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File: root_island_map16.1.png (194 KB, 1200x900)
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Last Thread: http://suptg.thisisnotatrueending.com/qstarchive/207912/
@Artic_Kobold

Recap: You assimilated the Glameow, made further contact with the Duchy of Belvin, who want something from you but you have no clue what.

You made roads and built a number of churches and made a new flag for the nation.

You also declared war on the Butterfree, to which the Natu jumped in on their side. You won, taking over the westernmost province, giving most of the land to your two allies, the Spheal and the Mankey while vassalizing the Butterfree and Natu with their remaining land.


All stats here - http://pastebin.com/B4bgBxNn
>>
>>222123

Current Actions Underway:

Training Bishops - 3 rounds

Monastries - 4 rounds

Heavy Cannons - 7 rounds

Comissioning Heavy Ships - 4 rounds

One Regal Ship - 3 rounds

Training Ledian Troops - 3 rounds

=---=---=

From the war, you have gained these pops.

Ledian – 60
Butterfree – 75
Venonat – 40
Vivillion – 30
Volbeat/Illimise - 25

You also now have access to:

1 Fort
1 Iron Mine
2 Fields of Cotton

You learn from the Butterfree:

COTTON
CLOTHS
FORTS
FIRE ARROWS
LONGBOWS
GIRATINAISM

=---=---=

Peace has returned to glorious Valornia once more, and trade flows even faster now that you have more land and resources. Chrabrost Port has become larger than the capital city at this point and is an influx of trade for the island and possibly the region but you still have no clue what's past your island.

You may pay explorers to explore the waters past your island and see what is out there. You may also scout Haven Island whenever you want. Once you have Heavy Ships, you may explore on your own.

=---=---=

What are your next orders?
>>
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>>222156
>>222123

Also, here's a current map of Haven Island to the north.
>>
>>222321
so, we have powder kegs, let's look up how to make them smaller ad carry them around, for grenades!

Second, make some cloths for the populace!

And third, send some people to the fort we now own, and build ships in both the vassel states of the Natu and Butterfree just assuming they have ports. if they don't, build some

on a side not, didn't we say we'd start building an Embassy? I think you left that out of the current shit we're building...
>>
What's our relationship with the Nuzleaf?
>>
>>222373
Backing this one, see if we can't look up silks...
>>
>>222381
Fucking shit, I meant this one. I same fagged, I'll go kill myself.
>>
>>222373
The list I have for current actions is a bit... off. It doesn't help I use a tablet when I'm not home and it has different docs.

Yes the embassy is underway, still has 3 rounds to go.

---

You start research on SMALLER EXPLOSIVES. This will take 25 rounds.

The populace are introduced to clothing, adding a new trade item to the nation. Cities will automatically produce trade goods, so no need to make it.

Which people do you wish to send to the fort?

You cannot build buildings in vassal states, only units. Alas, they have no ports but you may order them to build them. The time it takes to build depends on relations.

---
>>222381

Your relations with the Nuzleaf are neutral at beast. They would rather keep out of your affairs and have you keep out of theirs.
>>
>>222423
We'll send 4 General Infantry, 3 General Air, 3 Glamore Scouts, 2 Dustox Artillery, 2 Flailer Units, and 1 Axeitar

And immediately begin to train 4 of each unit, build 5 more houses in each town, upgrade/build walls everywhere, build a fort in Chrabost, and build and market+farm (wheat and onions) in Reka Chrabrost.

just how the hell can we improve relations with the Natu and Butterfree? Cause they're disloyal, but we need them for more land... do we offer aid to help rebuild?
>>
>>222473

You send 4 General Infantry, 3 General Air, 3 Glamore Scouts, 2 Dustox Artillery, 2 Flailer Units, and 1 Axeitar to the fort in province 19.

You are already past the unit limit, which increases the time needed to train a unit by 3 rounds every 10 units above the limit. Still, you start training 4 units of each type.

You start building houses, 5 in each town. This will take 3 rounds.

You start upgrading walls in all towns. This will take 6 rounds.

You start to build a fort in Chrabrost. This will take 12 rounds.

You start building a market in Reka Chrabrost. 2 rounds. You start building farmland in Reka Chrabrost. This will take 2 rounds.

---

If you wish to increase relations, just state that you wish to do so with whichever nation you want. Reactions may vary. You may also send gifts of money, trade goods and other such to increase relations.
>>
Hmm, for the Butterfree, maybe we should use their own beliefs against them. Giratinaism states, "the strong rule, the weak serve", and seeing as we have demonstrated ourselves to be stronger than the Butterfree, their religious doctrine explicitly means they are to serve us.
>>
>>222507
Alright then, let's breed the populace too, and train some diplomats, namely some Sneazel... how many more turns till the ships are done? Regal ship 2, Heavy ships 3?
>>
>>222610
>Regal ship 2, Heavy ships 3?
Yeah from the looks of the docs I have.

---
Which populace do wish to breed? All of them?

You start training Sneasel diplomats, this will take 3 rounds.

>>222561
You can do that. You can also forcibly reform their religion (yours to but it won't help yet) and ban GIRATINISM. I saw last thread that some anons wanted to do so but I want a concise decision before that goes through.
>>
>>222642
ALL OF THEM MORE PEOPLE MORE SOLDIERS, MORE TRADERS MORE SAILORS MORE GLORY HAIL VALORNIA

Next events when?
>>
>>222654
Alright, all pops rise by 20.

---
Events happen when certain things have been done. The lighthouse and the port in Chrabrost were triggers for an event for example. I have a lot written down. Experiment and you'll get another one eventually.
>>
>>222642
Why would we ban GIRATINISM? The more faiths we acquire, the sooner we can incorporate them into a pantheon. Also, completely destroying a faith is near impossible, and only would serve to make their followers more extreme. Right now, the people following GIRATNISM don't follow the tenant of anarchy. I fear that suppressing them will lead to people following that portion as strongly as all the others.
>>
>>222703
It's what they wanted. Monotheism was the norm of the times so it's quite justifiable but it's not required. That being said, banning it hasn't been carried out nor has phasing out the other language, Galciosian, come to pass. But the options are there.
((Think of the year we are in is around the 1500s.))
>>
>>222561
I agree with what this guy said.
>>
>>222807
... Yet we haven't discovered either paint, arches, or agriculture.
>>
>>222969
Nah, we discovered agriculture, we got farms.

By the way Artic, what's available in terms of Government buildings? I'm thinking we should make either a bank or some store houses.
>>
>>222986
Doesn't show up on discoveries, and found something else we have forgotten to learn, fishing.
>>
>>223012
Well unless there are other fish that aren't pokemon thank god for that.
>>
>>222969
>>223012
>>223018


>paint, arches, agriculture
One hasn't been researched, the other on the hand is being researched now. Farming is the basis of civilization it's something that's already known.

I never said you don't eat other Pokemon; when did I say that? You populace has to eat things other than berries you know. All this time, your populace has just been hunting wild Pokemon for meat. Cruel but not out of scope of the times.

---

Well a Bank would require the knowledge of banking but a storehouse is doable.

---
5 Houses have been built in each city.

You have trained 8 BISHOPS, one for each main county/province. With BISHOPS, you may elect an ARCHBISHOP, who will oversee everything religious wise.

The EMBASSY is finished in Chrabrost. Now, other nations may set up office in the EMBASSY and establish better communications with us.

The market and farmland have been built in Reka Chrabrost. You may choose which crop to plant in the field.

Your REGAL SHIP has been finished. You may name it and sail it as a diplomatic ship wherever you please and will impress other nations immediately, giving a +15 to relations.

The Ledian have been trained to use the Spiked Shields. This has been combined with the knowledge of the Ladybird Hammers to form a new special unit- Ladybird Crushers. You now have 4 units of Ladybird Crushers.

=---=----=
TRADING:

I should mention, every market increases trade for the nation and increases the chance to learn of new goods, cultures, currencies and nations. Much hasn't happened because your trade, besides Chrabrost, is mostly inland. The more trade ships you build however may increase the sea trade and attract more to the port.

[spoiler[This is actually the only element left I'm still sorting out but the basics are there. I might introduce the Kyrstal to be used as capital and required to be used but I'm not sure.[/spoiler]
>>
>>223057
Great, so, names for our regal Diplomat ship...

name civil war

The CSV Empress
Counsel State of Valornia
>>
>>223057
Do some military exercises on the Zubat border, and breed some more Yanma.
>>
Bumping quest.

Also, build a kind of meeting hall in each city that sends complaints and stuff to the capital.

>>223299
do NOT do this.
>>
>>223130
Considering no one else chimed in, the ship is now the CSV Empress.

=---=---=
>>223304

A Town Hall perhaps? Whatever it may be called, it will be 6 rounds until they are built.

The commissioning of Heavy Ships is complete, you now have a fleet of 6 Carracks. You may use these to explore the coast and surrounding seas.

=------=------=

What is your next action?
>>
>>222664
Ask the Sandshrew if we can build a lighthouse in their easternmost location.

Ask the same to the Trapinch (or Zubat, since they're vassals IIRC), except instead of easternmost, the lighthouse should be in the southernmost location.

Send an empty trade ship to look for new land. Tell them to carry anything they see of value back home, even if it's some weird sea stones.

>>223299
No.
>>
>>223322
Start a crossbreeding program to cross all known breeds of Pokemon.
>>
Rolled 2 (1d10)

>>223413
You start a crossbreeding program. A list will be made before the crossbreeding begins. ((For my sake really.))

>>223347

You ask the Sandshrew and the Zubat if they wish for lighthouses to be built on their land but they politely decline.

You send an empty trade ship out as an exploration crew and to find land and anything of value. They will search for 5 rounds. Effects may vary. I will roll 1d10 each round to see if something happens, starting this round.

1-2 - Nothing found
3-4 - Islands found
5-6 - Primitive Nation found
7-8 - Resource found (Will incur second roll to determine island size)
9-10 - Found larger landmass
>>
I feel sad for our primitive population. They have to freaking hunt wild Pokemon to eat more things than berries and vegetables? lol
Research brewing/fermentation.

Research windmills (how else could we grind flour?).

Also, build one more school in every city we have. With that, those poor fuckers will probably learn how to eat more things on their own.

>>223427
>It's fucking nothing
Off to a good start.
>>
So Can we say our regal baby to begin official diplomacy with that civ in haven island? Also, can we work on an explorer to see what other islands may be out there?
>>
Rolled 7 (1d10)

>>223476
You start research on brewing/fermentation. This will take 4 rounds.

You research Windmills. This will take 4 rounds.

You build schools in every city. This will take 4 rounds.

---

The Monastaries in Jakoelfton, Chrabrost and Jezero Chrabrost have now been built. You may start a MONASTIC ORDER for your religion.
They may or may not deus vult once in a while.

I'll be back in a couple of hours.
>>
>>223529
Full Deus Vult
>>
Do we even know what religion the Duchy of Belvin follows?
They might get pissed if we change from a Meritocracy to religious goons who aren't from their religion. If we lose our allies in that island, it'll be hard to invade and conquer, or absorb them diplomatically.

Also, since the island duo is supposed to be the size of Poland (with ours being way smaller), and we already have millions of thousands in population, we'll need huge fields to plant or our masses will die of starvation, get mad and kick whoever's leading out.
We need more land soon.

On another note, look for new spices so our people eat better. Or research them with the help of our Farfetch'd folks.
>>
>>223599
*dozens of millions
My bad lol.
>>
>>223599
are we allies with them? I thought we were just kind of nice to their sailors once.
>>
>>223626
We're still doing diplomacy but they are clearly interested in us so I assume so.
>>
>>223529
Start the Monastic Order of Holy Azelf, but for the love of Azelf, let's not go crazy just yet. Set it up to Protect the people.
>>
Bumping thread, also, did we finish masonry? I think we did... if we did let's upgrade all the houses ever.
>>
>>223969
you don't really need to bump it. I think the last thread is still alive
>>
>>223599
1 - Atoll - 1 province
2 - Small Isle - 3 provinces
3 - Lawn Guyland - 5 provinces
>>
Rolled 1 (1d3)

>>224125
>>
Rolled 2 (1d3)

>>224125
>>
>>224128
>>224125

Okay so my rolls are working or not? Make up your mind /qst/.

I'll let this one sit and wait for everyone to roll.

In the meanwhile...

=---=---=
>>223969

Two rounds till masonry is done.

>>223646
You start the Monastic Order of Holy Azelf. In times of Holy Wars, you may call upon them to fight for and with you. Over time however, they may start to get frisky so be wary of how they are operating.

>>223626
>>223599

It is unknown what the Duchy of Belvin worship, you only just got in permanent contact with them. You can ask Conrad for info though.

Your people have yet to starve but they are getting close to that point where food may be getting scarce but trade is a life-saver as it continues to add into the food stockpile of the nation. But you should consider farming more.

You look for spices. This will take 2 rounds.
>>
Rolled 2 (1d3)

>>224161
>>
Why don't we conquer the Nuzleaf? They are takin up a lot of coastline, arnt they good sailors?
>>
>>224209
Cause they've not done anything, and we don't want to unsettle anyone. Diplomatic relations man.
>>
>>224212
>Current Year
>Not having diplomatic relations by conquering the entire world
>>
>>224214
It Is the age of exploration.
Maybe we can Mary some more people to bring land into us.

>Maybe we can use the nuzleaf as a solution to our food problems....
>>
>>224214
think /pol/'s that way.

Sides, we need to replenish our forces... alternatively... We could call our forces from the fort we had, then "peacefully" assimilate them.
>>
>>224222
If you think that doing that is anything like /pol/ you're fucking retarded.
>>
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>>224229
pic related

>>224221
this. Ask the Mankey if they wouldn't like to join up officially, making us an even bigger nation, and conquer MORE land when we take our ass to the sea.
>>
>>224237
>Anyone who wants to do what I dont want to do is from pol and baiting!
Fuck off, thanks.
>>
>>224239
>>224239
>Sides, we need to replenish our forces... alternatively... We could call our forces from the fort we had, then "peacefully" assimilate them.

k.
>>
>>224161
But seriously, let's send those goddamn ships to Belvin with our glorious ass Empress and like, 6 of our 7 Heavy ships
>>
Ask the Spheal to build a monument to Azelf near the lake they now own.
>>
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Rolled 1, 5 = 6 (2d10)

>>224182
>>224146

You found a small isle with the amazing resource of COFFEE. Once your expedition is back, you will get a map of where it is and will be able to colonize it.

>>224237

You ask the Mankey if they wish to officially join the great nation of Valornia. They state that while they would love to join, they feel your current style of government is not their thing, they would rather a FEUDAL MONARCHY. Can't win'em all it seems.

=---=---=

Your training of diplomatic Sneasel is complete. You may send this delegation and receive a +20 to relations and +35 to any negotiation.

The walls in each city have been upgraded. All except Jakoelfton's are level 2 with 650 HP while Jakoelfton's is level 3 with 850 HP.

=---=---=

Rolling twice cause I forgot to roll before.


>>224214
>>224229
>>224222

Considering this quest gets quite political, I'm not shocked it will eventually attract /pol/, just as long as it isn't stormfags and try not to start the Third Reich before the Industrial Age.
>>
>>224408
Well shit, how about the Spheal then, how do they feel about joining Valornia?
>>
>>224244
>>224408
and see previous thing.
>>
>>224408
Seduce Conrad with pleasure-trained Sneasal prostitutes
>>
>>224455
nigga... no. but at the same time yes
>>
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Rolled 1 (1d10)

>>224408
>>224305
>>224244

You found the primitive, TURTWIG, on a small lone island. Like before, once back in port, the area will be revealed.

---

You send the ships to Belvin, along with Adela. This will take 6 rounds.

---
>>224422
>>224305

You ask the Spheal if this wish for an Azelf monument. They state they would be honoured to have one. You start building the monument at the last lake. This will take 3 rounds.

You also ask the Spheal if they wish to confederate into one larger country.

They state they would be overjoyed to be one nation but note there is a problem. They feel that most of the remaining nations would be alarmed at such a thing and would put them at the brink of war. They want you to try and see if you could get non-aggression pacts with the other nations before joining the two nations together.

---
>>224469
>>224455

You send some of your new diplomats to Conrad's office in the new embassy building. One of them was quite forward with what she could do but Conrad politely declined but did ask for her name.

The other decided to be mature about this and ask him actual questions, which he obliged to answer.

What will you ask Conrad about Belvin?
>>
>>224486
Ask him of their religion, and any port towns they may have to offer. What are their premier trade goods?

Also, don't we already ave a non-agression pact with the Nuzleaf? Cause if so, that's easier.

Also, ask for non-agression pacts with the Zubat, Pichu, Vulpix, Sandshrew, and Trapinch. Tell them to name their price if they say no...
>>
>>224486
What religion does Belvin have Conrad?

What other countries are there at Haven?

What is your relation to them?

What type of government does Belvin have?

What does Belvin want of us?
>>
Rolled 1 (1d10)

Final roll of the exploration

>>224492
You do. Still has 53 rounds left. Was 100. Probably should've written that down...

You ask the Zubat, Pichu, Vulpix, Sandshrew and Trapinch is they would sign non-aggression pacts with Valornia.

The Vulpix and Sandshrew said yes, mostly because they were tiny compared to Valornia.

The Pichu also said yes- noting that they plan to stay around and want not to fight you, knowing full well what happened to the Butterfree.

The Zubat and Trapinch on the other hand, refuse to sign, on the basis it benefits you more than them, allowing you to gobble up the Butterfree, Natu, Mankey and Spheal with no opposition but are onto your little game. When you ask what would it take for them to sign it, they state that seeing Valornia be kicked down a notch might do it.

You decline to that offer.

=---=---=
>>224494
>>224492

The diplomat asks Conrad a variety of questions:

"What religion does Belvin follow?"

"Same as yours. Spiritualism. Only instead of Azelf, we follow her sister Uxie. Knowledge before strength."

"What are your ports? Trade goods?"

"Belvin is our only port. Our best trade good...? Umm... I think it's just lumber. We don't have much like you do."

"Okay then... what other countries are there in Haven?"

"It'd be better to show you... here's a better map. It's far more detailed and shows current borders on the island. As you can see, it's quite lopsided."

"I'll say... how's your relations to these other countries?"

"Besides our neighbor, the Duchy of Lautsburg, the other nations don't exactly like us. Lautsburg on the other hand are our allies. Together we can stand up to them but..."

"But what?"

"See the large nation up north? That's the Kingdom of Zureis. Quite strong and wants to unify Haven Island- and eventually, your little island as well. But Valornia might be the best shot."

"Best shot? What do you want to do with Valornia?"

"We've been... we've been watching your battles. Spying really. I'll be the first to apologize. May the duke himself be the last. We sent ghost-types to follow your military in their battles and we saw that you all were naturals at it. War is your forte."

"So is trade, or else this city would be nothing but a couple of shacks and a small pier."

"Yes but you only got that trade through your strength did that happen."

"Well... yes but..."

"And that strength is what we want. Fighting the kingdom isn't easy when your army isn't really much. You have soldiers and fighting spirit abound. It would be beneficial for the two nations to come to terms."

"Terms? What terms?"

"Your strength along with our minds would be quite the thing."

"Okay... what kind of government do you have?"

"A Feudal Monarchy. Some nobles own estates, peasants work on said land. Simple system but effective. Was this your last question for now?"

"Yes... we'll be going now. Right, Jitka?"

"Right... see you later Conrad."

"Goodbye. Ich hoffe dich wieder zu sehen Jitka..."

---
Map in next post
>>
>>224566
What fucking problem do the zubat have with us? We haven't done shit to them

Ooh, baby, Conrad wants some of that Jitka ass.

But seriously, tell them that to earn our military support they need to help us do a two-pronged invasion of the zubat for being fuckers. They attack from the sea to the south and west and we attack from the north.

If Belvin helps us conquer this territory, he's got our support.
>>
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>>224566
He's the more detailed Haven Island map. I'll be back after I sleep with the expedition map. Hopefully I wake up by 2 P.M.
>>
>>224566
So basically, allying with them ensures the rest of the continent doesn't like us?
>>
>>224653
So which country is Lautsburg? And shouldn't we give them an updated map of Root Island?
>>
Christ that Roselia
>>
>>224653
Fuck we are so fucking small compared to like, most of these other nations. But that's namely cause Root Island isn't updated.

Zubat are next. If they think they're tough enough to fuck with us let them go ahead and try. We WILL unify Root Island, if it's the last thing we do.

Start running military exercises with the full might of our army in the Zubat border, let them know we aren't fucking around.
>>
Show the other nations on Root Island a map of Haven Island. Tell them how we need to unite in order to protect ourselves from some of those other large nations
Maybe we could Change our gov to a Federation type deal where each nation has a representative, wether I be duke , King or counsil.
>>
>>224653
Make more Poisoned Skull Units. We will have so many Poisoned Skull Units that we are able to bulldoze any and all opposition.
>>
We should send 2 ships with colonist to the Coffee Island. We could also conquer the turtwig pretty easily.
>>
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>>224653
>>224911

Yes and no. The other island has yet to know of your existence, so allying now would do nothing relation wise. Of course, once they do find out it can only end so well.

>>225163
Lautsburg is the nation where the Pancham is. Since they're allies with Belvin, one can assume they know of Root Island already.

>>225415
You show the other nations of Haven Island.

The Spheal are horrified, so are the Sandshrew and the Vulpix. The Pichu are quiet in response but you assume they are curious. The Mankey don't know what to think. The Zubat and Trapinch are rather quiet about it as well. The Nuzleaf, as usual, don't really care.

When you tell each nation that unifying under one flag would be better in the long run, most still disagree but are now a bit towards your side on this matter. The Spheal obviously already want to be a part of your nation. The Zubat and Trapinch also swing back around a little, stating that their words before were a bit hasty. What they meant was that they wished for you to not gobble everyone up at once without their say in it.

>>225419
You train more Poison Skull units. This will take 3 rounds.

>>225520
You send 2 ships with colonists to the island with Coffee. It will take 10 rounds for a town to be settled.

=----=----=

The training is complete, you have trained 1 of each unit.

Research is complete, you now know MASONRY and HEAVY CANNONS. You may build even more elaborate buildings and larger cannons.

Your search for SPICES has lead you to CINNAMON. You now have cinnamon as a trade good.

What is your next order?
>>
>>225882
Commission some 5 heavy ships, and another 5 trade ships in our ports. Upgrade all buildings using masonry.
>>
>>225909
Forgot to mention, but equip the heavy ships when they're finished with heavy cannons. Also, build some heavy cannons for our all our city walls.

Ask the Zubat and Trapinch if NOW after knowing this Haven Island news, if their more inclined for non-aggression pacts.
>>
>>225882
Ask the Spheal again to join Valornia.
Send some diplomat ships to the Turtwig, they could be useful as an exploration outpost.
>>
>>225882
By the way guys, maybe we could possibly get the Abra on Haven Island as an ally, we treat their bretheren fairly well.
>>
>>226015
That reminds me, get building a monument for the War Psions we had lost during our conflict with the Butterfree. Showcase their exceptional bravery.
>>
>>225882
Send some diplomats (and a small contingent of soldiers) to the Turtwig island, stating that you will bring them new technology and contact with the outside world if they become a protectorate of ours.

If they refuse, the soldiers can always get a more pliable leader for the Turtwig.

Begin equipping our warships with heavy cannons.
>>
>>225909
>>225932

You commission 5 more Heavy Ships and 5 more trade ships. This will take 5 rounds each.

You upgrade all buildings using masonry. Houses now become rowhouses, holding far more population. This will take 5 rounds.

You also build heavy cannons to equip onto the Heavy Ships and city walls. This will take 4 rounds.

---

You ask the Zubat and Trapinch if they wish to sign a non-aggression pact now. They are torn but agree to it, knowing full well a war would only end in your favor.

You now have non-aggresion pacts with the other nations.

---
>>225992
>>226015
>>226074


You ask the Spheal once more if they wish to join the two nations. Now that you have all the non-aggression pacts signed, they agree. It will take 15 rounds to integrate the Spheal tribe.

You send a trade ship with a diplomat on board to the Turtwig island. It will take 3 rounds.

---
>>226057

You start building a monument to the Abra in Jakoelfton. It will take 3 rounds.
>>
>>226091
Once we're done integrating the Spheal, fuck the butterfree and natu and whatever small amount of autonomy they think they had.

Just eat up their provinces and make them part of the glorious Valornia nation.
>>
Now that we have monasteries, let's put a program in motion to start training Azelf Knights under the archbishop. An order of trained warriors, raised to fight, with a bit of religious zealotry. That's going to be a wonder on the battlefield.

Also now that they're growing more cooperative, let's try to improve our relationships with the Zubat. We can probably win them over after introducing them to this new threat. Besides I'm all for building a pantheon of different faiths' gods.
>>
>>226137
Do the same with the Trappinch, see what we could do to improve our relations. Ask them if maybe they'd want some new piece of technology that we have.
>>
>>226091
Have we got steel weapons yet?
>>
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>>226187
Yeah. Since last thread I think.

>>226125
You wish to integrate the Butterfree and Natu as well. This will be on hold until the Spheal have been integrated.

>>226137
There is already a holy order, Monastic Order of Holy Azelf, based in Jakoelfton.

You decide to improve relations with the Zubat. Relations increase by +50.

---
Root Island Update!

It seems that the Zubat has integrated the Trapinch and is now a Despotic Monarchy! They are now the Duchy of Karovia.
>>
>>226187
Yes
>>
>>226354
Take diplomatic action to convince other civs that monarchy is an inferior form of government
>>
>>226366
Or don't. Alternatively we could switch our current form of government and suck up the Mankey. Bam.
>>
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Local flagfag proposes a flag for our holy order
>>
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>>226461
Hey, that´s pretty good!
>>
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>>226366
You try this with the other nations but most of them don't really budge on the idea. They'd rather one leader than many.

=---=---=
The delegation has arrived in Belvin and are welcomed by some of the noble houses in the port city. You will meet the duke himself next round.

You have trained 2 Poison Skull units, along with 1 unit of each type.

You have built Heavy Cannons and equipped them onto the Carracks and Walls of each city.

The Abra Monument has been built in Jakoelfton

The diplomatic envoy sent to the Turtwig have made it. What will you do for first contact?

=------=------=

>>226459
Can't. You got at least 30 rounds till you can change again.

>>226461
Not bad. Hopefully it gets put use. Maybe in a march to fight in a holy war will this be seen.

Also, Karovian flag up close.
>>
>>226546
Arrive to the Turtwig (who, as I understood it, are rather primitive) with gifts and symbols of our blatant superiority and riches. Glass, silks, metal, food beyond anything they could imagine and so on.

If we can put them into a subservient mindset from the getgo, that will ensure less resistance when we begin colonizing.
>>
>>226546
Sweet. So how are we received by this noble house at their port? Any reaction on behalf of the populace to the CVS Empress and her naval escorts?

As for the Turtwig, tell them we come from tribe on big island across the sea, and we want to see other islands. Show off any thing we may have brought on the ship, like advances tools, spices and foods.
>>
>>226585
Essentially this yeah. Backing this one.
>>
>>226594
Yeah, ask about other islands.
I'm also interested in hearing about how the turtwig got on such a small island.
>>
>>226701
Their island is the back of a giant swimming torterra
>>
>>226779
That sounds... unbelievably plausible. But art the same time just... cruel. Imagine having cups planned into back, roots just reaching into your spine. Fuckin shit man, I've seen what turtles look like without theirs shells, they have that shit for a reason.
>>
>>226585
You approach the Turtwig with gifts and other such, displaying your superiority and power to them. They are enamored by what you have, your ships and your soldiers that came along for the ride.

You tell them that you are from a bigger "tribe" across the sea and want to see other islands.

They respond by noting that there are more islands west of their little island. They also state that they grew up on this island.

>>226594
The CVS Empress was quite the ship for the people of Belvin to see, impressing everyone there along with the large ships that escorted it.

=---=---=

Adela, the diplomat sent to be ambassador for Valornia, is now sitting at large feast, with a large group of nobles, knights, and traders, along with the Duke himself, Markus II, a rather grandiose Weavile dressed in rather nice clothes, signifying his position.

Adela, seated beside Markus, is bombarded with questions from the elite at the table before Markus quieted everyone to ask her some questions of his own.

"It's nice to see Valornia sending a diplomat to us- a Sneasel no less. It's a shock to think that there are Sneasel on an island to the south."

"It's a shock to know of a massive island like Haven exists to the north, especially with knowing a kingdom like Zureis wants to take everything."

"It's their goal. Ours is much the same only... we need force."

"Force? Like an armed force?"

"Yes. Valornia's. If we ally our two nations, the Haven Isle's can become whole under our combined rule- you our sword, us your pen."

"And what of the other nations on Haven? Besides this Lautsburg that I've heard a couple of times?"

"Ah... they dislike us. Well... not all of them. They hate Belvin, Lautsburg, Revinsburg, Juln and Ketz. And all for one reason."

"What is that reason?"

"Each of the nations I named are lead by Dark-types. Originism, or rather, the worship of Arceus, tells that Dark-types are the cause of evil and must be vanquished no matter the price."

"That's... quite harsh."

"Yes, we know."

Do you have any questions to ask the Duke while at this feast?
>>
>>226958
What benefits await us should we join? Will there be land involved, and if so, how much? Know that your answer must out weight the lives we may lose. People may see us as war mongers, but we're war mongers with a heart.
>>
>>226958
If you attack, conquer and then grant the lands of the Nuzleaf to us, then we shall join you in an alliance.
>>
We can call a holy war against this religion that denounces dark types.
Assimilate all of the dark types on Haven Island by promising them military protection and freedom/respect of they join us.

Also did the turtwigs give us a map of other islands? We could probably bring them in by offering them gifts in return for land ( colonizing European style)
>>
>>227085
I'm pretty sure we are all Vassinovia. Nobody plays the other nations
>>
>>227209
Yeah this sounds like a plan. They sound like simple people. Exchange (to them) exotic goods for lands, offer to bring them into the fold. Make them members of colony towns when we build those.

If we play this right the Turtwig might just let us assimilate them and feel that they won out on it, considering all the sudden luxury they're getting.
>>
>>227281
this
>>
>>227085
I don't think this is a good idea. Most of our diplomacy recently has just been trying to be cooperative so they can't fuck our shit. That would all collapse if they fuck someone's shit and we're on their side.
>>
Also, even if we can't assimilate Koravia right now, could we try and join and official confederacy with them? To protect each other from bigger threats and so on.
>>
>>227503
They don´t like us, and a confederacy would only lead to us being stuck with them. Better to just have a swift war and annex them.
>>
>>227537
They kinda backpedaled on that thing, and we've been improving our relations with them recently.

That and in a meta sense, I quite enjoy having more nations to politick with. It's fun.
>>
>>226995

"What would we get if we join with you besides brain?"

"Hopefully by the end of this, our nations will own the islands. A union under one goverment- a king above all else. Considering your countries rather unique government, I can tell monarchy does not sit well with you."

"The last two despots we dealt with were... not exactly in the right mindset. They held onto power with force but did not hold it to the proper ideals- bravery and determination is not the same as brute force in our books and Azelf's eyes, we may be warriors at heart but we still have compassion for our enemies. We see the same to monarchs, no morals- pardon what I say."

"It is fine. Anyways, the isles is the ultimate goal but there will be land involved plus a large amount of diplomacy. The other nations will take to your nation better than ours, it is after all, lead by a Poison-type, not a Dark-type."

>>227209
>>227281

"We could declare a holy war and assimilate the other Dark-type nations under one banner."

"Yes that is a plan but is it a smart one? Who's to say that all the kingdom's north would not form coalition to stop us? Best to think about that a bit more before being hasty."

What else do you wish to ask?

=----=----=

The upgrade from regular house to your common rowhouse is now complete. They can hold far more population than before. The limit now is 12000 pops. or 42,000,000.

The fort in the port city of Chrabrost is now complete, you may now fortify it with soldiers.

The ships have been built, you now have 5 more trade and heavy ships.

Also, decided to drawfag a bit, here's Chrabrost.
>>
>>227598
Begin manning the fort with a garrison and cannons for self-defense. Can we develop muskets yet?
Begin building a St. Peter's style basilica in the capital, as the residence of the new Archbishop Hilda.
Breed more of everyone.
Begin recruiting more units, mainly psions, air units and artillery, along with some Natu units.
>>
>>227598
What about the diplomacy with the Turtwig?
>>
>>227598
In that case I say conquering the Cubones or another small nation to establish a presence on the island and begin to make diplomatic relations and trade.

Also let's buy out the Turtwigs with beads and other luxuries to colonize them. send 2 trade ships to the coffee Island to colonize and 3 ships to the turtwigs to do the same.
>>
>>227598

I'll be back in a couple of hours. Something came up.
>>
>>227209
>>227463
>>227428
>>227837


The Turtwig did not give you much info on the island besides that they know of them. Seems that sailing is a little beyond their capabilities.

You offer to exchange goods for land and for living space in a town, if ever built. They respond by saying as long as you don't cut down any trees on the island, you can have the land- they are definitely in love with your luxury goods. Especially cinnamon.

=----=-----=
>>227634

You start manning the fort. This will take 2 rounds.

You start to build an even more ELABORATE CATHEDRAL in Jakoelfton. This will take 15 rounds.

You breed all pops. All rise by 20.

You recruit more units. This will take 3 rounds.

=----=-----=

TOWN HALLS have been built in every city. More social events may happen now.

You have researched ALCOHOL. You have a new trade good.

You have researched WINDMILLS. You now have the capacity to make FLOUR and BREAD, increasing how much food you have.

You have built SCHOOLS. Research time has gone done by -2.

=----=----=
EVENT: 1532 - The Primeape Cheiftess - Tunali, is now dead, ending the political marriage between the Primeape tribe and Valornia but the heir is now of the Řeznicek family.

Due to internal influences from nobles, the Primeape tribe is now in the process of becoming a FEUDAL MONARCHY.

Once done, the first king will be Alexi Řeznicek.
>>
>>229439
Were... were we just played? Did the Mankey just PLAY us... over the course of how long? US?! Was this their plan all along?! WERE WE JUST A BRIDGE TO MONARCHY!?
>>
>>229439
How's the crossbreeding shit coming along?

Also, start researching handcannon/miniaturizing them.
>>
>>229464
Were they playing you or was it circumstance? You decide.

>>229595
Still working on that list. It may take till next thread for it to be a reality because there are so many pairings. You guys have finally broke poor old Artic.

Also, you guys already have Hand Cannons. No one put them to use. Also, next step is the EARLY MUSKET
>>
>>229602
Let's hop on the train to muskets, then. Also, start developing a specialized weapon for Larvitar.
>>
>>229602
Develop another specialized weapon to the Skorupi to surpass the Poisoned Battleaxe.
>>
>>229602
Also train more Poisoned Skull units.
>>
>>229612
>>229607

You start researching EARLY MUSKETS. This will take 13 rounds.

You start to research special weapons for the Skorupi and Larvitar. This will take 8 rounds.

=---=---=
Also, starting now, I'll be rolling for events here now that the town halls have been built- you won't know what number does what though. An event may trigger if above 75, and WILL trigger above 90. More government buildings will lower the trigger for certain events.
>>
Rolled 50 (1d100)

>>229634
Should also mention I'm just testing water. If it goes well, it will probably see light outside this thread.
>>
>>229607
A specialized weapons for the Abra, too. The War Psions deserve better.
>>
>>229634
Well shit nigga, let's build more government shit. Research policing! Stop crime AND spies, and upgrade our market to a bazaar in our port town.

By the way, are our trade ships doing anything? I assume they're out and trading by default but...
>>
>>229649
They're doing something, mostly finding trade goods but they'll do further one day >http://pastebin.com/Lvc82Unw

I haven't implemented it yet, but I still have plans for a budget system too but I need to get the formula down.. Maybe next Civ Evo but I want to add budgeting so people don't just spam units.

>>229644
You start research on a special weapon for the Abra, this will take 4 rounds.
>>
>>229649
Forgot the rest.

You research LAW ENFORCMENT. This will take 23 rounds.

You upgrade the market in Chrabrost to a bazaar. This will take 8 rounds.
>>
>>229677
I'll be going to sleep now. Be back eventually.
>>
Rolled 45 (1d100)

>>229614
You train more Poison Skull units. 2 rounds
>>
Ask the Duchy of Belvin if they know about other islands.

Send another exploration ship, this time to the south of the Turtwig island.

How's the colonization of the Turtwigs going?
>>
Rolled 7 (1d10)

>>230779

You ask Belvin if there are other islands they know of.

The reply is that there are plenty but there is something else out there but they will show you later.
---
You send another exploration ship out, south of the Turtwig. It will be on expedition for 5 turns.

1-2 - Nothing found
3-4 - Islands found
5-6 - Primitive Nation found
7-8 - Resource found (Will incur second roll to determine island size)
9-10 - Found larger landmass

The colonization of the Turtwig has not started, the only thing done was that they let you do so without cutting down their forest.
=---=---=

The fort in Chrabrost has been manned by a garrison of heavy cannon and general infantry.
>>
Rolled 1 (1d3)

>>230819
1 - Atoll - 1 province
2 - Small Isle - 3 provinces
3 - Lawn Guyland - 5 provinces

=----=----=

You have recruited 1 of each unit and 3 more of Poison Skulls.
>>
>>230865
More Poisoned Skull units
>>
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Rolled 9 (1d10)

>>230928

You train more Poison Skull units. It will take 3 rounds.

=---=---=

You have found an atoll with the resource of DYES.
>>
>>231008
Shouldn´t it be a bit more ring-shaped? like maybe have the sea be a bit shallower around it?
>>
Research the Standard Diving Dress for the uh... Venomoth, I guess.

Train 1 (2 if limit allows) of every special unit other than Poisoned Skulls, so they don't get completely outnumbered. Even the ones we previously had, but don't have anymore.
>>
>>231008
Alright, so redirect some trade ships to this island of DYES. Set up a farm to farm the FUCK out of it, and see if we can't research silk.

Also, how's the other island coming along with a colony, the coffee one I mean. Something like 5, 6 more turns?
>>
>>231008
Could we get another updated map Artic? Please? With the blood of slain Butterfree on top?
>>
>>231056

You research DIVING GEAR. This will take 13 rounds.

You train 1 of every unit that isn't Poison Skull. This will take 2 rounds.

>>231080
You send ships to colonize the dye island. It will take 10 rounds to colonize it.

Coffee island is 3 rounds till it's colonized.

=---=---=
The exploration crew stormed right back into Chrabrost port with incredible news. A massive coastline to the south! They've mapped just a small portion of what is assumed to be a continent.

>>231032
It's just a representation, not really trying to be accurate. I could make a detailed map but I think I'll save it for the end of this civ evo, whenever that is.
>>
>>231088
Good lord

These lands just get bigger and bigger
>>
>>231088
Fucking sweet! Map the coastline a bit more, see if we can't find any other Pokemon nations before we go ahead and land there.
>>
Can we send a diplomatic boat on Abra land in Haven island?
Obviously send Abras, some War Psions, on the boat.

Research big clocks

>>231088
Holy shit lol.
Do we even want to get involved with that continent for now?
>>
>>231126
I don't think that's a good idea... I think the only ones who know of us are Belvin and their allies
>>
>>231126
And yeah the FUCK we do want to get involved! Imagine there's practically NO ONE there! All that land, all the resources, to build more military might! FUCK Haven Island at that point, we got a continent!
>>
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>>231101
It's what I planned since thread 1, that a continent is eventually found to the south.

>>231103
You decide to send the very same crew to map as much as the coastline as possible and try to see of there are any obvious port cities. This will take 6 rounds.

>>231126
You send some diplomats, Abra, and some War Psions to the Abra nation on Haven Island. It will take 3 rounds for them to make it.

=---=---=

Fantastic news! You have finally finished integrating the Spheal into your nation!

You have gained these pops.

SPHEAL - 170
SEALEO - 140
MARILL - 120
BUIZEL - 110
WARTORTLE - 110
CUBCHOO - 85
SNEASEL - 70
TAILOW - 55

---

You may now start integrating your vassals. The time taken depends on relations.
>>
>>231160
Start integrating the Natu. That way we can directly pressure the Sandshrew to integrate without any need for forceful action. :^)
>>
>>231160
Send colonists to the island to the southwest. Send some workers, builders and materials to build a fort and harbour to the atoll. Begin improving relations with the Sandshrew. Begin developing weapons for Dark-type Pokémon.
>>
>>231160
All hail Valornia. Breed more Spheal, Sealeo, Glameow, Gible, Spinarak, Yanma.
Crossbreed Sealeo with Skorupi.
>>
>>231160
Hmm, research magnetism, for faster ships.
>>
>>231173
>Begin developing weapons for Dark-type Pokémon.
What do you mean by this? Weapons to be used by or against Dark-type Pokemon? Also, if you meant the former, we have lens and probably black dye. Making Black Glasses shouldn't take too long.

On a related note, begin researching Scope Lens. Let's see what weapon can be improved with these.
>>
>>231189
By Dark-type Pokémon. It is of the utmost importance that we begin strengthening our allies before it is too late.
>>
Rolled 89 (1d100)

>>231167
You start integrating the Natu. It will take 25 rounds.

>>231173
You send colonists to the atoll to the south. It will take 10 rounds for a town to be settled.

You start improving relations with the Sandshrew, raising it by +35

You begin development on a weapon for Dark-types. It will take 13 rounds.

---
>>231178
You breed more Spheal, Sealeo, Glameow, Gible, Spinarak, and Yanma. Each rise by 30.

You crossbreed SEALEO and SKORUPI

The combination makes SURSKIT.

---
>>231182
You research Magnetism. This will take 23 rounds.

---
>>231189
You begin to craft a Scope Lens. It will take 4 rounds.
>>
>>231241
Have we bred Gible and Larvitar yet?
>>
>>231241
I want to ask the Spheal how they managed to get so many evolved forms of themselves?
>>
>>231316
This is also a good idea. Could we get our clergy to pray to Azelf for information on evolution?
>>
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>>231308
As far as I know, no.

>>231316
You ask some of the Spheal how Sealeo came to be. They state it was through grinding up Water Stone and mixing it with Oran and Pecha berries did it have aneffect. It took a large amount of research to get this result but they state it may not work with every monster.

>>231334
The Archbishop, Heidi, prays to Azelf to find out how to become a higher form of monster. The answer was to find the right mixture of ingredients, along with evolution stones and other assorted items.

=---=---=

Event 1534 - Kingdom of Becari

The Kingdom of Becari forms from the former Primeape tribal nation.

----
I'll be back in a few hours- going out for dinner.
>>
>>231364
Raise relations with our two vassals, as well as the Sandshrew and Karovia. See how the Nuzleaf feel about closer bonds.

Start researching Damascus steel, and different kinds of wood.
>>
>>231388
We already have something akin to it. We made katanas and shit out of it.

>>231364
Start researching means of evolution for our military units, chiefly the Axeitar, War Psions, and Poison Skulls.
>>
>>231364
Do we have simple machines yet? If not, then start researching those.
>>
>>231413
Nigga, include the Yanma in there. Yanmega general air with boss ass flying/big moves for when shit gets real.
>>
Breed Gible and Larvitar, Gible and Deino, and Deino and Larvitar.

>>231478
Seconded. However, Pokemon moves will be useless by the time we get to the industrial revolution, unless we somehow research ways to make them stronger. Flying/Bug moves don't really matter
>>
>>231364
Check up on the new Kingdom of Becari. Send a diplomat, without soldier escort to show we trust them, and congratulate them and tell them we hope to continue our relations.

Confederacy possible?
>>
>>231494
Tyranitar with heavy cannons on their shoulders and Hyper Beam.

I'm moist
>>
>>222123
Why does that island look like Syria?
>>
>>231578
It ain't though. We're Poke!Britain.
>>
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>>231388
You raise relations with the Sandshrew and Karovia. Relations rise by +35

>>231413
>>231478

You start looking for evolutionary methods for the Larvitar, Abra, Skorupi and Yanma. It will take 18 rounds.

>>231511
You open up diplomacy with the newly formed kingdom. You congratulate their change to a more civil form of government and wish to continue relations with them. They oblige and wish to remain separate but allies none the less.

>>231477
You start researching simple machines. This will take 28 rounds.

=----=----=
You have colonized the island with COFFEE. What will you name it? The name of the town?

The MARKET in Chrabrost has been upgraded to a BAZAAR!

>>231578
It's a bit uncanny but I made the shape randomly.

>>231608
Maybe, maybe not. Not yet obviously.
>>
>>231918
Have we started on muskets yet? If so, would it be possible for us to go ahead and start on more complex metallurgy so that cased ammunition is possible?
>>
>>231918
Can we just have Skorupi for the continent image with the flag?
>>
Holy shit. I was here for the first thread and leave for a while and now I'm super lost lol. How do you keep track of all these statistics? Damn.
>>
>>231940
No, fuck you my good sir.

>>231918
Encourage the Mankey to absorb the vulpix.
>>
We really need to integrate our vassal states into ourselves. Maybe we should look into doing so?
>>
>>231918
Name the new city Cape Coffee!
>>
>>231993
How about Cape Káva (Czech for coffee)
>>
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>>231932
We have started muskets. Cased ammo is not available for research just yet as you have no means to use it.

>>231940
Sure. It's just one version of many.

>>231976
With pain. And pastebin - http://pastebin.com/B4bgBxNn

>>231988
You're already integrating the Natu. Can only integrate one at a time.

>>231977
You encourage the Mankey to blob up the Vulpix. They note that it would be natural and would consider it.
>>
>>232006
Thanks.
And if possible, train more Poison Skull units.
>>
Research Artificial Islands. We have carts and wheels, I'm sure it wouldn't be hard to expand some of our island land.

>>231940
>being a skorupi supremacist
>>
>>231918
Boost relations with the Natu, Butterfree, and Sandshrew.
Begin bridging every river in Valornia.
Build roads connecting our new cities to Azelfton.
Build a small fort in province 52, and a harbor in province 54.
Begin sending diplomats to Lautsburg to improve relations and start trade.
>>
Who are the Pichu allied to again?

Research method of evolution for the Gible, Glameow and Sealeo. The previous tribes that form Valornia can't fall behind.

Breed Ariados, and crossbreed Spheal with Gible.

>>232020
>Build a small fort in province 52, and a harbor in province 54.
Is this really necessary? I mean, it won't cost us anything but it'll probably be just more (useless) data. I don't think it'll trigger an event, since it's just a small island in the middle of nowhere.
>>
>>232019
>artificial islands
u wot
Why not just claim more land? No sense in wasting resources creating more land when we can just take existing land.
>>
>>232051
Eh, developing a colony can never hurt. And I like data.
>>
>>232060
The small ass island trio looks a little dumb imo. Wanted to fix that, and learn some new technology for our country.
We could just research Land Reclamation instead and connect them all, possibly expanding them.
>>
>>232070
*province trio, island duo

>>232068
Fair enough. Might as well make a new plantation field in there.
>>
I haven't been here in a while so I'm not 100% on this, but we haven't made any contact with fish/other water dwelling pokemon yet have we? If we became allies with them it could probably help our cause.
>>
>>232090
We didn't have the chance before because we had no water types, but that's a good point.

Can we have our new marill, sealo/spheal, wartortle go diving?
>>
>>232120
For all we know there could be entire underwater societies just like ours.
>>
>>232130
>>232130
this, seems like untapped potential.
>>
>>232011
You train more Poison Skull. It will take 3 rounds.

>>232019
You research LANDFILL. It will take 18 rounds.

>>232020
You boost relations with the Natu, Butterfree and Sandshrew. It increases by +35.

You bridges at every river at important points.

You start building roads. Please draw where for my sake.

You start building a fort in province 52 and a harbor in province 54. It will take 12 and 8 rounds respectively.

You send diplomats to Lautsburg. It will take 3 rounds for them to get there.

---
>>232120
>>232130

You send some of the Water-types you have now down into the ocean to see what's underneath. It will take 5 rounds for results.

----

You have finished developing special weapons for the SKORUPI and LARVITAR. The Skorupi now have Poisoned Pikes, +50A. The Larvitar now have FUCKING TWIN FLINTLOCKS. +55A, 65% accuracy
>>
>>232366
Let's try and refine the Twin Flintlocks. Also, start developing a Gibble specialized weapon, if we haven't already.
>>
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>>232366
Sketched up some roads
>>
Alright, who else would think that running a quest IN THIS SETTING would be cool as fuck? Just, pick a Pokemon, live out your life in glorious Valornia, or alternatively go abroad, am I the only one?
>>
>>232410
Thanks. It will take 5 rounds for all this to be built.

>>232375
You start researching a weapon for the Gible. It will take 5 rounds.

>>232415
I'm not against anyone doing this. Could be interesting, telling a story from a single POV of some guy watching Valornia rise into an eventual empire.
>>
>>232446
I'm honestly not sure where to go from here. Can we start working towards water wheels and shit, assuming we don't need simple machines for those?
>>
>>232593
This game isn't all just inventing, you can be political as well.
>>
>>232606
Let's dispatch some ambassadors to the Houndour, assuming Belvin hasn't already let all the other dark types know that we exist. Make sure they can corroborate their story about Originism and shit.
>>
>>232614
You send delegation to the Houndour, otherwise known as the Duchy of Juln. It will take 3 rounds.

Your delegation to the Abra is now there. They are surprised that a nation exists outside Haven Island. They welcome you in and tell you their nation is the Duchy of Kell.

What will you ask them?
>>
>>232693
Ask them all about Originism and the Dutchy of Belvin, as well the kingdom up north. Additionally, ask about their primary trade goods. Maybe we can work out some kind of exchange.
>>
>>232693
Did the Spheal finish building that Azelf monument at their lake? If they didn't, finish it for them since we are now one nation.
>>
>>232693
Ask about the history of the Roselia Kingdom, I forget their name...
>>
>>232701
The monument is already finished, just hadn't marked it down on the pastebin.

>>232712
>>232694
You ask the Kellians about Originism.

They state that Originism is the practice that Arceus is the creator and that all other's are below him. Not only that, but Giratina is claimed to have rebelled, along with Ghost and Dark types. One of Arceus' tenets after this is that Ghost and Dark types are not to be trusted and to be subjugated for fear of them uprising.

To them, the Duchy of Belvin has been a thorn in everyone's side, everyone not a Dark type or Ghost type that is. The only thing more annoying is the Galleim Order, which is in the middle of the Kingdom of Zureis. They never quit and have been fighting back against the Zureisians for the past 15 years.

The Kingdom of Zureis has been consolidating power for years, conquering and inheriting land over the years, becoming what it is today through bloodline and bloodlust. They have a strong military and a loyal populace. Their history though, is far more complicated than it looks and takes more than one sitting to tell...

Do you want to know?
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>>232831
yuss
>>
>>232831
exploit EVERY WEAKNESS

sorry for giving you so much to write Artic. Or, if you've not already writen it, sorry for spoiling any surprise you may have had in store
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>>232939
>>232888

Well if you wish to know...

Zureis started just like your little... state. Nothing but a tiny tribe with a little land to its name. They had to do something or else they would be eaten up by the larger tribes in the area, so naturally they allied and combined with another tribe, the Mawile tribe. This gave them an incredible advantage in war- Steel types are far hardier and better soldiers in general. They won battles left and right, though they only took land little by little, so as not to overdo it at first- they didn't want the brunt of every tribe in the northern highlands to come in and slaughter them.

After a few battles, they had assimilated two tribes, the Buneary tribe and the Vibrava tribes and buy this point, owned a good portion of the western half of the northern highlands. But the eastern half still held other tribes who were watching the congregation to the west with unease and were just as eager to put a stop to them as the Roselia were to taking it all for themselves.

---
((Next parts will come after I sleep. I have things write, it's the gifs that will take time.))
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>>233162
Over time, the tribes in the east also congregated and become one tribe as under the banner of the Shinx. Soon the two tribes became kingdoms, through the contact of our lord, Arceus.

He stated it was the goal of us monsters to live in harmony but the constant warfare was not allowing for such a thing. IT was claimed he stated the reason they were all warring each other was because of he nearby Ghost tribe, the Shuppet, that was causing all of the strife with their populace of Ghost and Dark types.

With this message in minds, the Roselia, now the Kingdom of Zureis, had a plan to eradicate the threat. That plan was to unite the island, subjugate and kill off the Dark and Ghost types and to force peace through triumph in the Original Ones name.

This hubris plan though has not come to fruition however.
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>>234260
It´s not that bad of a plan, uniting the island is also our goal. Perhaps we should speak to these Roselia.
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>>234260
From today's map, you can clearly see that while the Zureisians may have united the north, the Shuppet, now the Archbishopic of Galleim, or otherwise known as the Galleim Order, still exist and have been a thorn in their backside for some time now.

It's clear that the Zureisians are fighting someone who knows everything about them and knows how to combat them effectively as well- it's a thought that shudders us here in Kells if they ever fight us. How would they treat us? How do they fight in battle? Will we be able to hold them off? Wherever you came from brethen, heed this- the Dark and Ghost types are untrustworthy, they seek nothing but to kill us all and take everything for themselves, like the Duchy of Belvin and the Duchy of Lautsburg.

Is there more you wish to know?
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>>234332
What are the Abra's trade goods?
>>
>>234332
What is the Kells' opinion of Zureis?
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>>234349
The Abra trade goods are Iron, Steel, Coal, Lumber, Wheat and SALT.
>>
>>234351
Shit we need that

Offer them dye in exchange for it. Additionally, begin surveying our own land for salt.
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>>234332
I think that's all we needed to know...

Let's see if we can't get ourselves a stealthy as fuck spy to contact the Galleim Order.
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>>234350
The Kellian's view Zureis with respect, as they wish to eradicate a threat though they do see that their methods are a bit harsh.

>>234356
You offer to to trade salt with dyes. They accept. You now have access to SALT.

You begin surveying your land for SALT. It will take 3 rounds.

>>234366
You decide to try and send an extra sneaky spy to the Galleim Order. It will take 4 rounds to see if they make it.

=---=---=

The mapping of the coastline to the south is finished, they have also marked down port cities along the coast! Well, actually, they didn't finish, more like, got stopped by other ships and told to fuck off before they could continue. Diplomacy might be needed to further see the continent.

The SCOPE LENS are finished. Equip this to any unit with a GUN and it will raise their accuracy by 20%.

The research of the SMALL EXPLOSIVE is finished. You now have SMALL BOMBS. 75 damage all around.

The research for muskets is finished, you now have FLINTLOCK MUSKETS, they cause 65 damage at 55% accuracy.
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>>234383
Let's start refining our guns.

Also, we should start developing a special weapon for our Wartortle pop, and train like three units of them.
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>>234383
Send a diplomatic envoy to the nearest port city!
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>>234509
I was going to suggest that as well, but what if they're hostile? That's why I'm suggesting we begin developing a specialized weapon for our wartortle and then training three units of them, so that if we do come to blows, we have a more likely chance of winning the engagement.
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>>234407
You start refining your weapons. It will take 13 rounds.

=---=---=

I think I'm going to end this thread here. A bit early yes but I want time to gather up my writing and drawing hands from the floor and get some rest.

Next thread will be Thursday.

See you then.
>>
>>234540
Well if we're sending a small diplomat squad to a city, I think we'd lose in any case. Unless the city is manned by like 10 soldiers.



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