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Welcome back to Nibiru, a land of Brits, machine-men, lizardpeople, AI, fairies, and slimes, and an island players have lovingly dubbed Hell Island.
Previous Threads

Don't like the Big Red Blob? Feel free to join and stop it (Hint: Lots of land in no way translates to military strength). Hell Island can certainly use more residents as well! (Can expand the map into Hell Islands if need be).

Rulesheet:
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 (8 points)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system (14 points cause starting late), see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)
Also feel free to join the chat:

Update in a bit, as OP was lazy last night. Stay tuned!
>>
http://pastebin.com/2xjfSak5
Recalculated the ant food, they should have 100 food atm increasing at a (total) rate of +5 per turn
>>
Previous thread: >>48126727

Rulesheet: http://pastebin.com/bgzZvPMh

Also, join us in our IRC:
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Let the game continue!
>>
The masters of Mad Science are standing by.
>>
>>48194176
[Machinia]
The armor starts undergoing improvements [1/6], though automization research stalls. Optimization research barely gets off the ground [1/6], though production research takes off [3/4]

[Mad Medicine]
The farms ar finally expanded [+2 food/turn], and the technology is sent.

[Confederation]
The study crawls along [5/8], and another farm is built [+1 food/turn]. The techs are sent, and expansion starts again [1/2].

[Devil Ant Nests]
A new farm is built [+3 food/turn], and the monitoring continues [3/4]. A new breed of ant starts [2/6].

[Hunger]
The Undead of Hunger finish their improved biological weapons [II], and plague-missiles are complete [Plague Missiles I]. Finally, the harvesters roll out of the assembly line [1 Harvester [Scavenger][+.6](-2 power/turn)], and the airport is completed [Airport I]. Lab expansion occurs [3/6], and more explosive research crawls along [1/6], the push westward succeeds [+5 hex], and a port is nearly done [3/4].

[Afairika]
A fighter flight is nearly trained [2/4], and new Detroit is finished! Place is a shithole, though [New Detroit, +2 pop/turn]. The new farm is completed [+2 food/turn], and expansion is done [+5 hex].

[Garm]
Garm finishes its repairs [Repairs I], and a bit of ore is found [+3 ore]. Finally, the basics of the physics of this planet are worked out [Physics I]

[Odab]
The factory sees no progress, the quarry barely does [1/8]. A hunt begins [2/4]!

[Altech]
AI research progresses [3/8], and basic automization research starts [2/4]. The trade goes through to New Albion.

[New Albion]
Some ore is refined [-2 ore, +2 refined ore], and the elephants come back [-1 farm progress]. New Albion, once again, expands [+6 hex].

[Free Army]
Aiming systems progress slowly [2/4], and the army expands [+5 hex]! And again [+5 hex]!

PENDING TRADES COMPLETE THIS TURN!!

>Map is still being worked on
>>
UPDATE FROM OP

Actually yes, you do calc in the +2AG /in addition/ to your base stat.

So yes, having +6 food a turn and then purchasing Ag2 WILL add +2 more, for +8 a turn.

15:33 Bazrael1 http://pastebin.com/2xjfSak5
15:33 Bazrael1 calced both yourself and my food, turns out we don't add Ag2 to the base income
15:34 randomperson wheelie: how did I have less food than I did farms and tech?
15:34 wheelie You shouldn't
15:34 wheelie and bazrael, you counted wrong
15:34 Bazrael1 Ah
15:34 Bazrael1 what did I miss
15:34 wheelie you do add tech to base income


Albion's food is officially: 166
>>
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>>48194554
>>
Rolled 1, 59, 12, 36 = 108 (4d100)

>>48194554
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 60(+2/turn)
Food: 105 (+4/turn)
Currency:35 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (3/8)
Power grid Optimization I (1/6)
[Machinian heavy armor I] (1/6)
Automization research(3/4)
Resources: Power: 10 (+4/turn)(-3/turn),
Ore: 60 (+3/turn)
Stone: 21 (+2/turn)
Refined Ore 10
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 improve and innovate our heavy armor. It is good, we need it better for our troops.(1/6)
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

Finish our research on the process of automization of our facilities. That will improve output in all our fields immensely.(3/4)
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3.Research power grid optimization with renewed fervor. We shall need it. (1/6)
+Industry Center
+Efficiency II
+Engineering II

4.Our efficiency in production needs to be greater still. Begin looking into more advanced time and resource saving techniques. (3/8)
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
>>
Rolled 31, 4, 95, 34 = 164 (4d100)

>>48194554
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 24 (+2/turn)
Food: 27 (+3/turn) (1)
Currency: 5 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid][Artillery][Automatic Weapons]
Resources:
Ore 26 (+3/turn)
Power 18 (+2/turn)
Stone 12 (+2/turn)
Wood 2 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.
1-2. Build Factory [2/4]
3. Build a Construction Depot (To construct things faster)
4. Start hunting for food [2/4]
+Automatic Weapons
+Weapons
+Xenobiologist
>>
File: FOR SCIENCE.jpg (95 KB, 440x461)
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>>48194554
>>48194683
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 60 (+4/turn)
Food: 73 (+5/turn)(-1 from troops)
Currency: 25 (+2/turn)(-1 from troops)
Resources: Power: 17+1 (+2/turn) Stone: 11+1 (+1/turn) Wood: 11+1 (+1/turn), Ore: 16+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering 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.
Trades: [DNA manipulation I] and [Water-born ecosystems I], for [Genetic Engineering I] and [Medicine I] [ARRIVES NEXT TURN]
>>
Rolled 54, 29, 42, 24 = 149 (4d100)

>>48194554
>>48194683
>>48194722
With the food crisis out of the way it's time for new and exciting projects. First and foremost, we need to finish expanding our laboratories. Secondly, we're investing in waterproofing in order to sell our product underseas. And last, but not least, we're getting back to our main objective of understanding and gloriously exploiting the change. NOW GET TO WORK!

1 Expand lab space and provide the labs with the best equipment [Labs I ---> II][3/4]
-Techs: [Engineering II]
2 Research waterproofing for all our technology
-Techs: [Engineering II]
-Buildings: [Labs I]
3-4 We need to continue studying our slime population to better understand the change [Slime Research I ---> II]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs I]
-Eccentricities: [Determined][Completely Mad]
-Buildings: [Labs I]
>>
Rolled 88, 18, 72, 75 = 253 (4d100)

>>48194554
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: 28
Population: 132 (+8/turn)
Food: 154 (+12/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 12 Ore (+1/turn)
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. Young monitoring continues 3/4
2. The Tank Drones continue to be breed. 2/6
+Selective Breeding II
+Drone Morphism I
+Enriched Diet II
+Spiracles I
+Sharpened Pincers I
3. As well begin breeding a new type of drone that shall work in the farms and be better at spotting and collecting ripe foods.
+Selective Breeding II
+Drone Morphism I
+Sharpened Pincers I
+Scouting I
4. Begin expanding throughout the mountains.
>>
Rolled 13, 19, 39, 45, 75 = 191 (5d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 88 (+6/turn)
>Food: 171 (+6/turn)(+2 AgII) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 17 +1/turn
>Refined Ores: 2 refined ore
>Stone: 18 (+1/turn)
>Wood: 18 (+1/turn)
>Power: 48 (+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. Continue to expand along the coastline, the beaches are a bit safer than the jungle

2. Resume construction of the farm 2/4
>Engineering II
>Agriculture II

3. Trade 2 refined ores to Altech

4. Work on a Disintegrator Factory so we can turn our refined ores into Aether Oscilator rifles.
>Engineering II
>Efficiency
>Electronics I
>>
>>48195120
Too many dice, take the first 4
>>
Rolled 36, 92, 58, 70 = 256 (4d100)

>>48194554
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 25
Pop: 36 (+4/turn)
Food: 33 (+2/turn)
Currency: 15 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
Sacred Band [Army] [+.2x] (-1 food/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I]
Resources: Student Xenobiologist, Etsai herd, Power: 8 (+1/turn), Wood: 16 (+2/turn), Stone: 16 (+2/turn)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [5/8]
2) Further south-western expansion! On the other side of the strait there is land. We should secure all possible sites that aren't already taken and hold firm control over the strait's waters themselves [1/2]
>To remind AGAIN: I can expand over water - the map should cover entire hexes with shore, not just land
3) Finally develop better fishing techniques
>Fishing, not Hunting III
4) Search for valuables in water. Pearls, corals, anything like that
>Currency income
>In both cases I already have Foraging II and Hunting II, so pretty please include that, since apparently we must list every tech we want to relate with actions. If I'm wrong, then sorry

Waiting for dice:
Better navigation [1/6]
Better tools for builders [1/4]
>>
>>48195219
Another glorious roll for action that doesn't need one. Oh well, I might as well get used to it
>>
bamp
>>
From the big man himself
wheelie pop and military: You can put some pop to be trained into military, with a slight increase of power every 10 pop- but upkeep will increase dramatically and you don't 'lose' the pop
>>
Rolled 85, 13, 66 = 164 (3d100)

>>48194554
There is a mistake with the map - I took 2x5 hexes, while the map gave me 11.

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 30 (+2/turn)
Food: 53 (+4/turn)
Currency: 20 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I
Resources:
Power: 38 (+4/turn) Wood: 23 (+2 turn), Stone: 11 (+1/turn), Ore: 20 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n

No point trying with the Military Intelligence right now.
1. Better be sure those sights are well-calibrated now than find out later we can't hit the wide side of the barn [2/4]
Lab I, Engineering I, Tactics I
2. Finally we can allocate workforce to the new power plant [1/6]
Lab I, Engineering I, Energy Production I, Biofuel I
3. The surplus store proved to be a very lucrative business, convincing civilians the normal economy is working and we are not just rationing goods. Let the farmers see they can make some small amout of Scrip on their own, by "selling" us foodstuff in sanctioned Farm Market Area, while the Quartermaster will make the real profit. Datalinks say Romans used to set up such things in their camps, you know?
Tactics I, Surplus Store I, +5 currency
>>
>>48196598
Oh, and by the way - should building Power-plant II really be 0/6 business? I know I've got a penalty for Farms, but from what I see, level two wasn't that costly in most of the cases. And then there are all the co-related techs...
>>
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>>48194554

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 52 (+4/turn)
Food: 86 (+5/turn)
Currency: 30 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
x2 Heavy Weapons Platoons [x1] (1 Food/Currency/Turn)
>Resources:
Power: 28 (+2/turn) Ore: 25 (+1/turn) Wood: 20 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory: 28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
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Rolled 76, 88, 91, 82 = 337 (4d100)

>>48197414

https://www.youtube.com/watch?v=EU0abN5XT1s

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[5 Wood]
+[5 Ore]
+[2 Power]
+[Trained Engineers]

"Just four planes? Ah, we can expand the number later!" (Build a Fighter Flight 2/4!)

2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[8 Wood]
+[12 Ore]
+[4 Power]
+[Trained Engineers]

"How about to test our large-scale building abilities, we build a couple passanger aircraft; that happen to double as incendiary bombers during wartime! The weapons are really just for testing purposes, honest." (Build a bomber flight!)

3.
+[Engineering II]
+[Trained Engineers]

"Freedomia is starting to become a major crossroad! Why? Cause I said we are! Being Governess is awesome!" (Build a road from Freedomia to New Nottingham!)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"It's important that we don't stop studdying the leylines! I think we're getting close to figuring out a way to allow you no-winged people to manipulate it...maybe." (Researching Leyline Manipulation IV!)
>>
Rolled 56, 38, 28 = 122 (3d100)

>>48194554
[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: 14
Population: 41 +(2/turn)
Food: 46 (+2/turn)
Currency: 51 (+2/turn)
Resources: Power: 49 (+3/turn) Ore: 47 (+3/turn) Refined Ore: 2
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I] [Rocketry 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) We will, as always, continue to research AI, it is our specialty after all [3/8]
>[Programming II]
>[AI II]
>Professional Programmer
>2 Amateur Programmers
2) The Progress on the automation tech is progressing finely, once this is complete we can refocus our efforts elsewhere [2/4]
>[Engineering I]
>Basic AI
>Forge I
3) We need a lot of tech before we can have this satellite ready, but most important of all is communications, without that it'll just be a hunk of rock in space
>[Electronics I]
>[Satellites I]
>>
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Bump it, nerds!
>>
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>>48199060
O-ok...
>>
>>48198259
"Message to Altech from the Imperial government.

Requesting a list of any supportive materials or action assistance that can be provided to the corporation, to maintain good relations."

>>48197527
"Message to the United States territory of Afairika from the Imperial government.

Requesting a list of any supportive materials or action assistance that can be provided to the corporation, to maintain good relations."
>>
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>>48199878

The transmission line was picked up by an individual in aviator's garb, speaking in a formal militaristic, yet warm tone.

"This is representative of the United States Territory of Afairika speaking. Everything is fine here, but a look at some of your methods is gathering interest: [Efficiency] would go a great deal to stretch our currently improvised resource base further. If you can spare to send more, the trade of [Ship Building] isn't something we specialize in, though at the moment no plans on creating a dock are underway.

Other information that might be of possible interest; the road between our colonial HQ of Freedomia and the Albionian village of New Nottingham has been completed ahead of schedual, thanks to the brevity of our engineers.

Morale over here is average; we hope that once we get some boys into the air it will begin to pick up."
>>
>>48199878
"This is Dr. Brown, we are currently not in need of resources, we would appreciate any scientific assistance you could offer our researchers however, we will also be in need of engineweeing and industrial assistance in the near future. If required we can also offer you extra energy or technologies if required"
>>48198259
Forgot progress for action 3
3) Research Communications [2/6]
>>
>>48199060
Got it.
>>
Bump
>>
Rolled 77, 22, 97, 91, 49, 23, 50, 27, 75, 8, 94, 1 = 614 (12d100)

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: 29
Population (+2/turn): 44
Food (+2/turn): 69
Currency (+3/turn): 42
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab I]
+1 [Airport I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
+1 [Harvester {Scavenger} {x1.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry I]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 41
Ore (+4/turn): 74
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

>Turn Bank: 3 - 3 this turn = 0

1-2. Complete Lab Expansion
>3/6
+Engineering II
+10 Currency

3. Also complete the Port
>3/4
+Engineering II

4-6. Continue +[Explosives II] Research
>1/6
+Engineering II
+Lab I
+20 Currency

7-8 Build another Nuclear Power Plant
+Engineering II

9-10 Create Shock Troopers, gun-toting, fearsome soldiers that also carry RPGs that, on explosion, release clouds of the XR-15 virus into the air.
+[Explosives I]
+[Hunger Bioweaponry I]
+[Infantry II]

11-12 Build a +[Barracks I]
+Engineering II
>>
Bump
>>
Bump
>>
File: Nibiru.jpg (1019 KB, 3000x2500)
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[Machinia]
Disaster after disaster plagues the new heavy armor, from forge spills to attacks from the local fauna; one man is even crushed when his armor was a bit too small [-5 pop; progress 0/6]. However, automization techniques are ironed out; the system is still pretty small though [Automization I, -1 ore/turn, +1 refined ore/turn]. Improvements to the power grid halt, though Machinia's efficiency technology crawls along [4/8].

[Odab]
The factory is nearly complete [3/4], as well as the construction deopt [3/4]. The hunt is ongoing [3/4]

[Mad Medicine]
Mad Medicine's labs are expanded [Labs II; -3 wood]. Waterproofing techs are in the works [1/4], and the slime research continues [2/6].

[Devil Ant Nests]
The young are hatched; some have small wings [Flight I]! Tank Drones are still in training [3/4], and 'collector drones' are also bred [2/4]. The Devil Ants spread throughout the mountains [+6 hex]!

[New Albion]
New Albion doesn't expand, though the farm is nearly done [3/4]. The ores are sent to Altech, and the factory is in progress [1/4].

[Confederation]
The study of Nibiru's coastal ecosystems is nearly complete [6/8], and the expansion completes [+5 hex]! Better fishing techniques are in the works [2/4], and a scouting mission is sent out to trawl the Confederation's waters [2/4]

[Free Army]
The sights are finally calibrated [Aiming I], though the new power plant still stalls. The farm market is in the works [2/4] (Note: You lose any money you put toward an action!)
>>
>>48204168

[Afairika]
>Note: Your 'Heavy Weapons Platoons' don't have a combat multiplier, rather an additive.
The fighter-flight is finished [Player-named air unit [+1.2](-1 food/currency/turn, -2 power/turn)], the bombers are nearly done [3/4], and the road to New Albion is done [-2 stone; Road (New Albion)]! Finally, progress on Leyline manipulation is had [3/10].

[Altech]
The AI research progresses [5/8], and the automation belt falls to a crawl [3/4]. Communications tech is also slow [1/4].

[Hunger]
The labs are nearly expanded [5/6], and the port is completed [-1 wood; Port I]. Research into more powerful explosives are in the works [4/6], A new power-plant is being built [2/4], Shock-troopers are being trained [3/5], though the barracks proves to be... structurally unsound [-2 Stone, -5 pop]

PENDING TRADES COMPLETE THIS TURN!!
>>
Rolled 60, 76, 95 = 231 (3d100)

>>48204187
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 41 +(2/turn)
Food: 46 (+2/turn)
Currency: 51 (+2/turn)
Resources: Power: 49 (+3/turn) Ore: 47 (+3/turn) Refined Ore: 2
Structures: Government Building, Power-plant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I] [Rocketry I]
Progress:
Internet - [1/4]
Communications - [4/6]
AI III - [5/8]
Automation - [3/4]
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 AI research is taking a long time, this is not an issue however as it is a big project, however, i still expect all you ‘scientists’ to work your hardest. (Continue to research [AI III]) [5/8]
>[Programming II]
>[AI II]
>Professional AI Programmer
>Amateur Programmer
>Amateur Programmer
2)The forge is nearly automated, then we will be able to refocus our efforts elsewhere, i think next time we do engineering work we get some actual engineers.
>[Engineering I]
>[Forging I]
>Basic AI
3)Communications research is likewise slow, what’s worse is that we have a multitude of techs that we need afterwards to even have a functioning Satellite
>[Electronics I]
>[Satellites I]
>>
>>48204290
>>48204187
Forgot action progress
1) [5/8]
2) [3/4]
3) [4/6]
>>
File: 1439712220761.png (593 KB, 500x1456)
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>>48204168

>>[Ley-powered Machinery I] reduces Power Upkeep by 1!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 56 (+4/turn)
Food: 90 (+4/turn)
Currency: 32 (+2/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Flight {AIR} [Str. 1.2] (1 Food/Currency/Power Turn)
>Resources:
Power: 27 (+1/turn) Ore: 21 (+1/turn) Wood: 16 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory: 28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
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Rolled 43, 33, 11, 43 = 130 (4d100)

>>48204555

https://www.youtube.com/watch?v=pgdZjvhk_J4

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[2 Wood]
+[2 Ore]
+[1 Power]
+[Trained Engineers]

"Hey wait! Before we go off to this wild blue yonder! Our airforce is too small. Build more planes!" (Expand Biplane Fighter Flight into a Biplane Fighter Squadron!)

2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[8 Wood]
+[12 Ore]
+[4 Power]
+[Trained Engineers]

"Continue with the airliner-bomber project!" (Bomber Flight! 3/4)

3.
+[Infantry II]
+[Barracks I]
+[20 Currency]

"Hey! I really like it that you all enjoy the custom money I've made for our colony, but all this expense is distracting us from the research gig! Colonel, your soldiers gotta learn that if they want to hog ALL the fun positions, they should do it with a smile! Basically, I'm quitting handing out extra money to get your dudes to do their jobs! Those that don't like it can go back to farming, while those that have an investment can stay!" (Researching Volunteer Military!)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Okay? Okay. Yeah, we're making progress, I think. Just give us another week. Maybe two!" (Leyline Manipulation IV 3/10!)
>>
>>48204555

>>Adden...Addem- Additional Thingy: As it turns out that the starting militia units already consumed 1 food to start with (even though it isn't displayed on the unit by default), the two [Heavy Weapons Platoons] were actually consuming 2 food more than needed! After an intrepid photographer revealed this abuse, the five turns worth of additional food they were hoarding is confiscated and the records are set straight!

>>Food: 100 (+7/turn)
>>
>>48202441
Can someone please explain me why this guy keeps rolling with bucket? It's not like he has make up turns all the time, he just rolls shitload of dice for no real reason. And even when he has make up turns, he still rolls much more than he should.
What the fuck?
>>
Rolled 43, 61, 27, 33 = 164 (4d100)

>>48204168
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 40 (+4/turn)
Food: 35 (+2/turn)
Currency: 17 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
Sacred Band [Army] [+.2x] (-1 food/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I]
Resources: Student Xenobiologist, Etsai herd, Power: 9 (+1/turn), Wood: 18 (+2/turn), Stone: 18 (+2/turn)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

>Pic related about the expansion
1) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [6/8]
2) And now, the complete novelty! A fishing rod! For better fishing! [2/4]
+ [Foraging II] [Hunting II] [Scouting I]
3) Search for tradable goods continues [2/4]
+ [Foraging II] [Hunting II] [Navigation I] [Scouting I] [Water-born ecosystems I]
>Currency income
4) Better tools for builders - they will soon be handy [1/4]

If disbanding units is a free action, I would like to disband my Sacred Band army

Waiting for dice:
Better navigation [1/6]
>>
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>>48204168
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 64 (+4/turn)
Food: 77 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 18+1 (+2/turn) Stone: 12+1 (+1/turn) Wood: 9+1 (+1/turn), Ore: 17+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I], [DNA manipulation I], [Water-born ecosystems 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.
>>
Rolled 84, 45, 94, 71 = 294 (4d100)

>>48204168
>>48205637
It is good to once more do SCIENCE! But, we need more samples for our research, mor changed life to study to reach our goals. So I hereby order you to go out and find some, AND QUICKLY!

1 Search our surroundings for more native life
-Techs: [Domestication I]
-Units: 1 Militia, 1 Mad Speed Hovercraft [+.9], 1 Professional Xenobiologist
2 Research waterproofing for all our technology [1/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
3-4 We need to continue studying our slime population to better understand the change [Slime Research I ---> II][2/6]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs I]
-Eccentricities: [Determined][Completely Mad]
-Buildings: [Labs II]
>>
Rolled 84, 25, 45, 43 = 197 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 28 (+2/turn)
Food: 31 (+5/turn) (3)
Currency: 9 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons]
Resources:
Ore 32(+3/turn)
Power 22 (+2/turn)
Stone 16 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1-2. Build Factory [3/4]
3. Build a Construction Depot (To construct things faster) [3/4]
4. Start hunting for food [3/4]
+Automatic Weapons
+Weapons
+Xenobiologist
>>
Rolled 70, 57, 64, 43 = 234 (4d100)

>>48204168
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 57(+2/turn)
Food: 109 (+4/turn)
Currency:35 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (4/8)
Power grid Optimization I (1/6)
[Machinian heavy armor I]
[Automization I, -1 ore/turn, +1 refined ore/turn]
Resources: Power: 11 (+4/turn)(-3/turn),
Ore: 62 (+3/turn)(-1/turn)
Stone: 23 (+2/turn)
Refined Ore 11 (+1/ turn)
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.Despite the horrendous set backs, our ability to create better armor must progress.
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2. Continue to improve our automization techniques so we may produce our goods quickly and easily.
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3. Continue looking into power grid optimization. We need to increase our power output for our machines and constructs. This will help immensely. (1/6)
+Industry Center
+Efficiency II
+Engineering II

4.We've made several strides in efficiency research, and are close to a break through. Continue working on it.
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
+Automization I
>>
>>48206247
(4/8) on efficiency III
>>
File: P_Q.jpg (7 KB, 198x255)
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>>World Event — Beetle III has completed his latest work: the most expansive nations!

>1. New Albion the Glorious (47)
>2. The Confederation of Batracyi the Great (30)
>3. Devil Ant Nests the Fair (29)
>4. The US Colony of Afairika the Mediocre (28)
>5. The Hunger the Forgotten (24)

>>World Event — Beetle III has completed his latest work: the most literate nations!

>1. The Confederation of Batracyi the Glorious (19)
>2. The US Colony of Afairika the Great (18)
>3. Mad Medicine Inc. the Fair (16)
>4. New Albion the Mediocre (16)
>5. Altech Corporation the Forgotten (15)

>>World Event — Beetle III has completed his latest work: the nations with the pointiest sticks!

>1. The US Colony of Afairika the Glorious (35)
>2. Odab the Great (23)
>3. Mad Medicine Inc. the Fair (20)
>4. Machina the Mediocre (17)
>5. New Albion the Forgotten (14)

>>World Event — Beetle III has completed his latest work: the best fed nations!

>1. New Albion the Glorious (177)
>2. Devil Ant Nests the Great (140)
>3. Machina the Fair (105)
>4. The US Territory of Afairika the Mediocre (100)
>5. Mad Medicine the Forgotten (77)

>>World Event — Beetle III has completed his latest work: the most settled nations!

>1. Machina the Glorious (17)
>2. The US Territory of Afairika the Great (16)
>3. New Albion the Fair (14)
>4. Odab the Mediocre (14)
>5. Free Army the Forgotten (13)
>>
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>>48206288
>mfw most literate nation
>>
>>48206288

>Notes on value calculation: expansion value is gleaned from the tiles on the most up to date map. Literacy is derived from technologies known, with each technology adding as many points as equivalent to its level. Military might is derived from total unit strength with each individual unit's value multiplied by ten, default strength militia accounting for one point each. Best fed nations count total food of the most current turn. Most settled nations derive a point from each settlement, improvement, and building (not counting the government building default with all capitals), buildings and improvements contributing an equivalent amount of points to their level.
>>
>>48206288
>only third place in literacy
>actually reaches third place in pointiest sticks
>actually in the top five on food
I wonder if I lost track of my priorities somewhere...
>>
>>48206587
Tell me about it... I suck at military so bad I'm not even on the list
>>
>>48206288
>#5 on literacy
>Literally 90% of my actions have been researching tech
Where did it all go so wrong
>>
>>48207018
Also im pretty certain im in the bottom categories for military (only have my starting infantry unit), Land (Only completed two succesful expansions) and settled (only got my capital and that only has the starter buildings+forge)
>>
>>48207018
>90%
>Not 100%
Somewhere around here you made the mistake
>>
>>48207049
Kek
>>
>>48207044
You've at least made sure to arm your military. . .

Luckily I think in the long run we'll be able to help each other with both numbers and weaponry (respectively)
>>
File: Border Plans.jpg (390 KB, 929x1137)
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>>48207087
>>48204833
"Gentleman, and Gentlefairies, I believe in the interest of sustained and coordinated future mutual endeavors it would be wise of us to plan out future borders between our various territories.

Particularly within the immediate peninsular area. Not merely for the sake of knowing who owns what, but so that borders can be joined immediately and thus open the path to direct trade routes, roads, and a more interactive economic commnunity between our colonies."
>>
Im second in military strength, jeez did not expect that, although all my other stats are abysmal
>>
>>48207111
All I have in weaponry is energy weapons I, and maybe rocketry. You have your disintegrator guns and 'Mad' energy wepons. I'm pretty much out-teched in military as well.
>Not really complaining just observing, im just in it for the RP anyway, couldn't give a damn if I win or lose
>>
>>48207148
"Altechs borders are not relevant, we care little for the land around us and instead, look to the potential for expansion above us. Take all the land you need, take all you want."
>>
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Rolled 21, 9, 20, 77 = 127 (4d100)

>>48204187
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: 29
Population (+2/turn): 45
Food (+2/turn): 75
Currency (+3/turn): 21
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab I]
+1 [Airport I]
+1 [Port I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
+1 [Harvester {Scavenger} {x1.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry II]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 41
Ore (+4/turn): 83
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. With lab expansion nearly complete, the Hunger are nearly foaming at the mouth at the possibility of even better weapons research.
>5/6
+Engineering II

2. Explosives research continues, focusing on remote detonation and cluster bombs.
>4/6
+Engineering II
+Lab I
+10 Currency

3. The terrifying shock troopers continue their training. The loud kabooms of their ballistic weapons going off causes quakes throughout New Kazan.
>3/5
+Infantry II
+Hunger Bioweaponry II
+Explosives I
+10 Currency

4. The new nuclear power plant continues to be erected.
>2/4
+Engineering II
>>
Rolled 8, 70, 55, 99 = 232 (4d100)

>>48204168
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: 34
Population: 140 (+8/turn)
Food: 166 (+12/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I]
Resources: 13 Ore (+1/turn)
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 expansion through the mountains.
2. Continue training the Tank Drones. 3/4
+Selective Breeding II
+Drone Morphism I
+Enriched Diet II
+Spiracles I
+Sharpened Pincers I
3. Continue breeding the Harvester Drones. 2/4
+Selective Breeding II
+Drone Morphism I
+Sharpened Pincers I
+Scouting I
4. Begin scouting the jungle to the south to see if there is anything of use.
+Scouting I
>>
Rolled 72, 17, 98, 26 = 213 (4d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 94 (+6/turn)
>Food: 176 (+6/turn)(+2 AgII) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 18 +1/turn
>Refined Ores: 0e
>Stone: 19 (+1/turn)
>Wood: 19 (+1/turn)
>Power: 51 (+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. Finish up the farms 3/4

>Engineering II
>Agriculture II

2. Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I

3. Build a new village to our southernmost coast! Now with more electronic conveniences.

>Engineering II
>Efficiency
>Electronics I

4. And another Dockyard to our southern coast too

>Engineering II
>Efficiency
>Electronics I
>>
>>48206288

Kiyahahahaha~! We're on every list! We're on every list! Go team America (but how did we fall behind those fish people with spears in technology!?)!~

>>48207148

https://www.youtube.com/watch?v=gp6wFrpQYog

Being completely honest to herself, the Governess was slightly jealous of all the territory the Brits managed to lay claim to; yet she supposed it was a nice thing to let them have their fill, as it wasn't as though they had any land back home. The daintilly dressed fairy responded with a smile, noting it was slightly odd that the Albionians managed to figure out her little secret; perhaps the scientists said something? Not that it mattered; now she didn't have to hide her wings!

"How about that south-eastern penni- penninsula? The land-thing that's east of us that isn't in your line of development anyway! If we really need any territory you come across on, we'll offer to purchase it or something, but you're free to expand as far east as you think you can handle!

Oh, that reminds me! Some of the scientists say that you don't have any money? How are we gonna buy stuff from you? How does your economy even work!?"
>>
>>48207669
>Fish people
Say what!?
>>
>>48207734

Fish, newts. What's the difference between them? They're both slimy and live in the water?
>>
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>>48207669
"While we are more than happy to say that we have no future plans for the area east of you, do to its distance, we believe it is not us you may have to contend with but the nations east thereof. Nevertheless we can assure you that land will surely not be contested by us.

Are you sure you do not wish any of the lands west of you? The Altech Corporation were strangely similarly not interested.

Currently our endeavours are headed southward along the coast."

"As for our economy, we are a purely military endeavor. And bereft of the Bank of England and the pound, we did not see it fit to create our own scrips or fiat.

Instead, our troops and soldiers are paid in their daily rations, supplies, and luxury items directly for their services as per their hours and days of service.

In between governments, we prefer exchanges of direct resource and technology over actual currency. In such a way we maintain control over our tightly organized economic status quo."

"As for indivdual tourists visiting and making purchases, we'll have separate tourism export shops watched closely by government officials to document the export of any goods or services who will document receipts and accept your currency."

"In confidentiality between our governments, reintroduction of currency to our society at this time adds an. . .unecessary burden. We would have to start paying our troops in money, and then we would have to actually continually back up a growing supply of money with the added hassle of inflation. It's much easier for us to pay in direct rations."
>>
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>>48207810
>Typical level of American education: The Post
>>
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>>48207858

"We're gonna give you a head start; the land west is nice, but like you said, we gotta claim our rightful eastern area before someone else does! We'll decide if we want any from the other direction if and when we completely claim the penninsula, but we'll merely not be unhappy if you manage to claim space to the west.

And, for the money issue! Well... I don't know how to break this your Majesty... but I think we're gonna be here for a very, very long time. The stuff running through Freedomia isn't USD, but an original currency called Clownscript! We originally made it as something to wager for poker games, but the idea took off and now it's being used as real money!

But I totally know what you're talking about when you refer to the troops wanting pay though. Here in America, we believe in defending our country in the name of freedom and liberty, and some of the boys think that's not enough for them! I'm gonna remind them a thing or two about the virtues of volunteering, or they're gonna find themselves replaced by my gals who want to do their jobs for free! Besides, it seems they forgot that they're gonna get payed once they return from the mission...which isn't gonna happen if we get eaten by the wildlife cause' they're too lazy to keep the machine guns ready!"
>>
File: ZgZ1mV5.jpg (1.85 MB, 3000x2500)
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[Altech]
Stunningly, all of Altech's projects complete [AI III] [Automization I (-1 ore/turn +1 refined ore/turn) ] [Communications I]!

[Afairika]
More planes are being built to expand the flight [2/6], and the first of Afairika's bombers roll off the assembly line [-2 ore; Bomber Flight [+1] [Bombard: 1] (1 Food/Currency/Power Turn)]! The Afairikan's start implementing a volunteer-based army; it should take away some of the monetary strains, though training might take a bit longer [1/4]. Leyline Manipulation research progresses slowly [4/10].

[Confederation]
The study completes [Ecosystems III], and the fishing tech completes as well [Fishing I]. The search continues [3/4], and tools progress [2/4].

[Mad Medicine]
>Addendum: Your hovercraft unit should be +1
A search party is sent out to find more creatures [3/4]. Waterproofing technology progresses [2/4], and slime research nearly completes [5/6].

[Odab]
The factory is complete [-1 wood; Factory I], as well as the construction depot [-1 wood; Construction Depot I]. The hunters return, laden with food [+3 food].

[Machina]
Research into heavy armor again progresses [3/6], and automization tech increases [2/6]. Optimization of the power grid continues nicely [3/6], as well as efficiency research [6/8].

[Hunger]
>Your units should have additives, not multipliers!! Your militia get 1d10, and your harvesters have a +.6 modifier. Don't confuse the GM by automatically adding your defensive bonus.
The lab completes [Lab II; -2 ore], though explosive research stalls. The shock troops are almost done training [4/5], though the new power plant opens [+1 power/turn]!

>Rest in next post
>>
>>48208583
[Devil Ant Nest]
Expansion stalls, though the first Tank Drones are ready for battle [Tank Drone {Large}[+1.2](-2 food/ore//turn)]! The harvesters are ready as well; they aren't really useful as combatants though [Harvester Drone {Forager} [+.4](-1 food/ore//turn ]. The scouting mission heads out... and returns with prey. They've managed to knock out some of the black-furred apes that inhabit the island [Resource: captive Menehune: 5].

[New Albion]
New farms are finished [+2 food/turn], though the disintegrator factory stalls. The new village progresses fast [4/6], and a dockyard is in the works [1/6]
>>
Rolled 14, 52, 51, 43, 64 = 224 (5d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 100 (+6/turn)
>Food: 183 (+6/turn)(+2 AgII)(+2 New Farm) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 19 +1/turn
>Refined Ores: 0e
>Stone: 20 (+1/turn)
>Wood: 20 (+1/turn)
>Power: 54 (+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

1-2. More effort is put on the Dockyard 1/6

>Engineering II
>Efficiency
>Electronics I


3-4. As well as the new village 4/6

>Engineering II
>Efficiency
>Electronics I

5. Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I
>>
Rolled 100, 18, 41, 79 = 238 (4d100)

>>48208598
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: 34
Population: 148 (+8/turn)
Food: 178 (+9/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I]
Resources: 14 Ore (-1/turn)
[Captive Menehune: 5]
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. See what we can do with these Menehune. Maybe we can put them to work in the mines or farms?
2. Send the Harvester Drones to the jungle to collect wood and leaves to use as fertilizer in the farms.
3. Continue expansion through the mountains.
4. Expand the mine to collect more ore.
>>
Rolled 48, 95, 29, 51 = 223 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 32 (+2/turn)
Food: 40 (+5/turn) (3)
Currency: 6 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons]
Resources:
Ore 38 (+3/turn)
Power 26 (+2/turn)
Stone 20 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Research Robotics [2/4]
+Forging
+Spending money to boost the action [5 currency] (I took it off already, was at 11 now at 6)
3. Unscuttle the fleet (Build some boats)
+[Sea legs] – What’s a pirate without a ship? Nothing, nothing I tell you nothing!
+[Port] – we have a place to build our vessels, we might as well put it to good use
+Forging – Ships aren’t just made from trees anymore, and metal is the future
4. Build a town in the south point of the island call it Freetown (more people) [5/6]
+Construction Depot
+Factory
>>
Rolled 20, 77, 84, 80 = 261 (4d100)

>>48208583
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 44 (+4/turn)
Food: 38 (+3/turn)
Currency: 19 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I]
Resources: Student Xenobiologist, Etsai herd, Power: 10 (+1/turn), Wood: 20 (+2/turn), Stone: 20 (+2/turn)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Search for tradable goods continues [3/4]
+ [Foraging II] [Hunting II] [Navigation I] [Scouting I] [Water-born ecosystems I]
>Currency income
2) Better tools for builders - they will soon be handy [2/4]
3) With the gifted youth no longer serving in the military, it's time to use them as apprientices for the wise sages and wizards
>Basically - trained scientific personel, pretty please this time
4) We now can finally return to the improvement of navigation techniques [1/6]
+ [Navigation I] [Scouting I] [Sailing I] [Shipbuilding I] [Water-born ecosystems II]

Food production increased by 1 due to no longer having Sacred Band Army
>>
>>48208741
Scratch that 5th, forgot this isn't Selenra's game
>>
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>>48208583

>>Refunding all the resources spent on units that apparently weren't needed/actually spent!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 60 (+4/turn)
Food: 106 (+6/turn)
Currency: 13 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Flight {AIR} [Str. 1.2] (1 Food/Currency/Power Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Currency/Power Turn)
>Resources:
Power: 30 (+0/turn) Ore: 30 (+1/turn) Wood: 22 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory:
28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
Rolled 99, 28, 22, 76 = 225 (4d100)

>>48209149

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[Trained Engineers]

"The current flight will form the core of the squadron. Have your best air guys train and lead these newer people so they don't crash our new planes!" (Expanding Fighter Flight 2/6)

2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Engineering II]
+[Electronics I]
+[Leylines]

"So far, so good, but our planes are eating all of our current power reserves, so there's hardly any left for the town to use! Luckily, I think if we work to make the engines... better, we can achive planes that are entierly powered by background energy! So, get to work everybody!" (Researching Ley-Powered Engines II)

3.
+[Infantry II]
+[Barracks I]

"We're just weak, frail little fairies, and we try our best to give you all the money to do that big, hard job of yours, but we're so WEAK that we have our limits. If you don't protect us, those BIG, SCARY monsters and evil mutants are gonna CONSUME us!

(And you're not going home to get your actual paycheck from NASA, cause we're the only ones with magic.)" (Volunteer Military 1/4)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Hey, all this research is hard, okay? At least we aren't asking you to PAY us for this!" (Leyline Manipulation IV 4/10!)
>>
Rolled 90, 42, 3, 88 = 223 (4d100)

>>48208583
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 59(+2/turn)
Food: 113 (+4/turn)
Currency:38 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (6/8)
Power grid Optimization I (3/6)
[Machinian heavy armor I](3/6)
[Automization I, -1 ore/turn, +1 refined ore/turn](2/6)
Resources: Power: 12 (+4/turn)(-3/turn),
Ore: 64 (+3/turn)(-1/turn)
Stone: 25 (+2/turn)
Refined Ore 12 (+1/ turn)
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.Armor is coming along quickly now. We're half way done, finish it!(3/6)
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2. We need more refined metals, that means better automization techniques. Keep at it.(2/6)
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3. The power grid optimization is coming along. Keep working at it.
+Industry Center
+Efficiency II
+Engineering II

4.We are incredibly close to a break through in efficiency techniques. Keep working at it. (6/8)
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
+Automization I
>>
>>48209323
optimization is (3/6)
>>
I missed the turn, so I'll be rolling double. What about my question toward powerplant construction from here: >>48196681

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 34 (+2/turn)
Food: 61 (+4/turn)
Currency: 23 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 46 (+4/turn) Wood: 27 (+2 turn), Stone: 13 (+1/turn), Ore: 24 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]
>>
Rolled 35, 10, 55, 22, 4, 14 = 140 (6d100)

>>48209396
1. What do you mean by "stalls"? Clearly that's just a minor inconvenience, keep working on that powerplant [1/6]
Lab I, Engineering I, Energy Production I, Biofuel I
2. No, no. Beans go there. You can't just set up a stand with whatever you have, this must be kept in orderly fashion. This is not some village fair, this is a military-grade Farm Market Area [2/4]
Tactics I, Surplus Store I
3. The energy supply is steady and fuel reserve is managable with destilation. The Old Man wants to handle limited amount of fuel to the farmers, so we can have Mechanised Agriculture again and increase yield of farms. It clearly takes too much effort to build new ones
Surplus Store I, Biofuel I
4. Energy supply is already secured and still expanding, so there is nothing stopping guys from Support to organise real Workshop now instead of improvising everything in some random tent.
Lab I, Infantry II, Mobile II, Engineering I, Forging I, Energy Production I, Biofuel I, Aiming I
5. Just like the last time. Starting from north-most point of control, right from the coast, secure all land clockwise from there, creating an arc protecting northern borders
Mobile II, Engineering I, Tactics I
6. Let the Engineers measure where the first team will finish their border operation and start from below that point. It should be somewhere on the eastern perimeter. Secure all land clockwise from there, creating an arc protecting eastern and south-easter border. The southern perimeter will have to wait for future notice.
Mobile II, Engineering I, Tactics I

About border shuffle - again, the same drill as the last time. A one hex thick expansion of my borders. If I'm right, that should be 10 hexes in total, 5 for each action, so entire N, E and SE border should be covered in hexes. Unless we are counting that tiny piece of land in the north (small strip of shore) as land hex, then things get a bit complicated
>>
>>48209435
Oh Jesus, this is just horrible...
>>
Bump it!
>>
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[New Albion]
The dockyard progresses [3/6], and the village is completed [+2 pop]!

[Devil Ant Nests]
It turns out that the Menehune are ~very~ good farmers... and troublemakers [Agriculture III (+1 food/turn); Espionage I]. With the excitement the Menehune slaves bring, the harvester drones are not sent out, though expansion does start [1/2]. The mine system is expanded [3/4].

[Odab]
The pirates begin to build tanks [2/4], and robotics research completes [Robotics I]! Oddly, boats are a bit slower to start [1/4], and Freetown is completed [Freetown; +2 pop/turn]!

[Confederation]
Tradeable goods are found- shiny shells [+2 currency/turn]! Better tools are had, increasing construction capacity [Construction I], and scientific personnel are undergoing training [3/4]. Finally, navigational techniques are being researched again [4/6].

[Afairika]
The flight is expanded [+.4, [Training I] ], and better ley-powered engines are in the making [1/6]. No progress on getting people to volunteer, though manipulation research progresses nicely [7/10].

[Machina]
Better armor is done [Heavy Armor II]! Better automization techniques are crawling along [3/6], and the power grid shorts out [-2 progress]. However, the breakthrough occurs [Efficiently III].

[Free Army]
>yes, tier 2 is /6
The powerplant crawls along [2/6], the farm market stalls, and the mechanized agriculture starts [1/6]. No progress on the workshop or expansion, though.
>>
>>48211551
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 61(+2/turn)
Food: 117 (+4/turn)
Currency:41 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization I (1/6)
[Machinian heavy armor II]
[Automization I, -1 ore/turn, +1 refined ore/turn](3/6)
Resources: Power: 13 (+4/turn)(-3/turn),
Ore: 66 (+3/turn)(-1/turn)
Stone: 27 (+2/turn)
Refined Ore 13 (+1/ turn)
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.


stat post
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 108 (+8/turn)
>Food: 190 (+6/turn)(+2 AgII)(+2 New Farm) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 20 +1/turn
>Refined Ores: 0e
>Stone: 21 (+1/turn)
>Wood: 21 (+1/turn)
>Power: 57 (+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
>>
Rolled 48, 32, 74, 20 = 174 (4d100)

>>48211551
>>48211751
1.Despite delays and mishaps with the power grid recently, research into further optimizing the power grid continues!. (1/6)
+Industry Center
+Efficiency III
+Engineering II

2. Continue to refine and improve our automization processes so our metal refining can keep pace with demand.
+Industry Center
+Machinian Constructs II
+Efficiency III
+Engineering II

3.New, sharper an heavier drills are needed for our work. Begin researching them.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

4.Our clockwork men are woefully and criminally outdated. They need to be upgraded and retrofitted to be in line with new mandates and regulations. Can't keep our people safe with old machines. Also if the forge has time making more would be great. Authorize some overtime to make sure this gets done.
+Industry Center
=Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization I (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II
+20 currency
>>
>>48211776
(3/6) on automization
>>
Rolled 57, 27, 32, 89 = 205 (4d100)

>>48211551
>>48211751
1. Design a new type of military cargo ship that can be readily constructed to aid in the transport of heavy goods, equipment, and such over waters as well as smaller craft to ferry them onto land in the absence of a dock.

Not only will these help in expansion alongside waters, but they will assist in impromptu dock construction as well.

Develop Heavy Engineering Ship blueprints
>Engineering II
>Shipbuilding I
>Forging I

2. Continue construction of the dockyard 3/6
>Engineering II
>Efficiency
>Electronics I

3.
Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I

4. With our new village to the south, EXPAND southwestward along the coast. This may be desert terrain, yet there should be plenty of fish alongside the waters.
>>
>>48211801
Programming I

For the disintegrator factory action
>>
Rolled 7, 70, 84, 67 = 228 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 36 (+4/turn)
Food: 43 (+5/turn) (3)
Currency: 6 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics]
Resources:
Ore 38 (+3/turn)
Power 26 (+2/turn)
Stone 20 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks (Land ships) [2/4]
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Build a automated Fabricator to assist in the creation of badly needed products
+Robotics
+Factory
+Construction depot
3. Unscuttle the fleet (Build some boats) [1/4]
+[Sea legs] – What’s a pirate without a ship? Nothing, nothing I tell you nothing!
+[Port] – we have a place to build our vessels, we might as well put it to good use
+Forging – Ships aren’t just made from trees anymore, and metal is the future
4. Build a pasture to keep grazing animals and get more food
+Construction Depot
+Factory
+Student Xenobiologist
>>
Rolled 50, 70, 19, 20 = 159 (4d100)

>>48211551
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 48 (+4/turn)
Food: 41 (+3/turn)
Currency: 23 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I]
Resources: Student Xenobiologist, Etsai Herd, Power: 11 (+1/t), Wood: 22 (+2/t), Stone: 22 (+2/t), Shiny Shells (+2 currency/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) What a waste this could be - such bright minds were almost used for warfare [Trained scientific personel 3/4]
2) We now can finally return to the improvement of navigation techniques [4/6]
+ [Navigation I] [Scouting I] [Sailing I] [Shipbuilding I] [Water-born ecosystems II]
3) Send out hunting parties, securing more food!
+ [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Warspears II]
4) Sages complain how hard it is to contact spirits in crowded villages. They need an isolated, quiet place to better channel with the outer world and meditate in peace
>Lab stand-in
>>
Rolled 59, 19, 55, 32 = 165 (4d100)

>>48211551
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: 34
Population: 156 (+8/turn)
Food: 188 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-1/turn)
[Captive Menehune: 5]
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 the Harvester Drones out to collect wood and leaves as fertilizer for the mushrooms.
+ [Foraging I]
2. Expansion continues 1/2
3. Mine system expansion continues 3/4
4. Begin breeding a new form of drone. Small and fast with wings to fly with. It shall be the spies and scouts of the swarm.
+Drone Morphism I
+Selective Breeding II
+Poison I
+Scouting I
+Espionage I
+Flight I
>>
>>48211551
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 40 +(2/turn)
Food: 50 (+2/turn)
Currency: 55 (+2/turn)
Resources: Power: 54 (+3/turn) Ore: 52 (+2/turn) Refined Ore: 3 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Atomisation]
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&2) At Last our AI research and atomisation are complete, now we can refocus our full efforts at getting our satellites ready, first we need to give them a way to observe the earth below them
3&4) Secondly our satellites need something that makes them useful, a network that allows all citizens within range to communicate. Some of the older citizens here remember something similar on earth known as the internet [1/4]
5&6) While I had hoped to avoid needing it, it seems we are going to need something extra, something to help us defend ourselves or our allies when the time becomes necessary, it is to this end that we are researching Orbital Bombardment
>>
Rolled 100, 34, 59, 11, 43, 17 = 264 (6d100)

>>48212150
Forgot dice
>>
>>48208583
>>48211551
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 72 (+4/turn)
Food: 85 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 19+2 (+2/turn) Stone: 13+2 (+1/turn) Wood: 10+2 (+1/turn), Ore: 18+2 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I], [DNA manipulation I], [Water-born ecosystems 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.
>>
Rolled 90, 15, 42, 43, 79, 45, 44, 93 = 451 (8d100)

>>48212333
Our expeditions is tracking down new creatures has found something? Prepare the labs, we need to be ready for when they return.

1 Search our surroundings for more native life [3/4]
-Techs: [Domestication I]
-Units: 1 Militia, 1 Mad Speed Hovercraft [+1], 1 Professional Xenobiologist
2 Research waterproofing for all our technology [2/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
3 We need to continue studying our slime population to better understand the change [Slime Research I ---> II][5/6]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs II]
-Eccentricities: [Determined][Completely Mad]
4-5 We'll improve our Genetic Engineering with the knowledge we possess of the Confederation's DNA manipulation technology [Genetic Engineering I ---> II]
-Techs: [Medicine II] [Genetic Engineering I][DNA manipulation I]
-Buildings: [Labs II]
-Eccentricities: [Determined]
6-8 We need to boost our power production capabilities by upgrading our power plant [Powerplant II ---> III]
-Techs: [Engineering II]
>>
Rolled 38, 51, 84 = 173 (3d100)

>>48211551
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 36 (+2/turn)
Food: 65 (+4/turn)
Currency: 27 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 50 (+4/turn) Wood: 29 (+2 turn), Stone: 14 (+1/turn), Ore: 26 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Yes, you need a permit from the Quartermaster. You can't just open your stand on your own. No, he's not here. The Quartermaster is in his office... god, this entire Farm Market Area sucks on guard duty! [2/4]
Tactics I, Surplus Store I
2. Just like the last time. Starting from north-most point of control, right from the coast, secure all land clockwise from there, creating an arc protecting northern perimeter
Mobile II, Engineering I, Tactics I +6 Currency
3. Energy supply is already secured and still expanding, so there is nothing stopping guys from Support to organise real Workshop now instead of improvising everything in some random tent.
Lab I, Infantry II, Mobile II, Engineering I, Forging I, Energy Production I, Biofuel I, Aiming I

For now, halting Powerplant II [2/6], Mechanised Agriculture [1/6] and further expansion
>>
>>48212685
Question about the map.
The olive hexes are corresponding to... hills? Mountains? Thick forest? Not that important, but would be useful for fluffing things out.

And yeah, the old drill remains - I want a single hex thick expansion over an arc, like the first time.
>>
Bumping
>>
Bump
>>
File: Hunger2.jpg (122 KB, 900x1058)
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Rolled 38, 25, 67, 91, 7, 62, 2, 63 = 355 (8d100)

>>48208583
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: 29
Population (+2/turn): 49
Food (+2/turn): 79
Currency (+3/turn): 7
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry II]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+3/turn): 43
Ore (+4/turn): 91
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

>My bad, thought unit power operated the same as they do in Primal, fixed it

1. Shock Troopers complete their training. Blowing up shit and spreading the XR-15 virus, hell yeah!
>4/5
+Infantry II
+Hunger Bioweaponry II
+Explosives I

2-3 Explosive research on remote detonation and cluster bombs continues...slowly.
>4/6
+Engineering II
+Lab II

4-5 Stealth technology begins to be researched, with synthetic camouflage and stealth aircraft given maximum priority.
+Engineering II
+Lab II

6-7. Expansion southwestwards from the farthest west hex of the Hunger's territory begins.

8. A large underground missile silo begins to be constructed.
+Engineering II
>>
File: i-want-you-army-poster.jpg (614 KB, 1920x1274)
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>>48211551

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 64 (+4/turn)
Food: 112 (+6/turn)
Currency: 14 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Currency/Power Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Currency/Power Turn)
>Resources:
Power: 30 (+0/turn) Ore: 31 (+1/turn) Wood: 23 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I] [Training I]
>Territory:
28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
File: bg_09_industry.jpg (165 KB, 1280x960)
165 KB
165 KB JPG
Rolled 18, 31, 26, 59 = 134 (4d100)

>>48215866

https://www.youtube.com/watch?v=wDQUB4MFvm8

1.
+Factory I
+[Forging I]
+[Electronics I]
+[Trained Engineers]

"If we ever wanna go past biplanes and log cabins, we're gonna need better knowledge on how building works. Didn't one of you guys have a PHD in engineering?" (Researching Engineering III!)

2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Engineering II]
+[Electronics I]
+[Leylines]

"And as a side effect, this should give our planes unlimited range; in other words, they can fly for as long as the pilot can handle!" (Researching Ley-Powered Engines II 1/6)

3.
+[Infantry II]
+[Barracks I]

"You're not doing it for free! We're still going to be giving you food to do your jobs, as long as you stop hoarding it! What do you think I am, a dummy? Well you're the dummy, dummy!" (Volunteer Military 1/4)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"We're getting there. Come back in a couple days." (Leyline Manipulation IV 7/10!)
>>
Bump
>>
bump
>>
Bump
>>
File: QZo3zpV.jpg (1020 KB, 3000x2500)
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[Machina]
Further optimization continues [3/6], and though automization slows [3/6], the Machinian workforce starts making their mining drills bigger and sharper [3/4]. Only slight progress on the improved clockwork men, though [1/6].

[New Albion]
While heavy ships are being researched [1/5], the dockyard and factory both progress slightly [4/6; 2/4]. New Albion expands southwest [+6 hex]!

[Odab]
No progress is made on the tanks, though construction of a small fabricator progresses nicely [2/4]. Boats finish [Player-named boats [+.2 (-1 currency/turn)], and land is cleared for a pasture [2/4].

[Confederation]
The scientists finish their training [Science I], and navigation techniques improve [Navigation II]. A hunting party just barely sets out [1/4], though a suitable place isn't found for the sages.

[Devil Ant Nests]
Harvester drones are sent out [2/4], and though expansion halts, the mines are expanded [+1 ore/turn]. The swarm selects its smallest fliers, and begins the breeding process [1/6].

[Altech]
Monitoring systems are made, even better than expected [-3 ore, Monitoring systems II]! Progress on the internet [3/4] is had, and the research into bombardment commences. It'll be hard, considering the work the corporation will need to put into it, but worth it [1/6].
>>
File: Loli is a shit fetish .jpg (47 KB, 1280x720)
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[Mad Medicine]
More native life is found... a small herd of the White Elephants that have been plaguing the colony of New Albion [Captive White Elephants]. Waterproofing technology hits a snag, but slime research finishes [Slime Research II]! Using the tech gained from the Confederation, further genetic engineering is much easier [Genetic Engineering II]! The powerplant starts improvements [3/8].

[Free Army]
Construction of the marketplace is almost done [3/4]. The territory commanded by the Free Army expands [+5 hex; Fourth die!], and construction of a real workshop finally begins [3/4].

[Hunger]
Shock troopers are completed [Player-named army [+.8][Bombard:1](-1 food/currency//turn]! Further explosive tech is done [Explosives II], and espionage technology is almost had [3/4]. Expansion starts [1/2], as well as construction of the missile silo, out of stone or ore, to make it withstand the weight of underground [2/4].

[Afairika]
Further engineering research begins [1/7], and research into more efficient engines progresses [3/6]. The people are still uneasy about volunteering for the military [2/4], though leyline research is nearly done [9/10](Almost reached tech cap!).
>>
Rolled 31, 65, 7 = 103 (3d100)

>>48220035
[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: 14
Population: 42 +(2/turn)
Food: 52 (+2/turn)
Currency: 57 (+2/turn)
Resources: Power: 57 (+3/turn) Ore: 51 (+2/turn) Refined Ore: 4 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Atomisation] [Monitoring Systems II]
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 communications network known as the 'internet' will be useful in many ways, it will bolster culture, trade and relationships between the nations of Nibiru (Complete research on [Internet] [3/4]
>Expert Programmer
>Amateur Programmer
>Amateur Programmer
>[Communications]
>[Electronics]
2&3) As distasteful as it is, it will be a essential bargaining chip against some of the more aggressive nations, and, in a worse case scenario, a valuable weapon in a war. (Complete research of orbital bombardment [1/6]
>>
HOLY SHIT I CAN POST!
>>
>>48220245

https://www.youtube.com/watch?v=RaxVwD-HvNU
>>
>>48220042

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 68 (+4/turn)
Food: 118 (+6/turn)
Currency: 15 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Currency/Power Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Currency/Power Turn)
>Resources:
Power: 30 (+0/turn) Ore: 32 (+1/turn) Wood: 24 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I] [Training I]
>Territory:
28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
File: gridbkwh.gif (46 KB, 288x287)
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Rolled 69, 30, 36, 36 = 171 (4d100)

>>48220432

https://www.youtube.com/watch?v=Q-DjJdqp5EI

1.
+Factory I
+[Forging I]
+[Electronics I]
+[Trained Engineers]

"Progress on the engineering, Colonel? I don't really know what you're talking about, but hopefully it's sufficiently engineerish." (Engineering III 1/7)

2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Engineering II]
+[Electronics I]
+[Leylines]

"It's gonna be really, really nice when we complete these engines; in fact, once we get back home, we can apply them to anything! Well, anything that runs on an early 20th century aircraft engine!" (Ley-Powered Engines II 3/6)

3.
+[Infantry II]
+[Training I]
+[Barracks I]

"Come on! If you volunteer, you'll make the Governess really, really happy! Don't you like it when I smile!?" (Volunteer Military 2/4)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Kiyahahaha~! You're gonna love the news I'm about to give you!" (Leyline Manipulation IV 9/10!)
>>
File: DeadMeat.jpg (17 KB, 236x368)
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Rolled 73, 65, 32, 58 = 228 (4d100)

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: 29
Population (+2/turn): 51
Food (+2/turn): 80
Currency (+3/turn): 9
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Death Battalion {Shock Troopers} (+.8])(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+3/turn): 44
Ore (+4/turn): 95
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Espionage technology focusing on synthetic technology and stealth aircraft is completed.
>3/4
+Lab II

2. Expansion southwest of the Hunger territory's farthest western point is also completed.
>1/2

3. The underground missile silo undergoes final installations.
>2/4
+Engineering II
+Explosives II
+Plague Missiles I

4. A barracks once again begins to be constructed.
+Engineering II
>>
bumpan
>>
before bed bump
>>
File: Right there.jpg (221 KB, 939x621)
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Rolled 23, 32, 86, 48 = 189 (4d100)

>>48220035
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 52 (+4/turn)
Food: 44 (+3/turn)
Currency: 27 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I]
Resources: Student Xenobiologist, Etsai Herd, Power: 12 (+1/t), Wood: 24 (+2/t), Stone: 24 (+2/t), Shiny Shells (+2 currency/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Send out hunting parties, securing more food! [1/4]
+ [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Warspears II]
2) Sages complain how hard it is to contact spirits in crowded villages. They need an isolated, quiet place to better channel with the outer world and meditate in peace
+ [Construction I] [Science I]
>Lab stand-in
3) With better tools and better navigation, it shouldn't be hard to project better ships [Shipbuilding II]
+ [Navigation II] [Scouting I] [Sailing I] [Shipbuilding I] [Fishing] [Construction I] [Science I]
4) Time to secure the foothold controling the strait and build a town there
+ [Hydrocentric] [Construction I] [Science I]
>Water hex for better defense. If I'm right, we can build outposts and towns. If there is any bigger structure than town - I want to build that instead
>>
File: MadSwitch.png (204 KB, 235x351)
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Rolled 40, 33, 31, 95 = 199 (4d100)

>>48220035
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 76 (+4/turn)
Food: 89 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 21-11 (+3/turn) Stone: 15-5 (+1/turn) Wood: 12-2 (+1/turn), Ore: 20-10 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems 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.

Elephants? That's unexpected, but very well, we'll find some use for them eventually. For now, finish all current projects, I want a clean slate to work from. Complete the waterproofing and finish the powerplant!

1 Research waterproofing for all our technology [2/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
2-3 We need to boost our power production capabilities by upgrading our power plant [Powerplant II ---> III][3/8]
-Techs: [Engineering II]
Resources: 13 (11 Ore, 3 wood, 6 stone, 13 power)
>>
>>48222435
Ooops, that's supposed to be 2-4 on the powerplant.
>>
Rolled 77, 87, 19, 45 = 228 (4d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 116 (+8/turn)
>Food: 197 (+6/turn)(+2 AgII)(+2 New Farm) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 21 +1/turn
>Refined Ores: 0
>Stone: 22 (+1/turn)
>Wood: 22 (+1/turn)
>Power: 60 (+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

Dockyard 4/6
Disintegrator Factory 2/4
Heavy Ship 1/5

1. Continue the construction of the Dockyard!
META: OP please remember to change the position of the new town to the territory just above the sea to the south of me. Thanks!

>Engineering II
>Efficiency
>Electronics I

2. The new Heavy Ship design is underway 1/5

>Engineering II
>Shipbuilding I
>Forging I

3. Keep working on the Disintegrator Factory 2/4

>Engineering II
>Efficiency
>Electronics I

4. Expand south once more!
>>
File: T_alberto_barbosa.png (90 KB, 265x258)
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Bampeiro
>>
Bump
>>
>>48220035
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 40 (+4/turn)
Food: 46 (+5/turn) (3)
Currency: 6 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia) 1st Flotilla (fleet)[+.2 -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics] [Shipbuilding]
Resources:
Ore 41 (+3/turn)
Power 28 (+2/turn)
Stone 22 (+2/turn)
Wood 5 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks (Land ships) [2/4]
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Build a automated Fabricator to assist in the creation of badly needed products [2/4]
+Robotics
+Factory
+Construction depot
3. Create some Research Labs for our resident biologist
+Construction Depot
+Robotics
+Factory
+Student Xenobiologist
4. Build a pasture to keep grazing animals and get more food [2/4]
+Construction Depot
+Factory
+Student Xenobiologist
>>
Rolled 22, 76, 53, 82 = 233 (4d100)

>>48224205
rolls
>>
Rolled 46, 60, 62, 96 = 264 (4d100)

>>48220035
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: 34
Population: 164 (+8/turn)
Food: 198 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-1/turn)
[Captive Menehune: 5]
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. Harvester Drones are out to collect wood and leaves as fertilizer for the mushrooms. 2/4
+ [Foraging I]
2&3. Expansion continues 1/2
4. Continue the Scout Drone breeeding process.
+Drone Morphism I
+Selective Breeding II
+Poison I
+Scouting I
+Espionage I
+Flight I
>>
>>48224731
sorry, scout drones at 1/6 progress
>>
>>48224731
Just a quick question what is your total food income and expense?

Is that a net gain of +10 or a base gain? Noticing you've got 6 military units and the tank eats 2 food a turn.
>>
>>48225115
15 food income, 5 being used. One of my farms gave 3 food instead of one.
>>
Just wondering, does this have room for one more dude?
>>
>>48225143
3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn)
How does this amount to 5 food a turn? Just wondering,
does the harvester drone supply food or eat food?
>>
>>48225232
It uses 5 food a turn, which is what I said if you could read.
>>
>>48225232
>{Forager}
What does it do? Gameplay terms, please
>>
>>48225232
As far as I can tell the basic drones are militia, and militia have no upkeep.
>>
>>48225483
Not according to wheelie

14:15 Bazrael1 Wheelie do randomperson's 3 drones count as 3 individual military units?
14:17 Bazrael1 Anyway Wheelie am I correct in presuming 3 Ant units would have 3 food consumption?
14:17 wheelie yes

Militia does cost food a turn, if it doesn't I'm going to retroactively audit the food I had been paying my milita since turn one.
>>
>>48225720
Militia don't cost food, or else I would have put an upkeep cost with them in the first place.
>>
>>48225290
Let's break it down then.

>3 Basic Soldier Drones
-3 food per turn
>1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
-2 food per turn
(Why is this 2 and not 1?)

>1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
>1 [Harvester Drone {Forager} [+.4](-1 food//turn)
What do you mean by '-' food?
Does the tank and the forager drone provide food or does it eat food?
that could either mean +3 or -3

---
Presuming you mean (-) they provide food that would be
-3 food 3 basic soldier drones
-2? food from 1 warrior drone
+2 food from 1 tank drone
+1 food from 1 harvester drone

For a total of -2 food per turn.

--
Presuming you mean (-) they also count as food expense, that would be.
-3 food 3 basic soldier drones
-2? food from 1 warrior drone
-2 food from 1 tank drone
-1 food from 1 harvester drone

for a total of -7 per turn
>>
>>48225758
See >>48225756
And stop talking out of your ass Baz
>>
>>48225756
Okay then.

I had been paying the -1 food per turn for my militia, it has been exactly 33 turns since the start of the game.

I would like to auditing this back in retroactively.

Sorry if I'm getting pedantic but after that huge affair with the anon's last thread now I'm in the mood for the stat inquisiton.
>>
>>48225775
Hey, I'm just going by what I see on the IRC.

I'm fully willing to recant where I'm wrong. But I won't tolerate a double standard
>>
File: 9096726.jpg (26 KB, 400x462)
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>>48225720
>New Albion still can't into Math
>>
Militias DO NOT COST FOOD, FAGGOTS.
>>
Recalculated food w/o the expense of militia.

New albions food as of this turn stands at 220
http://pastebin.com/k8cttUZu
>>
File: 14074938781453.jpg (10 KB, 200x274)
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>>48226059
Will this horror ever end?
>>
>>48226229
I actually would have lost food had I not been prompted to audit. So kudos,
>>
File: ash lake.jpg (194 KB, 1920x1080)
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Nation Name: The Dragon's Path
Nation Race(s): Assorted, cursed men; all warriors.
Color: A dark gray or brown.
Fluff: Dear Journal,
Our journeys have started to look positive, for once. The massive, dead tree we had discovered had what appeared to be a cave hollowed into it. We entered, and descended for what seemed to be an eternity, deep below the earth. Days were spent in there; lost a good number of men to the beasts that lurked within this arboreal husk. When we finally got out, it looked like we had stumbled onto an entirely different world; the world above us had seemingly disappeared in clouds and mist, and in all directions the horizon was naught but black water and colossal trees much like the one we descended. The only dry spot seemed to be a long, winding path of sand.
The silence was near unbearable. Contrary to the world outside, this place seemed dead and alone; a grave of things that were never meant to die. Minutes drew on into hours, and hours drew on into days; eventually, we reached the end: one tree, with the sandy trail weaving underneath its roots. That is where our lives changed. There, inside, was a beast none of us had seen before; 'twas a massive, gray-scaled dragon! It did not move, did not breathe, did not even blink as we shouted in surprise, yet something in it told all of us that it was alive. I don't know what it was, but all of us felt it; this thing was more ancient than anything else in these lands, and it was powerful and enduring, and most of all, that we could achieve such a state.
https://youtu.be/enkEiD8PC5o

Settlements: The Ashen Lake
Territory: 7
Population (+growth/turn): ?
Food (+growth/turn): ?
Currency: ?
Structures: The Dragon's Tree, Lumberyard L2, Farm L2, 2 Mines L2
Defenses: ?
Military: ?
Tech: Foraging, Infantry L2, Shipbuilding L2, Irrigation L2, Weaponsmithing L2, Medical Care L2, Trapping, Archaeology L2
Resources: Prof. Xenobiologists, 10 Oil Barrels, 30 Food, 60 Moneys
Eccentricities: ?
>>
>>48226248
A friendly advice to solve all your problems:
https://www.youtube.com/watch?v=vC0uvUuXVh8
>>
>>48226422
you meant this
https://www.youtube.com/watch?v=B-Wd-Q3F8KM
>>
Rolled 87, 42, 4, 32 = 165 (4d100)

There is a mistake with the map - I've gained 5 hexes, map gave me 6. I will soon expand in that direction anyway, but before that happens it's an error.

>>48220042
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 22
Pop: 38 (+2/turn)
Food: 69 (+4/turn)
Currency: 25 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 54 (+4/turn) Wood: 31 (+2 turn), Stone: 15 (+1/turn), Ore: 28 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Get your fresh carrots in here! Fresh carrots! The best in entire Farm Market Area! [3/4]
Tactics I, Surplus Store I
2. Put the wrenches out there. The spare parts are here. An anvil? From where did you get that? It's a military Workshop, not a rural smithy, but we will take that anyway, sure [3/4]
Lab I, Infantry II, Mobile II, Engineering I, Forging I, Energy Production I, Biofuel I, Aiming I
3. Starting where the last patrol left, secure all land clockwise from there, creating an arc protecting eastern and south-easter border. The southern perimeter will have to wait for future notice.
Mobile II, Engineering I, Tactics I
4. Get your fuel ration in here! No ma'm, only those with authorisation and license farmers can get their biofuel. It's just the first step for Mechanised Agriculture, gas for civilian use will be delivered in the future [1/6]
Surplus Store I, Biofuel I

Just to remind - one hex thick arc of expansion

For now, halting Powerplant II [2/6]
>>
>>48226695
I've forgot about nick.
And I guess the dice really, REALLY hates me
>>
>>48226695
>Soon
(TM)
>>
Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 8{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions---
1.2: {{REPAIRS: WEAPON SYSTEMS}}
3.4: {{REPAIRS: POWER SYSTEMS}}
5.6: {{MANUFACTURE: SCOUTING DRONES}}
7.8: {{REPAIRS: DRIVE SYSTEMS}}
9.10: {{RESEARCH: PHYSICS II}}
11.12: {{SURVEY: POWER FUELS}}
13.14. {{RESEARCH: LONG RANGE BALLISTICS}} [Integrate Physics I]
15. {{SURVEY: ORE}}
>>
Rolled 76, 33, 32, 69, 6, 3, 76, 52, 71, 19, 42, 29, 47, 97, 3 = 655 (15d100)

Dice
>>
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>>48227042
>5.6: {{MANUFACTURE: SCOUTING DRONES}}
As scary as pic related?
>>
[Altech]
Internet research completes [Internet I], and bombardment research progresses [3/6].

[Afairika]
Engineering research progresses nicely [4/7], as well as more sufficient engines [4/6]. The new army institution is nearly done [3/4], and manipulation research finishes [Leyline Manipulation IV]!

[Hunger]
Espionage planes are completed [Hunger Stealth Aircraft I], and expansion is had [+6 hex]. Finally, the underground silo is nearly complete [3/4], and construction of a barracks starts [2/4].

[Confederation]
The party is still hunting [2/4], and a spot for the sage clearing is found [1/4]. Better ships are being built [3/8], and the Confederation begins building a new city [2/10]!

[Mad Medicine]
Waterproofing is nearly done [3/4], and upgrades for the power plant complete [+1 power/turn]!.

[New Albion]
The better dockyard is made [Dockyard II], and the new ship designs are almost done [4/5]. No progress on the factory, though expansion starts [1/2].

[Odab]
Research into tanks progresses [3/4], and the fabricator completes [Fabricator I; -2 stone]. A research lab starts to go up [2/4], and the pasture is completed [Pasture I; +2 food/turn].

[Devil Ants]
The harvester drones come back, with some wood [+2 wood], and expansion completes [+6 hex]. The breeding process makes great strides [4/6].

[Free Army]
With the market [Market I (+2 currency/turn); -2 wood] and the workshop [Workshop I; -2 stone] finally completed, progress halts on expansion, and mechanized agriculture slows to a crawl [2/6].

[Garm]
Weapons systems are nearly online [3/4], and power systems progress [2/4]. No progress on the drones, though repairs progress [2/6] and greater physics research begins [1/6]. A survey taking into account nearby oil deposits begins [1/4], ballistics are researched [3/4], and no ore is found.
>>
File: Nibiru.png (1.77 MB, 3000x2500)
1.77 MB
1.77 MB PNG
>>48227500

[Dragon's Path]
Pop: 10 (+2/turn)
Food: 30 (+3/turn)
Currency: 60 (+3/turn)
Defenses (Ashen Lake): 1
Military: 2 (Player-named Militia)(NO UPKEEP)
Resources: Professional Xenobiologist, Wood: 2 (+2/turn) Ore: 2 (+2/turn), Power: 10
Eccentricities:
[Professional Fighters]: The men of the Dragon's Path are fighters, through and through, and their services don't come cheap. Monetary upkeep costs are higher than normal, though the units are tougher.
[Below]: Tunnels crisscross the deep underground of Nibiru, though some are hard to find. Expansion for the men of the Dragon's Path is harder, but as they are below ground, they've learned a thing or two about being silent and sneaky.
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 124 (+8/turn)
>Food: 228 (+6/turn)(+2 AgII)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 22 +1/turn
>Refined Ores: 0
>Stone: 23 (+1/turn)
>Wood: 23 (+1/turn)
>Power: 63 (+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

Disintegrator Factory 2/4
Heavy Ship 4/5
New Expansion 1/2
>>
Rolled 91, 14, 67 = 172 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 8{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

---Actions--
1. {{MANUFACTURE: SCOUTING DRONES}}
2. {{REPAIRS: WEAPON SYSTEMS}} [**DISSOLUTION BATTERIES NEARLY ONLINE]]
3. {REPAIRS: POWER SYSTEMS}} [**TRANSLATION ENGINE POWERING TO 100%**]
>>
Rolled 6, 8, 67, 22 = 103 (4d100)

>>48227500
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 56 (+4/turn)
Food: 47 (+3/turn)
Currency: 31 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I]
Resources: Student Xenobiologist, Etsai Herd, Power: 13 (+1/t), Wood: 26 (+2/t), Stone: 26 (+2/t), Shiny Shells (+2 currency/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Send out hunting parties, securing more food! [2/4]
+ [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Warspears II]
>Just to make it clear - I want that as continous supply of +n food
2) Clear the clearing for sages! [1/4]
+ [Construction I] [Science I]
>Lab stand-in
3) Yes, soon a superior wa'a design will be reached [Shipbuilding II] [3/8]
+ [Navigation II] [Scouting I] [Sailing I] [Shipbuilding I] [Fishing] [Construction I] [Science I]
4) Time to secure the foothold controling the strait and build a CITY there [2/10]
+ [Hydrocentric] [Construction I] [Science I]
>Water hex for better defense
>>
Rolled 57, 34, 16, 66 = 173 (4d100)

>>48227611
1. It's time we built another farm, our population growth is exceeding food income. We must always make sure food supply grows faster than the natural birth rate.

>Engineering II
>Agriculture II

2. Finalize the Heavy Construction Ship design. This will make coastal buildings and expansion much easier! The more we build them, the faster we can influence coastal expansion and growth. Not to mention trade. 4/5

>Engineering II
>Efficiency
>Electronics I
>Shipbuilding I
>Programming I

3. Construct a Civil Engineer Academy so we can train better engineers to help in design of new technologies and implementation.

>Engineering II
>Efficiency
>Electronics I
>Programming I

4. Expand south! This time in a straight line, I want to make a bridge to the other coasseat directly south of us.

The more coastal area's we control the better. 1/2
>>
Rolled 24, 93, 66, 26 = 209 (4d100)

>>48227500
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: 40
Population: 172 (+8/turn)
Food: 208 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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. Begin setting up the wood in the farms to fertilize the mushroom growth.
2. Expansion Continues
3. Begin breeding drones with the sharpest mandibles in an attempt to get sharper and stronger jaws.
4. Continue the Scout Drone breeding process. 4/6
+Drone Morphism I
+Selective Breeding II
+Poison I
+Scouting I
+Espionage I
+Flight I
>>
File: ash lake dragon.jpg (1.2 MB, 1920x1080)
1.2 MB
1.2 MB JPG
Rolled 44, 75, 14 = 133 (3d100)

>>48227517
Nation Name: The Dragon's Path
Nation Race(s): Assorted, cursed men; all warriors.
Color: A dark gray or brown.
Fluff: >>48226254

Settlements: The Ashen Lake
Territory: 7
Population (+growth/turn): 10 (+2)
Food (+growth/turn): 30 (+3)
Currency: 60 (+3)
Structures: The Dragon's Tree, Lumberyard L2, Farm L2, 2 Mines L2
Defenses (Ashen Lake): 1
Military: 2 Bandits (-0)
Tech: Foraging, Infantry L2, Shipbuilding L2, Irrigation L2, Weaponsmithing L2, Medical Care L2, Trapping, Archaeology L2
Resources: Prof. Xenobiologist, 2 Wood (+2), 2 Ore (+2), 10 Power (+0)
Eccentricities: [Professional Fighters], [Below]

1. Alright. The ashy sands down here have proven fertile enough for farming now that we've planted what seeds we had. See to it that the tree we came in through is as defended as a king's castle - we can't have anyone else barging down here!

2. Fashion some sort of boat and have men explore down here - I want to see if there are any other beaches we can set up a foothold on, or if we're going to have to expand outside.

3. Do not disturb me. I will attempt to divine how we can gain the Dragon's boons, and obtain a piece of his divinity. (Xenobiology!)
>>
Rolled 53, 52, 21, 36 = 162 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 44 (+4/turn)
Food: 49 (+5/turn) (3)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture]
Defenses: 1 (Kurgan)
Military: 2 Pirate Rifle companies (army) [-2 food -2 currency] 3 Land Guard (militia) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics] [Shipbuilding]
Resources:
Ore 44 (+3/turn)
Power 30 (+2/turn)
Stone 22 (+2/turn)
Wood 6 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks (Land ships) [3/4]
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Create some Research Labs for our resident biologist [2/4]
+Construction Depot
+Robotics
+Factory
+Student Xenobiologist
3. Build offshore Fuel Drill (Ships don’t run on air anymore)
+Construction Depot
+Factory
+Robotics
4. Research into better basic equipment for our people, which can help us with our tasks
+Forging – better alloys means we can make better Equipment
+Factory – we have the means to mass produce this equipment
+Robotics
>>
File: science.jpg (53 KB, 695x527)
53 KB
53 KB JPG
>>48227500
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 80 (+4/turn)
Food: 93 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 10+3 (+3/turn) Stone: 10+1 (+1/turn) Wood: 10+1 (+1/turn), Ore: 10+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems 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.
>>
Rolled 45, 88, 89, 21 = 243 (4d100)

>>48227500
>>48227876
Ah, I do love the humming of our powerplant, all that raw power ready to be directed into the grid to fuel our SCIENCE! Speaking of which, IT'S TIME TO STUDY THOSE ELEPHANTS! Once we've examined their behaviour, their genetic makeup, and run comparisons and simulations with the dopplegangers and our slime population as reference we'll take one more step towards understanding and MASTERING the change that has affected us.

1 Research waterproofing for all our technology [3/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
2-3 Improve our understanding of the change by studying the native lifeforms and comparing it to ourselves
-Techs: [Medicine II], [Slime Research II], [Domestication I], [Genetic Engineering II]
-Resources studied: Captive White Elephants, Caged Doppelgangers: 5
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricies: [Completely Mad] [Determined]
4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]
>>
Rolled 52, 30, 29, 2, 95, 67, 27, 8 = 310 (8d100)

>>48227500
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 65(+2/turn)
Food: 125 (+4/turn)
Currency:47 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8] upgrade 1/4
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization I (3/6)
[Machinian heavy armor II]
[Automization I, -1 ore/turn, +1 refined ore/turn](3/6)
Heavy Drills 3/4
Resources: Power: 15 (+4/turn)(-3/turn),
Ore: 70 (+3/turn)(-1/turn)
Stone: 31 (+2/turn)
Refined Ore 15 (+1/ turn)
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 on automization (3/6)
2Work on power grid optimization (3/6)
3 Work on Heavy drill technology (3/4)
4 Coninue the clockwork man upgrades. (1/4)
+Industry Center
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization I (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II

5Work on power grid optimization if finished work on machinian autocannon tech
6.Work on automation, if at II work on III
7. Work on heavy drills if at I work on II
8Clockwork man upgrade/if finish make more.
>>
Rolled 20, 52, 29, 39, 35, 82, 71, 17, 96, 46, 89, 74, 4, 81, 32, 21, 27, 78 = 893 (18d100)

>>48227757
Makeup Turn 1
1-2. Fortify the damn tree we used to get down here. We can't be having anyone else get in; if they do, we'll be back to roaming those wilds starving. As an extra little incentive, you're all getting bigger shares if you can get it done quickly (-10 money)!
3. I must continue my efforts to understand the Dragon. There is something special about this ancient thing.
Makeup Turn 2
1-3. We're starting to get cramped down here; drive some of those logs into the sand, just off the coast! Afterwards, start making a dock that we can tie boats to. Once that's in order, construct boathouses for our excess population!
Makeup Turn 3
1. This Dragon is divine, I am certain of it! Renovate the Dragon's Tree; construct a shrine to it out of the interior. It should help me to discover its secrets.
2-3. Seeing as we're situated, it's time to put these resources to good use. At the bottom of the Gate-Tree, I want the basis for a forge and manufacturing center created; can't make it far in this world without good tools. I'll be putting the treasury towards this goal (-10 money)!
Makeup Turn 4
1-2. Seeing as there's no one else down here, we need to stake more of this cavern for ourselves. I want men to explore further down here and set up some camps at the closest archtrees.
3. Continue work on that forge; we need proper arms and tools!
Makeup Turn 5
1. I want a scouting party to go above, onto the surface. Find out what's going on nearby, and if there's anything of note we can take advantage of. Keep low, and if anyone sees you, make sure you're not being followed when you come back!
2-3. Prepare for the worst. I want more men armed and trained; can't defend this place with only two fighting men.
Makeup Turn 6.
1. I believe I've found what we are to do. I believe it wants something related to "scales"...
2-3. Our harvests are good, but they could be better. I want more farms planted on these banks!
>>
>>48228239
And updated stats:
Nation Name: The Dragon's Path
Nation Race(s): Assorted, cursed men; all warriors.
Color: A dark gray or brown.
Fluff: >>48226254 (You)

Settlements: The Ashen Lake
Territory: 7
Population (+growth/turn): 22 (+2)
Food (+growth/turn): 48 (+2)
Currency: 58 (+3)
Structures: The Dragon's Tree, Lumberyard L2, Farm L2, 2 Mines L2
Defenses (Ashen Lake): 1
Military: 2 Bandits (-0)
Tech: Foraging, Infantry L2, Shipbuilding L2, Irrigation L2, Weaponsmithing L2, Medical Care L2, Trapping, Archaeology L2
Resources: Prof. Xenobiologist, 14 Wood (+2), 14 Ore (+2), 10 Power (+0)
Eccentricities: [Professional Fighters], [Below]
>>
Rolled 62, 65, 65, 62 = 254 (4d100)

Now the map is just plain wrong

>>48227500
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 22
Pop: 40 (+2/turn)
Food: 73 (+4/turn)
Currency: 31 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 58 (+4/turn) Wood: 31 (+2 turn), Stone: 14 (+1/turn), Ore: 30 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Starting where the last patrol left, secure all land clockwise from there, creating an arc protecting eastern and south-easter border. The southern perimeter will have to wait.
Workshop I, Mobile II, Engineering I, Tactics I
2. No, ma'm, the gas can be only used for plowing, seeding and harvesting. Look, lady, how many times do I need to repeat it for you? It's Mechanised AGRICULTURE [2/6]
Surplus Store I, Market I, Workshop I, Biofuel I +27 Currency
3. Listen up, lads. Encouraged with our recent success with the workshop, top brass wants to set up a real Garage now, so we will be able to properly maintain and maybe even assemble some new vehicles.
Workshop I, Mobile II, Engineering I, Energy Production I, Biofuel I
4. Everyone knows that ballistic weapons might be old-fashioned and not exactly flashy, but they are reliable, easy to maintain, cheap to make and get the job done in all conditions. So we are suppose to work out optimal Ballistics for all weaponry in the stock. You know the Supplies motto - Everyone always needs you, nobody ever thanks you.
Lab I, Workshop I, Infantry II, Mobile II, Tactics I, Aiming I

For now, halting Powerplant II [2/6]
>>
File: Feels so good man.jpg (63 KB, 490x497)
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>>48229169
FUCKING FINALLY!
>>
Rolled 36, 44, 84 = 164 (3d100)

>>48227500
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff:
Settlements: Research Station Alpha
Territory: 14
Population: 44 +(2/turn)
Food: 54 (+2/turn)
Currency: 59 (+2/turn)
Resources: Power: 60 (+3/turn) Ore: 53 (+2/turn) Refined Ore: 5 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet 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) Time to begin constructing a launch pad, then we can build our satellites and begin our journey to space
>[Engineering I]
>[Forging I]
>[Rockets I]
>[Rocketry I]
2) We should once again working on improving our AI, they've been getting smarter and hopefully soon we will be able to make sentient AI even with the limited crew we have here
>Professional AI expert
>Amateur Programmer
>Amateur Programmer
>[Programming II]
>[AI III]
3) Orbital Bombardment... Orbital Bombardment, unfortunately necessary it seems, well at least we won't be completely defenceless (Complete research of Orbital Bombardment [3/6]
>[Satellites I]
>>
Bump
>>
File: BOOM.jpg (23 KB, 600x480)
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Rolled 41, 88, 10, 3 = 142 (4d100)

>>48227500
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: 35
Population (+2/turn): 53
Food (+1/turn): 81
Currency (+2/turn): 11
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Death Battalion {Shock Troopers} (+.8])(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 46
Ore (+4/turn): 99
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Complete construction of the underground silo.
>3/4
+Engineering II

2. Continue construction of the barracks.
>2/4
+Engineering II

3. Expand westwards.

4. Begin building a stealth bomber.
+Hunger Stealth Aircraft I
+Aviation I
+Airport I
+Engineering II
+Explosives II
+Hunger Bioweaponry II
>>
>>48231963
No stealth for zombies
>>
Bump
>>
>>48227500

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 72 (+4/turn)
Food: 124 (+6/turn)
Currency: 16 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Currency/Power Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Currency/Power Turn)
>Resources:
Power: 30 (+0/turn) Ore: 33 (+1/turn) Wood: 25 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery I] [Medicine I] [Training I]
>Territory:
28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
>>48232505
Isn't that T-fucking-34?
>>
Rolled 48, 58, 74, 10 = 190 (4d100)

>>48232505

https://www.youtube.com/watch?v=oeYH-2_93qY

1.
+Factory I
+[Forging I]
+[Electronics I]
+[Trained Engineers]

"We're out-researching your department~! Step it up a bit before we leave you behind~!" (Engineering III 4/7)

2.
+Focusing Tower I
+[Leyline Manipulation IV]
+[Engineering II]
+[Electronics I]
+[Leylines]

"This thing should go there, and that thing here, and those two lines are supposed to be connected. Okay?" (Ley-Powered Engines II 4/6)

3.
+[Infantry II]
+[Training I]
+[Barracks I]

"Fine. Volunteers get free dental! (Never mind that said dental is located back at Earth!)" (Volunteer Military 3/4)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"The final stretch. Once we've completed this research, we'll be able to unlock our full abilities! Kiya, I haven't been this excited in- since a very long time! Hey Colonel, you don't know a lot about us, even with all this time we've spent around! I wish I could tell you more, about who we are, why we were sent here, and all that jazz, but that'll come after I'm able to show you! So, be a bit more patient!" (Researching Leyline Manipulation V!)
>>
B-b-bumpit!
>>
pre-update bump!
>>
[Garm]
The scouting drones are nearly done [3/4], weapons systems fail, and power systems are being brought back online [2/4].

[Confederation]
The hunting party hits a snag, the clearing stalls, though more progress on the shipbuilding is had [5/8]. Slight progress on the city also occurs [3/10].

[New Albion]
Another farm starts [2/4] and the new ship designs are complete [Albion Heavy Ships I]. The academy isn't built, but expansion does occur [+6 hex]

[Devil Ants]
The farms are better fertilized [1/10], and expansion is had [+6 hex]. The breeding program is implemented [2/6]. Finally, the scout drones are nearly complete [5/6].

[Dragon's Path]
>Next time take all your turns in numerical order, please.
Better fortifications of the settlement of Ashen Lake start [1/4], and there is indeed more beaches; the colony expands [+4 hex]! However, the research into the dragon fails. Fortifications are almost complete [3/4], and finally, the men start to meditate with the dragon [1/4]. The dock nearly completes [3/4], and a shrine goes up [2/4]. The forge completes [Forge I; -2 stone]! More expansion is had [+4 hex], a scouting party goes up top, and more warriors go through training [3/4]. No progress (I have no idea what you want to accomplish anyway), and more farms are planted [3/4].

[Odab]
A prototype tank rolls off the assembly line [Tank [armored][+.6](-2 power/turn) and the research lab finishes [-2 stone, Research Lab I]. the fuel drill fails, but more efficient tools are in the works [1/4].

[Mad Medicine]
Waterproofing research finally completes [waterproofing I], and genetics research makes great headway [3/4]. Agricultural research halts, however.
>>
File: Nibiru.png (1.78 MB, 3000x2500)
1.78 MB
1.78 MB PNG
>>48235177
[Machina]
Better automization tech is nearly complete [5/6], power grid optimization crawls slowly along [4/6], and drill technology completes [Mining Drills I]. No upgrades on the clockwork men, though finally, the optimization of the power grid is complete [Optimization I], and automation completes as well [Automation II]. Improvements to the drills start [1/6], but there's still no progress on the clockwork men.

[Free Army]
The Free Army starts expanding again [1/2]. Mechanized Agriculture is still being worked on [4/6], and work starts on the Garage [2/4]. Ballistic weaponry is also on the way [2/4].

[Altech]
A launch pad starts [1/4], and still better AI is in the works [1/10]. Orbital bombardment tech is complete [Orbital Bombardment I]!

[Hunger]
The silo completes [Silo I], as does the barracks [Barracks I]. No expansion is had, and the prototype bomber explodes.

[Afairika]
Better engineering technology is nearly done [6/7], and the Ley-powered engines are complete [Ley-powered Engines II].The volunteer program finally completes [Volunteer Military I], though no progress on farther manipulation tech is had.
>>
>>48235177
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: 46
Population: 180 (+8/turn)
Food: 218 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.

stat post
>>
Rolled 46, 56, 57, 77 = 236 (4d100)

>>48235288
>>48235177

1. Continue fertilizing the farms with the gathered wood and plant matter. 1/10
2. Begin breeding certain drones for stronger poison.
+Selective Breeding II
+Mutations
3. Continue sharper mandible breeding program 2/6
+Selective Breeding II
+Mutations
4. Continue the Scout Drone breeding process. 5/6
+Drone Morphism I
+Selective Breeding II
+Poison I
+Scouting I
+Espionage I
+Flight I
>>
Rolled 74, 24, 1, 32 = 131 (4d100)

>>48235191
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 67(+2/turn)
Food: 129 (+4/turn)
Currency:50 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8] upgrade 1/4
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills I (+1 stone/turn)(1/6)
Resources: Power: 17 (+5/turn)(-3/turn),
Ore: 71 (+3/turn)(-2/turn)
Stone: 34 (+3/turn)
Refined Ore 17 (+2/ turn)
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 work on heavy drills. (1/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2. Begin working on Machinian Autocannons. Canons claved together for rapid firing across land, sea and air. A true military weapon.
(same list as action I)

3. Continue to revise and upgrade the current batch of clockwork men. (1/4)
+Industry Center
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization II (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II
+Heavy Drills I

4. Begin making a new batch of Clockwork men.
(same tech list as action 3)
>>
File: bob_semple.jpg (17 KB, 480x360)
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>>48235177

An accurate illustration of Odab's "tank".
>>
File: Hunger4.jpg (522 KB, 1680x1050)
522 KB
522 KB JPG
Rolled 73, 27, 36, 73 = 209 (4d100)

>>48235191
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: 35
Population (+2/turn): 55
Food (+1/turn): 82
Currency (+2/turn): 13
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Silo I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Death Battalion {Shock Troopers} (+.8])(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 46
Ore (+4/turn): 99
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Arm the Missile Silo with a Plague Missile.
+Silo I
+Plague Missile I
+Engineering II
+Hunger Bioweaponry II
+Explosives II

2. Begin studying and researching radar targeting to assist the Hunger's missile efforts.
+Lab II
+Engineering II
+Explosives II

3. Expand Westwards

4. Start training another Shock Trooper battalion.
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]
>>
>>48235191

>>[Ley-powered Machinery II] reduces Power Upkeep by 2!
>>[Volunteer Military I] reduces Currency Upkeep by 1!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 76 (+4/turn)
Food: 130 (+6/turn)
Currency: 21 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 32 (+2/turn) Ore: 34 (+1/turn) Wood: 26 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
28
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
File: 192px-Th15SC060.jpg (17 KB, 192x224)
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Rolled 12, 84, 88, 31 = 215 (4d100)

>>48235737

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

1.
+Factory I
+[Forging I]
+[Electronics I]
+[Trained Engineers]

"We gave you a head start~! Come on, we have more important things for you to do soon!" (Engineering III 6/7)

2.
+Focusing Tower I
+[Leyline Manipulation IV]
+[DAN Ammunition I]
+[Leylines]

With our improved knowledge on how to directly tap energy from the leyline grid, some of my fairies have started playing around using the energy as projectiles. You know how we were using the energy early to make our bullets work? Well now, we can materialize the energy into something hard enough that you can kill stuff with it directly! Kiya~! I call it a: Distilled Ammunition Nytroid Magically Accelerated Killing Utility, or "DANMAKU!"

...Oh, but there's one catch. Only us fairies can use it cause you can't tap into the grid, see! Now, don't look at me like that; we're capable of defending ourselves you know, and this just proves it! Look Colonel, I know that you don't like the idea of sending us out in the field, but trust us, this isn't even our first time! I- mhhhhhrr, I'll explain it to you soon! It's not like we're gonna go marching on the front lines: that's still your job! And pretty soon, these light projectiles will only be the start of what we can do: we're gonna totally make your fighters look last-season!" (Researching DANMAKU!)

3.
KIYA!? those fish people claimed the strait! Mhhhm, it doesn't matter: we can just fly where we need to, after all, but we're falling behind in the land-grab race! Start claiming more of the peni-penin-the THING to the east of us, pronto! (Expand east!)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"We're just a bit tired, is all. Stay tuned for the big show everybody, it's gonna be a blast!" (Researching Leyline Manipulation V!)
>>
Rolled 63, 80, 46 = 189 (3d100)

>>48235191
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 46 +(2/turn)
Food: 56 (+2/turn)
Currency: 61 (+2/turn)
Resources: Power: 63 (+3/turn) Ore: 55 (+2/turn) Refined Ore: 6 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
Launch Pad - [1/4]
AI IV - [1/10]
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.

1,2&3) At last we have the technologies we need, now we can complete the satellites and properly observe this world and its strange events, we will also be capable of establishing Nibiru's internet, boosting commerce and trade. The orbital weaponry equipped on the satellites will hopefully deter any of the factions of Nibiru from declaring war on us or our allies. (Note to OP: This is starting three separate satellites, not using three turns on constructing one satellite)
>[Engineering I]
>[Electronics I]
>[Satellites I]
>[Communications I]
>[Monitoring Systems II]
>[Internet I]
>[Orbital Bombardment I]
>>
>>48235760

"Oh no no no, you're gonna finish up that Engineering gig whether you like it or not! In fact, here's all the money I convinced the air force they didn't need so you can finish up! Don't tell them I gave it to you~!" (Spending 20 currency to push action 1 to completion!)
>>
Rolled 87, 66, 97 = 250 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 14{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

---Actions---
1. The first drones are rolling off the assembly lines. They have rudimentary personalities, but are mostly expressions of GARM's sensibilities. They are buggy, but they work. [Scouting Drones: 3/4]
2. Work on the power systems continues slowly. [Power Systems: 2/4]
3. GARM has begun attempting to restore the vast majority of the translation drive systems and internals required to make the ship move. A gantry is currently been constructed, but completion is far off: for now GARM is simply attempting to get the basics off the ground. [Mega-Project: GARM's translation engine]
>>
Rolled 98, 98, 66, 78 = 340 (4d100)

>>48235177
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 60 (+4/turn)
Food: 50 (+3/turn)
Currency: 35 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I]
Resources: Student Xenobiologist, Etsai Herd, Power: 14 (+1/t), Wood: 28 (+2/t), Stone: 28 (+2/t), Shiny Shells (+2 currency/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) The hunters should really try harder to catch something [2/4]
+ [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Warspears II]
>Just to make it clear - I want that as continous supply of +n food
2) Clear the site, not clear the sages from it! [1/4]
+ [Construction I] [Science I]
>Lab stand-in
3) Maybe we should even add second sail? [Shipbuilding II] [5/8]
+ [Navigation II] [Scouting I] [Sailing I] [Shipbuilding I] [Fishing] [Construction I] [Science I]
4) A place to rival Vadimawai! [3/10]
+ 25 Currency
+ [Hydrocentric] [Construction I] [Science I]
>Water hex for better defense
>>
File: ForScience.png (507 KB, 826x515)
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507 KB PNG
>>48235177
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 84 (+4/turn)
Food: 97 (+5/turn)(-1 from troops)
Currency: 27 (+2/turn)(-1 from troops)
Resources: Power: 13+3 (+3/turn) Stone: 11+1 (+1/turn) Wood: 11+1 (+1/turn), Ore: 11+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing 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.
>>
Rolled 41, 24, 41, 46 = 152 (4d100)

>>48235191
>>48238507
Attention everyone. It's come to my attention that you all think that our territorial expansion has become "stagnant". Now, I think our current territory is good enough, but to ease concerns we're sending the interns south to claim more lands. In other news, we're almost done with our latest research into discovering the secrets of the Change, everyone in Lab 1, 2, 3 and 11, good job, and keep up the good work. Now, let's do some SCIENCE!

1 Expand south
-Units: 1 Militia
-Population: 84
2 Improve our understanding of the change by studying the native lifeforms and comparing it to ourselves [3/4]
-Techs: [Medicine II], [Slime Research II], [Domestication I], [Genetic Engineering II]
-Resources studied: Captive White Elephants, Caged Doppelgangers: 5
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3-4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]
>>
>>48235191
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 132 (+8/turn)
>Food: 226 (+6/turn)(+2 AgII)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 23 +1/turn
>Refined Ores: 0
>Stone: 24 (+1/turn)
>Wood: 24 (+1/turn)
>Power: 66 (+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
>>
Rolled 50, 9, 94, 91 = 244 (4d100)

--
"George, look at this paper.

According to the Global Beetle, the Ants are our only rival in terms of food. Egads, what if they happened to catch up on us.

We're not about to let some giant ants beat us in food production! Especially since our economy runs on food."
---

1. Continue construction of the new farm 2/4

>Engineering II
>Agriculture II

2. Construct a Civil Engineer Academy so we can train better engineers to help in design of new technologies and implementation.

>Engineering II
>Efficiency
>Electronics I
>Programming I

3. Construct a Fertilizer Plant to produce chemical fertilizers

>Engineering II
>Efficiency
>Electronics I
>Programming I

4. Research better agriculture III. Perhaps our new computers can generate us superior farming models using efficiency theory and our knowledge of civil engineering.

>Engineering II
>Efficiency
>Electronics I
>Programming I
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 132 (+8/turn)
>Food: 226 (+6/turn)(+2 AgII)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 23 +1/turn
>Refined Ores: 0
>Stone: 24 (+1/turn)
>Wood: 24 (+1/turn)
>Power: 66 (+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

Farm 2/4

Corrected stas
>>
>>48238852
>Corrected stas
>Again
Mate, can't you just put it into Excel if you can't count yourself?
>>
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>>48229169
>>48235191
I'm questioning the progress of my actions.

First, expansion. I've rolled 62. Got out of this 1/2. Meanwhile, I've also rolled 62 in the same turn on Ballistics and got 2/4 on that. It only gets better when compared with this turn: >>48212685, where I've rolled 51 and managed to take the land anyway in single shot.
Second is Mechanised Agriculture. I've rolled 65, ADDED 27 CURRENCY TO THAT... and got the same progress as for Garage, for which I also rolled 65, but no currency was added.

I feel cheated out of my own rolls and resources now and I want to get any form of explaination about this first, before I make my next move. Because that just ain't fair, especially since this time I have a perfect roll to make comparisons (62, 65, 65, 62), netting me completely different progress while having the same numbers rolled. Also, currency is apparently useless, regardless of amount added to the roll. Nice to know only AFTER I spent last few turns doing nothing but trying to squeeze some cash out of militaristic neo-feudal nation instead of building units and getting better weapons.
I've toiled long enough under low rolls and simply clenched my teeth, ignoring slow progress. But this is just bullshit now.
>>
>>48239868
The way your post is setup it's quite easy he could have not recognized you invested money into it, since you added it onto a long list of techs
>>
Rolled 70, 91, 67, 49 = 277 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 44 (+4/turn)
Food: 49 (+7/turn) (5)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics] [Shipbuilding]
Resources:
Ore 44 (+3/turn)
Power 30 (+2/turn) (0)
Stone 20 (+2/turn)
Wood 6 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Time to improve our Robotics knowledge as we need
+Research Labs
2. With our fuel infrastructure improved, we should improve our power infrastructure as well
+Factory
+Construction Depot
3. Build offshore Fuel Drill (Ships don’t run on air anymore)
+Construction Depot
+Factory
+Robotics
4. Research into better basic equipment for our people, which can help us with our tasks [1/4]
+Forging – better alloys means we can make better Equipment
+Factory – we have the means to mass produce this equipment
+Robotics – to precision machine the tools
>>
>>48239868
Also there are differences in progress between different types of actions from what I can tell tech depending on the difficulty averages out to /4 or /5 ticks while expansion tends to be /2

Also aren't you trying to expand in a clockwise ring around your existing territory? That would make each additional round of expansion somewhat larger than before (a growing circle). Larger projects but you get more land out of it when it's done each time.
>>
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>>48240025
You are probably the last person that should taking voice at all, given your constant mess with pretty much everything

What difference does the lenght of the action makes, when I'm talking about roll-to-progress ratio? If 62 in the same time can give me 1 progress in action A, but 2 progress in action B, that's bullshit.

>hat would make each additional round of expansion somewhat larger than before (a growing circle). Larger projects but you get more land out of it when it's done each time.
The very example I've brought to my post (>>48212685) is exactly the same fucking situation. It's the same distance from the base, it's the same "ring". I've rolled for identical thing lower and got the thing finished, while now I'm half-way done with higher roll. I know you don't need to follow what's going on in other nations, but OP could and should.

In short, this is a completely arbitrary bullshit, where the rolls don't matter at all, currency is useless and I'm pissed, to call it mildly.
>>
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>>48240121
>>
>>48240121
>You are probably the last person that should taking voice at all, given your constant mess with pretty much everything
desu looking at the turns many players are being forgetful about their numbers, and some aren't very clear at all.
New Albion seems to be the main focus for some reason.

Also since you used that same image I suspect you're that anon (or one of them) who caused the shitfit last thread
>>
>>48240025
>>48240121
It's much better to take this stuff to Wheelie directly since you guys won't cause an argument over assumptions that way. Talk to Wheelie in the IRC, and GET THE GOD DAMN FACTS!

It's what the IRC is for anyway.
>>
>>48240239
>Using one of the most common reaction gifs makes you suspect of molesting my dog
Funny how he's forgetting about them hard enough to cause 100+ posts long shitstorm and still fumbles them.

Besides, it's pass the point, so stop switching subject. The point is clear:
Somehow the same number rolled gives different result, in the same turn, for the same player.
Somehow, currency doesn't matter and Albion's argument about "maybe he didn't notice" is like saying "it's your fault the OP is not doing his Maths right"
Those are the only things I care about. Because lo and behold, finally I've got non-sucking roll, so since dice didn't fuck me, OP did instead.

And I want his (or her) word on this, not random anons or other players.
>>
>>48240297
>>48240286
This.

Remember that the anon going off about food was wrong in the first place and it wasted 100 posts and a thread to get it out.
>>
>>48240286
Even on the IRC there tends to be miscommunication between players.

I've come to just stop trusting anything anyone says that isn't wheelie.
>>
>>48240297
Then stop arguing with the other players and find him in the IRC so the rest of us won't have to sit through another 100+ post long shitstorm.
>>
>>48240332
Then you've learned a valuable lesson that I hope Kurtz here will learn as well.
>>
>>48240297
>Funny how he's forgetting about them hard enough to cause 100+ posts long shitstorm and still fumbles them.
Iirc New Albion ended up being right about it the entire time. That shitstorm was the result some viewers being salty and wrong/
>>
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>>48240334
I will wait here, for offcial, in-game statement, for just as official record of every other player and their future benefit of having this set in motherfucking stone.
Is that clear?
>>
>>48240376
Yes, it's very clear that you're more interested in causing a scene than to get the fact that you're asking for.
>>
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>>48240239
>>48240355
>>48240391
>Another thread
>Another attempt
Not this time, Bronco
>>
>>48240355
He was right
Half of that storm wasn't even about the food, it was about expansion.
>>
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>>48235191

Sir Wheelie.

Would it be permissible by you that i should take over the management and administration of one of the Brit Villages of Sir Frederick Herbert Williamshire IV? Specifically i am referring to New Manchester. I would function as a colony, but not a true nation. I hope to hear your correspondence soon.

Signed. Yours Sincerely.

Sir Lancelot Slowcock.
>>
>>48235191
Addendum.

To. Sir Wheelie chancellor of the Exchequer.

I have already made the necessarry arrangments in contacting Sir Frederick Herbert Williamshire IV, and he rather likes the idea, so there should be no obsticles to our new venture. To wit, the new administration of the Village of New Manchester.

Signed. Yours Sincerely:

Sir Lancelot Slowcock.
>>
bump
>>
>>48239868
First, about your expansion- read the rules again (http://pastebin.com/bgzZvPMh). Expansion gets harder and harder the further you get from civilization. Second, the mechanized agriculture- I didn't realized you invested currency toward it, because you didn't place it with the action. My apologies.

>>48240708
Did you want to become a vassal for New Albion?
>>
>>48242031
>Expansion gets harder and harder the further you get from civilization
I'm at the same distance and I've rolled higher than the last time. Sure, I need to control more land now, I get it. And it wouldn't be a problem if the action itself would be just longer - say 0/3 or even 0/4. No problem for me and that I would understand.
But it's still 0/2 action, and I'm rolling higher than the last time to get less progress out of it. This just smells and looks bad the way it's handled now. Especially since early on people needed to fill 0/4 for expansion regardless, which was the main reason why I didn't even bother to expand early on.
In short - feels bad, man. Really, REALLY bad.
>>
>>48242271
You are mistaken about the 0/4. Expansion clears at 50+, and is a 0/2 except when you have more than 20 hexes at the start... which you do, ergo you need to build another outpost/village/city. If you don't like it being 1/2, I can definitely change it to 1/3.
>>
>>48242373
Would rather take 2/3. But fine, fine, let's be done with this.

So how is the recalculated progress on Mech Agriculture looking now, with money added?
>>
>>48242465
[2/3] sounds reasonable. +1 more progress on the mechanized agriculture.
>>
>>48242494
Good, so we are done.

Will post in a minute or two my actions
>>
Rolled 23, 15, 97, 42 = 177 (4d100)

>>48235191
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 22
Pop: 42 (+2/turn)
Food: 77 (+4/turn)
Currency: 10 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 62 (+4/turn) Wood: 33 (+2 turn), Stone: 15 (+1/turn), Ore: 32 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Continue setting up the new perimeter. East will be secured soon [2/3]
Workshop I, Mobile II, Engineering I, Tactics I
2. Hey, you! Only one gas coupon per single harvester! Guards, seize that man! [Mechanised Agriculture] [5/6]
Surplus Store I, Market I, Workshop I, Biofuel I +27 Currency
3. Told you, Corporal, about that shower. And the maintaince trench. What kind of Garage doesn't have showers and maintaince trench? [2/4]
Workshop I, Mobile II, Engineering I, Energy Production I, Biofuel I
4. What do you mean by "accidently" misfired, private?! Mortars can't accidently misfire, not even if you are calculating their Ballistics! [2/4]
Lab I, Workshop I, Infantry II, Mobile II, Tactics I, Aiming I

For now, halting Powerplant II [2/6]
>>
>>48240297
>currency doesn't matter and Albion's argument about "maybe he didn't notice" is like saying "it's your fault the OP is not doing his Maths right"
>except he was literally right about OP not noticing the money
Seriously
>>
>>48242663
Well... at least the Garage is done.
>>
>>48242663
SHIT!

No currency added this time, my mistake, I just copy-pasted it
>>
>>48242703
I get the feeling there's something going on behind the scenes regarding albion player and the hostility. Apart him questioning the ants, he was correct in defending his calculation of food (and even went so far to show the math for it which I haven't seen any other player do -- it ended he was missing food not having too much).

I notice they also build villages now and again, that could be the reason albion's expansion has gotten so far.
>>
>>48242901
Maybe :^)
>>
>>48242901
All of this and the simple fact they were always getting more hexes than everyone else due to their ecccentricity
>>
[Devil Ants]
The fertilizing continues slowly [2/10]. The breeding begins [2/6], and the other breeding project continues [4/6]. Scouts are trained, though! [1 Scout Drone [Infiltrate][+1.2][+2 food/turn] ]

[Machina]
Work on heavy drills progresses nicely [4/6], though there is no progress on the autocannons. However, disaster with the clockwork men as they go on a violent rampage throughout the city. It takes a while before someone can get close enough to deactivate them [-10 pop; progress set to 0/6]. However, in spite of the crisis, new clockwork men undergo construction [1/5].

[Hunger]
The silo is armed with missiles [3/6], and targeting systems are also started [1/4]. Expansion of the Hunger's lands start [1/3], and another battalion begins training [3/4].

[Afairika]
Engineering research completes, and DANMAKU projectiles are researched [3/5] and Eastward expansion is had [+6 hex]! Finally, further manipulation research finally gets off the ground. Barely [1/12].

[Altech]
The satellites make their way to orbit [2/6; 3/6; 1/6].

[Garm]
A scouting drone is finally complete [-2 ore; Scouting Drone [.4][-1 power/turn], and the power systems complete [Power Systems I; +1 power/turn]. The project is of to a great start [3/25]!

[Confederation]
The hunters come back with a small herd of beasts [+3 food/turn], and the sage clearing is ready [Sage Clearing I]. Better shipbuilding techniques are hashed out [Shipbuilding II], and there is progress on the new city [6/10].

[Mad Medicine]
Expansion starts [1/2], and basic genetics research is done [Genetics I] Better agricultural research begins [2/6].

[New Albion]
The new farm completes [+2 food/turn]! Though there still isn't progress on the academy, the fertilizer plant is nearly done [3/4] and better agricultural research commences [3/8].
>>
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>>48243235
[Odab]
Better robotics tech is being studied [2/6], and another powerplant is nearly done [3/4]. An offshore drill starts to be built [2/4], and research slows to a crawl [2/4].

[Free Army]
Finally, expansion completes [+6 hex]! Mechanized agriculture is finally completed [Mechanized Agriculture I; +1 food/turn], and the garage is completed [Garage I; -2 stone]. Ballistics tech is also complete [Ballistics I]

>>48240605
You can hop in as a courtier next thread. Gives me enough time to write down some coherent rules is all.
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 142 (+10/turn)
>Food: 226 (+6/turn)(+2 AgII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 24 +1/turn
>Refined Ores: 0
>Stone: 25 (+1/turn)
>Wood: 25 (+1/turn)
>Power: 69 (+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

Fertilizer Plant 3/4
Agriculture III 3/8
>>
>>48243235
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 88 (+4/turn)
Food: 101 (+5/turn)(-1 from troops)
Currency: 28 (+2/turn)(-1 from troops)
Resources: Power: 16+3 (+3/turn) Stone: 12+1 (+1/turn) Wood: 12+1 (+1/turn), Ore: 12+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics 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.
>>
Rolled 51, 64, 79, 66 = 260 (4d100)

>>48243339
---
In a televised announcement on the NABC news, Prince Gregory had this to say.

"Our nation, engaging in the direct Food Exchange Economic system, stands at the forefront of supplying our people and ensuring a status of a near extermination of hunger among our proud denizens.

We pledge to do everything within our power to ensure that we stand consistently top ranked among the International Beetle Index regarding our food supply and surplus."

---
1.
WONDER
Begin plans on construction of New Albion's first wonder: The Underground Cornucopia.

Built deep within a mountain near our capital city and surrounding a natural geothermal spring rich in mineralized water, huge cubic tons of earth are to be dug out for the purpose of building massive underground hydproponics farms. It will be equipped with its own renewable energy supply, such that even if the surface generators were ever taken out it would be capable of sustaining itself. And it will be dug to such depths that it could survive a direct thermonuclear blast to the surface.

These vast underground farms will be cabale of not only supplying our capital but surpassing food expense, as well as vast cryogenic storage of emergency supplies. The surface may one day be scarred and turned poisoned by war, but the Cornucopia will provide.

2. Ostensibly, as we dig, we will have to research hydroponics. This is an excellent side project for our continued agricultural research improvement methods.
>Agriculture 3/8 (would this like to include hydroponics, otherwise shift to that tech if it has to be specific)

>Engineering II
>Efficiency
>Electronics I
>Programming I

3. Continue construction of the Fertilizer Plant 3/8

>Engineering II
>Efficiency
>Electronics I
>Programming I

4. Expand southwest in a diagonal line
>>
Rolled 10, 89, 62, 57 = 218 (4d100)

>>48243235
>>48243557
Excellent, excellent. With this level of understanding we're ready to try our hands at the first ever forced change. Now I know there are some who say we still doesn't have the technology or that "it can't be done!", bah, critics! It's time to show the full power of Mad Medicine Inc. to the world!

1 Expand south [1/2]
-Units: 1 Militia
-Population: 88
2-3 Time for another MAD project, turn these elephants into mythical beasts. What kind? Aim for dragons, that should do it.
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II], [Genetics I]
-Resources Altered: Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II][2/6]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]
>>
>>48243585
Technologies for Action #1
>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I
>>
Rolled 25, 1, 96 = 122 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

---Actions---
1. The scout drone has begun to fly around taking pictures and scanning pretty much everything. It seems to be somewhat shy insofar as it avoids conflict. It's collecting audio samples to develop some sort of translator and data to figure out how this world works. [Scouting]
2. Additional power cores are being installed in the former storage bays that are now emptied. The small robots and drones slowly install and work to bring the entire ship up to snuff so that the drive system has enough power. [Power Systems II]
3. The project continues. Today is a series of tests to figure out how to adjust the drive system to this reality and the fundamental properties that make it function. The gantry is also growing in size, nominally. [Mega-Project: GARM's translation engine - 3/25]
>>
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>>48243235
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 64 (+4/turn)
Food: 56 (+6/turn)
Currency: 14 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I]
Resources: Student Xenobiologist, Etsai Herd, Power: 14 (+1/t), Wood: 28 (+2/t), Stone: 28 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]
>>
Rolled 51, 71, 15, 48 = 185 (4d100)

>>48243967
1) A place to rival every othrer city! [6/10]
+ [Hydrocentric] [Construction I] [Science I]
>Water hex for better defense

2) Send the brightest to work on natural form of camouflage. They say they can manipulate tadpoles when they are developing. Well then why they don't provide us with youth that can easily camouflage with just thinking about changing colours!
+ Spawning Site I, Sage Clearing I
+ Student Xenobiologist
+ [Hunting II] [Scouting I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I][Genetic Engineering I] [Medicine I] [Science I]
>No, I don't want an unit. More like a capability for future unit. So basically Bio-Camouflage I tech... I think?

3) Bigger wa'a can sail further, allowing to reach and come back with bigger catch from fishing. And more food is always good
+ [Foraging II] [Hunting II] [Navigation II] [Scouting I] [Sailing I] [Shipbuilding II] [Water-born ecosystems II][Fishing I]
>Analogous to just finished Hunting Party - constant source of food

4) Warriors need to eat. And not just meat, but balanced diet. Expand the Farm! Rice can grow in marshland.
+ [Water-born ecosystems II] [Agriculture I] [Construction I] [Science I]
>>
ATTENTION!!!
Want to join the game, but don't want the pressure of being a fully fledged nation? Then you can be a colony of an established one! Courtiers and their parent nations share stats, and are allowed 2 dice (Parent nations may gift them one of theirs), to use as they see fit, but are forced to follow in the footsteps of their parent nation... unless they get ballsy and rebel. Simply create some 'colony' fluff, and I'll add you to the map!
>>
>>48244030
>you can be a colony
>of a colony
What is this? Philippines: The Game?
>>
Rolled 78, 71, 37, 69 = 255 (4d100)

>>48243276
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 48 (+4/turn)
Food: 54 (+7/turn) (5)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics] [Shipbuilding]
Resources:
Ore 47 (+3/turn)
Power 30 (+2/turn) (0)
Stone 22 (+2/turn)
Wood 7 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Time to improve our Robotics knowledge as we need [2/6]
+Research Labs
2. With our fuel infrastructure improved, we should improve our power infrastructure as well [3/4]
+Factory
+Construction Depot
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [2/4]
+Construction Depot
+Factory
+Robotics
4. Research into better basic equipment for our people, which can help us with our tasks [2/4]
+Forging – better alloys means we can make better Equipment
+Factory – we have the means to mass produce this equipment
+Robotics – to precision machine the tools
>>
Rolled 91, 83, 59, 70 = 303 (4d100)

My map is now so wrong words can't even describe that. Will provide a pic of how it should be, because as for now, even old borders shifted. WTF?! I'm probably the only person doing a very specific type of expansion and it still ends up as a mess.

>>48243276
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 44 (+2/turn)
Food: 82 (+5/turn)
Currency: 16 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I
Resources:
Power: 66 (+4/turn) Wood: 35 (+2 turn), Stone: 14 (+1/turn), Ore: 34 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Finally, we can return to that helpless Powerplant II [2/6]
Workshop I, Engineering I, Energy Production I, Biofuel I
2. Basic PT can only do this much. An army requires continous, well-designed Military Training to be always fit for combat, familiar with weaponry and gear and provide proper physical conditioning to all personel, even those behind the wheel.
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
3. We can't exactly conducts massed assaults or big offensives due to limited number of soldiers we can field. This means a switch for small unit operations - where quantity can't do, quality of Tactics will win.
Lab I, Barracks I, Infantry II, Mobile II, Tactics I
4. It's about time to expand and improve the quality of the Barracks.
Barracks I, Workshop I, Engineering I
>>
Rolled 78, 4, 68, 46 = 196 (4d100)

>>48243235
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 59(+2/turn)
Food: 133 (+4/turn)
Currency:53 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8] upgrade
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills I (+1 stone/turn)(4/6)
Resources: Power: 19 (+5/turn)(-3/turn),
Ore: 72 (+3/turn)(-2/turn)
Stone: 37 (+3/turn)
Refined Ore 19 (+2/ turn)
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 work on the heavy gauge drills, They are important and greatly increase our efficiency. (4/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2. Continue to work on Machinian Autocannons for dedicated warfare weapons. Just in case. (same as action 2)

3-4. Continue working on production of more clockwork men. Update the design to avoid any disasters.(1/5)
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization II (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II
+Heavy Drills I
+Small
>>
>>48244732
Old borders have shifted? What the fuck are you talking about? You said you wanted to expand east, so I expanded you east.
>>
>>48244732
But at least the dice are merciful. 'bout time

>>48244765
Because before that, I've expanded NORTH. And it first never appeard on the map (I've reported that TWICE) and then disappeared completely, replaced with double east. Bonus points for painting my east border before I even started expanding there.
I was reporting map problems entire thread. You didn't notice that too, like the currency?

What is this shit, really?
>>
>>48244980
You realize it's much easier to talk with the GM if you get on the IRC, yes? Instead of pitching fits and insults in thread.
>>
>>48244980
Fine, I'll fix it.
>>
>>48245027
Every time I was doing an expansion, I was giving a very clear and transparent instruction what and where to do. And it worked flawlessly when first circle of territory was taken. Ever since I've started doing second circles, I was given hexes that I couldn't even have (more hexes than controlled territory) and stuff was just painted at random, even if the instruction was constantly the same.
It's really not a rocket science to paint one-hex thick arc, especially when you are repetitively asked for that and previously managed to do just fine. My 2nd northern expansion was never painted on the map, then magically replaced with eastern one, then suddenly second eastern. I was reporting that all the fucking time. Does OP even READS the posts or just when you bash his head via IRC?
>>
>>48245117
He does but it takes a lot of work and stress to run a game and keep it somewhat balanced. IRC is easier to speak to him in and if he makes a mistake you don't have to spew vitriol everywhere.
>>
>>48245189
The issues were continously reported withing game thread, in the same posts where actions were provided for OP. Meaning he continously ignored them, which at certain point reached FUBAR level.
I don't know how about you, but for me what's in game is more important than some fucking auxiliary communicator. Especially when you are repeating yourself like a broken record and gets nothing from it.

I'm seriously considering throwing the game, because amount of shit I need to fight for it just plain wrong.
>>
>>48243235

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 80 (+4/turn)
Food: 136 (+6/turn)
Currency: 6 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 34 (+2/turn) Ore: 35 (+1/turn) Wood: 27 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
File: Danmaku.png (395 KB, 384x447)
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Rolled 21, 13, 30, 23 = 87 (4d100)

>>48246029

https://www.youtube.com/watch?v=YSwI52HKTbY

1.
+Road from Freedomia to New Nottingham (Afairika to New Albion!)

"Okay, even though we don't have money, supposedly the local Brits have figured a way out to exchange stuff in such a way it helps our eco-no-my grow. I'm sure they can't be wrong on this; they're great at math, after all!" (Opening trade route from Freedomia to New Nottingham!)

2.
+Focusing Tower I
+[Leyline Manipulation IV]
+[DAN Ammunition I]
+[Leylines]

"This takes me back to a simplier time where all your problems could be solves with LOTS OF FIREPOWER! Kiyahahahahaha~!" (DANMAKU 3/5)

3.
+
+[Engineering III]
+[Electronics I]
+[Trained Engineers]

We gotta build more farms! American prosperity demands it! (Building a farm next to New Detroit!)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Ooooo, this is really, really hard! We're gonna have to actually THINK about this! Thinking is S-C-A-R-Y! Kiya, what am I saying! We're /made/ of this stuff, we should be all over it! Come on gals, we've got an energy crisis to solve~!" (Researching Leyline Manipulation V 1/12!)
>>
>>48245315
When you send a quick friendly message on the IRC, it's significantly easier to remember than going back over the 200+ posts in any given thread. This is the most basic and easy way to send a direct message to the GM.

If you absolutely refuse to do the simpler thing over the more difficult, then at least show some basic courtesy and don't be a douchebag when asking something to be fixed even if you do have to ask it again. Changing the colors on a map not that hard and you don't lose anything in between the time it isn't fixed. It is definitely not something to get your panties in a knot over.

If you're not willing to be civil I do suggest you actually throw in the game and not be an ass. Jesus even for all the shit albion gets he is more calm than you.
>>
>>48246070
Yes, because fucking following what's going in the thread is not the only thing OP has to do in the game.

My issue is how OP continously refuses to read what's in my posts, then provides fucked up results and somehow it's my fault. The map is a cherry-topping.

And how about you sign yourself, asshole. What? All tough and badass, as long as you remain anonymous?
>>
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>>48246211
>And how about you sign yourself, asshole. What? All tough and badass, as long as you remain anonymous?
>>
>>48246211
>following what's going in the thread is not the only thing OP has to do in the game.
It literally isn't. In between having to actually run the game mechanics, deal with 7 different players, and he actually has a life. OP isn't some omniscient god if he misses something he misses it. You can try to ask him in whatever way is most effective, but seriously stop being an asshole about it. Who is even saying it's your fault? Are you projecting this?
>>
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>>48246325
If you are not a game participant, why the fuck you are even posting? And if you are playing, sign yourself. What? Enough balls for shitposting, but not enough to come forth?
You're just full of shit
>>
>>48246399
>following what's going in the thread is not the only thing OP has to do in the game.
>the only thing OP has to do in the game.
>in the game.
>IN THE GAME
Reading comprehension, motherfucker.
>>
>>48246211
Haha, look at this butthurt namefag wuss. Somebody get his IP, go to his house and smash his fat neckbearded fedora-clad face in with a tire iron, please.
>>
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>>48246430
Aaaand... we had a nice game
Had
>>
>>48246399
I don't have a life actually :^) Just kidding, I do Barely [/Spoiler]

>>48246427
I actually HAVE to spend MOST of my time in the IRC, because people field me their questions there.
>>
>>48246481
Well that spoiler text didn't work.

>>48246427
I actually HAVE to spend MOST of my time in the IRC, because people field me their questions there.
>>
>>48246411
>If you are not a game participant, why the fuck you are even posting?
You don't need a name or to even be in the game to tell someone to stop being a pretentious asshole.

If you seriously can't take a comment from someone without a name you're not even on the right website.
>>
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>>48246411
>this much butthurt over a single image
>demanding namefagging
>>
>>48246513
The best part is how so many anonymous suddenly showed up, but the posters counter stands still since yesterday. But hey mate, if you are too big pussy to say it with your tripcode attatched, then who am I to judge?
>>
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>>48246598
Ebin samefaggotry
>>
>>48246610
>Poster count
>32
Oh wow I didn't know this game had that many players.
>>
>>48246649
>Oh wow, I didn't know it stands still for past 27 hours, what a shame someone else noticed
Here, FTFY
>>
>>48246610
>>48246697
Calling bullshit on the poster count

Even if it isn't you're a retard to think that every single IP on the thread is a player or has to be or that it makes a damn difference.
>>
>>48246750
>It doesn't count
It doesn't have to. You are just shitposting for the sake of it
>>
>>48246798
> people ask you to be more polite when playing/asking a question
> sperges about how its not being done with a name
> ignores everything in favor of continually making an ass of yourself
no really take your own advice and stop fucking playing
>>
File: 4bf.png (181 KB, 625x626)
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>>48246798
>>48246905
>>
OP has unfortunately been busy this morning, so updates will occur tonight.
>>
Rolled 33, 53, 59 = 145 (3d100)

>>48243235
[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: 14
Population: 48 +(2/turn)
Food: 58 (+2/turn)
Currency: 63 (+2/turn)
Resources: Power: 66 (+3/turn) Ore: 57 (+2/turn) Refined Ore: 7 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
Launch Pad - [1/4]
AI IV - [1/10]
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.

1,2&3) Progress on the satellites is progressing well, soon they will be complete and we can have reliable, stable communications between our allies. ([2/6], [3/6] and [1/6]
>[Engineering I]
>[Electronics I]
>[Satellites I]
>[Communications I]
>[Monitoring Systems II]
>[Internet I]
>[Orbital Bombardment I]
>>
Kurtz if you need a player to tell you this then I will. This is twice now that you've very rudely gone ahead and made assumptions and accusations of the GM before even asking. Wheelie has made it clear his main line of communication is the IRC and its the reason he posts it in the OP.

If you cannot get on the IRC for whatever reason and you want something fixed the very least you can do is not be so vitriolic about it. The line of communication exists for a reason and its very basic courtesy to bring a problem to someone first instead of making accusations. And if you must ask in thread dont be so caustic either.

Just stop going ahead and pretending the GM is ignoring you because in almost all cases they just missed something.
>>
>>48247131
Putting it all together to avoid any further problems and to streamline future issues. I read the rules few times and they leave so many things vague or unanswered the simple "Go read rules" won't do. I tried to destill the questions to a simple Yes/No or one-word answers, but some of them surely will need more elaboratation:
http://pastebin.com/SYEGSqzr

>>48247804
>Missing post content is not ignoring
Yeah, and war is peace, freedom is slavery and ignorance is strength. Any other wisdoms?
>>
>>48248281
>Yeah, and war is peace, freedom is slavery and ignorance is strength. Any other wisdoms?


Yeah stop shitting on a thread where it's been made abundantly clear the qm made a mistake. He's not out to get you or intentionally ignoring you. Mistakes happen, get over it. If he was intentionally out to get you you'd either be dead or he'd simply have never statted you.


As for your questions, he's answered most of them either in thread or on IRC. Often times both. For example he has posted in thread that the answer to your first question is yes, repeatedly. seems like he's not the only one "ignoring" post content.
>>
>>48248495
1) I'm not asking those to anyone but OP
2) Some of them exists solely for clarification
3) I've got my fair share of mistakes and ignorance for past two threads, thank you very fucking much
>>
>>48248987
1. Just saying if you'd look around and payed attention you'd find some answers.
2. Sure, things the rest of us who've been paying attention or asking on the IRC already know.
3.YOu're acting like you're the only one who has had mistakes happen. You're not. You're just the only one who spews vitriol all over the thread instead of asking civilly and/or getting on the IRC to ask and not clog up the thread. Which is tantamount to shiposting.
>>
Bump
>>
Bump
>>
File: Nibiru.png (1.78 MB, 3000x2500)
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[New Albion]
Construction of the Underground Cornucopia starts [2/25]! Better agricultural research is on its way [5/8], and the fertilizer plant nears completion [6/8]. Finally, New Albion begins its expansion yet again [2/3].

[Mad Medicine]
No southward expansion occurs, but research into modifying the genetic code of the elephants shows promise [3/6]. Agricultural research progresses as well [4/6].

[Garm]
The scout is sent on its mission [1/4], and extra power cords are put in place. Unfortunately, they explode, causing much destruction [-3 power]. The project does continue [6/25]!

[Confederation]
The new city is nearly complete [8/10], and some of the tadpoles show great promise [3/4]! No progress on a permanent fishing boat, though a land for a new farm is cleared [1/4]!

[Odab]
Robotics tech is near completion [5/6], and the power infrastructure is complete [Power Infrastructure I; +1 power/turn]. The offshore fuel drill is still being built, though [3/4]. Finally, more efficient tools are made [Tools I]!

[Machina]
Heavy drills are improved [II; +2 stone/turn], and work on the autocannons just barely starts [1/4]. The clockwork men are near completion [4/5].

[Afairika]
No progress on the road or the DANMAKU ammunition, though a new farm starts to go up [1/4], and there is slight progress on the manipulation [2/12].

[Altech]
Only small progress on the first satellite [3/6], though the other two are coming along nicely [5/6; 3/6].

>>48248281
I'll get to your grievances next post. But please join the IRC for any further issues, or at least keep it civil- there's no need to start a fight in thread.
>>
>>48243235
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: 46
Population: 188 (+8/turn)
Food: 228 (+8/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
1 [Scout Drone [Infiltrate][Flying][+1.2][-2 food/turn]]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.
>>
Rolled 42, 29, 73, 77 = 221 (4d100)

>>48251232
1. Continue fertilizing the farms with the gathered wood and plant matter. 1/10
2. Begin breeding certain drones for stronger poison.
+Selective Breeding II
+Mutations
3. Continue sharper mandible breeding program 2/6
+Selective Breeding II
+Mutations
4. Send the scout drones out into the desert for more signs of things.
+Scouting I
>>
>>48248281
1) Yes
2) No.
3) Yes- you can upgrade them a little, but too much and they'll demand to be payed.
4) No, but you can allocate a certain # of pop to make the unit stronger- while also increasing upkeep costs.
5) I don't see why not.
6) Passive defense.
7) Flat bonus.
8) They are considered manned.
9) Yes, unless they are using fake actions to spy/sabotage someone.
10) 'Movement Speed' deals with declaring war on another nation and moving to attack them.
11) Everything has a base speed, except when said in thread.
12) 'Unit SIze' just refers to the combat modifier.
>>
The Royal Society
Courtier of New Albion
Fluff: The Royal Society of New Albion for Improving Natural and Technological Knowledge, Better known as the Royal Society, Is an organization of scholars and men of science dedicated to furthering understanding of the world for the glory of the empire.Brave men of learning delve into every area of possible knowledge, making new discoveries, and creating brilliant new technologies. No stone unturned, no question unanswered.
>>
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1.78 MB PNG
>>48251240
Fertilization continues [2/10], and the breeding program begins [1/6]. The older breeding program nearly finishes [5/6], and the scouts are sent out once more [3/6].

[Royal Society]
>You share your parent nation's stats, with a few exceptions. You have your own:
Player-named government building
Defenses: 1
Military: 1 player-named militia
And a single non-shared eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.
>2d100 actions.
>>
Rolled 79, 28, 54, 59 = 220 (4d100)

>>48251158
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 61(+2/turn)
Food: 137 (+4/turn)
Currency:56 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Next batch of clockwork men (4/5)
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)
Machinian Autocannon (1/4)
Resources: Power: 21 (+5/turn)(-3/turn),
Ore: 73 (+3/turn)(-2/turn)
Stone: 41 (+4/turn)
Refined Ore 21 (+2/ turn)
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 work on autocannon research. We need dedicated military defensive weapons. (1/4)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2. Put the finishing touches on the latest batch of clockwork men. They're nearly complete so it won't take much.(4/5)
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization II (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II
+Heavy Drills II
+Small

3.Build another Power plant. We need more power and this will help immensely.
+Engineering II
+Automization II
+Efficiency III
+Industrial center

4.Begin working on improving our mastery and understanding of our constructs.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center
>>
As this thread is approaching autosage, keep an eye out for a new thread tomorrow!
>>
Rolled 62, 73, 16, 37 = 188 (4d100)

>>48251158
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 52 (+4/turn)
Food: 59 (+7/turn) (5)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics] [Shipbuilding] [Tools]
Resources:
Ore 50 (+3/turn)
Power 31 (+3/turn) (1)
Stone 24 (+2/turn)
Wood 8 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Time to improve our Robotics knowledge as we need [5/6]
+Research Labs
2. Research Aircraft [2/4]
+Forging
+Research Labs
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [2/4]
+Construction Depot
+Factory
+Robotics
4. Research Rocketry [1/4]
+Forging
+Research Labs
>>
File: 1452140612706.jpg (62 KB, 600x940)
62 KB
62 KB JPG
>>48251158

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
>Pop:
84 Total (+4/turn)
52 Fairies (+2/turn)
32 Humans (+2/turn)
Food: 142 (+6/turn)
Currency: 11 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 36 (+2/turn) Ore: 36 (+1/turn) Wood: 28 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>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.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
Rolled 55, 78, 56, 72 = 261 (4d100)

>>48251799

https://www.youtube.com/watch?v=zHEsu5Zi7rI

1.
+Focusing Tower I
+[Leyline Manipulation IV]
+[Leylines]

"Are you telling me you forgot to FLY!? It's simple silly, you just flap your wings like-

Your wings like-

Oh no. We gotta remember this, pronto!" (Researching Flight!)

2.
+Focusing Tower I
+[Leyline Manipulation IV]
+[DAN Ammunition I]
+[Leylines]

"Ooopsies, I got distracted! Now, where did I put that deck of cards: they're really important!" (DANMAKU 3/5)

3.
+
+[Engineering III]
+[Electronics I]
+[Trained Engineers]

"All this farming is super-hard work. We don't even need to eat, and most of the humans are just sitting around on their guns all day! Darn you American metabolism~!" (New Detroit farm 1/4!)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Thinking! Thinking~! Hey, what if we did this, and that, and then that too?" (Researching Leyline Manipulation V 2/12!)
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 152 (+10/turn)
>Food: 236 (+6/turn)(+2 AgII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 25 +1/turn
>Refined Ores: 0
>Stone: 26 (+1/turn)
>Wood: 26 (+1/turn)
>Power: 72 (+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

Fertilizer Plant 6/8
Agriculture III 5/8
Underground Cornucopia 2/25
Expansion 2/3
>>
Rolled 30, 6 = 36 (2d100)

[Royal Society]
(Courtier of New Albion)
Player-named government building
Defenses: 1
Military: 1 player-named militia
Techs: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.


1: His Majesty’s Government wants us to complete a project they started on. Research Agriculture III 5/8
2. Begin the construction on a university, so that we better expand human knowledge
>>
>>48251919
applying these tech to action one
>Engineering II >Efficiency >Electronics I >Programming I
>>
>>48251576
NOTE: Devil Ants screwed up, and I'm allowing them to audit their stats, so don't freak out.
>>
Rolled 7, 40, 71 = 118 (3d100)

>>48251158
[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: 14
Population: 50 +(2/turn)
Food: 60 (+2/turn)
Currency: 65 (+2/turn)
Resources: Power: 69 (+3/turn) Ore: 59 (+2/turn) Refined Ore: 8 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
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] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
Launch Pad - [1/4]
AI IV - [1/10]
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.

1,2&3) The first satellite is nearing completion, soon we will get a proper view of Nibiru and its inhabitants. ([3/6], [5/6] and [3/6]
>[Engineering I]
>[Electronics I]
>[Satellites I]
>[Communications I]
>[Monitoring Systems II]
>[Internet I]
>[Orbital Bombardment I]
>>
>>48251576
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: 46
Population: 196 (+8/turn)
Food: 236 (+8/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
1 [Scout Drone [Infiltrate][Flying][+1.2][-2 food/turn]]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.
>>
File: Hunger6.jpg (219 KB, 1920x1200)
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Rolled 40, 88, 49, 70, 48, 77, 67, 67 = 506 (8d100)

>>48243235
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: 35
Population (+2/turn): 59
Food (+1/turn): 84
Currency (+2/turn): 15
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Silo I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Death Battalion {Shock Troopers} (+.8])(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 50
Ore (+4/turn): 103
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Complete training of the second shock trooper battalion.
>3/4
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]

2. Continue arming the silo with missiles.
>4/6
+Silo I
+Plague Missile I
+Engineering II
+Hunger Bioweaponry II
+Explosives II

3-4 Also continue researching targeting systems.
>1/4
+Lab II
+Engineering II
+Explosives II

5. Westward land expansion progresses.
>1/3

6-8 Stealth bomber creation is a go. May the Hunger take flight prosperously.
+[Aviation I]
+[Hunger Stealth Aircraft I]
+[Hunger Bioweaponry II]
+[Engineering II]
+[Explosives II]
+[Airport I]
>>
Rolled 55, 90, 1, 81 = 227 (4d100)

>>48251999
>>48251576

1. Continue Agriculture V research, aka throwing wood into the farms as fertilizer. 3/10
2. Continue poison breeding. 3/6
+Selective Breeding II
+Mutations
3. Scout drones continue to scout the desert.
+ Scouting I
4. Begin constructing side tunnels that go nowhere and pit traps that only ants can climb out of to confuse and trap enemies that enter the tunnels.
+Engineering I
>>
>>48252079
scouting was at 3/6, but I don't think it matters too much.
>>
Bump
>>
Rolled 94, 58, 57, 31 = 240 (4d100)

>>48251904
1-2.. EXPAND! Southwest in a straight diagonal line.
Psst, wheelie.
I know that King likes it the otherway, but I actually preferred the original way of how you counted "increased difficulty of expansion" as a 1/2 where normally it was insta success after 50.

Can you keep doing that and reserving 0/3 to "even more increased difficulty'.

i.e.
Easy (low territory/have a village) - insta success at +50
Normal - 1/2
Difficult -1/3
etc.


3-4. Continue construction of the grand Underground Cornucopia 2/25

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I
>>
File: stealth.jpg (96 KB, 612x603)
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This thread is being super quiet! I better not distrub- ooops!
>>
Rolled 13, 15, 28 = 56 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. The scout -- tentatively dubbed GERM -- continues to fly around collecting information. {1/4}
2. Repairs on the now damaged power subsystems are underway. This is folded in from prior efforts in order to make some reasonable progress. [Power: 2/4]
3. Continue on the project moves ahead. With the gantry mostly done, the ship is slowly moved into place for more work. This phase requires a good deal of effort as moving the ship without damaging already damaged systems isn't done easily. [Mega-Project: GARM's translation engine - 6/25]
>>
File: Right there.jpg (217 KB, 937x621)
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Rolled 91, 54, 72, 61 = 278 (4d100)

>>48251158
New thread when?

Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai, water hex
Territory: 30
Pop: 68 (+4/turn)
Food: 62 (+6/turn)
Currency: 18 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I]
Resources: Student Xenobiologist, Etsai Herd, Power: 15 (+1/t), Wood: 30 (+2/t), Stone: 30 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Wakenui city - best city! [8/10]
+ [Hydrocentric] [Construction I] [Science I]
>Water hex for better defense

2) Oh yes, this is looking very interesting... [3/4]
>Bio-Camouflage I tech
+ Spawning Site I, Sage Clearing I
+ Student Xenobiologist
+ [Hunting II] [Scouting I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I][Genetic Engineering I] [Medicine I] [Science I]


3) More fishing, more food!
+ [Foraging II] [Hunting II] [Navigation II] [Scouting I] [Sailing I] [Shipbuilding II] [Water-born ecosystems II][Fishing I]
>Analogous to just finished Hunting Party - constant source of food

4) Work on rice paddy continues [1/4]
+ [Water-born ecosystems II] [Agriculture I] [Construction I] [Science I]
>>
File: science.png (360 KB, 4959x4000)
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>>48251158
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 92 (+4/turn)
Food: 105 (+5/turn)(-1 from troops)
Currency: 29 (+2/turn)(-1 from troops)
Resources: Power: 18+2 (+3/turn) Stone: 13+1 (+1/turn) Wood: 13+1 (+1/turn), Ore: 13+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics 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.
>>
Rolled 45, 73, 74, 12 = 204 (4d100)

>>48251158
>>48256114
Let's check the progress report... business as usual. CARRY ON EVERYONE! The secrets of the change is almost upon us, so work hard, FOR SCIENCE!

1 Expand south [1/2]
-Units: 1 Militia
-Population: 92
2-3 Time for another MAD project, turn these elephants into mythical beasts. What kind? Aim for dragons, that should do it.[3/6]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II], [Genetics I]
-Resources Altered: Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II][4/6]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]



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