smelter I

2. Continue to improve the Power plant(1/8)

3.Begin Researching better and stronger clockwork constructs.
+Machine Shop I
>>
Rolled 9, 3, 10 = 22 (3d10)

>48098178
The Citizens of take arms to hold off the pirate menace.
>1. Salty Sea Snake
>2. Rifle Brigade +1.4
>3. Militia +1.2
>>
Rolled 1, 1, 8, 10 = 20 (4d10)

>>48098439
HO HO HO
GIVE US YOUR MILK AND COOKIES
1. Pirate Ship
2. Pirate
3. Santa Raider Squad
4. Santa Raider Squad
>>
>>48098178
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 7
Population: 16 +(2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Resources: Power: 8 (+2/turn) Ore: 9 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) Now that our energy weaponry has been produced, lets focus our resources on something a bit more productive. We should begin researching more efficiend and sustainable energy so as not to damage whatever makes this planet so... strage
2) Thanks too our newly discovered energy weapons, exploring the wilds and expanding our territory should be both simpler and safer
3) At last this AI is complete, now its time to experiment. According to the programmers report it is designed as an basic field AI, with enough sophisticated programming to perform field operations, sustain a basic personality, and most importantly, learn. Lets begin researching the strange code of this AI as well as assigning our psychologist towards analysing any deviations from its programmed personality.
>>
Rolled 41, 50, 6 = 97 (3d100)

>>48098506
Forgot rolls.
>>
Rolled 87, 44, 30 = 161 (3d100)

>>48098178
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 27 (+2/turn)
Food: 28 (+2/turn)(-1 from troops)
Currency: 28 (+2/turn)(-1 from troops)
Resources: Power: 16+2 (+2/turn) Stone: 8+1 (+1/turn) Wood: 8+1 (+1/turn), Ore: 10+1 (+1/turn), Professional Xenobiologist
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 experimental militia, 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I, Slime Research I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

It would seem everything is going according to plan. This is EXCELLENT! Once we have some wildlife at our disposal we can continue towards perfecting our understanding of the change.

1 Send militia to find and capture local wildlife [1 militia] [1 Professional Xenobiologist][2/4]

2 The researchers are infected? Learn more about medicine by curing them! [Labs I]

3 Design new types of guns using "crazy" theories [Labs I] ['Mad' Energy Weapons 3/4]
>>
Rolled 42, 60, 92 = 194 (3d100)

>>48098178
>>Nation Name: Mare
>>Nation Race(s): Mermaids/Mermen
>>Color: Light Gray
>Fluff: As soon as the change came, many people from the coastal regions were transformed into entirely water-based or amphibian organisms. Goverments of the Earth pressured these away from the Earth under the excuse that they would be disastrous to the ocean ecosystems.
>Such organisms were practically dumped into Nibiru seas, and since a majority of these were intelligent beings they soon organised a sort of a refugee camp and a gathering place. This is where their new nation started. They focus on exploring the seas and "taming" all sorts of Nibiru's native creatures, making themselves the dominant life form in the water.
>>Settlements: Atlantis
>>Territory: 17
>>Population 13 (+3/turn)
>>Food 23 (+3/turn)
>>Currency: 6 (+2/turn)
>>Structures:
>2 Mines lvl2
>2 Farm lvl1
>>Defenses: Atlantis 1
>>Military: 2 Atlantinean light spearmen (Militia)
>>Resources: Ore: 8(+4/turn), Professional Xenobiologist
>>Tech:
>[Foraging 2], [Forging], [Engineering], [Infrantry2]
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1 Send scouts towards AItech and try to establish peaceful contact with them
Offer some kind of alliance. Ask if they need ores or something? Help to move to water?
>2 Finish training
[Infrantry2]
>3 Farm upgrade finish
>>
>>48098593
+1
>Start construction of an outpost on the furthest north-western hex
>>
Rolled 21, 16, 33 = 70 (3d100)

>48098178
Settlements: Swamp Base One
Territory: 16
Population: 30 (+2/turn)
Food: 29 (+4/turn)
Currency: 16 (+1/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Dock I
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Salty Sea Snake (Naval Unit), Rifle Brigade
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Defenses I, Efficiency I
Resources: Professional Xenobiologist, Power: 3 (+1/turn), Stone: 10 (+1/turn), Wood: 20 (+2/turn), Medicinal Herbs: 4, Etsai Herd
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1&2. The pirate menace isn't over. We need more ships, and more lumber. Lumbermill upgrade (1/2)
+Efficiency
+Construction
>3. Farm the drugs (1/2)
+Efficiency I
+Drugs I
+Botanist
>>
Rolled 57, 27, 52, 84, 69, 26 = 315 (6d100)

>Settlements: (Capital)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Mine: +1 ore/turn
>Territory: 15
>Population: 23 (+2/turn)
>Food: 80 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
>Resources:
>Ore: 10 +1/turn
>Stone: 9 (+1/turn)
>Wood: 9 (+1/turn)
>Power: 30 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

New Village 4/6
Army Training 2/4

Action 1-3. More expansion!

Action 4-5. Continue to build the village
Action 6. Train the army
>>
>>48098593
"Sir, we have reports of movement in the waters outside the station, some form of humanoid aquatic lifeform"
"I see, have you attempted communication, take me to see it, it seems we may have some new allies soon"
>>
>>48098439
>>48098504
COMBAT REPORT: BLACK FEATHER TRIBE VS. SANTA COLLECTIVE

In a stunning upset, the Black Feather Tribe wholeheartedly defeats the pirates! The crew of the Salty Sea Snakes valiantly charges the two invading boats, but they, and the boat itself, are cut to peaces by the pirates. However, as the pirates are so focused on the boat, lucky shots from the trained Riflemen, and the militia, puncture the hulls of the boats. The Lizardmen on the ramparts give a great cheer, before a moment of silence for the sinking Sea Snake. A funeral for the crew is held that night, and a celebration lasts throughout the next day.

[Santa Pirates]
DISBAND: EVERYTHING

[Black Feather Tribe]
DISBAND: Salty Sea Snake
>>
Rolled 12, 34, 80 = 126 (3d100)

>>48098178
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 56 (+5/turn)
Food: 66 (+4/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 4 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Mushroom farm construction continues. 3/4
2. Begin another feeding experiment by introducing more ore/metal powder into the diet of a few drones. More than the last time.
3. Begin creating a few hidden tunnel exits to ambush intruders from behind.
>>
Rolled 43, 2, 20 = 65 (3d100)

>>48098593
>>48098651
I forgot to roll again as GM instructed. I'm really sorry. I hope it's not too late.
>>
>>48099274
You didn't need to reroll, just redo the action :^)
>>
>>48099299
Thank you because those new rolls are absolute garbage.
I'm bad at comprehension it seems
>>
bump from the seas
>>
Bumpdate
>>
Bump
>>
File: Nibiru.png (1.56 MB, 3000x2500)
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[Machinia]
More metals are smelted [-2 raw ore, +2 refined ore], and the powerplant is halfway done! [4/8] Better ways to make clockwork constructs are being looked into [4/6]

[Altech]
The corporation begins to look into more sustainable sources of energy [1/4], and the borders of the colony expand [+3hex]! The research hits an almost immediate dead end.

[Mad Medicine]
The militia return, with a full cage of black, long limbed, hairless primates. They make no noise, and apparently shadowed the group for a long while before being caught. [Resources: Caged Doppelgangers: 5] A cure begins [1/6], and the energy weapons are complete! ['Mad' Energy Weapons]

[Mare]
A small outpost starts [1/3], and training is finished [Militias I]! The farm upgrade is finished as well. [L2; +1 food/turn]

[Black Feather Tribe]
A new lumber mill is made [Lumbermill I; +1 wood/turn], and the drug farms are made. [Structures: Drug farm (+2 drugs/turn)]

[New Albion]
1-3) Expansion occurs [+5 hex], and the village is finally completed [[Village; +2 pop/turn]], and the army undergoes training. [1/4]

[Devil Ants]
Construction halts, and another experiment starts [1/6]. The Nest's workers start carving out some ambush tunnels [1/4]
>>
>>48094879
[Black Feather Tribe]
Received tech from Machinia!

[Machinia]
Received 8 power from the Black Feather Tribe!
>>
Rolled 75, 13, 65 = 153 (3d100)

>>48101383
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 32 (+2/turn)
Food: 64 (+4/turn)
Currency:13 (+3/turn)
Structures: House of Lords, Power plant II(4/8), Mine III, Quarry II, Farm II, Smelter I, Forge I, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I(4/6), Efficiency I
Resources: Power: 9 (+2/turn)(-3/turn), Ore: 24 (+3/turn), Stone: 11 (+2/turn), Refined Ore 2
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Improve the forge so it can smelt more ore!

2. Continue to our clockwork construct techniques. They need to be stronger to defend us. (4/6)
+Machine Shop I

3.Continue working on improving the power plant up to our standards. (4/8)
>>
Rolled 49, 63, 85 = 197 (3d100)

>>48101383
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 56 (+5/turn)
Food: 66 (+4/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 6 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 4 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Mushroom farm construction continues. 3/4
2. feeding experiment continues 1/6
3. Hidden tunnels continue to be built 1/4
>>
File: 1447287252007.png (306 KB, 1000x800)
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Move over, freedom coming through!

Nation Name: US Territory of Afairika
Nation Race(s): Fairy (Female, American), Warm-Blooded American Airmen
Color: Liberty Blue
Fluff:
https://www.youtube.com/watch?v=tO1dVPu7860

Figuratively slingshotted on a shuttle to Nibiru just moments before its leaving of Sol using experimental classified technology, the what has become the US Territory of Afairika started life as a government research facility to better research the exotic properties of this familiar yet alien world, the majority of its fine details being classified from the public and lower echelons of the state. The scientist party that was meant to do the majority of the research unfortunately perished on landfall due to complications caused by Nibiru's sudden ejection from the solar system, yet the Americans of Afairika do not fret; for even though they are cut off of HQ, this mission has become a new opportunity to manifest destiny and bring freedom to a strange new world!

Curiously, the entirety of its human population is composed of what are best described as fairies; women with wings that appear to be detached from their physical bodies with an affinity towards an ambient field of energy present on Nibiru that has tentatively been called the "Leyline Network", after a concept popular in fantasy fiction. Ageless and full of energy, the fairies nevertheless have 25% less strength on average then baseline humanity and are notorious for their short-term memory loss and general difficulty retaining knowledge, which makes the full use of their super-human abilities difficult. Interestingly, no mutants fitting their description were reported existing on Earth prior to the loss of contact, their origins being classified.

(Cont.)
>>
Rolled 87, 31, 67 = 185 (3d100)

>48101383
Settlements: Swamp Base One
Territory: 16
Population: 32 (+2/turn)
Food: 33 (+4/turn)
Currency: 17 (+1/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Defenses I, Efficiency I
Resources: Professional Xenobiologist, Power: 4 (+1/turn), Stone: 11 (+1/turn), Wood: 13 (+3/turn), Smokable Opiate: 2 (+2/turn), Medicinal Herbs: 4, Etsai Herd
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Start building a war ship
+Construction I
+Efficiency I
+Shipbuilding I
+10 wood

>2. Research Economics

>3. Use Etsai as beasts of burden for both drug farm and normal farms
>>
File: FREEDOM_START.png (75 KB, 566x376)
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>>48101620

The male component of the mission consisted predominantly of Airforce astronauts, who as far as anybody knows are normal human beings, since then delegated to performing all the physical and military roles that don't require wings on their backs, though they're stretched somewhat thin and many roles in Afairika's ad-hoc government are taken up by fairies when possible, including the figurative (if not de-facto) leadership. Lacking the knowledge of the science team, the engineers in their team have nevertheless retained the knowledge needed to build primitive aircraft "Beginning from what's practically just sticks and stones", and retain their military expertise.

Technology:
[Leyline Manipulation Lvl2] (2 Points)
[Aircraft Lv1] (1 point)
[Forging Lv1] (1 points)
[Agriculture Lv2] (2 points)
[Engineering Lv2] (2 points)
[Infantry Lv2] (2 points)

Preferred Location: Here!
>>
>>48101644
Added, statting you now. Glad you found your way over here.
>>
>>48101620

Oops, minor typo; meant "the entirety of its female population".
>>
Rolled 14, 100, 6 = 120 (3d100)

>>48101383
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 7
Population: 16 +(2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Resources: Power: 8 (+2/turn) Ore: 9 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) We are making progress on the renewable energy, hopefully we can abstain from relying on damaging energy sources until then, we know so little about this worlds strage properties and to damage them through careless polluting would be very tragic [1/4]
2) We should continue exploring this land, who knows what mysteries and answers we may find buried among the fields and forests
3) Our purpose here is to research, and if our research teams are too devoid of intelligence to find answers then we may as well not be here at all, so we will continue investigating this until we have the answers we seek
>>
>>48101644
You should also assign some basic resource gathering nodes, up to 6 points
>>
>>48098593
As the emmisary waited at the shore near Altech HQ, a man in a lab coat comes down to meet him, escorted by a security guard. "Um.. Hello, my name is Dr. Brown, I'm in charge of this research facility. What brings you here"
>>
>>48101792

Okay!

> Farm III -3 Points
> Ley Reactor (Power) I -1 Point
> Mine I -1 Point
> Lumbermill I -1 Point
>>
Rolled 10, 57, 13 = 80 (3d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Mine: +1 ore/turn
>Territory: 20
>Population: 27 (+4/turn)
>Food: 86 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
>Resources:
>Ore: 10 +1/turn
>Stone: 9 (+1/turn)
>Wood: 9 (+1/turn)
>Power: 30 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Army Training 3/4

1. Trade to the Black Feather Tribe Agriculture I for Shipbuilding I and Efficiency I

2. Train the army! 3/4
>Barracks Lv1

3. Research conscription to improve rolls on training armies
>>
>>48102041
*edit make that agriculture II
>>
File: 1456230441062.jpg (74 KB, 559x660)
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>48102041
An Ambassador from the Black Feather tribe meets with the good gentlemen of east. It begins with an exchange of knowledge and promises of future deals.
Ambassador Kremlin looks at the governor and says, "Sir, you would be dashing with tattoo on your arm. You must visit Black Feather some time to get some."
>>
>>48101620
Pop: 10 (+2/turn)
Food: 10 (+3/turn)
Currency: 5 (+3/turn)
Defenses (Capital City): 1
Military: 2 player-fluffed Militia
Resources: Power: 2 (+1/turn) Ore: 2 (+1/turn) Wood (+1/turn)
Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak.
[Trained Engineers]: The remaining men of Afairika aren't the scientists, but they sure can build.
>Make up turns! You get 6 of em.
>>
File: Nibiru.png (1.73 MB, 3000x2500)
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>>48102237
And here you are on map!
>>
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>>48102160
The Governor, Gregor Prince of Wales, welcomes the ambassedor.
"I appreciate the offer, but I must politely deferr. I suspect my father his Majesty would certainly not approve a tattoo.

I am please that the Black Feather tribe is so eager for trade and exchange among reasonable persons, and on behalf of the Empire I welcome a fair and mutually beneficial relationship between our people."
>>
>>48102878
"As do I, for we are not as strong as your people. Rather our gifts are suited for cultivation of nature's bounty." The Ambassador then pulls out a pipe and lights it. "This is a special blend using a unique stain of flower I bred myself." He then took in a deep toke of the pipe before offering it to the governor.
>>
>>48102974
The Prince looks at the pipe, before smiling toward the Ambassedor.

"Please, take no offense, but humans do not age so gracefully. My doctor forbids me from the pipe or cigar.

I have heard however that some of the herbs you are offering are quite popular among the masses. I dare say, Sir Williamshire himself has partaken of them and he is quite enthused."
>>
>>48103217
"It is a good herb. This blend for relaxation, calming of nerves. But there are also stronger blends for easing pain and suffering. No one needs to suffer needlessly." He takes another toke.
"Open your shores, and help protect the way. Do this and I can assure that your people can enjoy this bounty for a price. We'll work out a deal the next time I visit. And I will also bring something you can enjoy without smoking."
>>
>>48103381
"Hmm, I think we can manage this. Especially with your assistance in naval matters."
>>
>Nation Name: Mare
>Nation Race(s): Mermaids/Mermen
>Color: Light Gray
>Fluff: As soon as the change came, many people from the coastal regions were transformed into entirely water-based or amphibian organisms. Goverments of the Earth pressured these away from the Earth under the excuse that they would be disastrous to the ocean ecosystems.
>Such organisms were practically dumped into Nibiru seas, and since a majority of these were intelligent beings they soon organised a sort of a refugee camp and a gathering place. This is where their new nation started. They focus on exploring the seas and "taming" all sorts of Nibiru's native creatures, making themselves the dominant life form in the water.
>>Settlements: Atlantis
>>Territory: 17
>>Population 16 (+3/turn)
>>Food 27 (+4/turn)
>>Currency: 8 (+2/turn)
>>Structures:
>2 Mines lvl2
>1 Farm lvl1, 1 Farm lvl2
>>Defenses: Atlantis 1
>>Military: 3 Atlantinean light spearmen (Militia)
>>Resources: Ore: 12(+4/turn), Professional Xenobiologist
>>Tech:
>[Foraging 2], [Forging], [Engineering], [Infrantry2]
>Pollution: 0
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1-2 Continue building our outpost. We need them for further expansion and we need them quick!

>3 Start researching stuff to do with our ores
>>
>>48103942
Just in case you didn't notice, you've been approached by an Altech diplomat. And remember, interaction is free!
>>
>>48101874
>Hello Dr. Brown, my name is Loth, I am sent here by our rulers.
answers the strange aquatic creature.
>They sent me to propose an alliance. We might have something you need, in exchange for something we need. You have technology which could aid us, and we have means of survival and defense for you.
The aquatic person seems obviously uncomfortable trying to speak with it's head above the water
>Have you considered moving your population to a much safer place?
>>
>>48102237

https://www.youtube.com/watch?v=C0StryptQ9E

What appeared to be a comet could briefly be seen floating over the horizon of the North Eastern hemisphere, before it quickly became apparent it was descending and crashed onto the ground, creating a heavy shockwave in the local area. For a single day, a thick cloud of dust and fog was present in the skies, blotting out the sun.

[The US Territory of Afairika]
Nation Race(s):
Color: Liberty Blue
Fluff: >>48101620
Pop: 22 (+2/turn)
Food: 28 (+3/turn)
Currency: 23 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor I (Power, +1/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
>Military:
2 "ILO" Security Forces
Resources: Power: 8 (+1/turn) Ore: 8 (+1/turn) Wood: 8 (+1/turn)
Technology:
[Leyline Manipulation II] [Aircraft I] [Forging I] [Agriculture II] [Engineering II] [Infantry II]
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.

>(Turns incoming in 6 action bundles!)
>>
>>48104085

https://www.youtube.com/watch?v=WyQV9WvpBUM

>Turn Bank: 6 [-2]

1. "That was one HECK of a landing. There's not enough left of the science team to put in a shoe box, but that's okay, since you've got us, and we've got you! Anyway Colonel, who I must thank for recognizing my new position of power (as detailed by the documents that we ALL took the time to memorize before they burned with the scientists), we should probably scout the area out; the guys back at home did a rush job with the map, so we don't have a real idea what's around the corner. You already know that, though! Oh, and since you didn't get it the first time, my name is- just call me "Colombina". Governor Colombina. No, make that Miss Governor Colombina!" (Scout the area for resources and anything or anyone that might be helpful/dangerous.)
2.
+[Forging I]
+[Engineering II]
+[Trained Engineers]

"Good work collecting all the ore the spaceship uncovered; if nothing else, the crash gave us a free mine; but we're going to need heat to melt it into something we can use!" (Build a smelter!)
3. "Hey Colonel, go "Aim High" and order your men to start claiming glorious clay for the US of A!" (Expand!)
-
4. "Maybe it would be a better idea if we did the scouting? We've got wings after all, so we won't fall into quick-sand or something or down a pit. Best part is we can get a wide view of the entire zone! Hah, don't look at me like that; we can handle ourselves, mister no-plane!" (Continue Scouting!)
5.
+[Forging I]
+[Engineering II]
+[Trained Engineers]

"You do that complex- uh, thing with that spaceship wreckage- whatever I told you to do with it, continue doing!" (Continue working on the Smelter- if finished, instead start working on a Forge.)
6. "We can plant flags ourselves too you know, if that's proving too hard for your boys." (Expand!)
>>
File: usa_fuzzy_dice.jpg (34 KB, 245x156)
34 KB
34 KB JPG
Rolled 40, 63, 76, 55, 93, 83 = 410 (6d100)

>>48104127

Roll you dumb option field!
>>
>>48103992
"Well Loth, our research base is in need of a few things, namely scientific equipment and defenses as well as a few raw resources, we could arrange an exchange if you are interested in our technologies, especially AI tech. our people are mainly scientists so we have to rely on automated defences for our defenses so additional protection would be appreciated. May I inquire what you mean by your question, do you have a particular place in mind?"
>>
No time to play, just sayin' hello and sorry for being unable to held the pirate game back in May
>>
>>48103942
And you forgot your rolls!
>>
File: Naut.jpg (5 KB, 300x168)
5 KB
5 KB JPG
Rolled 51, 28, 70, 97, 36, 96 = 378 (6d100)

>>48104127
>>48104158

>Turn Bank: 4 [-2]

7.
+[Forging I]
+[Engineering II]
+[Trained Engineers]

"What's that? You think we need something? Guns? Great idea!" (Construct Forge; if Forge is Already Completed, start researching Automatic Weapons I)
8.
+[Engineering II]
+[Trained Engineers]

"Your airboys are probably going to need somewhere to stay and keep their wits sharp. Why dontchya- you know?" (Begin constructing Barracks!)
9. "Manifest destiny! USA! USA! "(Expand!)
-
10.
+[Forging I]
+[Engineering II]

"Hey, take apart a couple guns if you need to to get this project on the road; the stuff living here is looking at some of my scouts with hungry eyes, they say. They want a taste of our freedom!" (Research Automatic Weapons I)
11.
+[Engineering II]
+[Trained Engineers]

"A house to quickly train our brave American soldiers! Make sure to carve out the gate so it looks like an eagle! An American Eagle." (Continue constructing Barracks!)
12. "By the way, in case you haven't noticed, you can take off your spacesuit now; air's just fine! I didn't want to tell you until now because you all looked funny trying to navigate through the fields in them, but the joke wore off. I thought you'd figure out sometime, cause' you know: WE'RE not wearing suits." (Expand!)
>>
Rolled 71, 29, 46, 88, 94, 17 = 345 (6d100)

>>48104320

>Turn Bank: 2 [-2]

13.
+[Engineering II]
+[Trained Engineers]

"Hey, hey Colonel! Barracks, up soon! Your boys are invading our personal space, thinking that we'll forget about it just because we're fairies! Don't make me have to experiment with these lines on them!" (Finish up those Barracks.)
14.
+[Leyline Manipulation II]
+[Engineering II]
+[Trained Engineers]

"And while you're at it, set up a house for us! Our original mission here was to do all this cool leyline stuff, but we've had to put that on hold to 1 - survive, and 2 - no materials. I can sense these really strong link next to the ad-hoc reactor we told you to make from the engine: if you can build this tower thingy with a lot of mirrors, we can start doing our work!" (Start building a Leyline Focusing Tower!)
15.
+[Leyline Manipulation II]

"Okay, one last thing before we set off; we've got a smelter and a forge, but it's gonna be pretty annoying once we run out of bullets. Now, trying to recreate the formula for gunpowder would be a major pain in the rear, so I've come up with a solution! You know about leylines and the energy they produce, right? Well it turns out with some tinkering, I can get a small bundle of the stuff concentrated into a metal disc to explode when struck; just like gunpowder. I call it "D-A-N": Distilled Ammunition Nytroid". (Researching D-A-N Ammunition I)
-
16.
+[Leyline Manipulation II]
+[Engineering II]
+[Trained Engineers]

"Continuing with that building, Colonel? Just use the remaining window panes from the shuttle; it had a lot of them, and most are still good." (Continue building a Leyline Focusing Tower!)
17. "We're working on it, sharp. It would be easier if you finished working on that tower!" (Continue researching D-A-N Ammunition I)
18.
https://www.youtube.com/watch?v=wvZbq7AzQ3g

"*Gasp* You know what day it is!? It's the 4th of JULY! USA! USA! USA! USA! AMMMMMERICAAA!" (Celebrate the 4th of July!)
>>
[Machinia]
The forge starts undergoing improvements [3/6], though improvements on the constructs stall. The power-plant still needs a bit of work [6/8]

[Devil Ants]
Construction on the new farm completes [+Farm I; +1food/turn], and the experiment continues [3/6]. The tunnels are complete! [TRAPS: Ambush tunnels]

[Black Feather tribe]
A Warship is built. It's much bigger and more powerful looking than the late S.S.S. [Player-named Warship [+.4](-2 currency/turn);-10 wood] Better concepts of currency use are starting to be hashed out [1/4], and the Etsai are put to work in the fields [2/4]

[Altech Corporation]
No progress on the energy source, though the scouting expedition strikes gold. Literally [+10 currency]! No progress on the research though.

[New Albion]
The tech is sent, and the Militia receives slightly better training! [+.2]. But the idea of 'conscription' doesn't really go over well with the citizens.

[Mare]
>You forgot to input dice. Turn refunded

[Afairika]
A scouting mission heads out [1/2], and the colony starts to construct a smelter [2/4]. Afairika expands [+4 hex], the scouting mission comes back, laden with ore [+3 ore (Meta: Colonies know about each other, feel free to interact)], and the colony expands again [+4 hex]! The smelter is completed [Smelter I], and though the barracks barely start [1/4], Afairika expands once more [+4 hex], and the research into automatic weapons progresses nicely [3/5]. Construction on the barracks continues slightly [2/4], and once again, Afairika expands [+4 hex]! Finally, the barracks are complete [Barracks I], and the focusing tower starts [1/4]. The better ammunition starts being made [1/4], and the tower nearly completes [3/4]! The better ammunition is done [DAN Ammunition I], and the Fourth of July celebrations start... unfortunately, no fireworks makes for a bad time.

Turn Bank
Santa Collective: 4
>>
File: Nibiru.png (1.74 MB, 3000x2500)
1.74 MB
1.74 MB PNG
>>48104887
Map
>>
Rolled 88, 22, 96 = 206 (3d100)

>>48104887
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foorhold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 10
Population: 20 +(2/turn)
Food: 20 (+2/turn)
Currency: 25 (+2/turn)
Resources: Power: 12 (+2/turn) Ore: 15 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) This renewable power is more important than ever, bow that we know that there are fellow sentients living in the ocean we must take even more care not to pollute it
2) We should continue to explore and expand, reports show that land is being rapidly taken by the other colonies and factions on this planet and we meed some for ourselves
3) Seriously, what does it take to get it into your thick heads that this research is essential, were scientists not idiots so get back their and continue researching immediately
>>
>>48104598
During the 4th of july celebrations, one of the citizens of Afairica notices an incoming transmission on one of the video-communicators salvaged from teh ship
"Um... Hello... is this thing working." On the screen appears a middle-aged man in a lab coat
"Greetings, my name is doctor brown, I represent a small colony of scientists sponsored by the Altech corporation who came to this world to study its strange properties, as we are short on supplies and were wondering if you were willing to commence trade negotiations and an exchange of information."
>>
File: fireworks.jpg (664 KB, 2000x783)
664 KB
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Rolled 43, 45, 85 = 173 (3d100)

[The US Territory of Afairika]
Nation Race(s):
Color: Liberty Blue
Fluff: >>48101620
Pop: 24 (+2/turn)
Food: 31 (+3/turn)
Currency: 26 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor I (Power, +1/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
>Military:
2 "ILO" Security Forces
Resources: Power: 9 (+1/turn) Ore: 12 (+1/turn) Wood: 9 (+1/turn)
Technology:
[Leyline Manipulation II] [Aircraft I] [Forging I] [Agriculture II] [Engineering II] [Infantry II] [DAN Ammunition I]
Territory:
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.

1.
+[Leyline Manipulation II]
+[Engineering II]
+[Trained Engineers]

"Okay, now for the final part; the mirrors themselves! You can't see em', colonel, but the leylines are like a bunch of lasers, arranged in a grid!" (Complete Leyline Focusing Tower 3/4)
2.
+[Forging I]
+[Engineering II]

"Finish up those guns so we can give a Browning-style salute for the dead scientists, which I TOTALLY am sad for!" (Researching Automatic Weapons I 3/5)
3.
+[DAN Ammunition I]

"Awww- Oh wait, the DAN! How about we use the celebrations as an excuse to test these babies out? Come on, the day isn't over yet! Come on Colonel, this is TOTALLY safe!" (Celebrate the 4th, using DAN Fireworks!)
>>
>>48104999

https://www.youtube.com/watch?v=MJKS85VLlMA

On the other side of the screen, the somewhat distorted image of a man wearing a somewhat archaic flight suit was glancing at him with an air of authority. The colonel sighed in relief that he managed to be the one overseeing first contact and not one of the- the fairies, who were still technically a secret to most of the world.

"Roger, Dr. Brown. This is Colonel Maxwell Vol of the United States Air Force you are speaking to, in accordance with the National Aeronautics and Space Administration; we are currently facing technical difficulties pertaining to a detected dislocation of Planet Nibiru from our Solar System, and are in the process of local resource acquisition. What do you suggest? Come in."
>>
>>48105217
"We were interesting in exchanging technology and currency in exchange for defenses and any information about this world that you may poss... Why can i hear explosions?"
>>
File: science.jpg (53 KB, 695x527)
53 KB
53 KB JPG
Rolled 25, 73, 4, 79, 24, 75 = 280 (6d100)

>>48104887
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 31 (+2/turn)
Food: 30 (+2/turn)(-1 from troops)
Currency: 30 (+2/turn)(-1 from troops)
Resources: Power: 18+4 (+2/turn) Stone: 9+2 (+1/turn) Wood: 9+2 (+1/turn), Ore: 11+2 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 experimental militia, 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I, Slime Research I, 'Mad' Energy Weapons I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

These creatures are not what we expected to find... Bah, no matter! It's a local creature, clearly influenced by whatever caused the change, study it and learn everything about it! And we need something to cross the water so that we can find more samples, like a ship, or a hovercraft. Note to self, design a hovercraft, it will be EXCELLENT!

1-2 Study the dopplegangers [Labs I][Professional Xenobiologist][Caged Doppelgangers]

3-4 The researchers are infected? Learn more about medicine by curing them! [Labs I][1/6]

5-6 Develop hovercrafts to let us cross rivers and the like [Labs I]
----------------
Missed a turn so I'm assuming I get an extra. If I'm mistaken then ignore my last three rolls and inform me so I can fix my resources.
----------------
>>
>>48104950
Since you have a way of producing power with minimal pollution, with small adaptions we could make your power plants work underwater. I'm sure you can see the benefits since the patch of land you are on is notorious for it's dangerous fauna. I am ready to lend you some of my people to help with the construction if needed, and of course, we would protect your power plants with our lives. Since starting off with technology is so hard underwater, we would ask you to help us with that in return. We plan to upgrade our people with some simple A.I. to help further with visibility and combat capabilities.

Of course, we are always open for trade with you. Would you be interested in purchasing 12 ore in exchange for 10 currency?
>>
>>48105250

As the dialog with the scientist continued, the Colonel was now starting to recognize the fact that there was a large chance that they were permanently cut off from Earth and would likely never return, but he shoved the thought to the back of his head as he continued speaking in a calm, formal, (slightly Southern) voice.

"Long Message - Copy that Dr. Brown. The explosions are the result of celebrations being conducted to the research team I was attached to; it's the 4th of July. We would be willing to perform an info. exchange when prepared and are willing to extend our protections to your area, once the restructuring of our forces is completed to compensate for the drastic change of the situation at hand. Basic information can be given via com-system. What information do you request? Over."
>>
File: mermanlong.jpg (321 KB, 630x1102)
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Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray

Settlements: Atlantis
Territory: 17
Population 19 (+3/turn)
Food 31 (+4/turn)
Currency: 10 (+2/turn)
Structures:
2 Mines lvl2
1 Farm lvl1, 1 Farm lvl2
Defenses: Atlantis 1
>>Military: 3 Atlantinean light spearmen (Militia)
>>Resources: Ore: 16(+4/turn), Professional Xenobiologist
>>Tech:
>[Foraging 2], [Forging], [Engineering], [Infrantry2]
>Pollution: 0
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1-2 Finish building that outpost. We need to expand further and have a headstart on marine trade!
[Engineering]
>3-4 Explore the seas in the places where we already expanded. There might be things of interest there. New kinds of metals, animals or some artifacts from long ago. Who knows what we may find.
[Foraging 2]
>5-6 Try to tame some of the Echeneis who wander near our city. We could possibly use them for faster travel or as means of carrying more cargo over great distances.
We should send our professional xenobiologist along with 20 food to make taming much easier.
>>
Rolled 83, 49, 21, 59, 71, 28 = 311 (6d100)

>>48105528
Forgot roll again. I don't believe this.
>>
>>48105454
"That would be desirable, is it just the power plants or is their potential for further expansion... of course we dont wabt to encroach on your territory, simply looking to see what we can migrate for protection. Additionally we can trade you our current knowledge of [AI] and 10 currency in exchange for the 12 offer and your protection, is this exchange acceptable?"
>>
>>48105528
Marei have a new tradition, since some of the population comes from fishermen who are naturaly superstitious. During the storms some Marei leave the cities alone to hunt down the biggest predator they can find. It has become a matter of respect to hunt dangerous animals with spears and those who come home with a great catch are often rewarded with more food and are beloved by the opposite gender. (Marei have no marriage in their culture and gender dimorphism isn't big enough to stop females from becoming great hunters too)

(Add 1 pollution for disrupting the ecosystem?)
>>
>>48105519
"I see, that is an american custom yes, aren't those explosions a bit loud for fireworks? Anyway, we are primarily seeking information about the strange affects of this planet and its affects on humans and A.I, in return for this we could offer you some of our A.I or some of our technology, specificly energy weapons and sustainable power productions, alternately we can offer some monetary compensation."
The scientist seems quite monotone and robotic as he reads this out, seemingly as if rehearsed from a script and not the natural suave tone of a skilled diplomat. "This planet seems to have strange affects, changing and morphing the DNA structures of lifeforms, as evident from the multiple colonies on this world " as continues speaking his voice picks up a bit, seemingly now in his area of expertise "Additionally, this world seems to have a similar affect upon AI, our area of expertise, morphing their code into something alien, this effect is especially prominant upon AI that are coded on this world. Anyway, the point is that we are seeking information on the strange affects on this planet, also any DNA samples of the modified human life on this world would be appreciated"
>>
>>48105695

"Have heard the claims, though I doubt I can inform you anything you don't already know. Our catalogues on the current "mutant" classes were destroyed when our shuttle crashed; aside from this com. system, we have virtually no electronic devices remaining in functional condition. We have none among our current number, but will keep our eyes peeled in case we come across any confirmed colonies."

Technically, what the Colonel told the Doctor was correct; the "fairies" were never given an official classification as mutants by the relevant international organization whose name was now escaping him, and whatever process in which they were procured was unique enough that none of them had identifiable IDs beyond what they gave themselves; the Colonel himself didn't even know they existed prior to a month ago where he and his crew began preparing for the mission. He was informed that they were "Humanoid compatible", but anything beyond that was above his clearance, secrets which died with the scientists, and any information he could have gleaned from themselves on the matter was hampered by difficulties he had speaking with their childish mannerisms.

"Long Message - A.I. is an object of interest, but I hesitate to say we have the facilities needed to support them to the point of usefulness; as I repeat, our electronic infrastructure is mangled. If you could aid us in setting up such electronic infrastructure, we would be glad to accept."

"Though this information is classified, given the extraordinary circumstances at the moment, I see it fit to reveal to you relevant sections given your position; we already have a sustainable source of energy found, Dr. Brown; in fact, the original purpose of our mission was to guard the researchers in perfecting "it", as it is believed to originate on this world. We're not sure what you're using, but it's a pretty big game changer all in all, and if you can replace the science team, we'll further negotiations. Over."
>>
>>48105999

The Colonel wasn't sure what he just said. This was a foreign company that lacked the same protocols as the Shuttle Team, but they were the only energy experts they still had access to, and given their need for protection and likely dearth of sustenance he felt they were hard-pressed to survive without external aid. He wasn't sure whether continuing the mission even mattered at this point, but if they were to remain here for the long haul, it was probably best that they scrounged as many pieces of civilization as they discovered to make themselves comfortable in their new home.
>>
>>48105999
"Well... we could send over some scientists with an AI to help set up some electronic infrastructure, though we lack sufficient facilities to process the resources required for said infrastructure, additionally we can assist your researchers and scientists if necessary. This can be done via long distance communication however it will be much easier if our scientist come to you, is this acceptable" Dr. Brown seems somewhat nervous as he speaks, obviously not used to social interactions outside of scientific discussion.
>>
>>48106179

"Affirmative- you are allowed to send as many scientists and security personnel as needed in order to construct. And, in the event of a crisis, you are permitted to relocate your headquarters into our currently held grounds. We will handle the processing of resources; we have recently created a for now capable system of metal refinement.

I hate to state this again, Doctor - but we have no remaining scientists. The entire section was lost in the crash, and with them most of their materials. We still have the capabilities to tap into the energy system they have discovered, but the method so far is proving to be...fickle. Given our current situation, you are permitted to assume de-facto position of our research team; you will have access to any of our materials on request, in return for sharing any of your discoveries with our personnel, including those already pertinent to your corporation; we will extend our protection to your headquarters and eventually set up the infrastructure needed for safe travel and long-term communications between our settlement and your current station. Also on request are material shipments; we prefer that you inform us what they are to be used for so we can maximize efficiency and construct the finished object to give to you directly, and a basic trade route can be set up in short order."

Colonel Maxwell dropped the radio speak, and his formal tone eased a bit. Though his face remained composed, a close glance at his eyes showed a glint of concern.

"This might sound excessive Doctor Brown, but we are completely cut off from Earth, and I feel that if we are to survive this new world, our people have to work together on a close level. I'm willing to trust you; are you willing to trust us?"
>>
>>48106337
"We are willing to trust you, but we need to know that we are keeping no secrets from each-other. I'll be honest when I say that the results of our researchers study so far... they scare me. What we are observing with the AI shouldnt be possible, their modified code does not just defy our knowledge of programming but our knowlege of maths and physics as well." Dr brown shudders as he finishes talking before changing tone "also, you may want to know that we have also made contact with a colony of the mutants and are about to commence negotiations with them, they seem to be a species of amphibious human-fish hybrids, not unlike the merfolk of earth folklore. They have also offered protection in exchange for resources, I trust that this is not an issue?"
>>
>>48106407

"...Not at all. The less things trying to eat us, the better I'll say. If you can forward the contact at a future date, it would be helpful to us."

As for the issue of secrecy: frankly doctor, there is nothing left of our mission to make secrets of; your scientists will have full clearance of the settlement, which has been dubbed by the ad-hoc governor as "Freedomia". Not my first choice, but I had little say in the matter. Since this would be awkward to explain otherwise, I will say that we are currently harboring what the science team dubbed "humanoids", before perishing, and they are vital to our energy extracting procedures. They- they're fairies. You know Tinker Bell? We were sent here with those, full-sized, and they're capable of abilities similar to what you just described with your AI. They-"
>>
>>48106537


Maxwell was interrupted when Miss Governor Colombina wandered into the control room, wearing a patriotic outfit. She spoke in a cheerful, naive voice, her happy demeanor a sharp contrast to Colonel Maxwell's own.

"Hey, Colonel, come outside! You're missing the fireworks show; it's great- Oooooh, you got the TV working! What channel are you watching? Hello TV Man, I'm the Governor of this place! I'm his boss! Can you hear us? You look exactly like the scientists that we just had a funeral for!"
>>
>>48106553

Vol readjusted himself and have his governor a reluctant salute.

"This is the governor of Freedomia; her name is Colombina. Just Colombina. As you can see, she is a fairy. She and her kind are capable of something we call "Leyline Manipulation". In layman's terms, magic."
>>
>>48106553
"..." Dr. Brown just sits there blinking for a few seconds, a look of extreme confusion on his face, before he shakes his head and regains his composure
"Greetings um... Miss Fairy Govener person. I am Doctor Brown, Cheif scientist of Altech corporation research station alpha. I was just negotiating exchange of resources and services with Colonel Maxwell Vol here. Colonel, we will send the scientists along immediately, expect them to arrive wothin a few days... In the meanwhile, im sure i can arrange for a datapackage being sent with instructions for setting up the initial infrastructure when the scientists arrive" Dr. Brown Visibly relaxes and drops his formal tone of voice and says "So, perhaps we could have some more light hearted discussion for a while, god knows I need to relax for a bit. Tell me about this festival you are having, growing up on a research station in space has left most of the researchers here a bit... Culturally ignorant and disconnected from the rest of society."
>>
>>48106571
"Interesting... Tell me, Miss Columbina, Is this "Leyline manipulation" of yours something unique to this planet or is it something else, could certainly help explain all the strage effects this planet has if their is some form of manipulatable magic behind it"
>>
>>48106571

"That's "Miss Governor Columbina" to you, Colonel Vole!"

>>48106645

The fairy smiled at the screen and waved.

"Hahah, sorry about the Colonel Mister Brown, it isn't his fault he's really boring and unfun to be around; trust me, I can sense things, and his aura literally emits waves of unfunness!

Anyway, the 4th of July is one of the most American days of the year; it's when a bunch of dudes with pointy hats told these yellow teeth guys that they were sick of their tea and rebelled against them in the name of freedom! By the end of it, America was born, and we celebrate by reenacting the hardships of war and shooting rockets into the air to mirror the rockets the pointy-hatted men had to face off: if that sounds dangerous, that's because it is! But most fun things are.

Say, you got any meat down there in your Alpha-Zone? A traditional part of the 4th of July is to barbecue meat, and so far we haven't found anything we could really call "edible" that walks on four legs."

>>48106661

"Oh! Well, without going too deep; yeah, I used to be able to use my abilities everywhere; even on the Moon! But they're not anything more than party tricks on Earth- or the Moon; they share the same lines, donchyaknow? It's a long story that not even Colonel Goggles here knows involving some neat freaks from a long time ago that I can't really remember at the moment, but you shouldn't worry about here; I can tell you that the lines here are almost pristine!"
>>
File: Col.png (133 KB, 236x277)
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133 KB PNG
>>48106767

Colonel Maxwell was clearly irritated at the way Miss Governor Colombina explained the event, though this was really only apparent at the way his eyes were staring at her from behind.

"Actually Doctor, what Miss Governor Colombina is attempting to describe is the official date in which the United States of America declared itself an independent nation of the British Empire, accumulating from the events of the American Revolution. It is formally known as Independence Day. Tell me, which country did you originate from, if I can't hazard a guess?"
>>
>>48106849

"Colonel Goggles means "an independent nation FROM the British Empire. "Of" would imply we were Australian or something. Way to get your history wrong, Colonel! Hey, are you Australian, Doctor Brown?"
>>
>>48106767
>>48106849
"Apologies Miss Governer Columbina, we dont have much meat, hell most of our food is just packaged nutrient powder. To answer your question colonel technically I'm australian in nationality and descent however my parents were part of an Altech project involving a research lab in orbit of mars. I was born out their so i dont really have much of a nationality, same with most of the scientists in the outpost. Meanwhile, i really must find out about these leylines, they seem absolutely fascinating... Give me a second i want to try something" Doctor brown turns around and shouts off to a group of researchers in fromt of advanced looking computers, "Dr. Jones, bring me a readout of I's modified code" the screen flickers for a second, before changing to an image of a vast labyrinth of runes and symbols filled with circles and strange shapes that defy physics. "This, is what has resulted from the code first AI we have programmed on this planet" the screen flickers again before revealing a sequence of much more conventional code. "This, on the other hand was his code mid-programming, i was wondering if Miss Governer Columbina with her knowledge of these "leylines" could help me decipher... Well whatever the hell this is"
>>
>>48106907
As you listen to Dr. Brown speak you do notice a slight hint of an australian accent, barely noticable unless you are listening for it
>>
>>48106969

Columbina glared hard at the series of symbols for a good minute, continuing staring to the point she was cross-eyed. It LOOKED familiar; it certainly looked familiar, but just where did she see it? One of the bad things about being a fairy was her ever deteriorating memory that worked like a cassette tape and overwrote old info with new stuff without any rhyme or reason, and it was especially annoying that she was one of the few fairies who actually KNEW this was happening yet could do nothing about it.

"Ahghh? Sorry Doc, but I can't speak in moonrunes; I've seen some of this before I think, but beyond that I can't really help."

On a side note, the mention of the word "hell" triggered an unrelated not-quite memory, but it was quickly brushed aside.
>>
>>48107047
"Well, once the research team arrives any assistance you may be able to give will be greatly appreciated. In the meanwhile, I have a merman to negotate with, feel free to sent a transmission if you want to negotiate further."
>>
>>48107195

"Great timing! I'm needed back at the celebration anyway. Good luck Doctor Brown, and if you need anything, just ask! Okay Colonel, close this transmission, will you please?"
>>
>>48107195
>>48107250

Colonel Maxwell was back to speaking in procedure.

"Affirmative. This is Colonel Maxwell Vol; wishing good luck to your endeavors, Doctor Brown. Out." As the screen died down, he sighed, clutching a gloved hand to his head.

"Permission to procure a beer from the storage, Miss Governor Colombina?"
>>
>>48107277

"Don't be silly Colonel; as the highest ranking army guy here, you're welcome to take as much food as you want if you think getting hammered is a good mark on that professional character you try so hard to build."

Colombina knew the difference between the Army and the Airforce of course, but a part of her couldn't help but delight in pushing the Colonel's buttons to test his mettle. It was a fairy thing.
>>
Bumpy bump
>>
Rolled 22, 18, 19 = 59 (3d100)

>>48104887
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 34 (+2/turn)
Food: 68 (+4/turn)
Currency:16 (+3/turn)
Structures: House of Lords, Power plant II(6/8), Mine III, Quarry II, Farm II, Smelter I, Forge I(3/6), Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I(4/6), Efficiency I
Resources: Power: 8 (+2/turn)(-3/turn), Ore: 27 (+3/turn), Stone: 13 (+2/turn), Refined Ore 2
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.Work continues on improving the Clockwork constructs. (4/6)
+Machine Shop I
+Engineering II

2.Coniute to improve our power plant to reach a balance of our supply to the demands placed on it by the clockwork men (6/8)

3. Continue to improve our forge. We need it to handle the metals better and output better products. (3/6)
>>
>>48105451
Yes, you also missed a turn. Realized this just before falling asleep.
>>
Rolled 60, 47, 27 = 134 (3d100)

>>48104887
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 61 (+5/turn)
Food: 71 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 4 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Look through the ants for any mutations. Again.
3. The ore diet experiment continues. 3/6
>>
Rolled 81, 9, 38 = 128 (3d100)

>>48104887
Settlements: Swamp Base One
Territory: 16
Population: 34 (+2/turn)
Food: 39 (+6/turn)
Currency: 18 (+1/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Defenses I, Efficiency I, Agriculture II
Resources: Professional Xenobiologist, Power: 5 (+1/turn), Stone: 12 (+1/turn), Wood: 16 (+3/turn), Smokable Opiate: 6 (+4/turn), Medicinal Herbs: 4, Etsai Herd
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1&2. Seeing that cost of maintaining the warship would be more then they economically handle, let alone future (1/4)

>3. Getting the Etsai to work the fields (2/4)
+Agriculture II
>>
File: 9320391.jpg (47 KB, 504x504)
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Rolled 91, 46, 16, 59, 100, 80, 85, 28, 60, 11, 59, 55 = 690 (12d100)

>>48094879
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 7
Population (+2/turn): 10
Food (+2/turn): 30
Currency (+3/turn): 5
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
Tech:
+[Infantry II]
+[Engineering II]
Resources:
Power (+2/turn): 5
Ore (+4/turn): 4
+3 [Small Supply of Uranium {Power}]
Eccentricities:
[Symbiotic]: The Hunger are dependent on their now radioactive disease for strength. When fighting on their own lands, units gain a bonus to combat, but when away, they are weaker.
[Dependent]: To avoid becoming mindless husks again, the Hunger must stay in the presence of their radioactive disease. They aren't able to expand as much without building more settlements, but their reach is extended a bit further than others when they build new ones.

>Turn bank: 8 - 4 this turn = 4 more

1-3 Begin research of {Bio-Weapons I} technology. We need to be able to weaponize the XR-15 virus against the other flesh sacks, turning their own kin against them. {If rolls are good extend to Bio-Weaponry II}
+[Engineering II]

4-5 The scent is faint but pervasive throughout the colony, the rich smell of blood in the air. Expand westwards towards it!

6-7 Begin construction of an +[Auto-Factory], which would allow us to streamline the construction of land-based vehicles in the future.

8-9 Also construct a +[Laboratory] that would greatly aid our future research endeavors.

10-11 There are few greater pleasures than watching a future meal explode into perfectly sized morsels. Begin research of +[Explosives I] tech.

12 Expand southwards, wrapping around the coast.
>>
Rolled 54, 69, 72 = 195 (3d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Mine: +1 ore/turn
>Territory: 20
>Population: 31 (+4/turn)
>Food: 92 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I
>Resources:
>Ore: 11 +1/turn
>Stone: 10 (+1/turn)
>Wood: 10 (+1/turn)
>Power: 33 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Let every man serve King and Country.
>Continue with conscription development
>Efficiency I

2. Construct a docks to make trade with the Black Feather Tribe
>Engineering II, Shipbuilding I, Efficiency I

3. Expand some more
>Efficiency I
>>
File: Nibiru.png (1.74 MB, 3000x2500)
1.74 MB
1.74 MB PNG
[Altech]
A better energy source is being researched [3/4], while expansion efforts fall flat. However, the research team finally gets going [3/4]

[Afairika]
The focusing tower is complete [Focusing Tower I]! The automatic weaponry is almost done [4/5], and the celebration starts! [3/4]

[Mad Medicine]
The scientists of the Corporation start researching and interacting with the Doppelgangers; they're curious, inquisitive, and almost unnaturally silent [2/4]. Medicinal research progresses [3/6], and the hovercrafts are being built [2/4].

[Mare]
1/2) The outpost is complete [+1 pop/turn (In the future, please post any progress towards an action with the action]! The scouting expedition comes back with armfuls of driftwood [+3 wood], and a school of Echeneis are tamed! The Xenobiologist tells the other Marei that the creatures were known as a complete nuisance before the Stranding, for attaching themselves to boats and slowing them down [Resource: Echeneis school].

[Machinia]
Nothing progresses, unfortunately.

[Devil Ants]
The newest clutch of eggs is monitored [2/4], and the experiment crawls along. [4/6]

[Black Feather Tribe]
Ways to improve the economy are finished [economy I; +1 currency/turn], and the last group of Etsai start to be hitched to plows [3/4].

[Hunger]
The Bio-weaponry is almost worked out [3/4], and the Hunger expands westward; coming across a group of small, stocky primate creatures. They are all devoured [+4 hex; +5 food]. The auto-factory starts going up [2/4], as well as the laboratory, if slower [1/4]. Finally, the Hunger starts looking into explosives [1/4], and expands again! [+4 hex]

[New Albion]
Conscription efforts finally start [2/4], and the docks are being built [2/4]. New Albion expands from its border village! [+4 hex]
>>
Rolled 57, 79, 47 = 183 (3d100)

>>48111043
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 36 (+2/turn)
Food: 72 (+4/turn)
Currency:19 (+3/turn)
Structures: House of Lords, Power plant II(6/8), Mine III, Quarry II, Farm II, Smelter I, Forge I(3/6), Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Clockwork Constructs I(4/6), Efficiency I
Resources: Power: 7 (+2/turn)(-3/turn), Ore: 30 (+3/turn), Stone: 15 (+2/turn), Refined Ore 2
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.Work continues on improving the Clockwork constructs. (4/6)
+Machine Shop I
+Engineering II

2.Coniute to improve our power plant to reach a balance of our supply to the demands placed on it by the clockwork men (6/8)

3. Continue to improve our forge. We need it to handle the metals better and output better products. (3/6)
>>
Rolled 27, 15, 98 = 140 (3d100)

>>48111043
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 33 (+2/turn)
Food: 31 (+2/turn)(-1 from troops)
Currency: 31 (+2/turn)(-1 from troops)
Resources: Power: 22+2 (+2/turn) Stone: 11+1 (+1/turn) Wood: 11+1 (+1/turn), Ore: 13+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 experimental militia, 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I, Slime Research I, 'Mad' Energy Weapons I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

Everything is going as planned, but we're behind schedule on our next breakthrough. The corporation requires everyone to work hard, FOR SCIENCE!

1 Study the dopplegangers [Labs I][Professional Xenobiologist][Caged Doppelgangers][2/4]

2 The researchers are infected? Learn more about medicine by curing them! [Labs I][3/6]

3 Develop hovercrafts to let us cross rivers and the like [Labs I][2/4]
>>
Rolled 75, 16, 9 = 100 (3d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Mine: +1 ore/turn
>Territory: 24
>Population: 35 (+4/turn)
>Food: 98 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I
>Resources:
>Ore: 12 +1/turn
>Stone: 11 (+1/turn)
>Wood: 11 (+1/turn)
>Power: 36 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Conscrition methods continue 2/4
>Continue with conscription development
>Efficiency I

2. Continue to construc the docks! 2/4
>Engineering II, Shipbuilding I, Efficiency I

3. Expand some more
>Efficiency I
>>
File: 1389158551176.jpg (173 KB, 900x958)
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Rolled 54, 73, 78 = 205 (3d100)

>>48111043
Settlements: Swamp Base One
Territory: 16
Population: 36 (+2/turn)
Food: 45 (+6/turn)
Currency: 19 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2), The One Eye Eel (Naval +.4)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Economics I, Defenses I, Efficiency I, Agriculture II
Resources: Professional Xenobiologist, Power: 6 (+1/turn), Stone: 13 (+1/turn), Wood: 9 (+3/turn), Smokable Opiate: 10 (+4/turn), Medicinal Herbs: 4, Etsai Herd
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. We have the money, now build the trade ship
+Efficiency
+Construction
+Shipbuilding
+10 wood

>2. Get those beasts to work (Etsai 3/4)

>3. Research Flora
>2.
>>
Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray

Settlements: Atlantis
Territory: 17
Population 23 (+4/turn)
Food 35 (+4/turn)
Currency: 22 (+2/turn)
Structures:
2 Mines lvl2
1 Farm lvl1, 1 Farm lvl2
Defenses: Atlantis 1
>Military: 3 Atlantinean light spearmen (Militia)
>>Resources:
Ore: 4 (+4/turn)
Wood: 3
Professional Xenobiologist
School of Echeneis
>>Tech:
>[Foraging 2], [Forging], [Engineering], [Infrantry2], [AI]
>Pollution: 0
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1 Send a small scout group to explore the bay on the north.
Judging by all the things happening to AItech and the Fairies, there might be something in the waters there. Whatever it might be, we will be the first one to find it.
[Foraging 2]

>2 Construct a forge.
Even though simple spears are our traditional weapons, we need to upgrade. Spears can stay in use as ritual weapons and for use in duels, but we need some kind of a ranged weapon to rely on.
[Engineering]

>3 Train troops
We need to train one of our units way past the militia treshold. Militias are okay for home defense but we need attackers. Destroyers. Pick some of our fiercest men and train them to be proper warriors!
[Infrantry2], Professional Xenobiologist
>>
Rolled 76, 96, 8 = 180 (3d100)

>>48112072
>>
Rolled 26, 16, 7 = 49 (3d100)

>>48111043

"Hey Colonel, I ran a tally on how much food we have in reserve, and it turns out there was a lot more than we originally estimated! Yeah, taking into account modern farming technique, we've been producing around two units more than we initially thought! Unfortunately, little of it is meat, and what meat there is is just jerky."

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Warm-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 26 (+2/turn)
Food: 55 (+5/turn)
Currency: 29 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor I (Power, +1/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
>Military:
2 "ILO" Security Forces
Resources: Power: 10 (+1/turn) Ore: 13 (+1/turn) Wood: 10 (+1/turn)
Technology:
[Leyline Manipulation II] [Aircraft I] [Forging I] [Agriculture II] [Engineering II] [Infantry II] [DAN Ammunition I]
Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.

1.
+Focusing Tower I
+[Leyline Manipulation II]
+[Engineering II]
+[Trained Engineers]
+[Leylines]

"We have loads of empty space we aren't using; why not put some of it to use by setting up more reactors?" (Begin constructing Ley Reactor I.)
2.
+[Forging I]
+[Engineering II]

"Almost done yet?" (Researching Automatic Weapons I 4/5)
3.
+[DAN Ammunition I]

"Now for the grand finale; I've been saving this REALLY BIG Firework for this moment!" (3/4 Celebrate the 4th)
>>
File: o-CURRENCY-facebook.jpg (777 KB, 2000x1000)
777 KB
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>>48112442

"Oh wait, I forgot to actually purchase it!" (Spending 20 currency to hurry along action 3!)
>>
Let's see if this equipment actually works, it's at least a month out of date!
>>48112072
"Contacting sea people, contacting sea peoples, please tell me they have radio down there. If you hear this then we're seeking you for some mutually beneficial trade." Someone send the message as bottle mail or whatever until they respond in case they don't have radios.
>>48112442
"People of Afairika, have you blown yourselves up yet or are you still around to discuss trade?"
>>
>>48112649
"Hello Mad Medicine Inc. We couldn't help but overhear your medical issue. My people have a large supply of opiates that can be used for both medical and recreational purposes. Any Interest?"
>>
>>48112649
You seem to be just the people we were looking for, actually. You are the mad scientists, if I am not wrong?
Let's skip the formalities and get right to the point. We don't need your resources, we need your help. We have a species of nearly-domesticated fish, but the thing is, they are almost useless to us.
This is a warrior society. We don't have any use of these things but they have potential with their size and speed. I want spikes, large teeth, more muscle, venom or anything of that sort that you could do to them. Do you think you are capable?
If so, answer with what you want in return and we will send you our School of Echeneis for..... improvement
Alongside with anything you may request, of course.
>>
Rolled 23, 68, 55 = 146 (3d100)

>>48111043
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 66 (+5/turn)
Food: 76 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet I] [Scouting I]
Resources: 4 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Continue monitoring the newest egg clutch young for mutations. 2/4
2. Continue the ore enhanced diet experiment 4/6
3. Begin expanding through out the mountain range again.
>>
>>48112742
"Medicines? Well Our corporation is of course always interested in such breakthroughs, even though our main focus lies in, other applications, of the field of medicine. What do you want in return? Our knowledge of the humanoid body? [Medicine I] Perhaps some basic engineering? [Engineering I] Or are you just interested in money? [Currency up to 25]"

>>48112827
"Mad? MAD!? Why yes thank you that is how our company identifies, there are tons of breakthroughs that have been made my people dismissed as mad after all, which is why we embrace the madness that is cutting edge SCIENCE!

As for your request, it does have merit. It's nothing we have done yet, but it's certainly something we hope to accomplish. Send them over so that we may study and, hopefully, improve upon them, and we'll send you back the results when we have them."
>>
>>48112952
"We do have a stash of medicinal herbs [4 units] that would be ripe for your studies in exchange for some medical knowledge (Medical I). I think that would be a keystone in building a long term relationship."
The Ambassador inhaled his smoke deeply, exhaling reddish smoke through his nostrils like a dragon. "Open your shores and we'll flood your markets with high quality goods." [Build a dock, and you'll get 2 Opiate Drugs/turn for 1 currency/turn]
>>
>>48113168
"Your herbs certainly sound interesting, however, we might be more interested in learning what you do with them. [Drugs I] What we aren't interested in is your recreational drugs, we have no use for them. We might however be interested in opening our shores for further trade if you would be willing to throw in your knowledge of shipbuilding [Shipbuilding I] so that we could send some ships in return."
>>
>>48113474
"Do you not care about suffering? I have heard many stories from my good friend the Governor, about those dying from the shock of pain. Do you not believe in mercy? And there is no need to worry about picking up the shipments. The waters are filled with pirates, something that my people have experience in dealing with."
[Pushes back original offer]
>>
>>48113573
"So you're unwilling to help us cross the seas then? Very well, then I see no reason for us to open our shores for trade of resources. We're willing to trade our knowledge in the field of medicine [Medicine I] for your knowledge of medicines [Drugs I]. However unless you're willing to teach us how to make watercrafts [Shipbuilding I] then I believe we're done here.

Though, if you have to push us for something more, interesting. Then we do have some "experimental tech" a "problem solver" that packs quite the punch compared to the crude tech guns on the market. ['Mad' Energy Weapons I] Sounds interesting? "

>Offer: [Medicine I] for [Drugs I], and ['Mad' Energy Weapons I] for [Shipbuilding I]
>>
>>48113781
"Fine, we'll help you take to the seas if you want, and perhaps we can learn more about life from you. Just make sure you call ahead if you venture north. Don't want the pirates to get you."
>Shipbuilding I for Medicine I
>>
>>48113971
"Excellent, now are you interested in any of our other knowledge for your knowledge of medicines [Drugs I] or are we done here? This might be a profitable exchange but I still have experiments that I need to oversee after all."
>Completed Deal: [Shipbuilding I] for [Medicine I]
>Potential further deal: [Drugs I]
>Available offers: [Engineering I], ['Mad' Energy Weapons I], [Credits: 25]
>>
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Rolled 33, 1, 40, 88, 80, 11, 11, 75, 93, 66, 49, 79, 68, 50, 23 = 767 (15d100)

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 15
Population (+2/turn): 18
Food (+2/turn): 43
Currency (+3/turn): 17
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
Tech:
+[Infantry II]
+[Engineering II]
Resources:
Power (+2/turn): 13
Ore (+4/turn): 20
+3 [Small Supply of Uranium {Power}]
Eccentricities:
[Symbiotic]: The Hunger are dependent on their now radioactive disease for strength. When fighting on their own lands, units gain a bonus to combat, but when away, they are weaker.
[Dependent]: To avoid becoming mindless husks again, the Hunger must stay in the presence of their radioactive disease. They aren't able to expand as much without building more settlements, but their reach is extended a bit further than others when they build new ones.

>Turn bank: 5 - 5 this turn = 0

1-2 Complete +[Bio-Weaponry I] {Rollover to Bio-Weapon II if applicalbe}
+Engineering II

3-4 Also complete the +[Auto-Factory]
+Engineering II

5-8 Also the +[Laboratory]
+Engineering II
+17 Currency

9-10 And +[Explosives I] too, why not?
+Engineering II

11-12 Expand Westwards and Southwards

13 Start/Continue studying +[Bio Weapons II]
+Engineering II

14-15 With the excess flesh we have stored up, gorge some of our strongest infected. The XR-15 virus should interact with the devouring of the tremendous food source in order to morph the infected into +[Tanks], hulking and terribly powerful monstrosities with even more ravenous appetites than normal infected.
>>
>>48111043
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 10
Population: 22 +(2/turn)
Food: 22(+2/turn)
Currency: 27(+2/turn)
Resources: Power: 14(+2/turn) Ore: 18 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) It seems we have some new friends, and quite helpful ones at that. They are requesting that we send over a group of scientists tp continue their research where they failed. (Send a team of researchers to live in freedomia with 5 ore and the knowlege of [Electronics I])
2) The mermans mention of moving the powerplants to the water lead to a breakthrough in their design, lets finish this so we can refocus our efforts elsewhere
3) Finally some progress in discovering whatever this is, now we just need to do some more analysis on the AIs personality and we should be fine
>>
>>48115691
Forgot rolls
>>
Rolled 91, 84, 36 = 211 (3d100)

>>48115711
*sigh* I really can't into dice
>>
Bump
>>
>>48115726
You also forgot to list progress on your actions.
>>
>>48117359
My Bad
>>48115691
2) [3/4]
3) [3/4]
>>
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>>48112649

The scene present on the monitor was vacant, and muffled shouts and curses could be heard outside as a rather large explosion went off. After ten minutes, an ashen-faced Colonel Maxwell scrambled into the room. In spite of his appearance, he attempted to speak in a collected, professional manner.

"This is Colonel Maxwell Vol of the United States Air Force you are speaking to, in accordance with the National Aeronautics and Space Administration; who am I addressing? Come in."
>>
>>48118052
"What? Oh, you're still alive then, interesting. I'm Doctor Ivan Nikola Sane, of Mad Medicine Incorporated. We're hoping to learn more about your changed population, though I suppose we don't actually have the time or labspace for that at the moment. Still, this seems like an excellent time to exchange ideas and breakthroughs. What do you say are you interested in trading with us?"
>>
Bump
>>
Bump
>>
Nation Sheet:
Nation Name: Shadow Nunners
Nation Race(s): Predominantly Knifears, all meta-humans allowed
Color: White
Fluff:
A group of those who united after being forced from their worlds due to their abnormalities, the Shadow Nunners formed around cloistered citadels of those who sought answers to their 'affliction' through faith--and found that theirs was no affliction at all, but rather a boon.

As with all religions in advanced societies, the Shadow Nunners found themselves with a predominantly female membership, and all agreed they tended to be the most staunch in their faith. As such, the Exploratory Corps rank-and-file positions are only allowed to be filled by females, men fulfilling non-combat support roles so their vital fluids are not removed from the gene pool should shit go tits up on an op.

-Don't fill out (unless told to)-
Settlements: (player-named capital)
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: player-fluff government building, Chosen Resource structures (See Section 2 on rulesheet)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system, see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)
>>
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>>48119645
>pic related
>>
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>>48112442
>>48112504
>>48118052

"We did great everyone; I'd say this is a pretty successful 4th! God- uh, America is great! Bless it!"

Back outside, a crew of improvised fire fighters were busy cleaning up the flames caused by Miss Governor Colombina's state sponsored display; there was no denying it was impressive, in a way; a series of linear laser-like streaks followed by impressively shaped star flares which maintained their shape mid-flight, they lit up the night sky in a patriotic flurry.

Nevertheless, the damages caused by this little display had emptied out most of the fledgling settlement's reserve funds: the treasury was running in the red, and by sheer luck the only injuries were sustained by the Colonel's blackened face and wounded pride trying to stop it.
>>
>>48118446

A Soviet scientist: just what the Colonel needed. He supposed he couldn't be picky with who to befriend in this crisis, but the rumors he heard about what programs they did on this world did not indear to him in the slightest; the space program left behind by the old Russian Federation and lack of bureaucratic red tape gave the NUSSR just what it needed to get a head start in the colonization process, and he suspected that this scientist was only the tip of the iceberg of Slavic influence present on Nibiru. He spoke in half-truths and in a matter as to disclose as little information as possible.

"Negatory Doctor Sane; our population encountered no mutations on our arrival to this planet, though we have heard reports of mutants residing within the western sea. We are currently open to trade - state your desires, and we shall see if they can be supplied; I must inform you that our projection capabilities are limited due to the short time since landfall onto this world."
>>
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>>48119946

A loud knocking could be heard from a crude metal door to the left of the Colonel, a saccharine voice of a young? woman coming from behind it.

"Hey, Colonel! Can I come in? I'm really sorry about what happened earlier; I mean, it was really, really funny, but I know it probably hurt your feelings! And, don't worry about the damage it caused, I payed it all off! Hello? I order you to reply, cause I'm governor, you know, and that's how it works!"
>>
>>48120080

Vol's heart skipped a beat at the Governor's voice, his collective visage failing for a split second as he turned his attention to the door.

"An important conversation is currently in session Miss Governor Colombina, and it requires my undivided attention! I suggest you wait behind that door, or alternatively return to the festivities!"
>>
>>48119645
Choose your starting tech/resources, and some resource buildings!
>>
[Machinia]
Methods of constructing bigger, stronger Clockwork constructs are finally worked out [TECH: Machinian constructs II], and the power plant is finally improved [Power-plant III; +1 power/turn]. The forge crawls along [4/6].

[Mad Medicine]
>Your population has surpassed your food capacity; lose population until it is level!
The study crawls along [3/4], and the infected are still sick. However, the hovercrafts are made! [Tech: 'Mad' Hovercrafts]

[New Albion]
Conscription is instituted [Conscription I], though nothing else is accomplished.

[Black Feather Tribe]
The trade ships are made [Resources: Trade Ship], and the Etsai-driven plows are finally ready [Black Feather Plows I; +1 food/turn]. And finally, a comprehensive flora study starts [2/8]

[Mare]
The scouting group heads north [2/4], a forge is quickly built (Forge I; -1 wood), but no professional troops are raised.

[Afairika]
A Lay reactor barely gets off the ground [1/4], and though the automatic weapons aren't finished, the celebrations end. The Afairikans have found incendiaries [Afairikan Incendiaries I]!

[Hunger]
The bio weaponry are nearly done, when more of the stocky, ape-things come back. Chaos reigns for a good half hour, until they are driven off; still, some of the undead have been re-killed, and food has been stolen [-2 pop, -2 food]. The auto-factory is completed, however [Auto-factory I], and the lab is almost done [3/4]. Explosives are figured out [Explosives I], and the Hunger expands west [+4 hex]. Finally, the bioweaponry is completed [Hunger Bioweaponry I], and some of the undead start transforming [2/6]

[Altech]
The tech and ore is sent to Freedomia, and the renewable energy project is complete, as well as the AI! [Altech Renewable Energy I {+1 power/turn}][+Basic AI; AI I]
>>
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>>48121061
[Shadow Nunners]
Pop: 10 (+2/turn)
Food: 30 (+6/turn)
Currency: 45 (+3/turn)
Structures: (2) Farms III
Defenses (Capital): 1
Military: 2 Player-fluff militia
Tech: [Religion I] [Agriculture I] [Engineering I] [Infantry II]
Resources: Power: 2 Lumber: 2 Ore: 2 Student Xenobiologist
[Eccentricities]:
[Zealots]: The nunners are very religious, and can place one action per turn in the hands of their God(dess). However, failures can be disasterous.
[Sisterhood]: The warriors of the Shadow Nunners are all very close, with bonds forged in battle. However, it is harder to recruit, seeing as half the population is barred from combat.
>>
>>48121073
>6 makeup turns
>>
Rolled 54, 92, 50 = 196 (3d100)

>>48121061
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 10
Population: 24 +(2/turn)
Food: 24 (+2/turn)
Currency: 29(+2/turn)
Resources: Power: 16 (+3/turn) Ore: 16 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] [Altech Renewable Energy I] [Basic AI; AI I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) Now that power is less of an issue, we should begin working on a forge to refine some of this ore (begin constructing [Forge])
2) Begin researching methods of observing and studying space and the stars, perhaps we may be able to cross reference what we know of stars from earth to find where we are, probably best to assign an AI to assist as well
3) We still require more space and more land, and if we dont expand quickly than the nearby land will already be claimed (expand our territory)
>>
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>>48115691

https://www.youtube.com/watch?v=Sm4BW3AiEAI

After a long period of marching towards the supposed shuttle crash site, buildings were starting to come into view for the group of scientists and their haul of supplies; the prior bout of fireworks had guided them with their streaks, and they arrived just in time to witness the grand finale.

The structures that made up "Freedomia" were simplistic; patchwork quonset huts undoubtedly crafted from salvage from the wreckage accompanied log cabins, some of which were elevated several feet off of the ground on stilts with no immediately recognizable means to get to their entrance, which were similar to perhaps the holes of a rather large bird house, complete with a perch. American flags and eagle carvings accompanied by patriotic banners helped give the area some color, and the loyalties of the land were in no way subtle. Accompanying the buildings were rustic dirt roads: occasionally, there appeared to be smaller paths lined with cobblestone connecting a handful of structures to major traffic areas, but they appeared with relatively low frequency.

Of the peoples that composed the population, there appeared to be a major contrast; the men were tall, strongly built, and wore a combination of astronauts' flight suits mixed with anachronistic components of an early aviator's outfit, an odd wonder as to where they managed to procure such clothing and for what purpose they were worn.

Accompanying them were the fairies; many of them were in the five to four foot range, yet compared to their earthbound counterparts, they appeared rather short, and universally possessed slim figures and slender limbs as a further contrast to their peers. Wearing dresses that ranged from simple to elaborate, many of them took to the skies with their wings, flying atop roofs and into doorways that were otherwise prohibitive to access, taking advantage of the portions of their settlement built with such capabilities in mind.
>>
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>>48122034

Coming up to the settlement's main square, a large black streak could be seen on the ground as humans and fairies alike were working to clean up the area: this was likely the origin point of the grand finale, with further evidence of prior fireworks exhibits seen in a series of crude metal tubes repurposed from piping, also likely salvaged from the shuttle.

A couple blocks ahead stood a relatively large cottage handsomely painted in a patriotic scheme; debatably kitschy, but not overdone to the point of garishness. This was presumably the governor's house of office and town hall, and the warm glow of a fireplace illuminated its interior, visible from the window panes.

The smell of ionized air, freshly chopped wood, and a faint, kind of candy floss-like scent permeated in the air. The celebrations over, what was once a location so loud as to be audible from miles away had now died down to an eerily silent whisper.
>>
I know this is 270 posts already, but is it still possible to join?
>>
>>48122123
Yep! New thread soon, but you can certainly still join up.
>>
>>48122096

One of the fairies noticed the group standing around and flew down to meet them, dressed in a very American outfit and equipped with some type of messenger's bag.

"Hi there, and welcome to Freedomia! You just missed the tail end of the 4th; better luck next year! I'm Charter, by the way- I make maps and act as an air-courier: I can show you around this town if you like!

Hey, where are you guys from, anyway? You look like scientists, but all our scientists are dead!"
>>
>>48122164
So I will wait for the new thread... when it will roughtly start?
>>
>>48122241
Sometime tomorrow, most likely.
>>
>>48122241
I'll actually be making that thread first thing.
>>
>>48122219
Dr. Jones looked quite shocked when he first noticed the fairy, I mean sure he had been debriefed about these particular group of humanoids but it was still quite different to see them in the flesh.
"We are emmisaries, scientists from the Altech Corporation research outpost here to replace your dead research team and help strengthen the alliance between the two groups." Dr. Jones spoke with a somewhat pronounced australian accent, detracting from the professional image he attempted to maintain. "We also come with a shipment of ore and technology to help you set up some infrastructure. We at the Altech corporation specialise in designing and programming Artificial Intelligence and also come to share this knowlege" as he spoke many of the other scientists were mumbling to eachother, small parts of their conversations making it through the pauses in Dr. jones speech "Fascinating, look at those wings"
>>
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>>48122341

A faint yellow glow was present on her faintly dragonfly-like wings, a matching dust occasionally falling from their tips; this appeared to be the cause of the sweet scent.

"I didn't know we had replacements? Command really does prepare for everything! You're in good luck; the ore can be dropped off next to the smelter, and the smelter is where most of the engineers are right now so you can turn in that technologic thing. I don't know what an "Artificial Intelligence" is, but it sounds really scientific, so you're probably going to do a good job filling in!"

Anyways, this cottage in front of you is the Pierrot's Penthouse, and it's where most of the important leadery-things happens. It is one of five major landmarks, the others being the "Landing Site", the Leyline Focusing Terminal, the Barracks, and the Smelter, which I'm going to lead to you right now! Did you know that it uses one of the shuttle's engines repurposed into a foundry? Our engineers can do stuff like that; give them junk, and they'll make miracles out of it!"

The fairy went on and on explaining every small detail about their location, occasionally pulling out maps to illustrate her point. A mile's walk later, the scientists and Charter found themselves in front of a square building constructed of rough hewn stone and metal panels, as well as wooden outer beams. It was all rather rustic.

"Can you believe they got the design from this off of a picture book? They've been reading all the materials we still have access to-to try and see if they've got anything useful in them: sometimes they don't, but sometimes they have just enough information to reboot that three-year engineering degree! I don't even know what that is!"

A look at the interior revealed a simplistic, yet functional layout. Men wearing portions of their space suits as improvised protection gear were hauling around large ingots of metal retrieved from the smelter, setting them aside to cool.
>>
Bump
>>
>>48119946
"And you have no changed populations? From the rumours I heard I find that hard to believe. Was your colony not ment to research this planet like we were? And what about BEFORE your arrival on the planet?
>>48120080
"Miss Governor Colobina was it? I was just talking to your colonel that Mad Medicine Incorporated is interested in making trade with your colony, however I'm wondering if he's holding back on me. Do you have any changed ones among your population perhaps?"
>>
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Rolled 84, 72, 66 = 222 (3d100)

>>48121061
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 32 (CAPPED AT FOOD)(+2/turn)
Food: 32 (+2/turn)(-1 from troops)
Currency: 32 (+2/turn)(-1 from troops)
Resources: Power: 24+2 (+2/turn) Stone: 12+1 (+1/turn) Wood: 12+1 (+1/turn), Ore: 14+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: Engineering I, Agriculture I, Medicine I, Slime Research I, 'Mad' Energy Weapons I, 'Mad' Hovercrafts I
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

Good news everyone, we're getting some trade, and we'll soon be getting some new projects to work with! The merpeople are sending us some sea creatures for us to improve upon, and some colony on the other side of the sea will be showing us their ship designs. Everyone it's time to do SCIENCE!
...
WHAT DO YOU MEAN WE'RE STARVING!?

1 Study the dopplegangers [Labs I][Professional Xenobiologist][Caged Doppelgangers][3/4]

2 The researchers are infected? Learn more about medicine by curing them! [Labs I][3/6]

3 Trade [Medicine I] for [Shipbuilding I]
or, if trade isn't an action in colonies then see this alternate action
alt 3 Build another farm
>>
>>48122825
After taking the ore shipment and instructions for setting up the infrastructure to the engineers, Dr Jones decides to seek out the Colonel and Governer that he was informed about during the debriefing, hopefully they would be able to explain what the hell they were supposed to be researching, Dr. Brown was extremely vauge and he couldnt get much out of the engineers. Pah, only one three year degree and they claim to be professionals, hopefully the leaders of this strange, eccentric colony will actually know what they were here for.
>>
>>48123769
To clarify, it's trade with [Black Feather Tribe]
>>
>>48123769
After a long day of SCIENCE, one of the researchers notice a communicator recieving a signal, a message from a grey-haired scientist in a lab coat
"This is a diplomatic broardcast to, umm... Mad Medicine Inc? This is Dr. Brown of the Altech Corporation Nibiru Research Initiative. We are a small colony of researchers located to yout south who are looking to trade technologies and resources, our colony specialises in AI research and we were also curious to see if you would be willing to assist us in deciphering the strange modifications that the AI here have undergone"
The Dr seems quite unsettled by the unhinged appearance of the scientist as he goes through his speech, wondering if the rumors about these insane scientists were true after all.
>>
>>48124159
>Mad Medicine is Pink on the map, last I checked you're Cyan
"South? Did someone mess with your equipment or are the maps of one of us mistaken, I thought your corporation was settled to our west? Nevermind, nevermind, let's not get technicalities get in the way of SCIENCE! Now, our Corporation is specialized in biological research, not IT, but are you saying your AI has been affected by the change? Because if so then I believe we might be interested in assisting you, for science of course.

What do you need from us? Are labs might be a bit full at the moment, but we're always looking for new future projects."
>>
>>48124377
>Derp, stupid mistake on my part, thats what I get for posting near midnight
"Apologies, just some minor errors with our equipment, we were mainly interested in getting your assistance in analysing the similarities between the changes to the AIs code and the changes in the biological lifeforms, We have been unable to aquire a DNA sample from a changed humanoid and do not have the proper laboratories to analyse it. If you could send over your data regarding that we would be quite greatful, when your scientists have some more free time we could also compare our results to further both groups knowlege on the change, additionally we could combine our energy weapons, taking the strengths and removing the weaknesses from both to create a superior firearm." The Dr looks hesitant for a second, as whether contemplating whether to ask a question "Also... Knowlege of hovercraft sounds quite useful, we could exchange it for our current knowledge of AI"
>>
>>48124546
"An interesting proposal. Yes, I think this sounds like a mutually beneficial exchange that would also benefit the advancement of SCIENCE! Have you run studies on your AI's that we can look at to compare to our own studies of changed biological individuals? If so then we could run a comparison and send you the results, we're currently in the middle of studying our second sample group.

As for combining energy weapon research and trading hovercrafts for AI, this is a very interesting deal, we accept. The specifics on these two technologies will be sent as soon as our equipment is ready to send and receive such wast amounts of data."
>>
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Hank Bump
>>
Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray
>Settlements: Atlantis
>Territory: 17
>Population 27 (+4/turn)
>Food 39 (+4/turn)
>Currency: 24 (+2/turn)
>Structures:
>2 Mines lvl2
>1 Farm lvl1, 1 Farm lvl2
>1 Forge lvl1
>Defenses: Atlantis 1
>>Military: 3 Atlantinean light spearmen (Militia)
>>>Resources:
>Ore: 4 (+4/turn)
>Wood: 2
>Professional Xenobiologist
>School of Echeneis
>>>Tech:
>>[Foraging 2], [Forging], [Engineering], [Infrantry2], [AI]
>>Pollution: 0
>>>Eccentricities:
>>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1-2 Continue the trip of the scouting group to explore that bay. [2/4]
Go. Scout that place. Find any artifacts that may be there and see if there is a suitable enough place for a town there.
[Foraging 2]

>3 Send our Echenais to the Mad Science Inc.
if that is not an action and if it is considered a trade then
>3 Construct the Barracks.
We need a place to make training of our troops easier. Training in open waters just won't cut it. We need a controlled enviroment. Orders have come from King Oannes himself that we can use all the currency and wood we have to make sure the Barracks are made up to standards. Builders, take in mind that The King has very high standards! Dare not underpreform.
[Engineering]
>>
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Rolled 36, 62, 12 = 110 (3d100)

>>48125455
>As usual. Forgot roll.
>>
I was going to ask about joining, but merfolk nation is already in...
>>
>>48125666
>If you would be up for it we could roleplay the nation splitting up over some matters into two different ones if GM agrees (He probably would)
>>
>>48125737
First of all, if you agree. Second, give me first time to read the rules and the thread itself. Third, are you sure about it? It's not that I'm a flake or something, but either way, you are more or less giving up part of your own nation
Meanwhile, I'm reading
>>
>>48059415
>Colonies of Nibiru
How fitting. I'm watching the last episode of Mystery Incorporated right now.
>>
>>48125737
>>48125933
Ok, so just to get it straight - you are playing as aggressively expansionist faction that tries to take over oceans for own use (and abuse)? I think it's pretty much asking for a rift about not doing another Manifest Destiny and instead just do the hippie thing
>>
>>48125666
Nothing says you can't join as another mer nation, anon :^) update soon, along with link to new thread!
>>
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>>48126163
>update soon
>new thread
Sheit, I'm still working on my nation to join!
>>
Rolled 98, 85, 31, 88, 95, 40, 96, 18, 2, 11, 92, 74 = 730 (12d100)

>>48121073
[Santa Pirate Collective]
Settlements: (North Pole Port)
Territory: 7
Population: 20 (+2/turn)(-1 Ore/turn)
Power: 26 (+4/turn)
Currency: 13 (+2/turn)
Oil: 5
Structures: Capitol Building, Powerplant II (2), Mine II
Defenses (North Pole Port): 1
Military:
Tech: Shipbuilding I, Engineering I
Eccentricities:
[Pirates]: The Collective is very experienced sailing the high seas! They can't swim though, and many short-circuit before the can be rescued.
[Self-replicating]: It is easier for the collective to make more of themselves, though they need Ore as well as power to increase their population.

1 . [Artillery I 3/4]
ARRH THESE LAND LUMBERS HAVE BEATEN US AT SEA. We have no choice but to work on our secret project THE SUPREME PRESENT DELIVERY SYSTEM!!
>>
A ton of people still haven't posted, but oh well.
[Altech]
A forge starts construction [2/4], basic astronomy knowledge is nearly written out [3/4], and Altech's lands are expanded [+4 hex]!

[Mad Medicine]
The study of the Doppelgangers is completed. The scientists of Mad Medicine have learned something about domestication [TECH: Domestication I]. A cure is nearly finished [5/6], and the trade goes through {Arrival next turn].

[Mare]
The scouting expedition hits a few snags, but continues [3/4], and the Echeneis are herded (barely) into a large crate and sent to the scientists of Mad Medicine.

[Santa Pirate Collective]
The artillery technology is completed. [Pirate Artillery I]

Stand by for new thread + map.
>>
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>>48126514
>Be me
>Write pirates
>Someone claim pirate spot when you are about to post
Screw this, I'm out
>>
>>48126618
HO HO HO THE SANTA PIRATES HAVE ALWAYS BEEN HERE YOU LANDLUBBER
>>
You can be another pirate group, anon.
>>
>>48126727
New thread!
>>
>>48126618
Please come in with more pirates. I could use some more seafaring groups to mess with. Its an island map anyways so it's natural that there ar more pirates than just the Santas



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