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Old thread died so new one.

>>5312890
>>
>>5347324

With the strange results from the last time from the various races not of the world that Heidekerk came from, work would be done to try and understand the various differences. Of course, the fey of Breksos not included given they didn't have DNA, let alone cells and at this point were believed to be corporeal spirits more than anything given what the more knowledgeable king and queen Fey had stated. Though that aside, work was done to try and understand how these strange mixes and matches of DNA between the various races of the Union actually worked given how if a cat and dog had the same genome something had to be seriously wrong. Even if this was fully true and the different worlds that the members of the Union came for were the cause of this confusing conundrum, they still could at least go about the long and arduous process of trying to approach things from a new perspective and just separately try to understand the odd genetics individually and try and find whatever connections existed there in the hopes that they could find some sort of similarities and, ideally, not need to rewrite the entire laws of biology for every separate race. Though if this was necessary it would be done, slowly but surely. Really, this work was mainly done to appease some technocratic types in the Heidekerk parliament, given how politics in the city dramatically changed even before the Union was formalized. As this happened though, silently, a machine parts factory would be created, much to the joy of the Draken, Balaur and Virm, alongside the Katzarin.

>Action One & Two. Greater genetic research

>Extra building, Machine Parts Factory

Traeth - 18 influence, 18 happiness
Sokchon - 16 influence, 17 happiness
Termhelm - 6 influence, 7 happiness
Heidekerk - 12 influence, 15 happiness
Breksos - 16 influence, 16 happiness
Gradutz - 11 influence, 12 happiness
Metrin - 18 influence, 19 happiness

Pop: 11
Tech: 6
Magic: 8
Wealth: 13 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 9
>>
>>5356181
Pop regain 16 turns.
I'll update my stats next turn.

Upgrade 6 tiles of Arcadia city to city tiles.

1. Colonize the 4 volcano island.
2. Construct an airport in Arcadia and another in the colonized volcano island.

The need for more mana to refuel the batteries will be necessary as we begin to expand and industrialize more. With volcanoes unclaimed and in easy reach to the west (far east) they will be quickly claimed to be farmed and studied later; rather than deal with another nation for the volcanic ridge in the middle of the continent.
>>
The Iron Kingdom
Pop: 13
Tech: 5
Magic: 4
Wealth: 2 (3 on turn 16, -1 from Neo-Tarnish market dominance)
Diplo: 10 (11 on turn 16, -1 from Neo-Tarnish market dominance)

Queen Tomoko tours her lands, making her presence known, and having her thugs kill what family Queen Yuuka may have had, especially any next in line. Of course, Yuuka's influence runs deep, so decoys had been setup, so she can't know she's killed all the potential heirs, but still, she's put the fright in the Black Forest Clan. She enjoys herself in the lavish palaces and villas that Yuuka left behind, before giving them to various crimelords in her lands, and giving them high positions, even giving them lands to govern. The people are upset at seeing bandits become their rulers, but they can't complain. However, the crimelords turned governors can't do just anything, if they get too out of line, the Iron Queen is more than ready to have them replaced with another crimelord, since giving them a palace also means she knows where they are at any time, and she is well connected with the criminal underground of the Iron Kingdom.

Action 1: Prospect in the mountains once more.
As the Iron Leaf takes control of the nation, it is time to continue to search for minerals, seeking not just iron to make more weapons and armour with, but also sulphur for our gunpowder factory. The mountains around Hayashi Yamamoto aren't fully prospected yet, there's still further minerals to discover, and who knows, maybe we'll find some completely new mineral in this land, after all, the golems up north have mentioned over a hundred metals we have never heard of before. Indeed, despite Tomoko's cold attitude toward the Azure Star Clan, she takes a liking to the golems, they're so naïve.

Action 2: Establish new hunting grounds south of Hayashi Yamamoto, build market southwest of Kuroi Mori.
While they are now under the reign of the Iron Leaf, the people still do their own thing. With turmoil comes starvation and poverty, so expecting a demand, many at Hayashi Yamamoto become hunters, while at Kuroi Mori, merchants arise. Indeed, while the swordworks are owned by the Iron Leaf, they are situated in lands which still swear fealty to the Black Forest, so they need people to smuggle it out, so the coup hasn't been all good on the Iron Leaf, as they now have to purchase their own goods at a markup. The hunters meanwhile not only bring home the bacon, but frequently interact with the warriors further south, at the forest fort. There's quite a few aspiring warriors among the hunters, fighting beasts in order to prove their might.
>>
Fluff: and why not one last check of the land gained to see if there’s anything of note as an interesting place is made.

1 action: Prospect land
With territory comes resources. And with resources comes wealth and technology.

1 action: Study fossils
To get a better understanding of this land we need to know it’s past. Putting fossils together to be accurate rather than just amalgams of what we thing it’s look like. Keeping in mind things that don’t persevere over hundreds if not thousands of years as bones are put together to make creatures. Consider factors such as gravity, natural resources that they might have eaten, and bone structure needed to function.
>>
1. Build farms
2. cast ritual spells: mirror image (one divine mana consumed)

To support the growing population of tanuki, godflesh and turtlefolk a new plot of land on the outskirt of sado was transformed into ricefields. meanwhile in the capital, a second wave of expansion to settle surrounding lands is planned to create living space for the tanuki, turtlefolks and the godflesh. to support this plan the tanuki casted the ritual spells of mirror image giving every citizen in the tanuki lands the ability to create a clone of himself allowing them to settle new lands more efficiently
>>
> Todes
As you wish the expanssion happens and with that your nation hits it’s limit of its. Analyzing Lapis helps you understand the basis of magic. It flows out of the the earth and it seems to be in some ways linked to he souls of the native creatures of the native world, but not linked to the soul of yours. There are 6 types of energy you can baguely tell appart by holding living things close to the lapis, you can tell that mammals and fish are separate things, but oddly in the magic amphiabians and mushrooms are one thing.

You may learn to emulate the magic trough channeling electricity trough a wire wrapped around the lapis and electrcity flowing trough it and potentially magic circles can be created akin to circuttry to cause varied effects by combining

> Tanuki
Farms are constructed helping to feed the evergrowing Tanuki poppulation.

The clones are created, as long as you supply it via divine mana you gain +20% army size and reduced losses from battle as long as you supply it with divine mana.

> Neo-Tarnish
2 ports a factory and a market are built.

> Sealand
You find hard stone, phosphate, salt. Investigating the fossils reveals that they are not that ood. They seem to come from a period of time merely a few dozen thousand years ago so among fossilized stone actual bone is intermixed. The lifeforms of this period mostly resembled cold-adapted life of your current time.

Some among the leadership have a crazy idea… we might not be the freindliest with the Arcadians, but with their magic these things could probably be brought back.

> Iron Kingdom
You find coal, iron and harstone. Thge most mundane of resources are found, but ingredients for steel and sturdy fortresses are never too many.

A hunting-ground and market are constructed bolstering the economy and food-supply of your nation.

> Arcadia
You’ve been running a food surplus for a while and while your poppulation does nor grow it helped urbanize your nation. Feel free to urbanize 4 tiles next turn for free. The island is colonized and a connection via flying dragon is established.
> Arcadia
> Shadows
Aetia Breaches once more in a spot which seems to lay between two seas. The Goddess seems to have taken a liking to the spot making an unusually large nest. If spurred on she may create a canal which would help ships navigate without having to circumnavigate the peninsulla.

It is once more for the nearby powers to decide will you pull the new Turtlefolk state into your sphere of influence or let it become it’s own nation? The shadows of course hodl the adventage here due to prior ties.
>>
>>5356478
> Astray
Genetic research allows you to understand both the differences between the various races and the difference between the newly-arrivals and the local life better.

Technological leaps and bounds are done allowing for crossbreeding between all races...

+2 pop added to your 'final stats'

-1 happiness for all factions
or
-2 influence for all factions

Except the permitted crossbreeding more targeted bio engineering might also be possible such as developing new lifeforms for war, agriculture etc.
Maybe even a way to deal with the whales if the sample of a queen can be obtained.
>>
>>5357109

Broadcast interrupted.

That is the single line of explanation given as Roko herself is cut off at what would appear to be the start of a fiery rant that began in the early hours of the morning, as news of a raid, temples sacked, peopled kidnapped, throws the nation into shock.

The words remain on every Roko related channel for five hours until she is allowed back in, giving no explanation for her absence but instead calmly giving her most heartfelt apologies to all the victims, thoughts and prayers. But more than that, promises of vengeance. Swift, bloody and brutal, this would never happen under Yuuka after all, would it? Tomoko is no-

It is at that point that she is disconnected once again by Spectra Cobaltine.

Action 1; AMBULANT-Class Deconstructor Ship Factory (Consumes durasteel), Durasteel factory (Consumes iron to produce durasteel)

Anonymous orders are sent to Rokotopian workers, orders with Administrator class network clearance. Whatever they’re building it comes from the top, a new factory.

They’re written by an AI, that much is obvious given the complete lack of care for informing the workers what it is they’ll be constructing, but soon enough it becomes clear. Everyone knows what they’re building and why, but nobody dares whisper a word.

This is a factory that produces war materials. The first of its kind in the colony and the workhorse of all further combat, Durasteel.

For the first time since the first empire the Tarnish are going to war.

A second factory is queued up in a similar manner to the first, and explains the purpose of the durasteel. This factory makes monsters.

Whatever administrator designed this technological terror must be proud of it, so efficient in its brutality.
A durasteel armoured warship build to withstand a siege, each with a giant ambulatory monomolecular durasteel sawblade attachment connected to the deck, to literally hack enemy ships to pieces.

Any boarders who land atop the sloped deck will find no purchase against the turtleship hull, no way through the reinforced materials and no physical access to any controls from the outside.

There is no subtlety, none of the refined futurism of Tarnish sciences but instead the brutal Gunmetal solutions of an artificial intelligence who cares only for results on a limited timescale.

Action 2: Gemstone prospecting

The rarest materials necessary for a full return to the material world, these also have a significant use in chargeable weapons technology. Acquiring them will be important for both.
>>
>>5359615
Location of durasteel on the triangle, factory on the X
>>
>>5359473

With the lands of the Union extended a fair bit, and a good deal of unrest mostly settled now that the nation is more united than ever with all but the Fey of Breksos able to properly have families with the other people of the union, things went on to that of development once more. Naturally, this resulted in prospecting, those of the more civilized nations eager to find copper or, if it was more abundant, silver for various wiring so that the limited remaining supplies of wires wouldn't be run thin. Further more supply of other materials would be useful in order to produce more equipment and potentially get the Heidekerk navy outside of the diesel ships properly up and running again. Similarly, research in Heidekerk shifted to that of power generation that could potentially take some advantage from the whales and their effects on the currents. Tidal Turbines. Specifically methods to make them far more effective and ensure that they'd not be damaged by the harsh tides that potentially would be delivered upon them by the whales. It was mainly to allow more space for industrial production rather than power generation. After all, the coasts weren't being used for anything else after all, and wouldn't be in regards to construction anyway. Still, there was a lot to be done, and though there was much time to do it, the sooner it was done the better.

>Action One. Prospecting.

>Action Two. Tidal turbine research.

Traeth - 16 influence, 18 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11
Tech: 5
Magic: 8
Wealth: 11 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
>>5360166
Magic should be 7, forgot to add that.
>>
Fluff: Perhaps they could be brought back... although the idea of potentially bringing back massive beasts of unknown nature is a worry so the idea is shelved for right now.

1 action: Phosphate and Salt mine
A previously unused resource to work with and salt... excellent! And what’s more, everyone can use salt be it for rations or otherwise

1 action: Military prowess. Although magic is strong it could be better coordinated among the general troops. To help this, training between the two groups is to occur to ensure proper strategizing between units
>>
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Stats
Pop: 3
Tech: 7
Magic: 6
Wealth: 3
Diplo: 10

>University research
Asbestos - The silvery-grey strands of poisonous rock have long been known for their insulation, both of heat and electricity, but the draw of their industrial use is tempered by the common knowledge of their poisonous nature. At least, so say the ancients in the books. It's infusion with shadows, however, may bear new fruit worth the risk. When under a Sa'terif spell, Asbestos causes the magic to display two features. The first, any spell, whether sound, vision or other sensory based, comes with a distinct 'overlay' to it. Sounds have a drawn out whine in the background, visions flicker with tell-tale strands, and so on. What's more, the illusions gain some semblance of 'physicality', or at least ability to harm those who see, hear or otherwise experience them. The illusion of a dragon will not breath real flames, nor actually lift boulders with ease, but when it's flickering claws rake through a man, his skin will suffer abrasions, as if rubbed with sharp-fibers.

>Action 1 - Copy Steel's tech.
The pilgrims of Aetia have long used small ships to come and go, the massive turtle accepting new holy shamans, or sending forth youth with visions of solid land back at the capitol. It is on these ships that news of strangers come, and the wider world at large. Of particular note are men with strange weapons, vehicles and more. Strange, that is, except for in the ancient books from before The Transfer. A scientific revolution takes over the capitol, the vague descriptions given by the roving shamans on shellback somehow enough to the spur the technology of the shadows onward and upward.

>Action 2- Build Electrical Plant
First and foremost, to power this new technology, one first needs power itself. From the nearby Coal plant comes a never-ending supply of the burning rock, and soon black smog pours into the air, the first insulated wires stretching forth to New Ava, and later the rest of the nation.
>>
The Iron Kingdom
Pop: 14 (13 on Turn 17, -1 from bandit casualties, +2 slaves from raiding Turtles)
Tech: 7 (5 on Turn 17, +1 stolen from Neo-Tarnia, +1 stolen from Turtles)
Magic: 5 (4 on Turn 17, +1 stolen from Shadows)
Wealth: 7 (2 on Turn 17, +1 stolen from Neo-Tarnia, +3 stolen from Shadows, +1 stolen from Turtles)
Diplo: 12 (10 on Turn 17, +2 stolen from Neo-Tarnia)

Hayashi Yamamoto is bustling with feasts and celebrations, as the people enjoy the loot they've gotten from their neighbours. Queen Tomoko is conflicted about this though, as this will hinder trade going forward. But at the same time, our southern neighbour never traded in the first place, and our northern neighbour must trade with us for the plutonium. Then there are the turtle thralls, Turthalls, if you may. The Turthralls are put to work digging, be it clay or foundations, such dumb labour is easy to oversee, as sabotage is easy to spot. The Turthralls are given relatively good food and lodging for slaves though, as being hale and hearty makes them more effective labourers. Still, their movement is heavily restricted, unless they are slave catchers.

Action 1: Make Iron Mine and Plate Armour (Greco-Roman style) Factory south of Hayashi Yamamoto.
After the raids of the bandits and vikings, Queen Tomoko is made aware of how potentially dangerous our neighbours can become. They are currently weak, but they have used weapons that cut through our numbers with ease, they just needed more of them. We need to keep on the ball here, and the first thing we need, is armour. Our shields are good, but they don't cover everything. So we'll mine the recently discovered iron vein and make a forge near our forest fort, where we will be making plate armour out of it. Wolfkin plate armour is not medieval, it's classical antiquity, with form fitting greaves and muscle cuirasses (though few can afford a full size one), their helmets tend to be open ones, so they can use the Wolfbeak, though a few wealthy Wolfkin use a plate Wolfbeak, making a proto-visor. Indeed, those bandits and vikings who are particularly successful will have their armour detailed with amazonian musculature, so you can generally tell someone's status by their armour quality.

Action 2: Make Stone Quarry in southern mountains and a Brick Factory at the river northeast of Rokotopia.
After hearing word of how people suffer from the raids of the Wolfkin, some entrepeneurs decide to capitalise on this. To the south, a quarry is made, transporting hard stone to the fort in the forest. Said fort becomes bigger and stronger, but the use of stone makes it hard to camouflage, such that one now can see a small mountain inside the forest. Meanwhile, far to the north, the Wolfkin living at the river north of Crystal Lake, setup a brick factory. The bricks are then sold to Rokotopia, so the people can make their homes into small castles, and they can assure the safety of them and their family.
>>
> tanuckers
1. commence raids on decepticon colony in the mainland led by the reincarnation of Shuringan
2. mass expansion

active ritual: clone ritual (20% army size boost, expansion action increased by 50%)
ancestor tanuki: turn 5

The tanuki have been aware of their technologically superior neighbours in the west for a while now. previously the tanuki cannot do anything against their technological superiority and only watched as the decepticons expanded and built their colonies in the mainland. but now that the internal situation of the tanuki stabilized and a new source of divine mana was found the tanuki have decided to act. under illusion cover of the tanuki ancestor at the peak of his strength the swarm of tanuki armies march alongside the elites seven collegium and the turtle knights towards decepticon colony in the southwest with the objectives of razing the colonies to the ground and looting their technologies (also capture some of the decepticon to be put in godflesh lab if i can)
>>
> Neo-Tarnish
Two factories are consturcted creating primitive tools of war. Giant tanks made to slice, dice and crush rater than shoot using primitive electronics with steel and graphite cables with equally primitive and deranged AI operating them. They are tools of war not beauty.
(the destructor is about equivalent in power to an Interwar tank, much more deffense, much less offense, this also uses up all your electrcity, also limited range due to no battery or petrol etc access, so can only bea used 2 tiles away from your electric grid [electrcity supply])
*also fully functional in water, imagine Rosomak
The ruby is found, far away though, see map.

> Astray
You find: radioactive materials, asbestos and fossils

Tital turbins are not very complicated. Using whirpools for electrcity is a simple yet effective idea each whirlpool can produce 3-electricity, but costs a full action to construct and trough further research waves itself for one more action you can build a poerplant on every coast which will produce 1 electrcity and demands a full action to build.

> Sea Elves
Mines are built. The Sea Elf army is reorganized with the nation having prospered and had time to recover the structure of the army is fully restored and cooerdination between the various forces of the military reintroduced though no the military back in the swing of things asks firmly: when are we restoring the airships?
>>
> Shadows
The asbestos magic works as intended, but the substance is higly poisonous to the mages using it as to use asbestos imbuement efficiently one needs to fully clad themselves in it for long periods of time to attune their magic to the rare and foreign material.

Not trusting your rapidly militarizing northern neighbour it is decided time to steal technology. The caste system of your nation becomes uprooted and it modernizes into a new state. Schematics for electrical powerplants and the factoriesp owered by them are rapidly analyzed. You can rise your tech score to 12. You obtain generally standard 21st century tech + tesla technology which allows you to make electrcity from air on a small scale. (vehicles don’t need fuel or batteries and are not as reliant on supply lines). Your factories will be upgraded to modern factories once powered by electrcity from powerplants.

You also need to deal with the reprecussions of a sudden existance of a middle class and of the consequences of an industrial revolution. Describe how your nation keeps the nobility that’s loosing in status to the capitalist class in check, how the army is restructurized etc. handling it badly might result in a civil strife.

Coal powerplant is built. Again 2 buildings per action make another next turn.
> Iron Kingdom
Buildings constructed, brick factory moved to a location where it’d work, needs to be at river.

> Tanuki
(I rolled a 70% chance of winning roll for you)
Sadly the raid on the deseptracons fails, while your hordes are grand islands are by deffinition hard to raid albeit surprised the deseptracons quickly organize and in form of fighter jet and speedboat they fight off your invading navy.

But you manage to take hold of their mainland holdings, which are important for their reproduction and… thus they are forced to negotiate. (continue in IC-chat with me as player is gone)

You expand 21 provinces another city might be needed to govern all this.
>>
>>5356181
>Cravers
1.
Restating previous turn, iron bone upgrades for all our ships.

2.
Explore North along the coast for new or old ore or minerals.
>>
>>5362171
With a bloated population with a newly formed and rapidly elite class of undead investors the merchantalism of depau groans to life. Mithril has been found to be highly sought after on the mainland. Though still technologically backwards its about time the naval prowess of the dragons becomes well known.
Action 1:
Establish Trade Route with the Shadows.
Action 2:
Build a port for the southern shipyards and a hardstone mine on the northern island.
>>
>>5362170
Action 1:
Colonial proclamation

Internal development can only be sustained for so long before resource extraction falls behind requirements.

We need resources shipped from far away, and so we take to the sky to claim far shores.

Action 2: Airport, radio station

For this new endeavour to work, we need them well connected. Physically and tele-communicatively.

A station ensures vigilant contact, and an airport ensures we can ship the rubies back to the capital unmolested.

Ships can be intercepted, but the wolfkin rogue state cannot strike metal birds out of the sky
>>
>>5362170
Pop regain 14 turns.
I'll update my stats next turn.

1. Construct 2 mana siphons on the volcanoes.
With volcanic isles within our lands great facilities are created branching silver cabling, using lead and stone to insulate from the loss of magic energy and heat respectively, to bring up larger quantities of mana and used to charge mana batteries on the surface. Large mana batteries will be built in these facilities to act as overflow buffers.
2. Soul study
With the new fresh faces of the turtles under our control we now have access to souls born within this world; and any elder shadows that arrived with them may hold souls from their original world as well. With some non-invasive health studies of the young, and maybe old, souls during routine health checks the souls will be studied for the differences and (when old enough) the creation of new souls through procreation.
>>
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>>5362171
University Research - Iron
To mark the age of Iron, Shamans turn their sights to it's properties. It is, in many ways, the anti-gold. One rusts easily, the other remains pure and untarnished for ages. Iron has a multitude of practical uses, but due to its abundance, is seen as cheap and of no particular value, while Gold is nigh-useless yet coveted by all due to its rarity.
It is fitting, then, that its shadowy properties mirror gold's. Gold stores magic well, preserving complexity, but bleeds it into the environment. Iron, on the other hand, seems to 'absorb' shadowy magic, but cannot handle complex spells. While gold shifts the surroundings, iron shifts itself, taking on properties of the magics around and within it. For a shaman, iron is easily disguised as something else, for a time, and many a student are caught pawning off iron discs as solid gold coins to unknowing vendors. Luckily, such disguises fade quickly, though they do last longer if isolated from other spells.


See Pic-Rel for locations.

Recovery Action (from last turn) - Build Sulfur Mine [Circle]

Action 1 - Build Iron Mine [Circle], Build Coal Electricity Plant [Bolt]
The age of steel is upon the Shadows, and so iron must be plucked from the earth with gusto. The umbral beings descend into the depths, hoisting red ores from the darkness below.
To power and fuel the furnaces that will bend the steel to their whims, a new power plant is constructed, closer to the planned site of the factory.

Action 2 - Build War Vehicle Factory [Star], Build Airport [Heart]
These strangers across the sea favored vehicles, and so too shall the shadows in their mimicry. Tesla generators will power them once they leave the factory, but their assembly still requires ample power.
Further afield, some Shadows look to the skies. Before airplanes can take off, however, a 'port' must first be constructed.

Shadow Industrial Revolution dealings will be put in IC-thread.
>>
The city of Wangetsu Okawa is changing, brick foundations elevate the wooden upper floors from the ground, and the houses thus require less maintenance in relation to their size. Mansions emerge in the city and large city halls where many people gather. All of this, in spite of having less industry than Hayashi Yamamoto or Kuroi Mori. Many Whitehairs move to Wangetsu Okawa, to life in the comfort of manors earned through a lifetime of toil. Meanwhile down south, youngsters gather, moving into the fort at the southern border, so they may become warriors, or just join in on the next bandit raid that comes by.

Action 1: Develop Earthen Siege Spells.
In our raids north and south, we were hindered by fortified structures, though they eventually fell to our earth magic, we got the time we needed because we took them by surprise. For the next raids, they will be prepared, so we need to develop new earthen spells that will sunder even the mightiest walls in record time. These new spells are slow however, so they will be poorly suited for army battles, as they are easy to dodge. But against targets that cannot dodge, or even unwilling to do so, it will be devastating. Not only will we be able to rip apart walls, not only will we be able to rip holes in concrete with the ground below, but we can smash through chokepoints such as gatehouses and pour our forces through.

Action 2: Build Coal and Salt Mines, north of Hayashi Yamamoto.
As the demand for coal increases, some intrepid Wolfkin decide to dig the coal from the earth itself, in the mountains. As miners flock to the mountains, some move to mine salt instead, due to it's usefulness as spice and preservatives, especially valuable for an army on the march. The harvests, coal black and salt white, make a pretty penny for the miners, and so more flock up there to make their fortune.
>>
>>5362170

The research was fairly simple, and probably would be worked on further in time, however for now work would be focused on that of mining and similar. While the radioactive materials were quite useful, especially to Heidekerk, there was still plenty more that was needed to be extracted from the earth, and more importantly specific materials that needed to be found and extracted so as to make the creation of electronics and further wiring possible. Gold was an okay substitute but not a permanent one. Prospecting was likely to continue until the materials required and desired were found. On a related note, fossils would be excavated, mainly to allow the geneticists of Heidekerk to have something else to do and investigate. It'd certainly be interesting learning of this worlds own ancient past, and potentially reviving some of them as if it was a certain video game...

>Action One. Build two mines, one rad one Fossil

>Action Two. Further prospecting.

Traeth - 16 influence, 18 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11
Tech: 5
Magic: 8
Wealth: 11 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
> Arcadic
You manage to Sway the Hatchlings to your sside gaining a 2-pop loyal to you, but also worshipping their mother Aetia as a Goddeess. Their bodies and mines are not made for magic though moreso for fight and muscle, but trough further integreation they might let you fix that…

The mana siphons are built (represented by plantation), soul differences in turtles are small, they seem like a mix of a new world and old world soul because their sousl seem innately linked to Aetia, the connection is a gentle one though, if your nation was less sceptical you could describe it as the ‘love of the mother’.

> Cravers
Ships are upgraded with Iron bone.

You find Salt, Coal and Phosphate, north of your nation.

> Depau
Port, Mine and trade route are established. The fear of the wolfkin has brought the Shadows and Dragonkin together.

> Neo-Tarnish’
Colony is established now all that is needed is to actually mine the gems.

> Shadows
Sure the iron works as intended, though pawning off fake transmuted iron to others will only work on those with notm uch magical training unless more advanced magic is used to sell the deception so useful or backalley scams not for undermining of national economies.

An airport is constructed… right next to the hole in reality? Well, let’s hope it does not become a bermuda triangle type deal, otherwise all the infrastructure needed to produce war vehicles on mass is set up. Propper modern military carriers and tanks with cannons can be rolled out. Terrifying vehicles which currently have no match in this world, truly terrifying.

> Iron Kingdom
Siege magic is developped, magic based on ritual techniques once abbandoned due to being slow and inpractical for combat. Once set up though they can exhibit raw output 10 times that of a normal spell, perfect for besieging a castle or breaking trough an entrenchment and in a pinch even to make makeshift defensive fortiffications.

Coal and Salt Mine built.

> Astray
Mines built, you find: Salt, Lapis and Coal
>>
>>5365517
Action 1: Durasteel plant, Durasteel armour factory

Full metal militarisation

Another durasteel plant is set up, connected to a facility designed to cut perfectly sized armour plates for our wolfkin forces. Smooth designs, comfortable and form fitting, but most of all protective, they can shrug off more or less anything that the enemy throws at them and need little if any maintenance.

Action 2: Ruby mine, laser gun factory

The Series Six antipersonnel blaster was an old Hastung civilian grade armament capable of incapacitating a target or frying their skeleton right out of their flesh when set to its highest setting.

Deemed generally unpopular, the weapon failed to find a market in the realm of cheap ammunition, augmetic armours and more advanced weaponry for only slightly more.

It has found its market here and now, however, against chaos mongering children who’d rather waste our time with conflict.

Triangle is the gun factory, others are the Durasteel and armour factories.
>>
The Iron Kingdom mobilises for war. Hunters and warriors from across the realm gather, buying up vast quantities of equipment, many have to acquire a sponsorship to afford the new armour on offer. Veterans from previous raids gather fledgeling warriors under them, giving them loans so they can purchase good equipment to ensure they survive the coming war, the veterans meanwhile will get a better fighting force, giving them a larger cut of the loot due to their participation. Males also join the forming warbands, since the successful warriors will have a fat purse to pay for services with, and getting in with the warband ensures they get first in line. To the east, in the Conclave, veterans also form warbands, but in more limited numbers, due to them not having really participated in the previous raids.

Action 1: Expand Conclave of Life territory toward the Shadowlands.
Tomoko has maintained a testy relation with the Conclave of Life, granting relatively free reign while still demanding of them from time to time. However, when they heard of all the riches coming from the raids of the Iron Kingdom, they suddenly started warming up toward the Iron Queen, and now that they've heard of a coming war, they are all in. Not just providing an army, but expanding their territories to border the soon-to-be-annexed Shadow territories.

Action 2: Make Hunting Ground and Sausage Factory near Wangetsu Okawa.
As people move to Wangetsu Okawa, there is a demand for food, and hunters emerge to supply the demand. But with so much food and so much talent in one place, someone has the idea of making a sausage factory. With salt from the west, as well as herbs and meat from the local area, the sausages are packed with flavour and nutrients, excellent for a soldier on the march, as well as just a delicacy in general, sure to make a pretty penny when they return with riches.

War Plan: A two pronged attack on the Shadows' riverfort and vehicle factory.
A mighty force marches south, their numbers are even bigger than before, with more experience and better equipped as well, not just with general equipment, but also with the new plate armour, though it's crude even compared to early medieval armour. Still, this force looks as dangerous as it is. They will march to break open the river fort once more, with even greater magics than before. However, a new player is entering the game, the Conclave of Life. The ships have been moved to the Conclave of Life and is used to transport the Conclave's army across the channel, and then they march, through thick forests they are able to camouflage themselves in. Not only that, but the Conclave make heavy use of Oakenclads, who blend in almost completely, being made of the same material as the forest. And they then strike the Shadows' tank factory from behind, as well as cutting off it's power plant, iron and sulphur mines. The tanks would be hard pressed to endure a war on two fronts.
>>
Research - Salt
A pinch of salt makes almost any dish tastier, and so it is with shadow magic. Once enchanted, the now-black powder augments other 'ingredients', with more complex and varied spells and components seeing a greater boost. Let's get cooking!

>Action 1 - Build Oil/Gas mine (west of We'hida).
>Build Sit.Metal Mine (hex to the south of Oil)
Connect both, along with Asbestos, to Magic factory (the one making coal plates). Change it's production to Sensory Bombs.

To the west, far from the frontlines, more industry springs up among the mountain peaks and thick forests. More resources must be yanked out of the earth to fuel the ever-growing Do'laroshan forces.

>Action 2 - Research Sensory Bomb
The magical university has, slowly and surely, been cataloguing the magical properties of shadow-enchanted goods for some time now. Today is the day that knowledge is put to use. In the central factory, tireless shamans work to enchant the oil as it undergoes more mundane treatment alongside their whispering chants. Once it is refined to a sticky gelatin that burns low and steady, the other ingredients are added. On it's own, the oil takes spells and inflames them, but more ingredients need to be added. First, chunks of refined coal, to ensure an even smolder and longer lasting burn. Various powdered metals are stirred in, allowing for the already boosted spells to reach unheard of heights. The final ingredient, of course, is Asbestos, suspended in thin strands throughout the jelly.

Once sprayed on an area, and introduced to a spark, the mix will burn low and steady, and the spells within will roar out in a deluge of muddled lights, roars and odors, each bearing Asbestos' deadly properties. Those who look upon the sights will find their eyes scraped, those who hear the booming sounds will have their eardrums torn, those who smell it's smoke will find their noses bleeding and dull.

The last raid of their kind taught us much. Namely, killing them is a kindness they do not deserve. Deny them their ghostly vengeance, and leave their 'proud warriors' with no other sense but feeble touch.

>War Action
Tanks work well on the offensive? Then on the offense we shall go. Rallying an army, they push north, meeting the wolfkin as they come down from the forest. Let their massed charged be smitten down by blasts from the tanks barrels, their rituals broken by the shockwave of explosions. Send to the Turtles for aid, promising retribution in this and many more battles, to once more fight alongside their vantablack kin.
(Basically attack his army as he attacks the fort..)

Of course, we may lose the factories production behind us, due to an attack we unfortunately could never see coming, but if that is to be so, well, we may have developed a weapon that can rout them out of an entrenched building anyway.
>>
>>5365517
The mayor formally declares war on the iron kingdom and the conclave. ( >>5366423 )
Caucus Beli: Defend ally of the Shadows
Action 1:
Anti-Magic Tuners
Using their still relatively undeveloped understanding of mithril and how magic works draconic smiths invent a new type of weapon, called an Anti-Magic Tuner. It is made primarily of mithril and can have its other components made out of wood or metal.
Anti-magic tuners are made of mithril. They can be vibrated and electrically stimulated in order to disrupt all kinds of nearby magic.

Although they use electricity magic the source of their power is more aptly in their biology. They can naturally output electricity, on their own easily enough to kill enemies in the water.
Thus they can also direct their natural electricity outside of the disruptive influence of mithril.
Using this electricity they can cause the mithril to vibrate and become charged, causing it to shake much like a musical tuner. Thus creating a field of magic disruption. Which interferes with all kinds of magic causing missfiring and premature spell cancelation.

Action 2:
Resources are searched for on the island of execelphalo (northern island)

War Action:
While the great army of the conclave is crossing the gulf they are attacked. Depaun sappers sneakily swim deep under the water, using powers of lightning and special tools in order to sabotague the boats on the water. Many boats are cut up so that they are made to sink before the wolfkin even realize it.
In combat with wolfkin they press their natural advantages, staying under the water and killing those who fall in the water using deadly electrical shocks.
Anti-Magic Tuners are brought, but only a few prototypes. They are to be tested here, used to see how and what they can disrupt of the wolfkin's magic. These anti magic tuners also work on depaun magic.
The gulf is to be made absolutely unsailable to the wolfkin.
>>
>>5365517
Pop regain 13 turns.
I'll update my stats this weekend. I've been busier than I expected this week; and I'm lazy. I'll also get you the map on where the city tiles should go when I do it but it won't affect this turn.

1. Research larger dragons [Fossil + Food resources]
With war on the horizon and the wolfkin acting up again the need to reach farther distances and hit harder comes to the forefront. The fossils are taken and arranged for species with the needed traits and connection to the appropriate elemental spirits. From there the traits are extracted along with the normal traits for dragons; aiming to create creatures of greater size, endurance, and strength with stronger scales and a variety of breath weapons. True weapons of war and transportation.
2. Construct a dragon hatchery and farm in turtle lands.
With the new batch of dragons ready to be raised and trained a facility is made to more easily facilitate it in the south; where it will have easy access to the food needed to feed the enormous creatures and fossils to keep reinforcing the traits needed and identify new traits that can be applied. Not forgetting the young turtles in the north some help setting up their city is sent to help create a fish farm along their coast.
>>
1.
Expand along the coast north.

2.
Construct mines on 2 of our new resources (metals preferably)
>>
> Greania
Some free expanssion and mines to make up for lost time: 2xCoal, 2xSulphur, Oil/Gas, Situational metals, Iron, 3xHard stone

You get 8 instead of 2 actions for next turn and das it.

> Cravers
Ye expand north crawling your way to the aademy and on the way get some mines too because the tendrills of flesh ever crave.

> Arcadia
The turtles being experts on eggs have no problem helping grand war dragons hatch. Grand dragons imbued with magma, harvesting volcano mana and applying it trough the magic of ancient life gave the dragons a unique ability. Magma breath and magma blood without hamperign their flight. Some could say spewwing viscous lava could in some cases worse than flame.

> Depau
Request war channel in discord.

Outputting electrcity without magic to controll it seems to cause great pain a depau, but some brave soldiers strap them mythrill device to them and are ready for first testing. And it works decently enchanting the thunder with a disspelling effect. So currently that translates to disabling magic upon touch or near touch as thunder can jump.

Though if you got in melee range with a mage… you could just have killed him normally.

You find ison and 2 coals

> Shadows
War chat will be opened to figure out civil war tomorrow. or after update whenever you got time, but better let’s figure it out next update. You generally got it won, but I need to see if your neighbours wanna support the anti-reformists.

If you wanna invade the Wolfkin this turn ask me to open a war-chat in discord, but i’d rethink it considering civil war this turn.

Mines are built.

The sensory bomb is made one which puts dark enchantments on asbestos as the bibers fire the eyes are made to eternally see gore, the ears to eternally hear shieking and the nose to eternally smell puke and feces until every last strand of asbestos is removed.

A lifetime of agony awaits the affected… though woe you if the wind blows the wrong way.
> Iron Kingdom
Conclave expands… so much so in fact they need a 2nd city to govern all the land.

> Neo-Tarnish
All desired buildings are constructed, but there is no electricity to operate the factories.
>>
>>5369954
Action 1: Hydrogen factory, Cold Fusion generator

Our power grid has finally reached the limits of what it may supply, and so we construct another star to power our nation into the future.

Action 2: Construct two military bases

(If I need to spend half an action to rejig my power grid to let the second star work then only build one military base, don’t think I need to though)

Dedication and training using the latest and most advanced weapons and armour made available to us. We prepare to fight numbers beyond counting and restore peace to the local region which is now thrown into conflict and turmoil, it is time to take martial matters seriously.

With this our military is fully online,the troubleshooters are ready to shoot.
>>
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>>5369954
Stats:
Pop: 6 | 1 Humunculi (can’t breed) | 3 Golems | 2 Turtles
Tech: 1
Magic: 15
Wealth: 4
Diplo: 8

Picture is the 10 tiles to change to city tiles.

Pop regain 13 turns.

1. Change the golem factory to work off of stone, silver, and mana batteries.
To better put the limited mage population to better use the golem factory is set up to use shaped stone plates and situational metals to create the frame for the golems and house mana batteries within their body. The mana gatherers will allow for the power needed to keep them going.
2. Expand Southward.
With an ever expanding industry and new population more land is needed.
>>
The streets of Hayashi Yamamoto are remarkably silent. The rowdy youngsters are off to war, and Queen Tomoko off with them, overseeing the troops. She expects to be home soon, so she didn't give too elaborate a plan in her absence. Yuuka loyalists try to make a move, but find that many of their warriors had departed for the war, since the Conclave might find it cowardly for them to turn down such an opportunity. So in spite of the weakened state of the south and heartlands, nothing really happens.

Action 1: Build Conclave city of Firgrove in the southern territory.
The Conclave's expansion down south grows large enough that they need a new city to oversee it all. It is a city with an even bigger portion of halfbreeds than New Eden, they may even become the majority. The Druids at New Eden ponders what new name to give it, only to get a message that the locals have already called it Firgrove, which angers the Druids, since they see the city as an extension of New Eden, not a separate city in and of itself. The Druids throw together a bunch of names, but they end up clunky because each one has to have some deep meaning, so Firgrove sticks.

Action 2: Build Iron Oak Lumberjack east of Kuroi Mori to supply Shield Factory, build Temple near Wangetsu Okawa.
Though Tomoko is away, she left a plan for her court to enact. The first is to get proper Iron Oak shield construction, instead of relying on what the Conclave grows down south. With large amounts of wood available, they can start producing even more shields, giving each Wolfkin more spares to carry around. Meanwhile at Wangetsu Okawa, a temple is built, to counteract the Neo-Tarnian influence, encouraging family bonds and discouraging spending excessive amounts on merchandise. It is also a place of magical learning, where they cultivate their Sisu and transfer it into the Terakotta Wolfkin in the area, leading to an increase in their power and population.
>>
>>5369954
1--3. With new resources being discovered and mined, it's only natural that further logistics be set up in order to more efficiently transport the raw materials. Spearheading the development is the newly formed "All Graenian Fascist Party", a sect of civilians, military personnel and politicians upset with the Government's willingless to just allow outside forces to come and take what they wish.While not advocating for out and out conflict, their policies seem to take a 'Graenia First' approach to politics.

4. Factory: Armored Fighting Vehicles

5. Factory: Tesla Generators

6. Factory: Ammunition
>>
>>5369954

While the materials desired weren't found, there was always more land to explore and discover to get those materials. As such, further prospecting would be done so as to find the material in question. Yet with it was a fairly noteworthy expedition by the Children of Fanw. With proper Steel and coal, the ships that they had made before the trip to this place could be constructed, and as such those steam powered vessels of their old world would be able to be made, notably one for exploration as well. A sizable expedition would be sent off much like the days of old to explore the far off continent to the east. Especially given how some that the Children of Fanw recognized seemed to be there.

>Action One. Prospecting.

>Action Two & Three. Exploration.

Traeth - 16 influence, 22 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11
Tech: 5
Magic: 8
Wealth: 11 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8

(Smaller post because I missed one turn and my business plus sleeping in is gonna cost me another one if I don't post ASAP)
>>
> Greania
With a new direction for the nation set the policies of the all-fascist party are turned inwards to improve the nation and put it first. Their pro-greanian policies result in +1 pop and +1 culture.

The factories are constructed, but currently only the Armoured vehicles factory can be sufficiently supplied. Our electrical grid is at it’s limit and more powerplants are needed and situational metals for the tesla coil generator, for now the tanks will have to do with good ol petrol.

> Iron Kingdom
Firgrove is built in the south, the people living in the south having coalesced near the coast to aid in the battle of the water-pass. The Extenssion to een allows for the land to be better governed and will next turn give birth to another unit.

Lumberjack and Temple are built to weed out Roko worship and supply the production of more shields. With Iron wood in use now the even wooden hatchets will be as good as iron ones.

> Arcadia
Using your new magic supply the golem factory is upgraded to work of off stone, silver and harvested volcano mana. The Alloy golem is created producing 3 sentient pops incapable of magic. With the slow integration of the turtlefolk started and the production of golems uncouppled from mages having to work on it actively finally the nation is at no danger of extinction.

You expand south by 4 tiles.

> Tarnia
A new artifficial sun is up and running and our military quality spikes. The infrantry finally has their durasteel armor and military bases to train. Clad in propper armor even spearmen are fearsome and after some propper drilling our eastern neighbours shall fear our might!

> Astray
Exploring further east you meet a nation of shapeshifting tanuki and robot people (both NPC’s now, kek)

You find 2 deposits of Iron and one Amber deposit
>>
>>5372864
Action 1: Prospecting for Gold

That glimmer beneath stone, it calls to us. Or rather we call to it.
Break open the earth to spill a vein forth, advanced technologies can no longer wait for chance.

Action 2: Prospect three tiles for whatever they may contain.
Map is attached, please read it.
>>
>>5372864
1. With no situational metals located, and elections drawing near, the AGFP begins to put their own funding towards locating some. If they can, then they would be the ones responsible for reviving Tesla energy within the new Graenia; winning elections in a landslide. Still, if they can't, their recent contributions should allow them to win several seats regardless.

2. Establish coal based power plants to help alleviate strain on the nuclear reactor. Sure, air quality will dip, but there's not much choice in the matter.
>>
>>5372864
Stats:
Pop: 4 | 1 Humunculi (can’t breed) | 3 Golems | 2 Turtles [Vassal]
Tech: 1
Magic: 15
Wealth: 4
Diplo: 8

Pop regain 12 turns.

1. Upgrade dragons for range
After some testing it was found that the new lava dragons, while stronger, do not have the needed range. New research is done to increase their abilities further to ensure they may use their strength but also reach the places they need to actually reach.
2. Retool hatchery for the upgraded dragons. Use Food, Sulphur, and Fossils.
With the new dragons resources must be brought to the hatchery to ensure their heath and feed; including fossils of ancient dragons to reinforce necessary traits in breeding and sulphur to lower the mana requirement of their inner fire so it can be used for maintained flight.
>>
Fluff: For a short time now, an issue came up with both bureaucratic and general security of the nation. Mainly dealing with supplies and airships. And how to get airships going. With all of that mess sorted, it was finally time to get that underway.

1 action: Airship Base construction.
One is needed in each city at least, so start from the primary and work outwards.

1 action: Get the ships up in the air!
Upgrade them to be compatible with this new form of atherium to ensure it doesn’t spread if a ship goes down..

1 action: Atherium failsafe on ships
If ships go down for whatever reason, we need to be able to ensure that the atherium cores don’t crack and spread. A measure to keep them contained be it by completely destroying them, or by making them into some form of inert matter much like how certain elements burn in water but when combined with something else, become nothing more than something you you put on food.
>>
Further efforts to continue to find the materials that are needed by the Union continue, with various lands in and outside of the union searched every which way for the conductive materials that were needed for the various electronic equipment planned for use by the Union in just about anything from powerlines to basic wires. It was imperative to find these materials one way or another so as to be able to actually utilize them. Still, this wasn't the only thing that went on. While the expedition by the Children of Fanw had discovered much, supplies were getting low and it was time to return home, and in their return trip they would discover more than before, adding to the maps they had made and further granting Clan Llewelyn influence for their discoveries.

>Action One. Prospecting again.

>Action Two. Exploration.


Traeth - 16 influence, 24 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11
Tech: 5
Magic: 8
Wealth: 11 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
The Iron Kingdom
Pop: 10 (14 on Turn 20, -1 due to Sausage factory, 15 on Turn 21, -3 due to war casualties)
Tech: 7
Magic: 5
Wealth: 7
Diplo: 12

The court back at Hayashi Yamamoto gets a direct decree from Queen Tomoko, they are to keep an eye up north, because she suspects Neo-Tarnia may have given the Shadows aid. For the Shadows have surged in technology, even getting automobile battlewagons with big guns on them. She suspects that Neo-Tarnia have armed them so they can pincer the Iron Kingdom. This plan may have been stopped by us striking the Shadows pre-emptively, or we may have played straight into their hands. Either way, they must keep an eye set northwards, while Queen Tomoko knocks the Shadows out of the war.

Action 1: Establish spy network in Neo-Tarnia.
The border between the Iron Kingdom and Neo-Tarnia, though monitored and guarded, is still quite permeable. As while there is no trade going on, there is pilgrimage by the many Wolfkin who follow Roko. There's enough that even with a temple at every city, the traditional faith has some serious competition going on. The Iron Kingdom will seed spies among these pilgrims, perhaps even turning some pilgrims into spies, and they will then cross into Neo-Tarnia and establish a spy network. The excuse they'll use is that it's a pilgrim network, so that they may better navigate the holy trail, as the cityscape of Rokotopia greatly differs the forest trails of the Iron Kingdom. They will be one of the more troublesome pilgrim networks, as they like to find and even create shortcuts for getting through the city and find scenic views to get a look on what the trail is up ahead. With the addition of noting down what they see and hear, their operations are very much Open Source Intelligence. Nothing illegal, they're just more nosey than the regular person, and they network it all. Though they still pick secluded spots to gather at, because one might be suspicious at the sheer volume of public intelligence they gather.

Action 2: Conclave research of local flora for medicinal plants.
With the casualties taken in the war, there is a need for medicines to recover and prevent further casualties. However, Conclave medicine only really pertains to diseases, as the world we came from was one suffering primarily from rampant plagues. Now we need ones to deal with injury first and foremost, as well as performance enhancers to make the most of what warriors remain. So the Conclave sets out into the surrounding lands, gathering, testing and cataloguing the various herbs, plants and berries. The method we used for discovering anti-plague medicine is useful here as well. There are three medicinal effects we most desire. A medicine that soothes pain (opiate-equivalent), a medicine that accelerates healing (steroid-equivalent) and a medicine that increases alertness for prolonged periods of time (amphetamine/caffeine-equivalent).
>>
>>5372864
>Cravers

A new experiment, a new city. Upon the northernmost river the flesh city of Hurgot forms a maw upon the coast.

2.

A survey team of goreships sail east, scouring the deeper waters for life.
>>
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Stats
Pop: 3 [-1 for Prod]
Tech: 7 (I need an update for this)
Magic: 6
Wealth: 3
Diplo: 10

>Action 1 - Build Airport, Build Infantry Training Grounds (On the blue Xs)
The loss of the eastern airport is terrible, and so a replacement must be constructed for the new war vehicles.

>Prospect Sulfur
If more weapons are to be turned on the dogs soon, more of this resource must be found. Surely somewhere in our wide travels we have seen some??
>>
> Greania
You find 2 depostis of situation metals on top of the tall mountainchain to your south-east better grab them quick before the monstrocities do. It’s near smack dab in the middle of the land dividing you.

A coalbased powerplant is made (powerplant + mine) and with coal from our powerplants shipped there we have an output of electrcity equal to 3 this should be enough to keep us going for a while. I mean who cares about clean energy anyway? Last people who did were the half Elves and they colluded with the demons.

> Arcadia
The dragons are improved, increased in size to fly further and attuned to ancient dragonbone with additional mana funneled into them to awaken the ancient war-insitincts in them.

You have no sulphur so I’ll assume that was a mistake and will attach one volcano-mana instead. You can deploy a an unit of Dragonriders to the Shadow-Wolfkin war next turn. You can as an expedition send either 2 units of golems riding dragons or one unit of wizards riding dragons.

> Sea-Elves
Airships are finally put up a model improved to what we had in the old world not from wood, but from hard basalt rock whose sheetlike strcture makes flakes break off when infected rater than spread and salt added between layers to contain the spread.

Sadly a full on fail-safe is an impossibility with these demonic crystals, but constructing the shuips from basalt interlaced with salt will give a 2-turn grace period to retrieve clashed ships and secure the aetherium before it leaks out into nature.

> Astray
Exploring south you find the Dragon mainland, their fleet seems to have been mostrly destroyed. Their ship-wrecks seem to have living wood growing out of torn appart chunks or have ouright giant rocks stuck in them.

Traveling further south you find a warzone. A race of whire furred wolfkin seems to be fighting black shadow-creatures. The wolfkin can field living-wood and clay golems while the shadows have tanks as well as some odd bombs. Comming closer wolfkin hospital units show that the bombs are able to rob locals of all senses.

You find 2 saklt deposit and some phosphorus
>>
> Iron Kingdom
Spying is handled same was war, action refunded feel free to use it on something else next turn.

Plant research gives basic results plants meet the two offered needs are found. One is berserker’s cinnamon, the bark of a young orange tree. it tastes like cinamon mixed with chilling when the dust of it is swallowed it makes one voilently cough and it makes it hard to breathe, but if you get to your senses what follows is a berserker rage where all of yoursenses are turned off an instead you sense things solely trough thep lants around you while being driven by anu ncontrolable rage. Overuse might leaad to permanent loss of senses.

The other plant is the glob-shroom, well it is a mushroom. A sticky bluelike mushroom which is found near swamps when slapped onto splinters it sticks to them and contracts into a ball. It can alleviate suffering of those hit by sensory bombs, but not cure them.

> Cravers
A new maw on the coast grows. Everyone say hello to the newborn tendril Hurgot.

Tavling east they indeed find vast canyons filled with underwater life some titanic in life, but they also find grad volcanoes spitting laval and magic dissolved in it and there is golems harvesting that mana into wwhat appears to be living algae-blobs capable of storing large amounts of mana. Those algae then on ships are shipped further east.

> Shadows
Buildings built

You find a deposit of sulphur within your border near the border with the turtles.
>>
> Neo Tarnish
You don't find the gold

You find iron, coal and phosphorus
>>
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Orange Triangles for places I want stuff.

>Action 1 - Build Coal Mine, and Power Plant to south east of that location.
>Action 2 - Build Sulfur Mine, and Firearms Factory north of We'hida.

The darkness draws in closer, but at least now, in the final hours, most Do'la stand as one. The graves of the traitorous Revarchists will be spit upon in due time, but for now the exhausted refugees and newly rescued citizens of We'hida must be protected. To that end, science is once more the answer, and here the shadows find new weapons. A mad scramble is made to erect the needed facilities.
>>
>>5377111
1. With the elections more or less confirmed at this point, little time is wasted in establishing mines over the situational metal deposits. Soon enough the machines of both the military and civilian sector would be functioning off of clean and more importantly, cheap energy. No doubt a boon for the morale of the common man as his car need no longer be fueled by expensive gasoline.

2. Electronic warfare has, seemingly, oncemore become a viable field of conflict with the discovery of the so-called "Neo-Tarnic Empire". Our first area of focus will have to be selective jamming, allowing our frequencies to pass unaffected, while halting all others in their tracks. Hopefully, this will be the only thing we require in this field; as while the foreigners were uncooperative, they were not overtly hostile.
>>
>>5376712
With the continued lack of finding more materials to actually allow for wiring and the like, a growing discontent has come to those of Breksos and Heidekerk, simply due to production issues. The decision to, for the time being, utilize gold for wiring is fully in effect given there is no other conductive material available and the lands seem to be naught but salt and iron with the occasional gemstone. Even so, further efforts to prospect would continue, with a focus on the island that the Children of Fanw had claimed. Regardless, there were three priorities put in place by the Union. The first, was naturally the discovery of copper or silver. The second was the investment in the military and economic capabilities of the nation. The third was to find a better place to utilize as a lumber yard so the materials under the earth that the fae of Breksos would find to be useful. Speaking of, the return of the Children of Fanw from their expedition has lead to a good deal of surprise with what was discovered, and the mercenaries of Breksos would be quite interested in the possibility of getting involved in the conflict they overheard was happening...Still, they would need a bit extra to prepare before they potentially tried getting involved. Regardless of Liri's wishes...Business was Business after all...

>Action One. Even more prospecting.

>Action Two. Firebrand Warriors and Rime Wall Warriors and Explorers preparations. (Build a fey weapon smithy, remaining bit of the action goes to improving the FW and RWWE.)

Traeth - 16 influence, 24 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness (+2?)
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11
Tech: 5
Magic: 8
Wealth: 11 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
>>5377119

Action 1: Phosphorous mine, connect to another hydroponics farm

Action 2: Iron mine, construct a jail and rehabilitation centre for wolfkin criminals.


Our laser guns come online, our agricultural sectors boom once again, a new source of iron will soon fuel our most advanced industries. We are very nearly ready.

We retreat to lick our wounds and prepare for an all out assault.
>>
>>5377230
IGNORE THIS POST

>Action 1.1 - Build Airport over HardStone deposit.

>Action 1.2 + 2 - Establish Trade Route with Neo-Tarnish, give Situational Metals from Napalm, receive Food.
If switching the Sit.Metal to the Ne-Tarnish doesn't cost 1/2 an action, then use it to build Coal Mine underneath rebel territory (yellow).
>>
Refunded Action: Retool gunpowder factory to fertiliser factory, using Phosphates, turn hunting ground to farm using fertiliser, and mine Hardstone and supply farm to make granaries, roads and buildings with.
The Wolfkin have a lot of cripples right now, people who can't hunt or fight, yet they're still working age, so they have to work somewhere. Then Moriko Kasshoku comes with the idea of a farm, like the Conclavian ones but... larger, and using fertiliser, just like the Shadows, Turtles and Neo-Tarnia. Moriko has mostly been in the background up to now, working logistics for the warbands, and as such she was tasked with figuring out what to do with the cripples. The cripples have trouble breathing, but fare quite well in a wide open space, like a field. They are bad at constant activity, like chasing prey or battle, but farms allow for intermitent work, or they could even become cart drivers, with little physical exertion, perhaps raise livestock, requiring mostly patience. The Yamamoto Farm will only require manpower for parts of the year, drawing a lot of the population to the farm in seasons, with long periods between for other tasks, or just free time.

Action 1: Study and convert War Vehicle Factory to Machine Gun Factory.
As Queen Tomoko inspects the factory, she sees great potential in these machines of war. But she also sees it's many limitations. Producing the entire chassis of a tank takes time and resources. She sets about using what Shadows she caught and sets them to continue the manufacture of just the guns. However, the main cannon is simply too heavy to be man-portable, so she makes due with only the machinegun. They are to produce just machineguns and ammo.

Action 2: Make Glob-shroom Plantation on the southern edge of Firgrove, and another hunting ground at Wangetsu Okawa to feed the Sausage Factory.
Firgrove sets up production of these Glob-shrooms, making an irrigation system and cutting down trees to make the ideal mushroom-growing environment, with plenty of rotten wood to put it's roots in. Meanwhile up at Wangetsu Okawa, yet another hunting ground gets setup to feed the sausage factory. Though with so many hunting grounds in proximity, it remains to be seen if the local wildlife can sustain it.
>>
>>5377111
Stats:
Pop: 4 | 1 Humunculi (can’t breed) | 3 Golems | 2 Turtles [Vassal]
Tech: 1
Magic: 15
Wealth: 4
Diplo: 8

Pop regain 11 turns.

1. Prospect for resources.
We lack many useful resources; and what we do have is mostly being put to use. We must search for more.
2. Construct a war academy and the canal in turtle lands.
With our new turtle subjects more cooperative efforts are made to deepen relations. First a military academy is created to teach combat methods, tactics, strategy, and war magic. While the turtles generally do not use magic they are gently guided to body and life magic that can heighten their already great strength and durability as they fight; along with elemental enchantments to layer on weapons and armor. As well the war brought efforts to create the canal for the turtle's sacred mother to a halt. The Arcadians will work with the turtles to create the canal instead.
>>
Fluff: Well, it’s better to have time to contain the threat than nothing at all. And even better, new ships! Ships that shall hopefully fare well in this world. Now then... comes advancement

1 action: combat training.
With so many being pulled into war, it only makes sense to prepare ourselves if we’re pulled into it for whatever reason. Close combat for ships and practicing with bows while fighting from range for the general troops.

1 action: Energy fiddling.
Actually having this Amber must be useful for something right? Sending slight shocks to a person getting them to jolt up. Could we do this with other things? Getting it to jolt up and do something? This has to be studied in depth
>>
> Neo Tarnia
More phosphorus is produced and a new farms pops up.
Jail can’t be put in desired tile, as it already has a port.

Well anyway the jail built specifically for POW’s which were not captured looms empty now, waiting for victories in battle and slaves… I mean criminals.

Iron mine built.

> Greania
It’s not amazing, the radio jamming mainly relies on ecoding and decoding code on the fly with a changing encryption model.

The mdeposits are outside your territory… you need to expand first. Mine-construction action delayed expanssion to own mines instead.

> Astray
You find amber, iron and situational metals. Most deposits are outside your land or unexploited at this point. Starting next turn random resource deposits will start being owned by companies from other player-nations.

Smithy is built invalidating an iron deposit and consuming a 1 pop as upkeep due to being a magic-based factory. Attaching resources still can improve the output, some metal comming in would be nice actually.

> Shadows
Airport is built and a trade route is established. An emergency trade deal is made where we export valuable situational metals to import food to feed our greatly conzentrated population.
>>
> BFK
Crudely imitatign what the Neo-Tarnish do with their phosphates a farm is hooked up with primitive fertilizers. The efficiency of the process leaves things lacking, but there is 2 more food produced. You may choose to urbanize 2 tiles near the farm next turn for free.

Farm is also supplied with harstone giving it some sturdy outer walls and helping process grains into wheat for bread.

The Shadow slaves are hard at work, but a tank gun a machine gun does not make. Instead best they can make is handheld tank-guns for the Golems and Tree walkers as well as some smaller basic arms. With some artillery at least we can now combat the menace in the sky.

The useful mushrooms shall be farmed on an industrial scale in hopes of bringing wounded warriors back to the battlefield and effort which nets you +1 pop. Medicine here outspeeds population growth a bit. The hunting ground is built, but sausage factory is at capacity, gonna have to eat some unprocessed meat up north.
> Arcadia
Tunnel is constructed making the turtles happy, for it has been built in the path carved by their mother prior it shall also aid in future trade.

The war academy is also constructed.

You find obsidian, hardstone and phosphate

> Sea Elves
Amber let’s you shock people, but it’s mostly child’splay to enhance the properties some mana would need to be popped in. Amber seems to be an alchemical combination of fire and air thus being ‘solid lightning’ in a sense. Well it’s abilities are greatly diminished, but some interesting weapons could be constructed with it if further researched.

The army trains revisiting ancient manuals for warfare with airships incorporating what they learned in this world. The military is ready… but for what?
>>
>>5379774
Action 1: Prospect for situational metals

Our advanced sciences cannot wait, we need it and we need it now.

Action 2: Construct a new city, Carantople

Down in the mostly peaceful developed land by the river, Carantople is an opportunity for the nation to heal after recent losses and get ready for more battles to come as the march of the wolfkin seems endless.
>>
>>5379774
1. Begin mining the sit. Metals. This will be immensely important for...

2. Establish a factory for the production of aircraft, both for civilian and military use. Helicopters have gotten much done for us thus far, however in times such as these we cannot expect them to haul trade goods across vast distances. A proper airport will come later, no use building one without the vehicles after all; that and there are plenty of VTOL jets we can produce in the meantime...
>>
>>5379774
>>5381670
Addendum:
2 Cont. AIRPORT!
>>
>>5377114
>Cravers

How curious gathering natural released mana using strange seemingly biological creations, most curious indeed. We could learn a great deal.

1. We send an envoy to great this far away deep sea dwellers, perhaps find where their homes are as well.

2.
Farms on farms, for the flesh is needing.

Deep within Neverborn, the Cravers chatter and debate. The main discussion is the need for greater flight capabilities, versus those expressing the needs of mass metal bone armament, and a minority faction arguing for more research on the mysteries of electricity.

A rumbling from beneath fills the room.

>"Flesh today, Flesh Tomorrow, Flesh Forever. Cease your prattle, the time for action draws near."

The inaction that has consumed the Cravers must end, or they will starve themselves with their debates. They must find an enemy or some new attachment besides their great mission, or they will never live to accomplish it.
>>
>Action 1 - Build 2 Farms north of We'hida, down in the forest, where Trygon and I share lands.

>Action 2 - Build Hardstone Mine, Build Fort next to We'hida, connect the two.

Food, Shelter and Security, the trifecta that makes up the bottom of Maslow's Heirarchy of Needs. (The Shadows inherent need for Tax Evasion being lower than the bottom is a baseless rumor.)

We'hida forms their only Shelter, but for now, it will have to do. Food is in short supply, and so the only available arable land is quickly tilled and sown with goods, grains and root vegetables that will serve the Shadows well up in the cold mountains (though the Shadows like the cold, to be fair).

Once Food is secured, comes security. The mountain is an impressive natural fort, but an actual fort, the Hardstone mine nearby boosting it's value even higher, will make for a worthy addition. Once this is settled, and the Shadows are truly safe from wolf or traitor, they can begin to plan their revenge.
>>
>>5379776
Nearly forgot to post so making it quick:

1. Expand through the eastern volcanic isles.
2. Use the old magic to commune with the spirits to learn more of the light spirit and the gods around it; maybe even find a key as to why they have no descendants. It's been a while and it will help distract from the monotony of construction and expansion.
>>
The Iron Kingdom
Pop: 10 (10 on turn 23, +1 from sausage, +1 from more food, +1 from Glob-shroom medicine, -3 from casualties)
Tech: 7
Magic: 5
Wealth: 4 (7 on turn 23, -3 from devastation of industry)
Diplo: 11 (12 on Turn 23, -1 from war fatigue)

Event Action: Urbanise areas of Hayashi Yamamoto and the Golem Factory.

Action 1: Assist in the setup of the Darksun Kingdom.
As the war drags on, our populace grows fatigued, but the Shadows in the mountains do not surrender. But the Shadows in the lands do. So the plan is to make the Shadows into a vassal kingdom, and to facilitate this, Queen Tomoko sends agents and bureaucrats into the Shadow lands to foster support and setup governance in place of whoever did it before the Shadows evacuated the area of it's more important people. There will be plenty of Wolfkin in the new Darksun Kingdom but the king himself will be a Shadow, for now.

Action 2: Rebuild Sword and shieldsmiths, but swap their locations.
The dragons hitting our industry has been a devastating blow, but mainly to our economy. We need to restore production, but when the planners look upon the maps, they notice an inefficiency they can solve right now; the shieldsmith is closer to the iron than the swordsmith, and the swordsmith closer to the iron oak than the shieldsmith. So as they restore them, they simply swap the places of the factories, as well as moving them into fresher forests, so the dragons maybe don't spot them next time.
>>
Fluff: For defending trading vessels of course! The lands East have been at war with eachother and providing aid while they recover will make for great business opportunities. Of course, there will be those displaced so there needs to be at the bare minimum a standard for all personnel to follow lest the issue of pirates rises again.

1 action: Tech: Amber investigation
New weapons means new tools. And new tools mean quicker development for the prosperity of the nation

1 action: Culture
Something fanciful, a thing to be something out of the ordinary as peace makes people complacent and bored to some degree. Of course, peace should never be something taken lightly, and as such, celebrations to help break the boredom that may threaten peace. So something to help with the tedium, a day to travel. A day to travel outside of what your norm is, to go to a new place and experience it’s own unique style. Perhaps a visit to the mana forge, or a walk along the cast line to see the wonderful coral reefs. There’s so much to life, so why not spend a holiday to explore it.
>>
>>5379774

With a deposit of the materials needed finally found the Union swiftly gets to work constructing a mine for the new material, along with swiftly building mines for the coal, iron, and phosphorus discovered some time ago. While more was desired, this initial start was quite important. Further the greater mines of iron could be further utilized in the construction of more steel mills and ideally in the future weapons. Given the well military industrialization in Greania it was going to be important to actually have a proper arms industry up and running again. But this was something to worry about in the near future. Regardless, the further exploitation of the minerals of the earth was likely to be done now, and with it greater works into a myriad of things...With luck, in the near future luxury goods and powerful weaponry could easily be created, along with potentially plans to make something not utilized much in quite some time...Something that would give a better understanding of just where the hell the union ended up, at least to the Katzarin anyway.

>Action One&Two. Build a mines. (Situational, Iron, coal, phosphorus.)

Traeth - 16 influence, 24 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness (+2 from merc work last turn?)
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11 (reduced to 10 from Fey weapon smith.)
Tech: 5
Magic: 8
Wealth: 12 (Mercs=-2, payment makes it +3.)
Diplo: 8
>>
> Neo-Tarnia
Situational metals are found in the far west, right next to a ladn occupied by shapeshifting tanuki once held dear by some robots. A foreign land previously unexplored by you.

A new city based on the ancient goddess of death mori Cantalople is built, it shall be home to the bringers of death a new army unit to protect the nation and slaughter it’s enemies.

> Greania
Situational metals have mines constructed for them, the new materials are quickly put to use as both a factory producing aircraft and an airport rise are constructed. The ruling party has no fear of not being relected now.

> Cravers
Diploing the Arcadians is diplo not an action, action refunded 3 actions next turn. Two farms are built.

> Shadows
Nation collapsed, but to the husks of the nations, but buildings are built.

> Acadia
You expand.

Communing with the light spirit is hard, but she responds. She has nochildren for she fears you. She was the spirit born with conscience so all her children would have it, she looked into other worlds and she looked nto you and she fears what she has seen. A fear of having her own children in this world, ones beyond her controll. The connections soon breaks, yoi get a feeling she summoned all the people here to look for suitable hosts for the psirit of light. Adopted children rather than created.

You also gain the patronage over aetia. the great turtle beaches one more for an action you can make the new colony part of your vassal.

> Iron Kingdom
The Darksun Kingdom is created, the shadow nation collapses and a somewhat loyal puppet takes it place. The war in the south is won, but the enemy to the west still stands strong.

Factories are rebuilt and swap places.

> Sea Elves
Amber is incestigates inreasing your tech by 1 and culture incestigates increasing culture by 1.

> Astray
Mines built
>>
>>5383816
>>5383816
There is trade between Graenia and the Cravers; Situational metals for Asbestos, and the second mine is connected to the tesla generator factory

Actual Actions:

1. With Graenia's military now functioning as it once did, the eye of the ruling council turns towards economical and civilian pursuits. This would come in the form of two initial factories: One for medicines, and another for plastic goods. The shear amount of Oil found within Graenia's borders is more than enough to get plastic goods made.

2. With the war in the west seemingly over, the State has deemed the 'Iron Kingdoms' a suitable candidate to rebuild and modernize. After all, a modernized nation would be a more fitting partner in commerce and defense. Firstly, whatever factories they possess are in DIRE need of modernization. The payment, for now, will be postponed...with interest of course.
>>
>>5383816

With the supply of metals secure, a greater focus on industrialization would be underway. Naturally, the construction of steel mills was required in order to match production, yet to meet the iron demand yet another iron mine would be struck. All of this was in preparation for a special project that the Katzarin of Heidekerk ann Zee. A great deal of information could be gathered they claimed with the right engineering and production of specialized parts. The understanding of this strange world and the stars and space around it would be a massive boon for the basic understanding of just how the various people ended up here, or at least would give some idea if this place was perhaps in the same universe or galaxy as that of their home. For if familiar celestial bodies could be found, all be it in different positions, some things could be explained and understood about their strange predicament. In simple terms, those of the scientific community in Heidekerk ann Zee desired to create a space telescope of sorts. And with the materials they had they could certainly do that and more now. And companies could potentially launch communication satellites among other things. Of course the steel mills were also simply for future proofing, but they would certainly be useful for a myriad of other equipment that likely would be produced in the near future.

>Action One. Build an iron mine and a rocket factory.

>Action Two. Build two steel mills.

Traeth - 16 influence, 24 happiness
Sokchon - 14 influence, 17 happiness
Termhelm - 4 influence, 7 happiness
Heidekerk - 10 influence, 17 happiness
Breksos - 14 influence, 16 happiness (+2 from merc work last turn?)
Gradutz - 9 influence, 12 happiness
Metrin - 16 influence, 19 happiness


Pop: 11 (reduced to 10 from Fey weapon smith.)
Tech: 5
Magic: 8
Wealth: 12 (Mercs=-2, payment makes it +3.)
Diplo: 8
>>
The Iron Kingdom
Pop: 10
Tech: 7
Magic: 5
Wealth: 1 (4 on Turn 24, -3 from mercenary contract)
Diplo: 13 (11 on turn 24, +2 from defence of gun factory)

With the gun factory destroyed, and thus no means of fending off the dragons after the ammo ran out, Queen Tomoko returns north with her army, as she's heard of Neo-Tarnia attacking, so the troops are needed for another war, and the Azurites are well armed. But when she returns she finds the coffers all empty and debts stacked to the ceiling. Not only did the dragons wreak havoc when they struck the factories, but someone decided to hire mercenaries with most of the rest of our economy. Worse still, though the Shadows are out of the war, Neo-Tarnia is in, and they're launching raids. If they get one good hit, the entire economy will collapse. Tomoko will have to fix the economy, and she'll have to fix it fast.

Action 1: Build Bakery (bread factory) at Hayashi Yamamoto and build market at the border between the Iron Kingdom and the Darkstar Kingdom.
To jumpstart our economy on the verge of collapse, we need to get the wealth flowing. In the absence of the smithing industries the rich have hoarded wealth with little outlet, mostly trading with each other. Thus we need an industry which the non-rich can engage with, and Moriko suggests two: First being trade of cultural goods from the Darkstar Kingdom, because there's always some with disposable income, and it requires relatively little skill to pull off, you just need to learn the Shadows' language and listen to their sales pitches, then just translate and repeat those pitches back home, and you're sure to lure in those with more money than sense. Second is a bakery, a process of trial, error and family recipes. Every family has their own recipe, and failing that you could just make one up whole cloth, and there are plenty of rich Wolfkin who would pay a pretty penny to stuff their faces with pastries and the like.

Action 2: Expand.
While the Darkstar Kingdom was being established, another regime fell, the Umbral Theocracy. The Shadows' industry now sits vacant, and we need ourselves some industry to get our economy out of this funk. The Darkstar Kingdom prioritises getting to We'hida, getting a city up in the mountains, and to deny it to anyone else, like what Shadow insurgents may remain. While the Iron Kingdom takes the airplane factory and coal power plant, there is also a factory here which has seen no use, but we'll take it nonetheless.
>>
Fluff: With things going well, another city is to be built along with a few farms. Times of peace allow for such things

1 action: Construct city

1 action: Build several farms
>>
> Sea Elves
How they did sicne the start the elves focus on the basics on what is simple yet effective. Their nation grows in number of urban centers and land to fuel them.

> Iron Kingdom
The war is over, yet the turtles do not seem to have gotten the memo. Conclave soldiers crush them forcing the nation to unconditionally surrender once more. Eden expands absorbing them fully.

Same the clans of the wolfkin are united once more. The Dragon Cultists pay tribute to the Iron Queen making them tributaries. The Azure Clan is fully reabsorbed into the nation, all wolfkin now serve under the Iron Crown. What a bloody war it was, but supreme victory came at last.

A great bakery is built to produce bread and with the sausage factory combined the Hot Dog is born a grand cullinary dish certainly served in the new grand market in the south where wolfkin and darksun wares are exchanged.

> Union of the Astray
The Iron mine and rocket factory are built. The first rocket is launched and the world is first viewed from orbit. From all the way up there it looks no different from the old homes of the races of the union, mostly blue and green. Lights flickering at night telling you where civilisation is.

And two steel mills are made helping both in construction and militarisation of the nation. Railways connecting the capitals are built and the stability of the nation finally seems guaranteed. One folk under the Union.

> Greania
The Vast oil fields of the nation are put to good use. Medicine and plastics are produced on ,mass all goods which will among many others be used to entice the wolfkin.

Advistors are sent to the primitive empire away. The wolfkin are taught how to run their newly aquired factories even if the brigtest minds of Greania find themselves struggling with what the Neo-Tarnish left behind. At least they found records of the future of Greania in the olf world. They survived and went to the stars, demons vanquished for good.
With that the Greanians are set ot proffit from the Wolfkin which are dependanty on them or at least are protected from them by their dependancy on Greania.



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