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File: Space map for Civ2.png (118 KB, 1642x778)
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Welcome Old and New Players Alike, to stellarisciv!
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=stellaris
Our discord where we discuss stuff: https://discord.gg/pGzuHh

We have expanded upon our military, constructing 2 more light warships and another Justice Class destroyer.

Year 36 after the invention of the Hyper Drive
Stats:
Population: 15.913 Billion
Food: 7/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyes
Constructions: Spaceport on all worlds except Eresa World, Advanced Colosseum, Colonial Strongholds
Resources: 6/10
Manufacturing: 7/10
Finances: 5/10
Morale and Influence: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677315
>D
muh space forts
>>
>>1677315
>C. Construction
>>
>>1677315
Previously on stellarisciv:
We finally invent the Hyperdrive and set forth into space as the Verko, who have an innate need to enslave people. We meet the Eresa, a Pre-FTL civilization who we promptly invade and enslave for slaves. Then we meet the Unified Jerossian Stars, a militaristic people led by a mythical general. Then we meet the Holy Kingdom of Halisus, which little is known about aside from their focus on religion. We settle new worlds, and adapt to them, such as the planets on Gejut and Cutah. Then we settle a strange world, it feels like paradise... However it has an enigmatic Obelisk, attempts to decipher it have resulted in many dead by a mysterious god who talks through it
>>
>>1677318
C is Space forts not D
>>
It is C, what shall we construct?
>A. Modernize Labs (Pick which ones we want to modernize
>B. Construct Space Ports
>C. Upgrade Space Ports
>D. Construct a Wonder
>E. Construct Space ports (Specify which systems)
>F. Other
>>
>>1677331
>B. Construct Space Ports
>C
>>
>>1677331
>B
>>
File: Spaceport.jpg (140 KB, 1024x640)
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We construct the last spaceport on Eressa, and on our home world, or the capital, we improve the spaceport, it is far larger than the last one, and is able to construct these destroyers with far greater efficency. These spaceports also feature semi-self-sufficient power systems via solar panels, small farms able to supply food to some extent, and have lots of empty space for other expansions.

In other news, we still haven't picked our set of technology, all departments are idle.

Year 36 after the invention of the Hyper Drive
Stats:
Population: 16.022 Billion
Food: 7/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyes
Constructions: Spaceport on all worlds except Eresa World, Advanced Colosseum, Colonial Strongholds
Resources: 5/10
Manufacturing: 7/10
Finances: 4/10
Morale and Influence: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677363
>F. Technology
>>
>>1677363
>A
>>
In other spontaneous news, the Spiritualists, followers of Wej, have chosen to share what they have learned from the Obelisk of Zanaam, having decoded one side of it. Also its year 37, my bad.

As you read the pillar, having finally deciphered this piece of it, you read this
We are the Uzrahi. Since time Immemorial we have known powers that our gods refer to as "Psionics" these are a sort of magic as we once referred to it. Through the use of our minds or brains, we are capable of executing Psionic "spells" in exchange for our devotion to them, our gods, the most notable of which, and the one that we dedicate this pillar to, we have aptly titled "The Eater of Worlds". He promises us psionic knowledge and general guidance in exchange for worship, devotion, and the occasional sacrifice. The main tenet of our faith is to prioritize the god above all else. He who leads us is named Bureis, an Uzrahi chosen by The Eater of Worlds himself, he walks among us, yet wields incredible Psionic Power. A piece of The Eater of Worlds on our mortal plane. He speaks, we listen. He commands. We carry out his command. We have a staunchly traditionalist society, as the Eater commands, women at home and men at work. The Eater has told us that we as a race have amazing potential, and that we have a gift. This gift is that we have the greatest psionic strength the Eater has ever seen, even our weakest are able to master a branch of psionics over the course of our lives.(edited)
Our greatest are able to master all but the knowledge of time, which even then they have great prowess in. Under the Eater's Guidance, we shall prosper, and become one of the greatest civilizations in galactic history. Now, some may ask, why did we title our greatest god The Eater of worlds? It is simple, for he has the power to quite literally, eat a world. On more than one occasion has he destroyed our enemies, shrouding their worlds in a strange purplish veil, killing every single inhabitant on that planet without mercy. He is unequaled in strength, and it is for that reason we worship him. This pillar is among our greatest monuments to him. We shall write more about The Eater of Worlds as time goes on. To all who may read this, Kol Eater Cerusar

Note: Kol Eater Cerusar means "The Eater Protects"
>>
>>1677369
nom
>>
>>1677369
Spicy
>>
>>1677363
F. Technology
>>
We shall begin research on robotic workers in the engineering department, fusion power in the physics department, and begin to develop the base doctrine of space combat, 3 1d100s please
>>
Rolled 20 (1d100)

>>1677382
>>
Rolled 65 (1d100)

>>1677382
>>
Rolled 74 (1d100)

>>1677382
>>
File: Robots.jpg (90 KB, 680x600)
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It will take 15 years until we manage to research true robots, however, once we do research them, we shall be able to have mindless robotic slaves that will never rebel! hopefully...
As for fusion, it shall be completed in 6 years, and produce more power, taking up less space on ships that can be used for armor and other things. Lastly, the doctrine of space combat, will be done in 5 years, allowing us to have a foundation off of which we can build other tactics off of.

Year 38 after the invention of the Hyper Drive
Stats:
Population: 16.241 Billion
Food: 7/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyes
Constructions: Spaceport on all worlds, improved spaceport on home world, Advanced Colosseum, Colonial Strongholds
Resources: 5/10
Manufacturing: 7/10
Finances: 4/10
Morale and Influence: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677394
>A
>>
>>1677394
>B. Culture
>>
>>1677394
E. Government and Laws
We need to sort out money stuff
>>
>>1677411
Rolling 1d3 to get this going, 1 is A, 2 is B, 3 is E
>>
Rolled 1 (1d3)

>>1677434
>>
We begin to expand on our agricultural industry, zanaam, which has ideal soil for growing, begins to see a lot of Farmers, or as some verko call them, "Farmbois" flock to the planet in search of opportunity, this farming boom ensures that we can all be fed well! Hydroponics farms will be established soon, however for now, the land remains good to farm on.

Year 39 after the invention of the Hyper Drive
Stats:
Population: 16.351 Billion
Food: 8/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyes
Constructions: Spaceport on all worlds, improved spaceport on home world, Advanced Colosseum, Colonial Strongholds
Resources: 5/10
Manufacturing: 7/10
Finances: 4/10
Morale and Influence: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677443
>D
>>
>>1677443
>H. Improve Manufacturing
>>
>>1677443
>C. Construction
We need more mines for resources lads.
>>
finna roll a 1d3 to resolve this
1- D
2- H
3- C
>>
Rolled 3 (1d3)

>>1677479
>>
It is C, what shall we construct?
>A. Upgrade labs (Specify what kind, And on what planet)
>B. Upgrade Space Ports
>C. Construct a Wonder
>D. Construct Space ports (Specify which systems)
>E. Construct mines on non-colonizable planets
>F. Other
>>
>>1677483
>E
>>
>>1677483
E
>>
>>1677483
>E. Construct mines on non-colonizable planets
>>
Our construction of automated mines on planets that normally our people could not survive on is a leap forward for us, this will allow us to extract valuable resources from planets we cannot live on. Pre-constructed mining drills and other buildings are put on said planets, and using AI, automatically mine minerals, which are then picked up.

In other news, faction project time!
Year 40 after the invention of the Hyper Drive
Stats:
Population: 16.463 Billion
Food: 8/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyers
Constructions: Spaceport on all worlds, improved spaceport on home world, Advanced Colosseum, Colonial Strongholds
Resources: 8/10
Manufacturing: 7/10
Finances: 3/10
Morale and Influence: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677501
>H
>>
Rolled 14 (1d100)

>>1677501
prospect all lands the Union can reach on Cutah Prime to try to find mineral deposits
>>
Rolled 49 (1d100)

>>1677501
>I. Finances
Faction Project: Gibbe me dat perfecto mix
>>
Rolled 89 (1d100)

>>1677501
>I

Find the source of the Ma-mosa.
>>
>>1677501
>F for Finances
>>
>>1677550
You manage to trace the source of the super mineral to the Erk System, in the middle of the Shelled Nebula towards our east from a map perspective.
>>1677506
Cutah prime's resources seem to have all been drained. It was likely due to whoever was on this planet first.
>>1677533
You are on the verge of a breakthrough! Perhaps if you can find one more ingredient you may be able to get that perfect mix.

In other news, The arachnids that we have enslaved have begun to Settle on the Desert Lands of Cutah prime, finding it to be quite habitable for them.

We raise taxes somewhat, and eliminate wasteful spending within our bureaucracy. We also start up trade with the Serene State of Loethe and the Jerossians, they seem to be good trading partners as much as good allies!

Year 41 after the invention of the Hyper Drive
Stats:
Population: 16.575 Billion
Food: 8/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyers
Constructions: Spaceport on all worlds, improved spaceport on home world, Advanced Colosseum, Colonial Strongholds
Resources: 8/10
Manufacturing: 7/10
Finances: 6/10
Morale and Influence: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances
>>
>>1677578
A
>>
>>1677578
>A
>>
The Development of new atmospheric and more space-efficient technology, we have been able to develop a construction that is able to hold Livestock Herds in small, layered spaces while still enabling them to graze and feel they are in a spacious environment. This also allows us to store lots of livestock in one building, we have constructed such buildings on our homeworld, and the Eressa Homeworld as well.

Year 42 after the invention of the Hyper Drive
Stats:
Population: 16.688 Billion
Food: 9/10
Technology: Hyperdrive, somewhat futuristic tech compared to us now, Geothermal Fracking, Administrative AI, Biodiversity Studies, Improved Spaceport, Frontier Health, eco stimulation, quantum theory, databank uplinks, Genome mapping, Ion Thrusters, Deflectors.
Culture: Revolves around decadence, art and acting is somewhat prevalent for people to indulge in. Slaves are a big part of culture too
Government: Varied, most are democracies where non-slaves can vote while others are Kingdoms, mostly unified
Military: 3 Exploration ships, 16 Light Warships, several land armies, One BIG light warship, 2 Justice Class Destroyers
Constructions: Spaceport on all worlds, improved spaceport on home world, Advanced Colosseum, Colonial Strongholds
Resources: 8/10
Manufacturing: 7/10
Finances: 6/10
Morale and Influence: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military and Navy
E. Government and Laws
F. Technology
G. SPACE EXPLORATION
H. Improve Manufacturing
I. Finances

Leaving for an hour, I have to go do some stuff, get food and take a short break, when I come back, we will hopefully experience !fun!
>>
>>1677594
B
>>
>>1677594
E. Government and Laws
>>
>>1677594
>C
>>
dice+2d6
>>
'dice+2d6'
>>
Rolled 2 (1d3)

Gonna roll a 1d3 to speed this up
1- B
2- E
3- C
>>
It is E, government and laws, what shall we do with it?
>>
>>1677698
Make a law against the spiders having any rights
>>
>>1677698
Work on creating more unified trade and economic laws for the member states of the Verko Stellar Initiative. This should make commerce much easier and help grow our economies.
>>
>>1677698
I suggest we start a "Reeducation" program on the Arachnid homeworld and the newly established colonies. We should also start it in the Gaia world.
>>
>>1677728
>>1677756
Switching to support this good idea
>>
Rolled 18 (1d100)

We begin to establish reeducation campaigns on colonies and homeworlds. Many arachnids are successfully "Reeducated", many are shown how their ancestors lived in their industrial era lives, so much squalor, so much war. Then they are shown life under the Verko, sure they may have to do their part, however their life expectancy surged(Not entirely true :^)), Working hours dropped (Same as the last one :^)), and they live much better lives (Subjective :^)). Many Arachnids are convinced that life under the verko is the greatest thing that has happened to them. Other Verko are also less inclined to rebel, and find themselves increasingly happy under our rule. Truly this reeducation campaign was great!

Event roll now
>>
In the last few years, many people have become sufficiently wealthy due to trade. They've been able to purchase low-cost freighter transport ships, capable of going from system to system. This led to some minor economic bonuses, and is the main reason why more taxes worked when our finances were low... However, some plucky verko, interested in making money the dishonest way have bought freighters, several in fact, pooling their money, and even a light warship or two, and adding to them illegal weapon modules, many purchased from the Loethan state, or the Jerossians. We are unsure of their forces, however their forces are not strong, they seem to be based in either the Vetug, Ires, or Zuath system, we are unsure as of now. However, what shall we do?
>A. Establish a system of trade convoys which are escorted by military ships
>B. Find them, and strike at their heart now!
>C. Do nothing
>D. Other
>>
>>1677787
>D
attempt to arrange a deal to redirect their attacks to other peoples, and not our own
>>
>>1677795
Mem this
>>
Rolled 6 (1d100)

Forgot my Faction project: Attempt to set up a Royalist League for all the Verko Monarchists states to join so they might assist each other in their ventures.

>>1677787
>>1677795
>>D. Other

Lets see if we can have these men engage in more actions beneficial to us.
>>
Rolled 68 (1d100)

Alright, beat this roll with a +15 on top of it
>>
Rolled 10 (1d100)

>>1677819
>>
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>>1677811
Because of this roll

It seems to be much worse! When we sent an envoy to meet the pirates, it never returned. Likely because they stabbed the envoy, interesting. We were sent a message with ROLL TO STAB as the only words on it. However, what's worse, a smaller kingdom, fed up with the Royalist Leagues attempts at globalization on our homeworld, has seceded from our nation! It seems like we'll have to fight them too. What shall we do?
>A. Attack the Kingdom first
>B. Establish a system of trade convoys which are escorted by military ships
>C. Find them, and strike at their heart now!
>D. Do nothing
>E. Other
>>
Rolled 5 (1d100)

>>1677819
Higha rolla
>>
>>1677830
>A. Attack the Kingdom first
>B. Establish a system of trade convoys which are escorted by military ships
>>
>>1677830
>>A. Attack the Kingdom first
>>B. Establish a system of trade convoys which are escorted by military ships
>>
Seems like we'll attack the Kingdom and establish a system of trade convoys, I need 3 1d100s to see how well we establish the trade convoys
>>
>>1677830
>>B. Establish a system of trade convoys which are escorted by military ships
>>
Rolled 12 (1d100)

>>1677856
>>
Rolled 43 (1d100)

>>1677856
>>
Rolled 47 (1d100)

>>1677856
I'll do the last roll
>>
Our convoy works to some extent, our navy isn't so big that its able to defend every trade route, however important convoys are able to make it through... Less important ones face a bad fate. As for on land, we have about 5 armies on our home world, 1.5 million verko each, totaling 7.5 Million Verko. The smaller kingdom has only 1 million Verko as warriors, however it has fortified and is ready to put up a fight. How shall we proceed?
>A. Encircle and starve them out
>B. A direct assault
>C. Harass them
>D. Do nothing
>E. Other
>>
>>1677888
>>C. Harass them
>>
That's all for today's thread folks, when we return, we shall fight the pirates, and hopefully experience more fun times!
>>
>>1677888
>E
Combine A and C
We'll cut of what parts of the rebel Kingdom we can and harass the enemy forces where we cant
>>
>>1677888
>>C. Harass them
>>
Rolled 82 (1d100)

>>1677501
You can't expect me to just be here.
Assets- like, 3 labs and walk-in facilities all over the planet "home"
Maybe there's a market for tails.
>>
Rolled 27 (1d100)

>>1677578
>Faction Project
The PA overjoyed with the development of robots etc further the research into Limited AI in order to achieve their goal of an utterly loyal internal security force and the mass production of them.
[If possible i'd like to spend the faction projected I missed on this goal also]
>>
Rolled 5 (1d100)

>>1677578
We will continue attempts to translate the markings on the pillar
>>
>>1677998
While it seems impractical and wasteful in terms of money, you manage to attach tails to verko. Some of the more sexually inclined Verko, calling them nekos, flock to buy these as slaves
>>1678949
You can spend another faction project on this considering you missed it, however your attempts to research into it have resulted in nothing
>>1678972
After researching the obelisk/pillar closely, you find something odd... You can't translate it no matter how hard you try. The first side was seemingly easy to translate, the letters resembling the Verko Alphabet somewhat and actually making sense, however as you look around the pillar, in a clock wise order, each side is progressively harder to decode than the last, or so you theorize, you'll need a basis to work off of, and the translators are simply not providing it. Something like this can't be far.
>>
Rolled 50 (1d100)

>>1680035
The PA efforts are doubled, they will not falter in their efforts for >>1678949
>>
>>1680045
You manage to get a limited AI system working on robot prototypes, its not the best, however combined with existing AI systems, it'll make them better off
>>
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>>1680048
We have chosen to harass them! Our armies and mobile forces are now on standby, prepared to harass them, we will cut off supply lines and make them bleed and starve.

3 1d100s to see how this goes
>>
Rolled 69 (1d100)

>>1682850
>>
Rolled 81 (1d100)

>>1682850
>
>>
Rolled 61 (1d100)

>>1682850
>>
Our efforts to harass them are working! We are dealing steady damage to them, cutting supply lines, and avoiding decisive battles, the enemies are slowling bleeding, losing 100,000 verko in the first month. more rolls!
>>
Rolled 4 (1d100)

>>1682878
>>
Rolled 53 (1d100)

>>1682878
>>
Rolled 90 (1d100)

>>1682878
>>
Our efforts slow down now, King Tarklamange's army seems to have fell into a pitched battle and was heavily damaged, with many of the armored elements being destroyed, other armored elements still exist and are in play, however we lost many that day. We killed another 100,000 of the enemy, in exchange so far we have lost 175,000.

more rolls
>>
Rolled 91 (1d100)

>>
Rolled 80 (1d100)

>>1682946
>>
Rolled 21 (1d100)

>>1682946
Roll to keep it going
>>
>>1682946
64 Average
We begin to engage them in larger numbers, we kill many of them, several battles are fought, though as quickly as possible, we kill off many of their troops, they're down to 500,000 strong and we have only lost 400,000 soldiers, so far, the war seems to be going in our favor! Though the kingdom refuses to give up. What shall we do?
>A. Strike at the capital
>B. Try for a pitched battle
>C. Keep going with this plan
>D. Other
>>
>>1682958
>>A. Strike at the capital
>>
>>1682958
>>A. Strike at the capital
Capture the King and we can force him to surrender.
>>
>>1682958
>>A. Strike at the capital

With the capital captured and the king dead, the remaining forces will surrender or fracture into smaller groups. Then we can focus on the more troublesome groups with more resources.
>>
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We shall strike at the heart of their kingdom! The capital, it is a decently well developed capital, not as great as other cities. However, we have amassed a force of 3 million verko to fight against 300,000 Verko, or so our intelligence tells us. They are well fortified, however our numbers advantage will surely prevail. CHARGE!

3 1d100s
>>
Rolled 47 (1d100)

>>
Rolled 10 (1d100)

>>1682976
Begin with a large initial bombardment before sending in troops to seize forward strongholds for us.
>>
Rolled 5 (1d100)

>>1682976
>>
20.6 average(No numbers advantage yet)
Our initial bombardments fail, badly. We constantly keep getting harassed by enemy forces, especially with our forward firebases, they seem to have access to anti-aircraft guns and whatever sorties we fly we always lose over 60% of our planes. Our infantry are in position to charge, and the general gives the order, we CHARGE!
>>
Rolled 44 (1d100)

>>1683000
>>
Rolled 79 (1d100)

>>1683000
Rolls?
>>
Rolled 84 (1d100)

>>1683000
>>
69 Average(lewd) +15 numbers -5 fortifications
We begin to charge forward, our massive numbers dealing damage to them, we manage to take the outskirts and the suburbs of the city with relative ease, but as we go forward, the fortifications begin to get stronger and stronger... Neo-Concrete fortifications to be exact, few kingdoms can afford this, much less a small one.. However, we'll end it for today due to low energy and few people on.
>>
Rolled 11 (1d100)

>>1683034
>>
Rolled 42 (1d100)

>>1683034
>>
Rolled 2 (1d100)

>>1683034
>>
Rolled 92 (1d100)

>>1683034
>>
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18.3 Average +15 Number -10 fortifications
The first wave enters into what is essentially a slaughter, they didn't know what to expect aside from fortifications, what they met was much worse, traps, Killzones, neoconcrete Fortresses, reinforced buildings, and so much rubble heavier weapons can't get across easily. This will be a rough fight.

3 1d100s
>>
Rolled 83 (1d100)

>>1697558
>>
Rolled 17 (1d100)

>>1697558
>>
Rolled 28 (1d100)

>>1697558
>>
42.6 Average +15 Numbers -10 Fortifications
The next wave does about average, they try their best, managing to break a hole in the first line of fortifications, it still is not an easy fight, many troops have died trying to take it, We are still far from the downtown district, where the ruler likely is. More 1d100s!
>>
Rolled 57 (1d100)

>>1697586
>>
Rolled 94 (1d100)

>>1697586
Rolling to get this moving
>>
Rolled 65 (1d100)

>>1697586
>>
72 Average +15 Numbers -10 Fortifications
We take advantage of that hole, and burst through, this part of the city has nowhere near the amount of rubble as the outer part, so our heavier weapons and tanks are able to move more freely, the next line of fortifications is not as strong as the one we just broke through, however we have already significantly weakened the fortifications with initial probing attacks!
>>
Rolled 1 (1d100)

>>1697620
>>
Rolled 40 (1d100)

>>1697620
>>
Rolled 37 (1d100)

>>1697620
>>
26 average, +10 numbers -10 fortifications
The next assault was a slaughter, the probing attacks were all wrong, intelligence was wrong... The fortifications were much stronger than expected, the outer layers were weaker concrete, while the center was made of Neo-concrete, a very expensive form of concrete with extra chemicals and materials added to it to make it far more resilient. We find these fortifications to be very hard to break through.
>>
Rolled 18 (1d100)

>>1697641
>>
Rolled 44 (1d100)

>>1697641
>>
Rolled 60 (1d100)

>>1697641
>>
40.6 Average +10 number -10 fortifications
We haven't quite penetrated the second line of fortifications, we're still working on that, sappers have been brought up with heavy duty explosives to blow up the fortifications and deal with them, Our infantry shall provide cover for them.
>>
Rolled 93 (1d100)

>>1697686
>>
Rolled 27 (1d100)

>>1697686
>>
Rolled 84 (1d100)

>>1697686
>>
68 +10 Numbers -10 fortifications
We're through! We made it through the second line, however the largest and most imposing structures are ahead of us, bristling with Lasers, Missiles, and artillery, they sure are big, and from a distance, our engineers determine they are entirely made out of neo-concrete, this stuff is worth a fortune, no kingdom can afford this! However, we have one final line before we make it to the undefended capital building, hopefully this works, forward!
>>
Rolled 14 (1d100)

>>1697705
>>
Rolled 37 (1d100)

>>1697705
>>
Rolled 57 (1d100)

>>1697705
Going to get this rolling
>>
Rolled 44 (1d100)

>>1697705
>>
36 Average +10 Numbers -15 Fortifications
Many die on the way to the lines, we have called for reinforcements, and they should be here next turn, however these are the strongest fortifications we've encountered so far, we have managed to secure the roads leading to them, however they remain secure, sappers are being called into breach them.
>>
Rolled 79 (1d100)

>>1697738
>>
Rolled 40 (1d100)

>>1697738
See if there are any tunnels/sewers/service corridors we can use to sneak into this fortress to crack it open from within
>>
Rolled 5, 93 = 98 (2d100)

>>1697738
gonna speed some stuff up, second roll is for finding sewers and tunnels
>>
41.3 +15 Numbers -15 Fortifications
From the front, our troops report good news and bad news, the bad news is that the sappers have found it extremely hard to breach these fortifications, however, good news is that we've gotten more troops from other armies, and that we've found many sewers and tunnels from which to attack, roll 3 1d100s! (This will count for both sewer assaults and breaking fortifications)
>>
Rolled 4 (1d100)

>>1697764
>>
Rolled 7 (1d100)

>>1697764
rolling
>>
Rolled 32 (1d100)

>>1697764
>>
We tried the sewers... It was a massacre there too, they weren't fortified, as if the enemy was wanting us to come in there, we fought with troops that knew the layout of the sewers better than we did, some troops defected to them in fact, we are unsure why or how, however any psionics on the front have reported a psionic presence, not an avatar or anything, but individuals... We are unsure what to think of this.

More rolls!
>>
Rolled 23 (1d100)

>>1697806
>>
Rolled 49 (1d100)

>>1697806
>>
Rolled 6 (1d100)

>>1697806
finna get this rolling
>>
File: Psi Soldier.png (363 KB, 417x611)
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363 KB PNG
We manage to break through the fortifications at last, the remaining troops have retreated to the palace. However, we meet some ominous figures. They sure don't look like verko, however, they are here. They carry masks, and tanks of air, as well as heavy coats and armor. One of them walks up to us, and talks to our generals, the last thing the general talking to him hears is, "The Holy Kingdom of Halisus sends their regards." After being brutally stabbed by the assailant, he is shot up by our guards trying to escape. The troops in the palace have opened fire, and these strange soldiers charge into our lines, having materialized some sort of blade which is capable of deflecting bullets.
>>
Rolled 85 (1d100)

>>1697833
Shoot them in the dick, if they go for the block they'll cut their own thighs and bleed out
>>
Rolled 46 (1d100)

>>1697833
You bastards will pay for that!
>>
Rolled 19 (1d100)

>>1697833
>>
50 Average +15 numbers -10 Morale
The psionic troops charge into our line, overall, we trade a man for a man, killing one normal trooper in exchange for one of our own, these psionic ones are harder to kill and can manipulate the minds of our troops to some extent, however even they are not unkillable, so far, we have secured part of the palace, however the psionic troops do not seem to relent. Right now, we are close to the Throne room, and resistance is ramping up.
>>
Rolled 65 (1d100)

>>1697851
Blasted Cultists.
>>
Rolled 96 (1d100)

>>1697851
>>
Rolled 81 (1d100)

>>1697851
>>
File: Throne room.jpg (90 KB, 680x714)
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We charge into the throne room! Resistance is heavy, but our stronger troops pave the way, having trained at some sort of "Summer Camp", regardless, the psionic troops are not enough to hold us back, and once we make it into the palace, we meet the King, what do we do to him? He has his arms up in the air.
>>
Rolled 59 (1d100)

>>1698051
roll to stab
>>
Rolled 58 (1d100)

>>1698051
Ensure he has no back up coming and tell him to tell all remaining forces to stand down and inform them he is coming with us...

>>1698063
Hold the stab till we've secured that place...just wait a little longer
>>
Rolled 69 (1d100)

>>1698051
>With the Royal forces having secured the perimeter Prince Parak steps forward his ornate power armor stands out among his troops.
>>1698063
"Someone Stop that trooper."[The Prince says in a manor showing his complete lack of tolerance for such actions after this costly offensive.]

"King Jeremus Gurozian now that we've shattered your armies, stormed your defenses, and entered your throne room. Would you mind explaining why you rebelled like this?"
>>
>>1698093
He is taken away, while that happens he talks to the Prince
>>1698104
Why I rebelled? The Holy Kingdom of Halisus offered me a very very large sum of money if I was to rebel, they hired the pirates as well, The bastards promised me safe haven in their lands but I guess I didn't escape fast enough did I?" He spits in the King's Face,"They're far stronger than you expect."

>>1698063
You are stopped by the prince's guards

Anything else? If so, we'll be switching to the Space front now.
>>
Rolled 89 (1d100)

>>1698120
Hand over the keys to your Vaults and all hardware, the PA is securing these assets
>>
>>1698120
>The Prince grabs the King by the collar of his robs.
"Your treachery costed thousands their lives and many more will suffer from the fallout of this war. My father King Tarklamange has seen fit to send you to the Kor'serash prison for the rest of your days."
>Parak turns to the Institute operative.

>>1698140
"As a member of the Royalist league the rebel Kingdoms assets will be handled by them."
>>
>>1698154
The King is taken away, as for the assets, you two get to work it out

Now we'll turn to the Space Pirate front, how shall we fight the Pirates? The convoy system has been proved to be ineffective at safeguarding poorer trade ships.
>A. Fight the Pirates wherever they raid
>B. Find their base of operations and take it out
>C. Other
>>
>>1698166
>>A. Fight the Pirates wherever they raid
We need to secure our operations, colonies and trade routes first. Perhaps we can piece together where they live from their raiding targets and salvaged data drives.
>>
>>1698177
I concur
>>
>>1698177
Give me 3 1d100s to see how we do in intercepting a pirate raid
>>
Rolled 39 (1d100)

>>1698199
>>
Rolled 71 (1d100)

>>1698199
>>
Rolled 96 (1d100)

>>1698199
>>
File: Battlefleet.jpg (70 KB, 800x600)
70 KB
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We meet a particularly large pirate fleet in open battle, since they were estimated to be weak, we can assume that this is their full force, they are coming after a particularly rich convoy after all. Their force numbers about 10 military outfitted convoy ships, and about 5 Light warships, in that system, we have rigged a trap of about 9 light warships and 1 Justice Class Destroyer. The fight begins! Our light warships come into contact with their military outfitted convoy ships, while our justice class stays to the back.
>>
Rolled 96 (1d100)

>>1698257
"Begin the attack once pirates are in position."
>>
Rolled 85 (1d100)

>>1698257
>>
Rolled 23 (1d100)

>>1698257




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