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File: Ancients4chan.png (4.82 MB, 2500x2000)
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[Riaetrusqe]
Mejan yawns at the mention of a grand hunt held in her honor, but

seeing the resulting ashland, grins. She is appeased for now. After

the hunt, the tribe expands northward [+13 hex], and further water

magic is researched, though it makes Mejan scoff and sneer [4/8].

[Machaka]
Expansion of Aquantis begins [1/2], while another Khal Exemplar is

formed [2/3, -2 bronze], as well as an Iron Mariner [2/3, -2 wood].

[Butterland]
The Observatory is completed [Observatory I], though there's no

Medical Academy, and the search for gold turns up empty. However,

physics research begins [2/4], and the process of refining iron is

looked into [4/10], while basic chemistry research begins [1/4].

[Ezjai Collective]
>You also have 1 food
While the Collective's psionics are improved [3/8], another warrior

drone is bred [1/2 (be sure to list techs)], and armor is bred into

the lower caste [3/4].

[Arakos]
The army has been refitted (see below), and the Hobgoblins mobilize,

while expansion south begins [+20 hex], and integration of the former

nation of Gynnead Ceadn begins [2/10]
>Units
2 Warrior Khal: 4x (6 hex upkeep each)
Ceadni Khal: 4x (6 hex upkeep)
Siege Khal:
>Seems to come out less than before

[Black Feather]
Some more Peat is found [+3 Peat], and a new temple is erected [3/4,

-1 stone]. Further currency refinement is also in effect [4/6].

[Henoan Conclave]
The Apothecary is finished [Apothecary I], and is already undergoing

improvements [3/6, -2 stone]! Horsemanship training completes as well

[Horsemanship II], and northward expansion is had [+16 hex].

[Balbyionia]
Reconstruction of the factory begins [2/6, -1 stone], but the effort requires everyone to pitch in, and the soldiers aren't drilled. However, better feudalistic practices are becoming instituted [1/6].

[Feathered Empire]
While there's no progress on the facility, more steps are taken to lift Soil's Meet [6/15], and the foundations for a bathhouse is laid [2/4, -1 stone].
>>
Rolled 81, 34, 99 = 214 (3d100)

>>1192639
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 60 (+2/turn)
Food: 4
Currency: 116 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing III, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I
Magic: Air I, Hope I, Weather III, Flight III, Jetstream I, Weather Weaving II, transmutation, flying baskets
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 3]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: Feather's Cradle flight (2/20) Soil's Meet flight (6/15) bathhouse (2/4) alchemy (3/4) runes (1/4)
1. Trade Weather III and flying baskets techs to the principality of classa for medicine III and glassworking.
2. Fin alchem
3. Fin baths as wonder (eternal mandate, archeture III)
>>
>>1192639
Wouldn't my Parasaur and Hollow Runner give me the extra + from tech, and currency for Gold roll, to get to/over 20 for the Academy and Gold search?

And it was my, but I have Chem I, so it should be [1/6] for Chem II.
>>
>>1192711
Will look and addendum later if need be.
>>
>>1192639
you missed arakos spending money on my iron mariner.
>>
I'm missing all stats for my cavalry unit, my troops don't have the armored tag, pretty sure my 2 baseline khal are all missing the .4 from the earlier 100 on construction after adding up techs. Those should be 4.6 unless the war college and training field add a bonus to production and not strength. The siege khal is also missing all of its stats.
>>
>>1192672
That bath wonder, I'm dumping the last of our stone, those slaves we never converted into citizens for whatever reason, and equivalent amounts of workers and monies until the great birdbath is complete.
>>
File: Classa_Flag2.png (31 KB, 594x362)
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Rolled 86, 81, 35, 53 = 255 (4d100)

>>1192639

[Classá]
Territory: 39
Population: 127 (+4/t)
Food: 3
Fire Points: 5
Currency: 141 (+28/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I, Bank I}{Brasa Def. 0| Toll House I}
Trade: {Riaetrusqe +4c/t, +1Fd} {Heno +6c/t} {Feathered +6c/t} {Butterland +3c/t Medical Equipment I*, Jungle Herbs +1/t} {Machaka +1c/t, Loaned: 75c (24)}
Military:
-x2 Pyromedic {Fire}{Ranged}{Flying}{Healer II}[Str. 4.2] (-1 fp, -1.5 c/t)
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking II, Glassworking I, Herbalism III, Hygiene I, Logistics I, Mathematics II, Medicine III, Oath I, Optics I, Textiles I, Writing I
Resources: [Bronze: 30+1/t] [Wood: 26+1/t] [Obsidian: 7+1/t] [Glass: 35+1/t] [Sand: 31+1/t] [Jungle Herbs: 13+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Bake a Cake 1/4

>1.
[Flight III]
<Sending [Medicine III] and [Glassworking I] to the Feathered empire!>
>2.
【Toll House I】
[Economics III]
[Architecture III]
[Glassworking I]
[Mathematics II]
These units are having a slight effect on our currency output, but it's causing us to dip below the apex. Lets upgrade the tollhouse to have a better output!
>3.
[Flight III]
[Optics I]
[Logistics I]
The outside world is a far less forgiving place than I would have hoped, but I guess that's to be expected. Nevertheless, plans need to be drafted up in the case the unthinkable happens and we find ourselves in danger! At the moment, our main trading town and the surrounding outposts remain minimally defended and are most vulnerable to attack. However, with a sky watch equipped with looking glasses to alert these areas of anyone unfriendly in the distance, we can evacuate them before the opposing force meets.
>4.
[New & Exciting] +10
[Economics III]
[Herbalism III]
[Medicine III]
[Writing I]
[Library I]
[Oath I]
The southern end of the world is special: everyone here is willing to work together and leave their borders open and help those that are in need, and now virtually all of us are knowledgable in the power of healing. Beauty and charity, we should write about it! <Research Agreement (Butterlands): Sky Culture.>
>>
Rolled 15, 73, 81, 36 = 205 (4d100)

>>1193171

Spending 38 currency to complete Action #4!

>5.
【Tollhouse I】
[Economics III]
[Architecture III]
[Glassworking I]
[Mathematics II]
Continue work on improving the toll house. Each turn it isn't to the next level is taking a toll on our profits~.
>6.
[Flight III]
[Optics I]
[Logistics I]
Complete the evacuation program as soon as you can so we can move onto other actions soon.
>7.
[Firestarting I]
[Primal Fire III]
[Herbalism III]
Lets finish up baking that cake! (1/4)
>8.
【Writing I】
[Medical Herb: 1] (New and Exciting)
[Library I]
The Butterlanders are very busy, but I'm sure they won't mind too much if we start compiling our writing together ahead of them. <Research Agreement (Butterlands): Writing IV.>
>>
>>1193184

Chop that down to 28 currency for action #4, I just realized the +10 modifer!
>>
>>1192741

You need a [Bank] in order to spend currency on other players. You need [Banking I] to construct a bank, or have another player with [Banking I] construct a bank on your land!
>>
>>1193201
Wheelie said that since my troops are training in his country, he can spend on them.
>>
Rolled 56, 88, 16 = 160 (3d100)

[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis, Inkopolis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 110(+14/turn):
Food: 5
Currency: 17 (+10/turn)
Industry: 5
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Khal Exemplar 2X3.0,[disciplined]), (Iron Mariner 3X3.0,[disciplined]), (Jihadi 4X3.0)
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Khal Exemplar 2/3 expansion 1/2
Resources: [Bronze: 10+1] [Stone: 11+1] [Wood: 6+2] [Seeds: 11+1] [Coral: 4+1] [Seaweed: 4+1] [Triceratops: 9+1] [Icthy: 4+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)
[Jihad]: Can mobilize quicker, but at the cost of pop production.

>expand aquantis from coast to coast
(Scouting I, Water I, Fishing II, Economy III, Writing III, Clergy I, Coral Farming I, Fish Herding I, Mathematics I, Boating II, Aquantis Eccentricy)

>continue creating khal exemplar
(Scouting I, Infantry I, Armor I, Weapons I, Enlightened Earth I, Water I, Runic I, Drilling III)

>create iron mariner
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)
>>
File: expansion.png (5.2 MB, 2500x2000)
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>>1193490
>>
Rolled 54, 12, 70 = 136 (3d100)

>>1192639
Nation Name: Ezjai Collective
Race(s): Insects
Color: Light Grey
Fluff: The Ezjai are a nation of insects, organized into a rigid caste system. Intelligence varies greatly between castes, with highly intelligent psionic nobles ruling over swarms of nearly mindless worker drones. They communicate largely through pheromones and telepathy, granting the nobles almost perfect control over their subjects The Ezjai rely almost entirely on biotechnology and psionics, preferring to breed new specialized castes rather than use tools.
Settlements: Central Hive, Hive I, Hive II, Hive III, Hive IV
Territory: 39
Population (+growth/turn):+3
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses:
Military: 1 Ezjai Warrior Drone
Tech: Bronzeworking, Caste-System II, Infantry II, Psionics II
Resources:
Eccentricities:
[Mindless Drones]: The majority of the Collective are mindless worker drones that can't really think for themselves. While great at building things, the Collective has a harder time coming up with new technologies because of this.
[Total Control]: The higher caste is in complete control of the lower ones. While this slightly boosts every action the Collective makes, if one of the drones manages to break free of this conditioning, it could prove disastrous to the Collective.

1: Continue working to improve our psionic ablities [3/8]

2: Continue breeding the new drones [1/2, Caste-System II, Infantry II, Psionics II]

3: Finish breeding the new armored Knight caste [3/4, Caste-System II, Infantry II, Psionics II]
>>
Rolled 87, 24, 47 = 158 (3d100)

>>1192639
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 105(+4/turn)
Food: 4
Currency: 91(+10/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I, Observatory I
>Bank Branch - Classa (+1 currency/turn)
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism III[1/10], Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I, Chemistry I[1/6], Physics I [2/4], Steel [4/10]
Resources: [Bronze :34(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 25(+1/turn)] [Parasaur: 27/+1/turn], [Hollow Runners: 11+1/turn] [Doctors][Obsidian 27+1/turn], [Medical Equipment I], [Stone: 6+1/turn]{Glass: 6+1/turn][Iron: 9+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Research Steel. [Ironworking I]

Research Steel. [Ironworking I]

Build Medical Academy [Parasaurs, Hollow Runners]
>>
>>1194536
2 Currency roll 1
>>
>>1193490
5 currency on action 3
>>
>>1193490
>4 Jihadi
According to my records, you have never taken an action to mobilize. You don't get to add mobilized units just because you want to.
>>
>>1192639
Not dead, just going to be busy next couple days.
>>
>>1195560
>Start mobilization (3.0 strength militia)
(Scouting I, Infantry I, Armor III, Drilling III, Enlightened Earth I, Water I, Runic I, Infantry I, Weapons I, Skirmishing I, Life Magic I)

[Machaka]
Mobilization begins
>>
>>1195566
Gotcha

>>1195957
When did you mobilize?
>>
>>1196079
last thread after i finished researching the ruins.
>>
>>1196082
I see, was searching for 'mobilize' instead of 'mobilization' carry on.
>>
Rolled 14, 24, 20 = 58 (3d100)

>>1192639
Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 76
Population: 96 (+4/turn)
Food: 1
Currency: 27(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd, Beacon I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic III, Primal Water Magic II, Astrology III, Herb III, Firemkaing I
Resources: [Stone: 21+1] [Wood: 3] [Bronze: 5] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Primal Water Magic III 4/8?

>Appease Mejan by going on Wild Hunts to clear out the wilds near the expansion areas often to the determint of the area leading to ashlands in their wake.
>Expand slowly after the Wild Hunts[North West]
>Research Primal Water Magic III[Look into healing with the deep Waters]
>>
Rolled 80, 79, 92 = 251 (3d100)

>>1192639
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Towns:(Aria) Outposts:(Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 103
Population: 127(+6/turn)
Food: 5
Currency: 95(+22/turn)
Industry: 8
Structures: Government Building, Farm I(3), Lumber Mill I(1), Orchard I(1), Military Academy I(1), Herb Garden I(1), Apothecary I(1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship II, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 35+1] [Wood: 73+3] [Seeds:29+1] [Equus Herd:34+1] [Hollow Runners [Skirmisher]: 23+1] [Parasaur Herd: 13+1] [Triceratops Herd: 14+1] [Jungle Herbs: 7+1] [Crocodile Float 10+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Apothecary II(3/6)

>Work on Apothecary II (Treeweaving II, Mathematics II, Craftsmanship I, Herbalism I, Agriculture II, Ecology II, Master Ecologists, Parasaur Labor, Equus Labor, Triceratops Labor)

>Research Skirmishing II (Military Academy I, Skirmishing I, Scouting I, Horsemanship II, Flight III, Naval I, Mathematics II, Writing I, Archery I, Swordsmanship I, Armor I)

>Upgrade Southern Outpost (Treeweaving II, Mathematics II, Craftsmanship I, Parasaur Labor, Equus Labor, Triceratops Labor)
>>
>>1192747
[UNIT ADDENDUM]
2 Warrior Khal: 4.4[Disciplined][Armored](6 hex upkeep)
1 Cavalry Khal: 4.8[Disciplined][Armored](6 hex upkeep)
1 Ceadni Khal: 4.2[Disciplined][Armored](6 hex upkeep)
>>
Rolled 8, 65, 10, 28 = 111 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 132 Owned: 24
Population (+growth/turn): 161 (+9/turn)
Food: 7.0
Currency: 90 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I, School I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [4.4][Disciplined][Armored] 1 Ceadni Khal [4.2][Disciplined][Armored], 1 Siege Khal [2.6], Equites Khal [4.8][Disciplined][Armored]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I, War College I
Resources: [Bronze: 27+1/Turn] [Stone: 18+1/Turn] [Wood: 11+1/Turn][Equus: 14+1/Turn][Iron: 16+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1-2. Ceadn Integration 2/10
+Arakosi Culture II, Executive Orders, Education I, School I, Writing III

3. Research Military Organization I
+Arakosi Culture II, War College I, Education I, School I, Writing III, Grand Academy, Library I

4. Research Arakosi Culture III 1/8
+Arakosi Culture II, Education I, School I, Writing III, Grand Academy, Library I
>>
>>1197649
+6 currency to roll 4
>>
[Feathered Empire]
The trade is sent to Classa, while Alchemy research is finished [Alchemy I], and the Bathhouses are near completion; they will be glorious [15/20 (Wonders are /20)]!

[Classa]
The trade is sent to the Feathered Empire, while the Tollhouse is upgraded [Tollhouse II, +1 currency/trade route], and the first Sky Watch is formed [Sky Watch I, -1 pop]! Meanwhile, the fairies begin putting their cultural traditions to paper [Culture I], the cake is finally baked [Baking I, +1 food], and better writing methods are worked on [1/10]

[Machaka]
The Kingdom of Machaka expands its Aquantean holdings [+15 hex], while another Exemplar is trained [3x [Disciplined](-2 currency/turn, -1 food], though there's no progress on the Iron Mariner.

[Ezjai Collective]
Psionics are improved [5/8], and though the new drones aren't ready, armor has been bred into the lower castes [Armor I].

[Butterland]
>Medical Academy started [1/4, -1 stone]
>Gold search begins [1/4]
The Avarosi begin to refine their iron [5/10], while the Medical Academy is making steady progress [3/4].

[Riaetrusqe]
The hunt fails, but the tribe begins to expand [1/2], and Primal Water is being researched [1/8].

[Henoan Conclave]
The apothecary is finished [Apothecary II], and skirmishing tactics are bettered [3/6], while the Southern Outpost is upgraded [3 turns, -5 stone, -5 wood].

[Arakos]
Integration of Ceadn progresses smoothly [5/10], though military organization techniques fall behind. Culture is furthered [2/8].
>>
File: Ancients4chan.png (4.82 MB, 2500x2000)
4.82 MB
4.82 MB PNG
>>1198816
And map
>>
Rolled 72, 28, 64, 37, 17, 83, 100, 66, 95 = 562 (9d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 45(+3/turn)
Food: 2 (+1 Underground Ag per farm)
Currency: 62 (+5/turn)
Industry: 8
Structures: Government Building, Farm I (2), Jewel Mine I (1), Mine I, Engineering School I, Underground Ag I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Engineering II, Tunneller I, Crossbows I
Resources: [Bronze: 13][Wood: 12][Stone: 13][Iron:9](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Underground Agriculture 3/4
Mining II 1/4
Engineering III 3/8
#1-3 Continue the Engineering III research 3/8
+Engineering School I, Engineering II
#4-6 Pursue Engineering IV if we can
+Engineering School I, Engineering II
#7-9 More of Engineering IV (or even V)
+Engineering School I, Engineering II
>>
>>1198816
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 62 (+2/turn)
Food: 4
Currency: 128 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing III, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I, alchemy I, medicine III, glassworking I
Magic: Air I, Hope I, Weather III, Flight III, Jetstream I, Weather Weaving II, transmutation I, flying baskets I
Resources: [Bronze: 5] [Wood: 0] [Stone: 0]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: Feather's Cradle flight (2/20) Soil's Meet flight (6/15) the Great Birdbath(15/20) runes (1/4)
1. Fin the Great Birdbath
2. Construct new unit, "air ship" (Bronzeworking, Navy I, Archery I, textiles I, mathematics I, baskets I, alchemy I, medicine III, air I, Weather III, Flight III, flying baskets >)
3. Improve archery tech.
>>
Rolled 89, 90, 41 = 220 (3d100)

>>1198975
Fuck.
>>
>>1198975
The air ship should be subject to born of air, right?
>>
Rolled 12, 57, 11 = 80 (3d100)

>>1198816
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich, Chelydra Outposts: Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 131
Population (+growth/turn): 261 (+12/turn)
Food: 9.5 (5 in use)
Currency: 120 (+31/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I, Architecture III
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I, Measurement I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I, Infantry I
Resources: [Copper: 4] [Bronze 18 +1/turn] [Stone:57 +4/turn] [Wood: 90 +5/turn] [Peat 24 +1/turn] [Crocodiles 13 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 51 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
[Executive Order]: The Ceasar of the Black Feather Empire may decree a special focus be given to one task each turn, but at the detriment to the others.
Ongoing projects: Grand Arena (3/20), Air Magic (2/4)
>Finish Converting the Hall of Paragons into the Church of Paragons (3/4), decorating it with precious gems
+Masonry I,+Treeweaving II, +Craftsmanship I, +Architecture III, +10 gems (total of 20 gems units spent on church)
>Give all onto Caesar which is Caesar's, Currency II (4/6)
+Craftsmanship, +Measurement I, +Economy I, +Banking I, +Mathematics II
>Convert Outposts Natricinae, Nathalum, Ael'wyn, Silvanar into towns
+Masonry I,+Treeweaving II, +Craftsmanship I, +Architecture III
>The new town of Middleton will be complete on the start of next turn
(All my outposts are or will be towns in 3 turns)

After many years, Caesar Moss Scale will go above and beyond to complete his promise of restructuring.
>>
>>1198976
9 money on #3
>>
Rolled 72, 70, 25 = 167 (3d100)

>>1198980
Forgot the other three dice
Spend 8 currency on first action
Spend 9 currency on thrid
>>
>>1198984
Okay, will do RP tonight. Now to hurry up and wait.
>>
>>1198979
yes
>>
>>1199009
the docks should have boosted my roll to where the ship progress should have started right?
>>
>>1199013
>Correct, my fault
[ADDENDUM- Machaka]
Ship progress 1/3, -2 bronze, -2 wood.
>>
>>1199070
[ADDENDUM]
No bronze cost.
>>
>>1198986
Did you see this?
>>1193214
>>
Rolled 87, 81, 20 = 188 (3d100)

>>1198816
Nation Name: Ezjai Collective
Race(s): Insects
Color: Light Grey
Fluff: The Ezjai are a nation of insects, organized into a rigid caste system. Intelligence varies greatly between castes, with highly intelligent psionic nobles ruling over swarms of nearly mindless worker drones. They communicate largely through pheromones and telepathy, granting the nobles almost perfect control over their subjects The Ezjai rely almost entirely on biotechnology and psionics, preferring to breed new specialized castes rather than use tools.
Settlements: Central Hive, Hive I, Hive II, Hive III, Hive IV
Territory: 39
Population: 6(+growth/turn):+3
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses:
Military: 1 Ezjai Warrior Drone
Tech: Bronzeworking, Caste-System II, Infantry II, Psionics II, Armor I
Resources:
Eccentricities:
[Mindless Drones]: The majority of the Collective are mindless worker drones that can't really think for themselves. While great at building things, the Collective has a harder time coming up with new technologies because of this.
[Total Control]: The higher caste is in complete control of the lower ones. While this slightly boosts every action the Collective makes, if one of the drones manages to break free of this conditioning, it could prove disastrous to the Collective.

1: Continue production of the new warrior drones [1/2, Caste-System II, Infantry II, Psionics II, Armor I]

2&3: Continue working to improve our psionic abilities [3/8, Psionics II]
>>
>>1198816
I think my Steel research should be [9/10].

> the process of refining iron is looked into [4/10]

Plus the 5 I got this turn.
>>
>>1199490
It should, my bad
>>
Rolled 21, 24, 22, 17 = 84 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 132 Owned: 24
Population (+growth/turn): 170 (+9/turn)
Food: 7.0
Currency: 108 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I, School I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [4.4][Disciplined][Armored] 1 Ceadni Khal [4.2][Disciplined][Armored], 1 Siege Khal [2.6], Equites Khal [4.8][Disciplined][Armored]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I, War College I
Resources: [Bronze: 28+1/Turn] [Stone: 19+1/Turn] [Wood: 12+1/Turn][Equus: 15+1/Turn][Iron: 18+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Ceadn Integration 5/10
+Arakosi Culture II, Executive Orders, Education I, School I, Writing III

2. Troop movement south
+Roads I, [Recent Nomads]

3. Research Military Organization I
+Arakosi Culture II, War College I, Education I, School I, Writing III, Grand Academy, Library I

4. Research Arakosi Culture III 2/8
+Arakosi Culture II, Education I, School I, Writing III, Grand Academy, Library I
>>
Rolled 77, 37, 76 = 190 (3d100)

>>1198816
Rolled 56, 88, 16 = 160 (3d100)

[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis, Inkopolis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 122(+12/turn):
Food: 4
Currency: 27 (+7/turn)
Industry: 3
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Khal Exemplar 3X3.0,[disciplined]), (Iron Mariner 3X3.0,[disciplined]), (Jihadi 5X3.0) (Jihadi Boat 1X3.0)
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Iron Mariner 1/3, expansion 1/2
Resources: [Bronze: 11+1] [Stone: 12+1] [Wood: 6+2] [Seeds: 12+1] [Coral: 5+1] [Seaweed: 5+1] [Triceratops: 10+1] [Icthy: 5+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)
[Jihad]: Can mobilize quicker, but at the cost of pop production.

>expand inkopolis down the coast
(Scouting I, Water I, Fishing II, Economy III, Writing III, Clergy I, Coral Farming I, Fish Herding I, Mathematics I, Boating II)

>create iron mariner
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)

>begin JIHAD (deployment, will post unit movement on map in next post)
(Jihad, Sacred Grove, All-Terrain Training, Scouting I, Clergy I, Writing III, )
>>
File: JIHAD.png (5.21 MB, 2500x2000)
5.21 MB
5.21 MB PNG
https://www.youtube.com/watch?v=jnK56x9dfuI

>starting with arakos, they connected the south of their territory to aquantis; allowing them to use aquantis' influence to deploy their troops. they are the purple line and the northern heno outpost is within 5 hexes. Wheelie said that if allies share borders than they can do this.

>at the western front, the ships are yellow and 1 iron mariner embarked with 2 jihadis invades the north eastern feathered outpost, the jihadis do not take part in this initial raid, but instead disembark and move onto the two other northern outposts to capture them instead. there are 2 iron marineers with 3 khal exemplars and 1 jihadi, same as before the two ships invade the southern outpost allowing the 4 infantry to disembark and move towards the capital in order to capture it. for the ships they are within 12 hexes of the outposts and wheelie said that units can disembark after a ship takes over an outpost, he also said that after disembarking units can then take their own movement action even if the originally ship has used all of its own.

>on the eastern front, colors are the same before, 1 jihadi ship sails south and captures the refugee outpost, it then disembarks two jihadis that then head for the eastern and southern outpost. wheelie has specifically approved of this maneuver, just to ensure that there is no argument otherwise.

>for bonus movement
(All-Terrain Training, Scouting I)
>>
Rolled 1, 2, 10, 8 = 21 (4d10)

For taking over the capital of the feathered empire.
>>
Rolled 73, 19, 44 = 136 (3d100)

>>1198816
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 109(+4/turn)
Food: 4
Currency: 99(+10/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I, Observatory I, Medical Academy I [3/4]
>Bank Branch - Classa (+1 currency/turn)
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism III[1/10], Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I, Chemistry I[1/6], Physics I [2/4], Steel [9/10]
Resources: [Bronze :35(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 26(+1/turn)] [Parasaur: 28/+1/turn], [Hollow Runners: 12+1/turn] [Doctors][Obsidian 28+1/turn], [Medical Equipment I], [Stone: 6+1/turn]{Glass: 7+1/turn][Iron: 10+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Research Steel. [Ironworking I] [9/10]

Finish Medical Academy [Parasaur, Hollow Runner] [3/4]

Keep looking for gold. [1/4] [Parasaur, Hollow Runner]
>>
>>1200289
2 Currency Roll 3
>>
File: expansion.png (5.21 MB, 2500x2000)
5.21 MB
5.21 MB PNG
I have 32 tiles to expand with since i get 12 from pop and 4 from base, and it is doubled because it is at 4/2.
>>
File: Displeased_C.png (119 KB, 223x244)
119 KB
119 KB PNG
>>1200187

https://youtu.be/I7Fr-wIZQvw?t=11

>>Warning, if you attempt this action, Classá shall be forced to invoke clause d1. of your debt contract: "The Principality of Classá reserves the right to recall debts at any time: especially in the case a breach in contract is made and these funds are used in a way other than to invest in the ruins and assimilate the local PEACEFULLY, or Economics III is traded to a nation that does not fit the above criteria of b2, or the following nations are attacked by the debt holder: Principality of Classá, Henoan Conclave, Feathered Empire, Riaetrusqe Tribes, and Butterland. In the case of the last sentence, economic sanctions (cancelation of trade routes) are to follow." This is a free action and will put you into negative currency if you have less than the required amount of money.
>>Really attack Feathered Empire/Henoan Conclave? Y/N
>>
>>1200375
You have no real way of enforcing that considering you had to hand me physical gold. We are in the bronze age, there is no modern banking system especially at your level where it is all paper. you can cancel the trade route, but we have enough income to sustain ourselves.
>>
File: 1451249771258.jpg (280 KB, 1300x835)
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"To the Henoan Collective,

The Khalessar Arakos has come to put you and your ilk to heel. By the will of Vykus, Lord of War, and at the command Skal Danellian, we put upon this you this directive. Surrender, or be crushed. Should you surrender your lands the Collective will remain as a client state of the Dictate. You will retain your lands and most of your autonomy. Your leadership will swear fealty to the Dictate Arakos, and your people will be trained and educated in the fashion befitting civilized peoples and not the barbarians of old. If you refuse this offer your lands will be taken by force, and all knowledge of your Collective will be erased. These are your options."
>>
File: Frozen_Assets.jpg (216 KB, 850x1199)
216 KB
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>>1200396

It's the Iron Age courtesy of my firends, and I didn't (and couldn't, as it would be too heavy) hand you physical gold silly, didn't you look over the [Economics III] we handed you and what it entailed? You took out a LOAN as stated by:

>a1. You (referring to Machaka or a succesor as defined in c1.) are limited to a loan of 50% (76) of the Principality of Classá's free funds.

That's what the:
>"{Machaka +1c/t, Loaned: 75c (24)}"

Means, and the money itself exists safely in Classá's [Bank I] (thank you, Flying Men!) I can't physically take your loan papers, but the Butterlands and I can say that it's nothing but a [Textile] that is worth nothing in our global economics system. The worst I'll be suffering from breaking your economy is slight currency devaluation since you don't physically have enough money to break even, but since you thought you could weasel out of a deal with a fairy, I'm sorry, but I'm going to have to freeze your account:

[Bank I]
[Economics III]
Freezing Machaka's account.
>Machaka's Currency: 27-75 (+7/turn)
>Trade Route: Classá to Machakan Empire +2c/t CANCELED
>Trade Route Machakan Empire to Classá +2c/t CANCELED
Classá's Curency: 199 (+31/t)
Machaka's Currency: -48 (+5c/t)
>>
>>1200532
You couldnt do that anyways, because you have to give me advance warning so that i can pay it back in the first place. by trying to get the money now you are breaking the contract.
>>
>>1200561

I did give you an advance warning, as indicated in >>1200375, even if you're trying to disregard it.

I can ask again though:

>>Really attack Feathered Empire/Henoan Conclave? Y/N
>>
Rolled 10, 3, 8, 5 = 26 (4d10)

In the event that the Henoan Collective decides to fight.

2 Warrior Khal [4.4][Disciplined][Armored]
1 Ceadni Khal [4.2][Disciplined][Armored]
Equites Khal [4.8][Disciplined][Armored]
>>
>>1200589
1. The advance warning means that in the event you want to collect on the debts. you need to give us time for us to prepare the transfer. This means that we have time to collect money in the first place.
2. We as a nation use the value of labor and actual goods to determine wealth(Trading Goods I, Commodities II). We use your currency to deal with other foreign nations so they would be the ones dealing with this problem.
3. you removed 75 wealth from your actual country, meaning that you transferred actual value into my country
4. your banking is primitive at best, you do not have the capacity to make such a transfer without handing over physical goods.
5. even if you did have the capacity, nothing allows you the ability to take what i have used the currency on without using force. because it has already been used to become actual wealth.
6. we can just sack the feathered empire for whatever we need materially
>>
>>1200187
Ah, I was beginning to wonder if you ever intended to keep your promise and deliver on the trade.

That's okay tho. I know I can't fight you, and I hate playing with liars. So I guess I'll just quit. This is no longer a fun game with faggots like you running around.
Have fun coloring tiles on the png.
>>
>>1200589
Did you seriously try to protect me using dirty banking? What is wrong with you? I need military aid, not the Swiss bank.
>>1200681
Any means by which I could convince you to not attack?
>>
>>1201241
At least try to slow the fucker down. He's steamrolling the map right now, everyone needs to pitch in to take this fuck down.
>>
>>1200589
So did we just suddenly have a war start? Crap I only got the one unit of warriors, how are you supposed to raise armies at a decent pace focus on unit production or something?
>>
>>1200427
General Serene Smoke rushes to speak with the leaders of Arakos, "Machaka speads his lands far and wide, you must cast aside any delusions that you would be spared. Such as they are, they could never be content with nine tenths of the world, much less half. If you do not strike now, there will not be enough blades to oppose them.
>>
>>1201285
I would have given him a decent fight if he had actually been honorable and respected our trade.
But since he blatantly stole from me and abused my good faith, I don't want to give him the satisfaction.

Back in grade school, if a kid was a known cheater, he quickly found himself with no one left to cheat, because nobody wanted to play with him.

If we really want to claim victory, we should all forfeit right now and let him smugly giggle at his keyboard about how he won the game and made us all get 'butthurt' and 'ragequit'.

Of course for me its a bit more personal because he lied to me and broke a promise. And I have zero tolerance for liars.
>>
>>1201348
Don't lie down and take it, that's what he wants.
>>
>>1201285
>>1199664
>>1201348
Time for a Denouncement action, by Caesar, the lord of the most populous empire, and a huge economic center of the world. Saving that for the next turn though cause I spent my actions.

>>1199178
"Follow me to my home, envoy," said Caesar a the group boards a vessel. "My original goal was building the infrastructure that make my people prosper. Now I see that I cannot turn blind eye to world, I want peace all peoples. I heard the rumors of destruction from across the world, rumors my merchants bring me everyday. I need to protect my people and everything we have gained. To survive in this world, we must have friends."
>>1191710
"Not at all princess, rather I find you intriguing. Enough so that I want to convince my father, if it is okay for you, to place your nation under our protection so I can see you more often." Julius Rex then covered his mouth. "Sorry, I sometimes have the subtlety of a Gator Man."
>>
>>1201391
Which is more fun?
Solitaire or Chess?
Playing by yourself or against other people?

If he wants to have fun by himself, then he can have at it.
I don't want to waste anymore time and keystrokes providing a lying oath-breaker with free entertainment.

I've got plenty more productive and entertaining things I could be doing with my time.
>>
>>1201449
Heno, I am online right now and not going anywhere. You have a RP opportunity to gain what you need from your neighbor
>>
>>1201449
It is clear now that he has confused victory with fun. He must be either educated in the difference, or denied both.
>>1201422
Please, the fewer foes he has, the lesser our chances!
>>
>>1201549
I am helping, he fucked the bank. You don't fuck the bank, that disrupts trade. I'm going to Denounce the warmonger
>>
>>1200681
The aragance of the winged elves shows itself when one of their number demonstrates their belief that the empire has no borders. Auburn hair and white/gold wings, she sings in your streets about a bear set upon by countless gnats. Her voice isn't the greatest, but that is not what vexes you. Reports claim her presence in multiple towns at once, and she always seems to move more like a wind than a living thing.
>>
>>1201334
You misunderstand, general. The Machaka match to our drum. Vykus has given us our purpose, to civilize this land. You people can be spared the Machakan lash in only one way. Swear fealty to us, renounce your independence for the false truth it is, and accept our dictates. You will accept civilization by choice, barbarian, or we will give it to you by force.
>>
>>1201674
You have an odd way of defining civilization, brute.
>>
>>1201692
Is that a no? If you refuse you know what will happen. This is the way forward for your people. This is the only path left.
>>
Arakos we need to plan further strategy in the irc.
>>
>>1201749
Your pet will turn on you in the end... tell me, what will be expected of us if we accept?
>>
For thosecurity who prefer a discord: https://discord.gg/7EZQAmb
>>
Rolled 67, 25, 60 = 152 (3d100)

>>1198816
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aria, Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 103
Population: 127(+6/turn)
Food: 5
Currency: 106(+22/turn)
Industry: 8
Structures: Government Building, Farm I(3), Lumber Mill I(1), Orchard I(1), Military Academy I(1), Herb Garden I(1), Apothecary II(1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship II, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 35+1] [Wood: 63+3] [Seeds:29+1] [Equus Herd:34+1] [Hollow Runners [Skirmisher]: 23+1] [Parasaur Herd: 13+1] [Triceratops Herd: 14+1] [Jungle Herbs: 7+1] [Crocodile Float 10+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.

>Send our military units, technology and resources to Black Feather

>Destroy the Capital and all Infrastructure

>Load everyone else on ships and sail off the map, to another planet or sudoku, whichever comes first.

Spend all currency to raise everything to 100 and give the rest to Black Feather.

When this is all over, can you upload all the Lore of The Ancients in a pastebin or something? I was really hoping to learn more about them. Including the ones we didn't interact with or encounter yet. Maybe even use them for inspiration for my own campaign one day.
>>
>>1201810
Hm, lower than I hoped

Spend 75c on #2
Spend 31c on #3
>>
>>1201810
Will do! I do hope you enjoyed the game up until tonight, and maybe you'll join my next one.
>>
>>1201485
I was hoping to have a nice RP where we discussed the Great Spirit.
I found your Ten Commandments format to be too dogmatic and totalitarian "Agree with me or Die" for such a supposedly benign and all-inclusive deity.
So I spent 3 hours yesterday writing and editing a collection of sayings that we gathered from the various sages around our realm.
Not to use as doctrine, but just as general guidelines for good conduct.
So I'll go ahead and post it so it wasn't a complete waste of time.
http://pastebin.com/5WHKduzD
Try to make peace with the fairies, they put a lot into their RP and posted some good music.Even if they did ally with Arrogant Flying Slavers
Good Luck

>>1200589
Sorry I didn't leave you anything. You've got plenty of money and good defenses. And I didn't have enough turns to give you the rest of my tech.
Good Luck

>>1200427
>Supporting a lying oath-breaker
How honorable of you, hypocrite.
Have fun winning

>>1201758
I just want to remind you, I'm not quitting because you attacked me. That's just good strategy.
I'm quitting because you broke a promise and then lied about it. That's just bad sportsmanship.

You had so little respect for me as a player that you couldn't be bothered to waste an action completing a trade.
I wouldn't have minded a bit that you turned around and took it back by force.
Honestly and trust is crucial for collaborative gaming.
You may remember me as a sore loser, but I'll remember you as a liar.
Enjoy your victory.

Good Luck everyone else. I hope you can continue to have fun.
>>
>>1201882
>Arrogant Flying Slavers
True, true, and I didn't set out to steal freedom, and returned it as soon as I could, I was just desperate for workers that could work.
>>
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>>1201422
"Oh, no worries, that, that would be easily agreeable. But what would we need to be protected agai-" Shouting could be heard from the outside as a large crowd had appeared to gather somewhere in the capital. What exactly was going on?

>>1201258

We're not militaristic by nature and the distance between our cities means that any support sent to you would have taken an extended period of time, so we didn't see it as a feasable way to help. I wish we could do more to aid you, but it's the best we could think of with the resources and information (especially IC, where I still don't even know Arakos exists right now) we had at the time. I'm sorry we failed you.

>>1201449
And you Heno. I was a terrible communicator of information, and now your forest is lost. I failed you as a neighbor. And it's making it hard to want to stick around, as there was a whole lot of plot that hinged on you being present.

>>1201326
Mobilization allows you to accelerate unit production and automatically creates units to fulfil (you can do this too, Aithlin). However, the empires of the North aren't targeting you at the moment, and I'm not even sure if they're aware of your presence. As one of our closest friends, I can do a little something for you to help regardless of your desicion.

>Agreement: Free Tech Exchange; you can freely draw from Classá's technology pool as though you owned it yourselves. However, you cannot use [Primal Fire III] due to alignment restrictions in regards to your use of [Enlightened Fire]. (I'd extend this offer to the Butterlands and Feathered empire as well, but every militarily releveant technology is already known between us.)

https://www.youtube.com/watch?v=Pi_B3FXij2g

At home, the capital was in discord, especially without the Princess to directly oversee society. The Sameda and the Herald of Fire were the next highest positions on the ladder and the former was nowhere to be found, leaving the Herald in panic as she desperately tried to get a hold of the situation and all the bad news. Heno's mass evacuation. Machaka's breaking of agreements. The centaur to the west unsure of what to do. She couldn't help but wonder if this was their fault for having made the Glass Palace which advertised the South's presence to the entire continent. She was gripped with a difficult decision: they could stay and support the beleaguered nations to the best of their abilities, or they could leave, exile themselves from the continent. This would leave behind their friends to the mercy of the Empire, but it meant that they wouldn't attract attention towards whatever other denizens live within the Henoan subcontinent. When she did finally find her master, the fairy was shaken, her wings reduced to sparks messily trailing behind her from both physical and mental exhaust. "What do we do?" was all she could whisper.
>>
>>1201762
What ever the Dictates decide. Your fate will no longer be your own. You will do as we demand and you will live. Your nobles will be reeducated in hopes that your people will one day follow suit and learn civilization.
>>
>>1201986
So we'll be the slaves you so condemned us for mentioning? I think not.
>>
>>1201823
Yay, looking forward to it!

>>1201902
MMMMHHHHHMMM
So you say. :P

>>1201940
As the fairies looked out over the desert below, fretting over what to do, they seemed to hear a strange sound in the wind.
"HEEEEEEEYY Cendrillion! HHEEEEY Princess-that-I've-heard-so-much-about!"
They look up and see a small green fairy fluttering down from above. They watch as she weaves between the buildings and spins around the spires, her giant face peering through the glass.

"Wow, this place is amazing! I hope you don't mind that I dropped in. The elves are doing their thing. 'Into the West', 'Into the South', 'Into the East'. Always sailing off somewhere. So as we where sailing past, I saw a shiny thing in the sky and came to investigate. You weren't kidding about the desert, it's kinda fun tho. I even found some funny looking lizards and snakes on the way over."

"Don't worry about the forest tho, it's still there, just we're not. But anyway, this place is aMAZEing! and FLOating!! So since we're not doing anything for the time being, Hwestor said it would be okay if I spent some time with you guys. That is if ya'll are okay with it? We can have the longest sleep-over EVER! Complete with free entertainment of watching the end of the world as we know it! Maybe the Ancients will step in and duke it out too, and we can plant the seeds of a new forest with the ashes from Sameda and these. *pulls a small handful of seeds out of her pocket.* I've got plenty more too, my dress is practically made of them."
>>
Will be updating sometime tomorrow. Tonight was too stressful heh
>>
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>>1202164

Cendrillion luckily enough could be found watching from the front of one of the floating city's front walls, easily distinguished from her peers by her above-average height (as it turned out, the fire fairies as a whole were no larger than any other variety, but tended to send their big examples outward as they were the best suited for exploration). Her hair was notably shorter than the last time they met, and the fire fairy appeared to be dressed in some type of healer's uniform signified by a light pink dress coupled with a cap holding a matching red cross; Tuilindwen's call startled her to the point that she almost fell off the glass wall she was man- er, fairying, landing on her underside instead as she clutched some sort of paper tome with words written in high-script. Her wings were flickering between a low red and orange, and the city as a whole was much less cheerful than its outward appearance would suggest.

"Oh, Tulindwen! You're here You're all here! Something big is happening in the North, and it's giving our current leader a big headache: she says it has something to do with the time we tried to befriend the big people from the North. We need to get everyone inside of the city now! And then, well— we don't know what to do next. Maybe we're going to follow Heno to wherever they're going, maybe try and find a way to fix this— Sameda is right here, and she'll tell us what to do at any moment.

Princess Zharar isn't here, but we've already sent someone to tell her to come back soon."

The pyromedic felt a lump in the back of her stomach. "We recently baked cake. I hope you'll enjoy it.
>>
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Rolled 91, 66, 66, 4 = 227 (4d100)

>>1198816

https://www.youtube.com/watch?v=zbVtBMR8JS4

Princess, where are you? Please come back soon, I can't do this job for much longer... I'm throwing sparks...

[Classá]
Territory: 39
Population: 130 (+4/t)
Food: 4
Fire Points: 5
Currency: 199 (+31/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I, Bank I}{Brasa Def. 0| Toll House II}
Trade: {Riaetrusqe +5c/t, +1Fd} {Heno +7c/t} {Feathered +7c/t} {Butterland +4c/t Medical Equipment I*, Jungle Herbs +1/t}
Military:
-x2 Pyromedic {Fire}{Ranged}{Flying}{Healer II}[Str. 4.2] (-1 fp, -1.5 c/t)
Special Units:
Sky Watch I
Magic: Primal Fire III, Weather III, Flight III
Tech: Bronzeworking, Aero Culture I, Architecture III, Armor I, Astrology II, Baking I, Domestication II, Dyes I, Ecology I, Economics III, Firemaking II, Flying Baskets I, Glassworking I, Herbalism III, Hygiene I, Logistics I, Mathematics II, Medicine III, Oath I, Optics I, Textiles I, Writing I
Resources: [Bronze: 31+1/t] [Wood: 27+1/t] [Obsidian: 8+1/t] [Glass: 36+1/t] [Sand: 32+1/t] [Jungle Herbs: 13+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Research Agreement; Writing IV (1/10)

>Free Action:
Sky Watch I
Activating the first Sky Watch! This is not a drill! Everyone, get to the capital city pronto! Oh, I knew this would happen~!

>1+2.
Sky Watch I
[Flight III]
[Floating Baskets I]
[Aero Culture I]
[Logistics I]
{Heno +7c/t}
Get every description of faerie out of Aerie and don't cease being ever-wary! We must ensure that nofairy gets left behind, and a secondary priority is there to take as many animals as these baskets the Feathered gave us will hold, but don't do anything that would take too long! Any forest-specific technologies you can secure is a boon, but last priority above making sure our neighbors are safe!

>3+4.
【Sauna Oasis】
[Flight III]
[Weather III]
[Astrology II]
[Mathematics II]
[Textiles I]
[Flying Baskets I]
According to what the elders of my friends say, the world might be bigger than first thought. Now that we know how the elves control the skies and manage to keep our city in place- It's a long shot... Prepare Operation Tailwind (I hope the Princess approves of this when she gets back!)
>>
>>1201996
Not slaves. You are children. Like children you need to be educated before being sent out into the world. The lesson we are giving you now is an important one. The south is fat and weak. They've forgotten that the world is dangerous and only the fit survive. You are learning. You have much to learn still. Like a parent we will protect and guide you. Like a good child you will listen and obey. Look art the Machaka. They are strong, and stand poised to annihilate you. Where has you weakness gotten you?
>>
>>1202614
It seems you are about to learn something yourself. Stone looks strong, wind simply is.
>>
>>1203239
You may be able to retreat to the wind fortress of the faeries, but you'll never set foot upon land. How long until the fiery diet of the fae consumes you? Accept your place.
>>
>>1203385
Accept your own, mudpig.
>>
>>1203424
And with that, General Smoke sets down a weather eroded stone, and leaves.
>>
hey wheelie in two hours can you get on the irc, before you post the update?
>>
Arakos there is something of critical importance i need to discuss with you, join the irc as soon as you can.
>>
Sorry people, had a really bad night and ended up sleeping through the day. Expect turn update sometime today.
>>
>>1204145
I'm out of town so I can't
>>
>>1204436
I just need your approval for what i am going to do. technically you already did in the irc before, but I am waiting to get wheelie's approval on it. I just want you around for when I announce my decision.
>>
>>1204466
What did I give you approval for? I'm mopping up Heno by marching on their capitol and outposts
>>
>>1204981
Um...wrong thread?
>>
>>1205004
Oops, thanks
>>
Princeps Assur knew the time had come for the Machakan people to achieve their destiny. However the debts imposed by Classa prevent this from happening and threaten to undo all the work that the prophet had started and he had continued. Looking over the contract to see how he could save his people's future he found a clause that would bring salvation.

>c1. In the case your nation were to somehow collapse or transaction into a different form of government/leadership before debts were payed, whichever nation that holds the majority of the former Nation of Machaka inherits this contract. (But see d2.)

Knowing that Arakos would help him, as they have proven to be the only people that could be trusted. He went to the board of Dictators directly to ask for an appeal. "We have prepared a long time for this great Jihad, yet it threatens to become unraveled. We ask that we would join under you as a vassal and that a spot be made on the council for us to sit upon. We would effectively become one nation, dedicated to spreading truth and enlightenment, uplifting those in the world who refuse to see past the material and bring about an era unrivaled by anything that will be in both the past and future. By doing this, we will cement the bonds between our nation and have our borders stretch across the entire world. We only need you to pay off our former debt, so that we may continue our work together."
>>
>>1205182
This is legal, just clarifying. Though a new mechanic is now in order.
>>
File: Ancients4chan.png (4.82 MB, 2500x2000)
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[Underhold]
The men of Underhold have perfected the art of Engineering [Engineering V]!

[Feathered Empire]
The Birdbath is nearly finished [19/20], and an airship is made [4.2x [Healer][Flight](-3 bronze, -3 currency/turn)]! Finally, archery technology is improved slightly [1/6].

[Black Feather]
The church is finally complete [Church I], and currency is improved and regulated [Currency II, +1 currency/turn. Finally, the outposts are renovated into bigger towns [3 turns, -15 wood, -15 stone].

[Ezjai]
The warriors are ready [2x [-1 food, -2 currency/turn], while psionic abilities are nearly improved [7/8].

[Arakos]
The integration stumbles a bit, but continues [6/10], while the troops are marched south. Military organization research also begins [1/4, and cultural enrichment is furthered [3/8].

[Machaka]
Machaka expands Inkopolis down the coastline [+32 hex], while another Iron Mariner is constructed [1/3, -3 wood]. Finally, JIHAD BEGINS!

[Henoan Conclave]
In a hurry, the Conclave sends everything it can to their Black Feather allies, and burns everything else down. While Arakos still conquers the Conclave's former lands, they are left with next to nothing.

[Classa]
The entire population of the Principality is crammed into the capital, and Operation Tailwind begins [2/10]!

[EVENT-MACHAKAN INTEGRATION]
To avoid becoming economically broken, the kingdom of Machaka has seceded its independence to the nation of Arakos. As per the treaty, Arakos has taken up Machaka's debt to the Principality of Classa [-75 currency]. It will take some time for Machaka to become fully integrated into Arakos [3 turns], and during that time all Machakan assets will be frozen. Upon integration, the kingdom of Machaka will no longer exist, and actions will be decided on by both Machaka and Arakos.
>>
>>1200289
>Forgot you, sorry
[Butterland]
Steel is had [Steelworking], and the medical academy is finished [Medical Academy I]. Gold is found [Gold Mine I, +1 currency/turn.
>>
>>1206765
The town between my separated territories should have been built.
>>
>>1206807
fixed for next map. [+2 pop/turn, +2 currency/turn]
>>
>>1206765
[Addendum-Classa]
The Sky Watch manages to evacuate the Aerie, and save some Equus [+20 pop, +5 Equus(+1/turn)]
>>
In lieu of being destroyed I offer to the Feathered Emperor integration on a similar level to Machaka.
>>
>>1206765
Okay, I went over all the stuff I got from Heno. What do I gain from:
Agriculture going from I to II
Economy going from I to III
Domestication II
Anatomy I
Ecology II
>>
In terms of raw stat increase:

>+2 currency/turn
>+1 food/farm

Unfortunately, since Heno is no longer being ran by anybody, all trade routes to it are no longer functional, for every civilization.
>>
>>1207220
This is the case, correct.

>>1207178
You get it all :^)
>>
>>1207227
I mean, the effects of gaining those specific technologies
>>
>>1207235
Ag-+2 food/farm
Econ-+3 currency/turn
Final 3 are more roll based.
>>
>>1201422
>>1201940

A pink-haired fairy dropped in front of the small hut that contained Julius Rex and the Princess, steam flowing from the top of her head as she took the moment to catch her breath. Her dress was covered in dirt and dust unbefitting of a citizen of a fairy of Classá. "*Cough* took long time... find you... *cough* far away..." A moment of sitting and a candle later, she regained her composure and explained away.

"I'm sorry about interrupting your important meeting Princess, but you've got to go back to the castle; Machaka has betrayed the Conclave and driven them out of the forest! The elves are all gone, and the woods are under attack by both the wingless people and greenish pig-like creatures that they're using as beasts of war! They've broken the contract you wrote for them!

They say that the Feathered Empire might also be under attack, too!"
>>
>>1206765
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 64 (+2/turn)
Food: 4
Currency: 128 (+9/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)(airship ×4.2 [healer] [flight])
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing III, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I, alchemy I, medicine III, glassworking I
Magic: Air I, Hope I, Weather III, Flight III, Jetstream I, Weather Weaving II, transmutation, flying baskets
Resources: [Bronze: 5] [Wood: 0] [Stone: 0]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: Feather's Cradle flight (2/20) Soil's Meet flight (6/15) bathhouse (19/20) runes (1/4) archery II (1/6)
1. Fin bath
2. Lightening magic (born of air)
3. Look into weather magic more suited to producing great storms, I fear we may need a great storm soon.
>>
>>1207235
The triplets introduce Aithlin, the eternal child, to speak on the subject of faith. Remarkably, this deity doesn't introduce themselves as such, but rather as "an ascended spirit"
>>
>>1208496
>Forgot rolls again
>>
Rolled 94, 43, 5 = 142 (3d100)

>>1208496
>>
>>1208512
I was also supposed to lose 3 bronze, I'll go fix my records.
>>
>>1208512
what happened to my army taking over the feathered empire?
>>
How long are you going to be out of town Arakos?
>>
>>1206765
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich, Chelydra Outposts: Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 131
Population (+growth/turn): 275 (+14/turn)
Food: 11.5 (5 in use)
Currency: 260 (+37/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Freedom Church (Church I), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4), Glade Guardian (1), Wild Rider (2.6, Calvary)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I, Firemaking I, Ecology II, Domestication II, Anatomy I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I, Architecture III
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency II, Economy III, Banking I, Measurement I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II, Life Magic II, Flight III
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship II, Light armor I, Infantry I, Armor I, Naval I
Resources: [Copper: 4] [Bronze 54 +1/turn] [Stone:46 +4/turn] [Wood: 80 +5/turn] [Peat 25 +1/turn] [Crocodiles 24 +1/turn] [Parasaur 15] [Obsidian 5] [Gems 53 +2/turn] [Seeds 29] [Equus 29] [Hollow Runners] [Triceratops 14] [Jungle Herbs 7]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
[Executive Order]: The Ceasar of the Black Feather Empire may decree a special focus be given to one task each turn, but at the detriment to the others.
Ongoing projects: Grand Arena (3/20), Air Magic (2/4)
>>
Rolled 37, 24, 69 = 130 (3d100)

>>1208693
>Grand Denouncement to Economically Shock the Warmongers
+Currency II, +Economy III, +Banking I, +Roads II, +Clergy I, +The only nation with currency => all coins in the world belong to Caesar
>>1207381
Before the heir could say anything, Caesar himself steps inside. "I am aware of the situation and I ask you to follow me. I also apologize in advance for my rudeness."
Caesar and company move quickly to the upper levels of the Grand Temple were there was a balcony branch. A massive crowd of people were waiting below.
"My people," boomed Caesar, his voice aided by the natural acoustics. "The rumors you have heard are true. The Machaka nation has lead a scourge of destruction across the land. Not only that they have defaulted on trade, and cheated the bank. These Liars, rapists, and blasphemers then hide away from their due punishment under the belly of the Arakos. These monsters will not escape punishment. All those who deal with the Arakos shall not give them fair trade nor quarter!"
A partial cheer from the crowd gave a brief reprieve for Caesar Moss Scale. "We must also remember that we must be generous to those seeking our aide as we prepare our defenses. We have made an arrangement. I officially announce the engagement of my successor Julius Rex and the Princess Zharar!"
Deal: Alliance (my war is your war and vice versa), You gain access to the Arcanaeum and you must submit one action to magic research each turn unless you are engaged with the enemy or other emergency situation.

>Retrain the basic military forces given to me into home defense force
(Glade Guardian & Dominion Munifex)
+Flight III, +Scouting I, +Swordsmanship I, +Swordsmithing I, +Light Armor I, +Armor I, +Craftsmanship I, +Ecology II, +Herbalism

>Build defenses around all cities (11 total including ones being built, forgot Middleton on settlement list)
+Masonry I, +Treeweaving II, +Craftmanship I, +Architecture III, +Runic Magic I, +Enlightened Earth Magic II, +Measurement, +Roads II, +40 wood (will update on next turn)
>>
>>1208731
Spend 53 currency on first action
Spend 76 currency on second action
>>
>>1208506
Check speech
>>1208731
"Impressed God King?" said Caesar Moss Scale. "Never thought I would see you at my door."
>>
>>1208731
we have no economic ties to you so im not sure what you are accomplishing, besides showing that you value money over a fellow believing nation.
>>
Rolled 73, 65, 24 = 162 (3d100)

>>1206765
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 113(+4/turn)
Food: 4
Currency: 107(+10/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I, Observatory I, Medical Academy I, Gold Mine I
>Bank Branch - Classa (+1 currency/turn)
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism III[1/10], Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I, Chemistry I[1/6], Physics I [2/4], Steelworking I
Resources: [Bronze :36(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 27(+1/turn)] [Parasaur: 29/+1/turn], [Hollow Runners: 13+1/turn] [Doctors][Obsidian 29+1/turn], [Medical Equipment I], [Stone: 7+1/turn]{Glass: 8+1/turn][Iron: 11+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Search for Sulfur.

Build Forge. [Parasaur, Hollow Runner]

Research Physics.
>>
>>1208928
>Physics [2/4]
26 Currency on roll 3 to finish it up.
>>
>>1208927
Ah, but did set up trade a long time ago. And all are connected to me directly or indirectly. Especially since I am the only one who makes currency.
>>
Rolled 40, 58, 25, 45 = 168 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 132 Owned: 24
Population (+growth/turn): 179 (+9/turn)
Food: 6.0
Currency: 124 (+16/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I, School I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [4.4][Disciplined][Armored] 1 Ceadni Khal [4.2][Disciplined][Armored], 1 Siege Khal [2.6], Equites Khal [4.8][Disciplined][Armored]
2 Mobilized Khal [x2.4]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing IV, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I
Resources: [Bronze: 28+1/Turn] [Stone: 19+1/Turn] [Wood: 12+1/Turn][Equus: 15+1/Turn][Iron: 18+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 3/8

1. Ceadn Integration 6/10
+Arakosi Culture II, Executive Orders, Education I, School I, Writing III

2. Troop movement to Black Feather
+Roads I, [Recent Nomads]

With the Henoan Collective under complete occupation the Khalessar turns its attention to the Black Feather "Empire".

3. Recruit a new Khal
Education I, Ironworking I, Weapons I, Drill III, Armorsmithing IV, Horsemanship I, Siege I, Arakosi Culture II, Primal Life Magic I, Feudalism II, runic magic I, Skirmishing I

4. Research Arakosi Culture III 3/8
+Arakosi Culture II, Education I, School I, Writing III, Grand Academy, Library I
>>
>>1209125
have you added your mobilized units?
>>
>>1209125
Forgot Training Field I and War College I on roll 3. Spend 14 currency to make it a 50.

>>1208998
You don't have a mint, and thus 0 economic controls with which to enforce your currency ban - assuming people use it anyway. Given that you've decided to cut economic ties I've removed the trade route from my list because that does make sense.

>>1209130
Yes they're on the list.
>>
>>1208740
"'God King' heh, I knew I was seen as powerful, but I never imagined my power was seen as masculine." In this the child changes their poise to appear more feminine. "I am here for one reason, I seek a way to better communicate the differences between my own soul and those of my followers. I was hoping you could tell me about your great spirit."
>>
>>1208496
Wait, heno's dead. Damn. That's a trade route down.
>>
>>1208519
2-7c
3-15c
>>
>>1209177
Cancel spending on 2, I've got a bonus I didn't think of.
>>
Hey all, will update later tonight.
I'm making a 'tips for new players' pastebin for my next game, and if anyone wants to contribute, that would be excellent!
>>
>>1209220
PAY ATTENTION TO THE OTHER NATIONS!
>>
>>1209251
Is that your tip to list? lol
>>
>>1209267
Pretty much yeah.
>>
>>1209220
Here's mine: Don't neglect your military or someone who has one will run along and pound you in the ass harder than Caitlyn Jenner pounds pedestrians into the dirt with her SUV.
>>
So all one tip. Got it.
>>
>>1209220
Decide in advance whether the game will be focused on war-gaming or role-playing.
>>
>>1209435
Hint: These games will always have conflict. It's just the nature of them.
>>
>>1209435
>implying warfare isn't a part of nation building

hugboxes aren't fun. Conflict between nations is essential to providing an engaging game, and military conflict is one of those forms of conflict.
>>
>>1209220
Onlooker here
1. You are not alone, do not act like it amongst nations.
2. All nations strive for superiority in some way, in war, in commerce, in industry(resources and the like) in science and in culture. Determine your goal state and act accordingly.
3. Get Creative, if someone is about to kick your ass and you out tech or out money them, use it! Buy mercs, build a super unit, or death ray, etc.
4. Get allies, one nation alone can and will fall, several nations moving together for a mutual goal? Much harder.
5. Take everything said with a grain of salt. Unless you are 100% sure you can trust someone, do not do a trade without insurance, also never commit 100% of your military anywhere unless you want to be open for a backstab.
>>
Rolled 41, 17, 88 = 146 (3d100)

>>1206765
Nation Name: Ezjai Collective
Race(s): Insects
Color: Light Grey
Fluff: The Ezjai are a nation of insects, organized into a rigid caste system. Intelligence varies greatly between castes, with highly intelligent psionic nobles ruling over swarms of nearly mindless worker drones. They communicate largely through pheromones and telepathy, granting the nobles almost perfect control over their subjects The Ezjai rely almost entirely on biotechnology and psionics, preferring to breed new specialized castes rather than use tools.
Settlements: Central Hive, Hive I, Hive II, Hive III, Hive IV
Territory: 39
Population: 9(+growth/turn):+3
Food: 1
Currency: 7 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses:
Military: 2 Ezjai Warrior Drone [-1 food, -2 currency/turn]
Tech: Bronzeworking, Caste-System II, Infantry II, Psionics II, Armor I
Resources:
Eccentricities:
[Mindless Drones]: The majority of the Collective are mindless worker drones that can't really think for themselves. While great at building things, the Collective has a harder time coming up with new technologies because of this.
[Total Control]: The higher caste is in complete control of the lower ones. While this slightly boosts every action the Collective makes, if one of the drones manages to break free of this conditioning, it could prove disastrous to the Collective.

1: Continue working on our psionic abilities [7/8, Psionics II]

2: Expand our food production.

3: Produce another Warrior Drone.
>>
>>1209475
>implying a group of primitive people alone in the wilderness will suddenly decide to become not-Sparta just for the lulz.
I'm not criticizing you, its just a difference in playstyle.

In a wargame any action that's not along the lines of: "Strengthen Army", "Make Better Weapons", "Impose Martial Law", "Take over the World." is a complete waste of time.
Wargames will always be won by powergamers who specialize in war.
Unless complex social issues are taken into account. Which is really hard to quantify and standardize.
>>
>>1209784
those complex social issues are accounted for when you make alliances and trades with other players. The move that classa made with the debt is the pinnacle of this.
>>
>>1209784
addendum
At that point it just becomes Arms Race: The game, The movie, The tv show.
Which I find boring because its just dickwaving with numbers. "Hurr my numbers are bigger than your numbers, I win!"
Unless complex strategies are taken into account, which is once again hard to quantify and hard to pull off in a turn-based format without liberal use of private chat.
In which case we may as well not even bother with using 4chan at all.
>>
>>1209845
>caring about debts when you can just ignore them without penalty.

The kind of social issues I refer to are keeping your people happy, healthy to avoid revolts caused by heavy militarization.
While also trying to rationalize instigating a war to a bunch of normal people who would rather stay home and take care of their families.
>>
>>1209879
meant 4u >>1209811
>>
While the immediate crisis had been resolved, the Jihad has still been postponed indefinitely until the two nations could complete their annexation. Assur knew that time was of the essence so he went to the board of dictators again so that no more time would be wasted in such a critical moment. "We have agreed to stand under you, so that we may learn and have an ally against a world that seeks to regress in on itself. However with this current arrangement we ourselves are threatened to go back to that same mediocrity as the rest of the world. The only hope for both of our nations is to halt the current assimilation of the Machakan people so that we may continue on our great jihad and subjugate those that refuse to hear the words of the prophet. Once this has been done we will gladly join ranks of Arakos as equals and brothers in arms. We will spread true civilization and truth throughout the world and nothing will stop the uplifting of all things in greatness."
>>
Rolled 37, 59, 31 = 127 (3d100)

>>1206765
Um, did I not get a update? Also on another note on the primal water thing I'm at like 4/8 and you bumped me down to 1/8 what's the deal?

Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 76
Population: 100 (+4/turn)
Food: 1
Currency: 32(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd, Beacon I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic III, Primal Water Magic II, Astrology III, Herb III, Firemkaing I
Resources: [Stone: 22+1] [Wood: 3] [Bronze: 5] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Primal Water Magic III 4/8, Expansion NW1/2

>Research Astrology IV
>Expand slowly after the Wild Hunts[North West]
>Research Primal Water Magic III[Look into healing with the deep Waters]
>>
>>1209172
"Sorry if I question your intentions, but these are bad times. Is this your application to the Arcanaeum?"
>>
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>>1207381
>>1208731

Princess Zharar was speechless. The sudden news hit her harder than a warhammer forged of iron, her knees collapsing as her subordinate quickly grabbed onto an arm to ensure the fairy didn't headplant herself into the floor. It took several minutes of thinking, but when she finally got up, Zharar solemnly turned towards Julius Rex, a steady stream of steam emitting from her eyes.

"I- I'm sorry. But I have to go now..."

This was too much for her. When she wanted to use civilization to enhance nature, she didn't intend this! Was this entire thing her fault? Worst of all, it appeared that civilization didn't appreciate beauty; they just exploited it! She turned a blind eye towards the less savory aspects of it such as the defoilation being conducted by Riaetrusqe and the allegedly peacful assimiliations of Machaka, but it was no apparent that it had corrupted the latter and is leading the former astray. At her heart, the Princess only wanted to impress Heno and the forest people, but instead made a terrible, terrible mistake.

With the beat of her wings, Princess Zharar departed the capital. A trail of sparks marked her route of leave, appearing somewhat like shooting stars in the dark of night.
>>
>>1210222
Did you post? I didn't see a post from you last turn. Also, the water thing is my bad.
>>
>>1210232
"My apologies, we run short on allies and are beset upon, I simply want to have some understanding of your god, perhaps I will join the Arcanaeum, if I find what you have to say compelling."
>>
>>1210682
The princess arrives home to find Saccharine waiting to speak with her, "We have much to discuss about the fate of the empire. If you have the time of course"
could you get on the discord?
>>
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Rolled 9, 41, 78, 51 = 179 (4d100)

>>1206765

[Classá]
Territory: 39
Population: 154 (+4/t)
Food: 4
Fire Points: 5
Currency: 278 (+24/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I, Bank I}{Brasa Def. 0| Toll House II}
Trade: {Riaetrusqe +5c/t, +1Fd} {Feathered +7c/t} {Butterland +4c/t Medical Equipment I*, Jungle Herbs +1/t}
Military:
-x2 Pyromedic {Fire}{Ranged}{Flying}{Healer II}[Str. 4.2] (-1 fp, -1.5 c/t)
Special Units:
Sky Watch I
Magic: Primal Fire III, Weather III, Flight III
Tech: Bronzeworking, Aero Culture I, Architecture III, Armor I, Astrology II, Baking I, Domestication II, Dyes I, Ecology I, Economics III, Firemaking II, Flying Baskets I, Glassworking I, Herbalism III, Hygiene I, Logistics I, Mathematics II, Medicine III, Oath I, Optics I, Textiles I, Writing I
Resources: [Bronze: 32+1/t] [Wood: 28+1/t] [Obsidian: 9+1/t] [Glass: 37+1/t] [Sand: 33+1/t] [Jungle Herbs: 14+1/t] [Equus: 6+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Research Agreement; Writing IV (1/10)

>1.
【Research Agreement; Writing IV (1/10)】
[Library I]
{Butterland +4c/t Medical Equipment I*, Jungle Herbs +1/t}
<The fairies make sure to gather as many Butterlands medical texts as possible to decipher at a later date. It appears that the tidings of war had not yet hit them: though some among their number wanted to warn the Flying Men, others argued it would just lead to undue panic and distress.>
>2.
<Control of all non-city territory is transfered to Riaetrusqe, including the [Toll House II] within Brasa.>
>3+4.
【Sauna Oasis】
[Flight III]
[Weather III]
[Astrology II]
[Mathematics II]
[Textiles I]
[Flying Baskets I]
[Optics I]
<Operation: Tailwind.> [2/10]
>>
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>>1210990

>Spending 13 currency on action #3 and 40 on action #4.

https://www.youtube.com/watch?v=f80wJqOtirI

Back in the pinnacle of her glass castle, Princess Zharar gazed at the desert sky. For most of her life, she found herself unable to extract any sort of beauty from this barren homeland of theirs, yet Riaetrusqe had taught her to look upwards into the sky, while she likewise found that the natural glass of the dunes reflected the stars prettily on their surface. From her back, massive sails were being fashioned onto the city's highest towers, each acting as a mast in order to transform Sauna Oasis into a sort of skyship.

The Herald of Fire was sitting next to her, as were the two young fairy girls who originally introduced the Princess to Sameda. Nobody was smiling, and the Herald in particular was visibly stressed from her period as ad-hoc leader, her voice weaker and less cheery than standard. "Are you sure we should do this? What about Riaetrusqe, the Butterlands? The Kaiser's people need our aid-"

Uncharacteristically, the Princess replied in an angry tone. "We've helped enough. Our "aid" cost the forest fairies their homes and their friends, and to continue further would endanger them and everyone else."

The sails on the city's grand glass spires deployed, and the winds started to pick up as the city began to glide from its static position, steadily picking up speed. The breeze against its many hollow glass sections caused an effect reminiscent of a wind-chime. Her back turned against the council, Zharar silently wept as their home desert grew smaller and smaller, her tears colliding against the crystal flooring.

Thank you for playing with me everyone, especially you Riaetrusqe. Sorry if I'm a bad ally.
>>
>>1209177
Make that 25 on 3, and eternal mandate
>>
>>1208928
Are you aware that there is currently war?
>>
Rolled 38, 14, 17 = 69 (3d100)

>>1210896
I must not have, my bad on that mate. So where am I at on water research and if I missed my turn I'd like to do these options mostly

>Work on building fortifications at Northern town
>Research more Astrology IV
>Build Another Farm.
>>
[Feathered Empire]
The baths are complete! Not only do the people of the Empire enjoy them, but the wildlife seems to as well; giant, flying birds seem to frequent them [Argentavis: 5(+1/turn), 4th die]! Lighting magic is also researched [2/4]. There is only slight Weather Magic progress [3/10]. Unfortunately, before the sanction hit them, the Machakan armies swarm over the countryside. However, as the Machakan government is temporarily frozen, the Feathered Empire may be able to do something.

[Black Feather]
The Glade Gaurdian and Dominion Munifex are both retrained [2.6x [Flight](-2 food, -2 currency/turn], and meanwhile, major defenses are built [+5 defenses].

[Butterland]
The search for sulphur begins [3/4], while a forge is being built [3/4, -1 stone], and the basics of physics research is had [Physics I].

[Arakos]
Integration is nearly done [8/10], while the troops are marched to the Black Feather Empire's doorstep, and a new Khal is in the works [2/3], and Arakosi culture is furthered yet again [5/8].

[Ezjai Collective]
Better Psionic abilities are ready [Psionics III], but there is no expansion of food production. Another warrior is readied for battle [1.8x (-1 food, -2 currency/turn)].

[Riaetrusqe]
Further astrology research begins [1/10], and expansion completes [+14 hex], while water magic is furthered [5/8]. The Centaur also begin fortifying their northern border [1/4], though there isn't progress on anything else

[Classa]
Amid a sad ceremony, the Principality of Classa gifts all its holdings to its centaur ally, then takes off in their floating city to parts unknown.

[WAR- Black Feather Empire V. ARAKOS]
The Arakosi army has marched all the way to the gates of Black Feather. Both sides, list your units, and roll d10s for combat.
>>
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>>1211442
Map didn't upload for some reason
>>
>>1211442
wheelie classa took the city with them. ria only has their outposts
>>
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Rolled 8, 6, 7, 7, 4 = 32 (5d10)

"A people should know when they've been conquered," Speaks one Khaltan to the Skal.

"Would you, Crimnax?"

2 Warrior Khal [4.4][Disciplined][Armored]
1 Ceadni Khal [4.2][Disciplined][Armored]
1 Siege Khal [2.6]
1 Equites Khal [4.8][Disciplined][Armored]
>>
>>1211442
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 66 (+2/turn)
Food: 4
Currency: 108 (+5/turn)
Trade routes: classa (2)
Industry: 5
Structures: Government Building, Farm I (4) great birdbath
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8) 1 (airship ×4.2 [healer] [flight])
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing III, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I, alchemy I, medicine III, glassworking I
Magic: Air I, Hope I, Weather III, Flight III, Jetstream I, Weather Weaving II, transmutation, flying baskets
Resources: [Bronze: 2] [Argentavis: 5(+1/turn)] [Wood: 0] [Stone: 0]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: Feather's Cradle flight (2/20) Soil's Meet flight (6/15) bathhouse (15/20) runes (1/4) archery II (1/6) lightning (2/4) weather IV (3/10) I was hoping for primal or enlightened and didn't know which I needed
1. Operation "Eat shit mudpigs": the parent of all storms, (born of air, eternal mandate, Weather III, air I, Hope I, Jetstream I, mathematics II (don't fuck with me on this we most certainly used this on clouds plenty) archon, airship, industry 5, Currency 108, pop 50) we dump souls into this one, and it's heading straight for Avernus.
>>
Rolled 47 (1d100)

>>1211598
God damnit!
>>
Rolled 72, 94, 1, 71 = 238 (4d100)

>>1211442
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis, Inkopolis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 134(+10/turn):
Food: 4
Currency: 34 (+5/turn)
Industry: 1
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Khal Exemplar 3X3.0,[disciplined]), (Iron Mariner 3X3.0,[disciplined]), (Jihadi 7X3.0) (Jihadi Boat 1X3.0)
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Iron Mariner 1/3, expansion 1/2
Resources: [Bronze: 11+1] [Stone: 12+1] [Wood: 6+2] [Seeds: 12+1] [Coral: 5+1] [Seaweed: 5+1] [Triceratops: 10+1] [Icthy: 5+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)
[Jihad]: Can mobilize quicker, but at the cost of pop production.

>since i conquered a nation I should get a bonus die and the previous turn assimilation was canceled so i can continue posting. If i dont get a 4th die this turn then just ignore the fourth.

> x3 Cripple the ability of the feathered empire to resist
(Writing III, Clergy I, Hunting I, Mathematics I, Scouting I, Boating II, Infantry I, Armor I, Weapons I, Enlightened Earth I, Water I, Runic I, use the machakan earth caste to subvert them)

>CONTINUE JIHAD (deployment, will post movement next post)
(Jihad, Sacred Grove, All-Terrain Training, Scouting I, Clergy I, Writing III)
>>
>>1211546
"Die invaders!"

Defenses: 5
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>First Claw (2 archers, scouts, skirmishers)
Using their home terrain as an advantage, the First Claw uses hit and run tactics, focusing on the supply line and opportunistic targets

>Ordo Silentius (1.6 Stealth)
Sneak into the camps to poison food supplies

>Aestus Paladin (3.6, Healer)
Stays behind the walls to heal the wounded and fight any breachers

>Aestus Templar (2.4)
Holds the enemy at the defenses, giving no quarter
>Aestus Templar (2.4)
Protecting the Aestus Paladins from assualts

>Wild Rider (2.6, Calvary)
Rides around to attack the enemy on its flank

>Glade Guardians and the Dominion Munifex (2.6 Flight)
Attack the flank opposite of the Calvary, Utilizing hit and run tactics to retreat behind the defenses.
>>
Rolled 4, 1, 5, 1, 3, 9, 9, 7 = 39 (8d10)

>>1211624
Fucking dice
>>
>>1211612
meh, I was expecting that third critical fail since the dice despise me, but we are spread across the world so i have plenty of other cities to choose from and you gave my people the ultimate proving ground as a bonus, so really you just helped me out in the long term.
>>
>>1211010
The remaining elves fly out, trailing along in lighter than air baskets, hoping to catch up with the sauna, and their friends. Saccharine actually received word of what Aithlin was planning back home and went immediately with the fairies of classa, being his home away from home.
>>
>>1211546
you forgot to add the mobilized khal i believe.
>>
>>1211754
I left them at home.
>>
>>1211598
Aithlin looks behind, watching as the story tears up the very earth, they are perhaps the only one of all the elves to be sad to escape. It is not duty that causes them to flee, no, it is of the stone to require guidance. Rather, it is the curse of immortality, they could not give their own soul to the storm, though they wished it so. Instead, the eternal child sits, pouring hatred and sadness and manna into the storm, never turning away until one cannot even see a dark patch on the horizon. Then, Aithlin sleeps...
>>
Rolled 20, 50, 34, 85 = 189 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 132 Owned: 24
Population (+growth/turn): 179 (+9/turn)
Food: 6.0
Currency: 124 (+16/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I, School I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [4.4][Disciplined][Armored] 1 Ceadni Khal [4.2][Disciplined][Armored], 1 Siege Khal [2.6], Equites Khal [4.8][Disciplined][Armored]
2 Mobilized Khal [x2.4]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing IV, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I
Resources: [Bronze: 28+1/Turn] [Stone: 19+1/Turn] [Wood: 12+1/Turn][Equus: 15+1/Turn][Iron: 18+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 3/8

1. Ceadn Integration 8/10
+Arakosi Culture II, Executive Orders, Education I, School I, Writing III

2. Undermine Black Feather defenses

3. Recruit a new Khal 2/3
Education I, Ironworking I, Weapons I, Drill III, Armorsmithing IV, Horsemanship I, Siege I, Arakosi Culture II, Primal Life Magic I, Feudalism II, runic magic I, Skirmishing I, [Harsh Homeland]

4. Research Arakosi Culture III 5/8
+Arakosi Culture II, Education I, School I, Writing III, Grand Academy, Library I
>>
>>1211788
6 currency into roll 1 for an even 50
Put 50 currency into roll 2
>>
>>1211010
Aw man...well was fun thanks for the game though Princess!

Oh fuck what am I going to do now.
>>
Facing little resistance, the armies of Machaka and Arakos are able to swarm across the continent, but not before the Principality of Classa leaves it, and the Feathered Empire quite literally blows itself up, sending a wild and fierce storm to Machaka's holy grove, devastating the city there. But still, the armies of Arakos are able to take over the Black Feather Empire after a long and bloody series of fights, while Machaka runs rampant over the near defenseless southern nations of the Butterlands and Riaetrusqe, then a combined force of Machaka and Arakos sweep over the north.

Thank you all for playing, and I sincerely hope everybody enjoyed the game up until its final moments. I'll be taking a short break from hosting to catch my breath, and assuming I can get my co-conspirators on board, expect my next game, Mythic World, soon!

Oh, and Heno, if you're still reading this, I haven't forgotten, just haven't gotten around to putting all the lore into one place.
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>>1212672
Wait so we lost? What the heck I didn't even get a chance to fight back what gives?!
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>>1214262
Clam down, it's dead jim.
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>>1214262
Ill post my battle plan to show how you could never win.
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File: JIHAD.png (5.21 MB, 2500x2000)
5.21 MB
5.21 MB PNG
>>1214262
The Princeps was in shock, but not from hearing how his homeland had been destroyed by the feathered empire's powerful magics, as that is just a blessing in disguise, but instead by the centaur's sheer gall to believe that they still stand a chance in this war. This lead him to alter his plans for Jihad slightly in order to establish to the world that the Machakan people will not be opposed, especially from a people whose only accomplishment was burning down forests to give the delusion of power.

>send 3 iron mariners and 1 jihadi ship embarked with 3 exemplars and 5 jihadis. The ships will take the southern outpost and from there the 3 exemplars along with 2 jihadis will take their capital. the other 3 jihadis will take the rest of the homeland Riaetrusqe outposts.

>two jihadis will set the invasion of the butterlands by taking the southern outpost, but to their surprise they never noticed the occupation and just kept mumbling something about "physics" and "sulfer"
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Rolled 6, 4, 5, 5, 2 = 22 (5d10)

Just for posterity reasons
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>>1214932
I think the last jihadi group was too busy playing soccer with centaur heads to seriously participate in the battle.




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