ed9163 No.10179 [View All]
SHADOWRISES SCI-FI NATIONBUILDER REBOOT
In this nationbuilder you are on an earthlike planet that has recently passed our technological level.
How to make your posts.
Name:
Colour:
Fluff/background:
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
Each turn you post 4 actions along with related bonuses that will affect the rolls and roll 4 d100. write "dice+4d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.
Combat actions are not part of the normal 4 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.
(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)
Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.
Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.
There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.
Territories: Territories are good for several things, it works as HP for your nation, It allows you to take resources, and lets you send your armies from more areas. And most importantly it looks cool on the map and lets you feel superior to those that have less territories than you do.
>> YOUR CAPITOL IS WORTH 3 OF EACH RESOURCE!!
Resources: Fertile(F) is fertile grounds and food.
Metal(M) is minerals, iron etc.
Oil(O) Is oil needed to have vehicles moving and energy produced. Each oil gives 1 free E.
Energy(E): is a produced resource and needed for various things.
Results: Your actions are divided into crit failures,failures, successes and crit sucesses.
a rolled 1= crit failure. something BAD happens here, it might be a nuclear reactor blows up in your lands or there is a revolt, whatever is fitting.
2-39= Failure.
40-80= Success.
81-99= double success
a rolled 100 = critical success. something REALLY GOOD happens for you, anything from finding Discovering how to manipulate the higgs boson to making REALLY good soup.
Tech progress goes ( /4 is how many steps each tech needs to complete)
Weak /4
average /6
Good /8
Excelent /10
Supreme /12
and no matter what you roll if several of your rolls are the same number then those actions combine and automatically succeeds. For example training solders rolled 70 and breeding dogs rolled 70 then they combine and the result might be that you get wardogs or some kind of chimera soldier due to a bored scientist happening to have nothing better to do.
Your armies will consist of different models that can be standard troops or unique to your faction. These models will be unlocked similarly to researching and will depend on what technology and such you have. What troop it is will determine the stats and what bonuses they might have.
All troops have stats that follow:
Name:
Recruitment: ( how much free resources you must have each turn to be able to recruit one)
Upkeep: (How many resources this unit takes from free to upkeep each turn)
Attack: The attack strength of the unit
Defence: The defence strength of the unit
Move: The mobility of the unit.
Extra: Extra abilities/info.
The standard units are:
Infantry:
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
tanks:
Recruitment: F:1 M1 O1
Upkeep: F1 M0.5 O1
Attack: 3
Defence: 1
Move: 3
Fixed defences:
Recruitment: F:1 M1 E1
Upkeep: F0.5 E1
Attack: 0
Defence: 3
Move: 0
378 postsand105 image repliesomitted. Click reply to view. ____________________________
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ed9163 No.23822
![Dice roll](/static/d10.svg) | Rolled 23, 3, 26, 95 = 147 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.
Fertile: 4
Metal: 3
Oil: 3
Energy: 3
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
Armies: 2 Infantry Battalions (UK: 2F)
1-2. I love the smell of expansionism in the morning.
3. I also love the smell of stupid sexy coilguns. Which is why we're going to make mo bettah coilguns.
4. And we could really use a few fighter squadrons to bolster our infantry. Just a few. Like 20.
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ed9163 No.23823
>>23810
Roll 2d100 for how your examination of the station goes.
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ed9163 No.23825
![Dice roll](/static/d10.svg) | Rolled 64, 15 = 79 (2d100) |
>>23823
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ed9163 No.23879
![Dice roll](/static/d10.svg) | Rolled 18, 18, 5, 25 = 66 (4d100) |
>>23796
Name: The Jub-Jub Tribe
Colour: some shade of green
Fertile: 4
Metal: 6
Oil: 8
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Continue growing space
+Where the hell did that cutebold come from?
+Energy wave
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ed9163 No.23907
![Dice roll](/static/d10.svg) | Rolled 37, 54, 55, 13, 30, 66, 66, 73 = 394 (8d100) |
Rolling for regalia
1-2 missiles
3-8 orbital launch
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ed9163 No.23908
![Dice roll](/static/d10.svg) | Rolled 88, 80, 70, 64 = 302 (4d100) |
>>23798
The Think-tank come up with 3 basic ways to "shut down" the DD-fields. The first and simplest is to destroy the machinery that generates the field. The second way is to use the technology the flowering empire has gifted to the world and use a more powerful and larger version of the dd-resistance generators to negate the effects of the dd-fields and then cover the entire DD-field that way. The last way they come up with is to generate another DD-field on the first one. A stronger and larger one that would envelop and consume the first one and disrupt its workings, changing the speccs of it to the speccs of the second field.
2/7 Anti-infantry railgun tank (dd-resistant), 1/6 dd-resistance.
>>23799
The eggheads have really been working. Stresstesting the envoy, going through data, fuel consumption stats, hydralics working, frictiontear, gear-working and a thousand more things we can't even think of. The end-result is a far greater understanding of how to make the most efficient armored vehicles around.
Tanks Excellent, Tank fuel efficiency weak, +15M, 1/6 artillery
>>23800
The borders swell and the trade goes through.
+2 Territory,9/12 bureau, 7/8 Bank.
>>23803
More Ban sarai are born and more join up. A fitting expansion is made to house the new citizen.
3/8 banshee, +4 Territory, +1 F.
>>23805
It's apparent that this new land has vastly different needs than the vr-world. Though that doesn't mean that what is done in one can't benefit the other.
2/12 VR-labs.
>>23808
More domed cities appear under the waves. Pumping up oil from the seas under the seas.
3/8 Robotic workers, +2 territory, +3 O.
>>23809
The borders are surprisingly calm and the people take this opportunity and the energy that is filling them to start expanding again.
2/8 design, +2 territory, +3 F.
>>23810
Swarms of the strange creatures come attacking the ship. Wave upon wave of them come to get slaughtered. It's constantly a close thing but in the end what saved the commandoes was their usage of psionics to avoid being ambushed by the creatures and the fact that they died in such large ammounts that they kept having to squeeze past the dead bodies of their bretheren. After a while the stream of enemies seem to abate. It could be due to them having trouble geting in into the structure. Or it could be the constant harrasment the commandoes use their psionics for. Filling the tiny minds with panic, making them mistake their senses and be confused.
Inside the structure are the corpses of blue humanoids, technology of kinds that have never been seen in the empire and massive databases that they commandoes are struggling with. They are not scientists and it shows. There is only so much that can be done by your researchers to aid over radio.
2/6 vacuum power, 2/6 spying, 2/8 gravity understanding, 1/4 cloaking, 1/4 orbital launch.
>>23811
A massive explosion tears through the urauser. Emergency claxxons start sounding and only the emergency failsafes keeps the panicked operator on duty from submergin and flooding half the urauser. Fire-fighting operations and emergency repair crew are quickly dispatched to what was the factory-area of the urauser. A large hole of the hull opens up several decks to the open air as nobody is entirely sure what happened more than that three thousand crewmembers died, several were killed and Immense ammount of work had been lost.
0/8 Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.
>>23812
The expansion goes well and far. Reaching lands with oil to aid the nation in their conquest of knowledge, many databanks can be powered by these for a long time.
3/12 Stalker design, +6 territory, +1 O.
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ed9163 No.23909
>>23908
>>23813
The first regiment of DD-children are fully grown and ready to defend the empire. Whatever they may face they shall prevail.
+1 DD-children.
>>23814
The swarm rushes towards the strange object and the beings that are in it. There's something odd about them however. They seem to almost always know where the carriers are getting close to them makes the swarm twitchy and afraid. Many times they attack what they think is beings only to find it was another carrier or a corpse. And the pain, like the two-leggers that was here before they cause pain and death from afar both with lound bangs, Even louder fiery bangs that throw the carriers far into the air and by making the carriers just collapse. They don't get away without injury though. Many wounds are inflicted though the swarm isn't sure they killed anyone.
+- 2 carriers, 3/6 Toxic-gas emission average, toxic gas emission weak, +8 territory.
>>23818
(your home territory produces 3 of each kind resource. Also energy is = to oil for free)
A batallion of tanks roll out to defend the imperium from all its foes. ready to be led by the patriarch in any and all battles.
+4 Territory, +1 O, +1 standard tank
>>23822
Designs for sleek fighter jets are drawn up. They shall be the pride of the skies!
2/5 Fighter squadron design.
>>23879
More and more warbolds keep appearing and nobody is really giving it a second thought cause everyone is too busy being restless with a strange wanderlus. The warbolds start spreading even further. +24 territory.
>>23907
The missile batteries are finished and with it it Order turns its attention upward to the infinity.
[Captial missile batteries], Orbital launch average, Space-structures weak.
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ed9163 No.23910
![Dice roll](/static/d10.svg) | Rolled 14, 7, 46, 57 = 124 (4d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You) (You)
Fertile: 8 [1 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [2 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
2 Fixed Defense
1. 9/12 bureau,
2. 7/8 Bank
3. Ve must push further and reclaim Der Draxian clay! Er, metal!
4. +1 Fixed Defense
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ed9163 No.23911
![Dice roll](/static/d10.svg) | Rolled 75, 91, 82, 56 = 304 (4d100) |
1.2. Continue growing more DD Children.
3. The Guiding Nursery continues to grow new and more advanced ways of manipulating children in development. Guiding Nursery Upgrade. (2/6)
4. Our war of survival demands resources, thus new children will be grown to gather and refine them. Cultivator children 2/10
Territory : 40
Fertile: 10 (6)
Metal: 6 (4.0)
Oil: 8
Energy: 8 (6.5)
Progress
2/6 upgraded guiding nursery,
Cultivator children 2/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
DD Child : 1
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23913
![Dice roll](/static/d10.svg) | Rolled 13, 33, 50, 55 = 151 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 4
Metal: 3
Oil: 4
Energy: 8
Industry: 8
Territory: 10
———–
Bonuses:
——–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown Knowledge: II [-5 charge/turn]
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
- [DD-Space Understanding]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- [Psi-Matrixes]
- Psi-Matrix weak
- Psionic Massdrivers Weak,
———–
Armies:
——–
- 0 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 4 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
[Mechanized Infantry: 1/6]
—
Actions [Glowtown Turrets; Standard Turrets; Expansion
—
1.2. Research continues… {Psi Turrets 2/8}[Spend 5 charge]
3. A few standard turrets are also manufactured. [Turrets, standard]
4. Expansion continues in the hunger for more minerals. [Expansion]
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ed9163 No.23914
![Dice roll](/static/d10.svg) | Rolled 37, 37, 39, 18 = 131 (4d100) |
>>23908
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
spying 2/6
cloaking 1/4
1. If they think they can get more data out do so, but don't do it if the risks seem too great.
2. Hey this seems like a reeeeeeeally nice idea, let's work on Orbital launch abilities 1/4 [Spend Palace Perk for +1 progress] Hey if we merge it with vacuum and psionic power could we get the +1 from the labs too?
3. If we can't get the +1 from labs on the orbital launch add it to Vacuum power and work on it some 2/6
4. Begin increasing our understanding of gravity, it will certainly help some of our other projects. 2/8
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ed9163 No.23918
![Dice roll](/static/d10.svg) | Rolled 87, 96, 54, 40 = 277 (4d100) |
>>23909
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 8/16
Carrier Design 3/8
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1-4. An unknown predator, fierce and deadly had struck the 204. Appearing deep within their heartlands it could only be another airborne enemy come to assault the young colony. Striking with even more lethal force the emergency adaption had proven useless against such a superior enemy, their attacks striking true through even the most dense forest. However even as fear ruled the colony the specimen were incapable of processing thoughts at even a most basic level. There could only be one response to this violent herbivore who apparently killed 204 for no particular reason.
More carriers would be birthed, holding back for now, protecting the ground around the burned lands, preparing to protect the areas and waiting to strike the enemy once sufficient numbers had been reached seeking to drive it out of the 204's territory once and for all.
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ed9163 No.23919
![Dice roll](/static/d10.svg) | Rolled 48, 21, 13, 1 = 83 (4d100) |
>>23908
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 1.5 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(0/8)
1-3: A pure, undilluted disaster struck the crew of the Urauser, with the factory deck ripped open to the outside elements, preventing the super-ship from submersing to travel across the world. Accusation and rumours spread like wildfire across the crew, some claiming that the foreigner Adrianna was responsible for it, while others say that the Admiral himself caused the explosion, to give excuse to purge the crew of anyone even slightly disloyal. No matter the cause, there would be a great focus on repairing the damage done, using the incoming metal from Draxia and the Capitol Isle to assist in the reforging of the hull and machinery, as medical officers try to prevent any more deaths through medical caring of those who were injured.
>REPAIR THE URAUSER! (0/8)
4: Of course, the engineering Bureau only felt a slight shaking of the submersible ship, as they continue to drink wine in fancy chairs in order to debate and figure out how to build the off-shore facilities to get more metal for the Order.
>Research Off-Shore Mining, in order to get the resources under the sea. (2/4)
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ed9163 No.23920
>>23919
This is fine.
I'm okay with the dices that are rolling currently.
That's okay, things are going to be okay.
(It's not okay)
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ed9163 No.23921
![Dice roll](/static/d10.svg) | Rolled 10, 10, 39, 60 = 119 (4d100) |
>>23908
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 6][+1/turn]
[Metal: 21][+1/turn]
[Oil: 81][+1/turn]
[Energy: 6][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "Driver! Move us north! I think we've found all that's useful to find around dis area!"
1.)
[Tanks: Excellent]
[Heavy Vehicles: Strong]
[Anti-Air: Average]
[Artillery: Weak]
[Tank Fuel Efficiency: Weak]
[DD-Weapons: Weak]
[DD-Resistance: Weak]
"Design time boys: first off, we'll need a BIG heavy lumberin' type-tank with lotsa guns on it: anti-air guns, artillery guns, and machine guns for plenty of akk-akk-akk! Make em' thickly armored brutes, and make sure there's at least one gun pointing every direction! They'll be forts on threads! Oh, and since they're extra-big, we can afford to stick some of those weird DD stuff that shrink found earlier. We're throwing in the kitchen sink!" (Design: E-1 Hogger Superheavy Tank)
2.)
[Tanks: Excellent]
[Heavy Vehicles: Strong]
[Artillery: Weak]
[Tank Fuel Efficiency: Weak]
"Then, we'll need a smaller type; maybe four crew at max. It'll be fast and well-balanced with a big cannon and a couple machine guns for the extra akk, but since it's smaller we can afford to make the front glacis reeeeeaaaal tough. (Design: Porker Main Battle Tank)
3.) "So, what are we currently lacking boys? Trucks? Check. Tanks? Check. If we wanna get close and personal, we'll need some way to keep up with the road warriors: start drafting up motorcycle designs! (Researching Motorcycles)
4.) "Yeah, keep working it boys. It'll be ready in no time!" (1/6 artillery)
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ed9163 No.23923
![Dice roll](/static/d10.svg) | Rolled 87, 45 = 132 (2d100) |
>>23914
Rolling for station findings
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ed9163 No.23924
![Dice roll](/static/d10.svg) | Rolled 35, 12, 13, 61 = 121 (4d100) |
>>23909
Name: The Jub-Jub Tribe
Colour: some shade of green
Fertile: 4
Metal: 6
Oil: 8
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Continue growing space
+Where the hell did that cutebold come from?
+Energy wave
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ed9163 No.23925
![Dice roll](/static/d10.svg) | Rolled 67, 75, 55, 29, 11, 18, 87, 62 = 404 (8d100) |
>>23908
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 7 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x1})
Metal: 7 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Oil: 9 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Energy: 3
Territory: 31
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
Missed Turn
1-4. Expand WEST! There is yet more metal to be had!
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Current Turn
1-4. 6/20 mobile fortress
We now have ample supplies to compete our most glorious project! Let us speed up its completion at once!
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ed9163 No.23926
![Dice roll](/static/d10.svg) | Rolled 62, 63, 12, 34, 100, 4, 60, 61 = 396 (8d100) |
1,2) Finish Missiles
3-8) Orbital Launch research
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ed9163 No.23927
![Dice roll](/static/d10.svg) | Rolled 41, 78, 78, 7 = 204 (4d100) |
>>23908
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
Military factories 3/10
1. Continue working on the tank designs. 2/7
2. Continue working on creating the board of civil research. 9/12
3. Continue researching better DD resistance fields so that we may shut down the field then destroy the device. 1/5 +1
4. Once again attempt to expand outwards to grab the metals around us.
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ed9163 No.23928
![Dice roll](/static/d10.svg) | Rolled 48, 22, 99, 23 = 192 (4d100) |
>>23908
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Even if we wish we could prevent unfortunate events, they to are a part of history to be recorded. " - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness is an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 5
Metal: 3
Oil: 6
Energy: 6
Tech:
genetics average
cybernetics weak
spying good
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Armies:
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
1-2: Expand.
With marvel over the energy the EC continues to expand beyond what they expected.
3-4: Design new unit: Stalkers.
"Genetic modification and testing is in progress with the few 'prototype' volunteers. Even tho Damien is overeager and a bit reckless, he does get results. " - Scientist Miriam.
Proposed tech advantages of the Stalker unit.
Power Armor Good
DD Resistance weak
Laser Weapons Average
Genetics average
Cybernetics weak
Neural link average
Cloaking average
>>23919
Adrianna is filled with concern and worry at the explosion on the Urauser. She offers to help, even if its only fixing coffee, fetching things or passing tools from a toolbox. She understands they don’t trust her but still intends to help to the degree she is allowed.
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ed9163 No.23929
![Dice roll](/static/d10.svg) | Rolled 47, 74, 58, 89 = 268 (4d100) |
1-2) Get to work on a spaceport.
3-4) Let's get and orbital missile launcher if we can.
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ed9163 No.23930
![Dice roll](/static/d10.svg) | Rolled 24, 66, 77, 56, 42, 25, 85, 82 = 457 (8d100) |
>>23797
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting weak]
Bonuses:
-Huntergatherers: All your units take 1 F less maintenance.
-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Armies:
32 stick pokers.
Territory: 6
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1/12 Wubmigration
5/8 wub fields
1/4 animal taming
1-3) The Great Wubmigration marches on!
4-5) wub berries are part of a healthy diet for Cutebolds of any age! Wub wub my Wub!
6) I bet some animals would help in the fields
7) Expand!
8) More Stick pokers!
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ed9163 No.23932
![Dice roll](/static/d10.svg) | Rolled 27, 62, 21, 21 = 131 (4d100) |
>>23908
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 6
Oil: 6
Energy: 6
Fertile: 4
Bonuses:
Underwater friends: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
Mad science: 1-2 Is a critfail on research and 97-100 is a crit on research.
3/8 Worker robots.
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
DD-Space understanding.
DD resistance Weak.
DD Weapons weak.
Armies:
1-4 Finish production of arachnid pattern worker drones to supply the newly constructed habitat domes. 3/8
“Cell 057C-NCS Project incident 5.Y2 report extract: The recovery of those affected by the new NCS prototype faliure is proceeding well. Whilst some suffered such severe damage as to be unable to ever recover, the losses are within accapteble limmits. The benefits of the eventual completion of the NCS project cell are deamed to far outweigh any such minor setbacks. Such minor loss og human life are of no importance to the progress of our people as a whole.
If anything leadership are more determind then ever to see too the completion of the NCS project as the prospect of cessation of existance of key cell personel could possebly severly cripple scientific progress of affected cells. The completion of the NCS project would see this issue amended. With NCS technology any replacement personel would have full understanding of the project as the thought, ideas and knowledge of the previous individuals could simply be accesed in its entirety. Even in the event of the demise of the entire reserch cell work would at most suffer a minor delay. The prospects are exhilarating.
The event has also paved way for the much needed erxpansion of our facilities. Our newfound recources and vastly improved workforce will be of great assistance to our future endevors."
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ed9163 No.23934
>>10179
>Stick me on the right bottom bit pls, the southeastern most landmass.
Name: The Sekvitillithian Collective
Colour: Grey
Fluff/background: Long ago, the homeworld of the mighty Sekvitillithian empire was destroyed by an unknown force. In response to this, the entire fleet of the Imperial Navy was brought back from the edges of the empire, and their guns to bear on this threat. They were destroyed entirely. The last survivors, a colony on the edge of the Empire, was the destination of the sole survivor of the conflict, A Krakix Class Devastator. The colonist boarded the orbiting ship, barely maintaining its orbit and rapidly falling to pieces. Inside, they found a crew driven half mad with desperation and insanity. They ranted about how they must escape, must get away from "What lies ahead". After leaving the ship, the last of it the colonist saw was it's engine going critical as the crippled ship tried to jump away. Scavenging all that they could from the world, and building a great many escape ships careless of the wrath wrought to the planet and themselves, they've fled in all directions for countless aeons, every warning beacon they dropped falling silent as their doom marched every onward. Now, one of their ships arrived above this new world, all of its resources exhausted and its engines dead from the long jump from the last sector, it was all they could do to land it without killing everyone on board. Now they seek to gather whatever resources they can, fix their ship, and get the hell out of here. As befitting an ancient race, they have advanced technology, nanotech and plasma being the most obvious. The long years aboard the ship has also caused a rift in the crew, as some want to bring the species they meet aboard to save them from what lies beyond, while others want to destroy the worlds and people they encounter to harvest resources most efficiently.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23943
>>23934
Perk: Teleporters: You start with Teleportation understanding.
Tech: Plasma Weapons Good, Nanobots Average, [Teleportation understanding]. Heavy plasma average, Teleporter gates average.
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ed9163 No.23947
![Dice roll](/static/d10.svg) | Rolled 25, 38, 54, 2 = 119 (4d100) |
>>23943
>>23934
Name: The Sekvitillithian Collective
Colour: Grey
Fluff/background: Long ago, the home-world of the mighty Sekvitillithian empire was destroyed by an unknown force. In response to this, the entire fleet of the Imperial Navy was brought back from the edges of the empire, and their guns to bear on this threat. They were destroyed entirely. The last survivors, a colony on the edge of the Empire, was the destination of the sole survivor of the conflict, A Krakix Class Devastator. The colonist boarded the orbiting ship, barely maintaining its orbit and rapidly falling to pieces. Inside, they found a crew driven half mad with desperation and insanity. They ranted about how they must escape, must get away from "What lies ahead". After leaving the ship, the last of it the colonist saw was it's engine going critical as the crippled ship tried to jump away. Scavenging all that they could from the world, and building a great many escape ships careless of the wrath wrought to the planet and themselves, they've fled in all directions for countless aeons, every warning beacon they dropped falling silent as their doom marched every onward. Now, one of their ships arrived above this new world, all of its resources exhausted and its engines dead from the long jump from the last sector, it was all they could do to land it without killing everyone on board. Now they seek to gather whatever resources they can, fix their ship, and get the hell out of here. As befitting an ancient race, they have advanced technology, nanotech and plasma being the most obvious. The long years aboard the ship has also caused a rift in the crew, as some want to bring the species they meet aboard to save them from what lies beyond, while others want to destroy the worlds and people they encounter to harvest resources most efficiently.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: Teleporters: You start with Teleportation understanding.
Tech: Plasma Weapons Good, Nanobots Average, [Teleportation understanding]. Heavy plasma average, Teleporter gates average.
1/2. First we need to establish a supply system of new resources, both for storage and to fix our ship. Send out scouts to locate areas for exploitation.
3. The natives of this world may be hostile, begin construction of static defenses to defend the landing site
Bonus: Nanobots Average
4. Normal exploitation of minerals and resources is not a viable option in this scenario, we are under strength and our ship is broken. Ergo, we will have to fabricate robotic assistants to gather materials for us. Begin research in this field.
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ed9163 No.23948
![Dice roll](/static/d10.svg) | Rolled 2 (1d7) |
>>23919
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ed9163 No.23953
![Dice roll](/static/d10.svg) | Rolled 5, 55, 93 = 153 (3d100) |
>>23908
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 6 Upkeep 2
Territory: 7
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:1 D:2 S:1 C:E1 M1 U:E1
1-2. The Jikartans continue to invest into their VR labs. The server hubs are massive buildings that will lend an incredible amount of processing power for this purpose. 2/12. Robotics Strong Vr strong [Robotic workers] Gives a +5 bonus to expansion and construction.
3. Design Plasma Rifles to equip our Infantry with.
4. Trade Orbital Launch Weak to Ascendance for 3d printing weak.
Progress.
¼. 3d printing.
5/6 Plasma Weapon
Biofuels 4/6
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ed9163 No.23955
![Dice roll](/static/d10.svg) | Rolled 8, 42, 84, 95 = 229 (4d100) |
>>23908
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 7 (3)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 13
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 3/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
1-2. Continue to expand our song must spread!
+Energy wave
3-4. The banshee must continue apace, for it's song is necessary fro the coming conflict. 3/8
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ed9163 No.23956
![Dice roll](/static/d10.svg) | Rolled 34, 73, 47, 84 = 238 (4d100) |
>>MAKE SURE TO READ THE EVENTS AT THE BOTTOM.
>>23910
more territory falls under your sway. And with it riches.
+2 territory, +1 fixed defence, +2 F, +1 O.
>>23911
The DD-children put a strain on the economy but their worth is not questioned when there is a report of movement on the border again.
ATTACKED. ROLL DEFENCE.
+4 DD children, 4/6 guiding nursery upgrade, 3/10 cultivator children.
>>23913
You expand further and build up some new defences. The defences will be sorely needed as the abominations once again emerge from the fields.
ATTACKED. ROLL DEFENCE.
3/8 psiturrets, +2 Territory, 1+ standard defence.
>>23914
Even more information is gleamed from the wreckage. The decryption and translation of one of the databanks helped immensely. The jungle around the ship is growing in frighteningly fast. But the creatures are keeping their distance. Your radar is reporting activity in orbit over the Ordo Faux. Several space shuttles are launching and have started construction on an installation above their capital.
Orbital launch Average, Orbital launch 3/8, Genetics 2/4, Cloaking 2/4, 3/8 gravity understanding, vacuum power 4/6,
>>23918
In response to this threat the
+6 204-C carriers, +1 F.
>>23919
Disaster strikes yet again! It's found that some databanks have been fried by a powerful electrical current. Losing massive ammounts of valuable information. The surge seemingly was created by the repairation crews when they tried to rewire for the repairs.
1/8 repair, Off-shore mining 0/4, Airplanes Average, Airplanes 4/8
>>23919
Boss Boss! Take a look at these beauties! These will be the terror of tha battlefield! Nothing on wheels or treads will be able to stand against them! They shall smush all resistance like the big digger smashes rock!
E-1 Hogger Superheavy Tank design, Porker Main Battle Tank design, 1/4 motorcycles, 2/6 artillery,
E-1 Hogger Superheavy Tank
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 E2
Attack: 9
Defence: 6
Move: 3
Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)
Anti-air: Does not have penalty vs air targets.
Recruitment: F:1 M1 O1
Upkeep: F0.5 M0.5 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>>23924
The Jubbing had to stop sometime. After the rapid expansions life seemed to take on a slow pace. Might have been the fact that the wub-berries almost ran out and they had not started growing so far out yet.
+4 territory, +1M
>>23925
Once again the borders of the warmar swell! And after a long period of peace and tranquility, With the soldiers stationed by the DD-field half expecting it had died for good. The creatures emerge in at first a skulking march and then when they are discovered a mad dash for the lines.
ROLL COMBAT! (co-ordinate with random)
+14 territory, +1M, 9/20 mobile fortress.
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ed9163 No.23957
>>23955
>>23927
The Board is completed with the addition of another directive. Lead the research in the DD-field. And with the formation of this board immediate progress is made. However all is not well as the DD-creatures once again emerge.
ROLL COMBAT (coordinate with baz)
3/7 Tank designs, Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn, DD resistance Average, DD-resistance 4/7
>>23928
The expansion goes much slower than what is reported elsewhere on the globe.
+2 territory,5/12 stalkers
>>23929
A massive complex dedicated to the construction and launching of objects into space is started. However for the safety of the Order a space station is starting to be built
3/8 spaceport, 3/12 Orbital missile launcher
>>23930
The animals still won't listen. However some have been made to learn to come and be scratched in exchange for wub-berries.
4/12 wubmigration, 7/8 wub-fields. +4 territory, +1 F, +6 stick pokers.
>>23932
Factories that pump out the worker drones by the crateful have been completed and now most work is made by the scuttling things of various sizes. Only overseeing is now manned by humans on site.
[Worker drones]: +6 to all construction and expansion rolls
>>23947
You spread your reaches. Though you locate resources they are too far away from your people to make use of yet.
+2 Territory, +1 Standard defence,
>>23953
The Soldiers are equipped with plasma rifles. They would have an increased energy demand, but it would be worth it.
+4 Territory,
Robotic Plasma Infantry. A:2 D:3 S:1 C:E1.5 M1 U:E1.5
>>23955
The banshees are almost ready to fly out and sing their dreadful song to all those that infest this land.
7/8 banshees, +2 territory.
>>THE ENERGY WAVE HAS LEFT A LASTING IMPRESSION ON THIS WORLD. PEOPLE WITH 75 TERRITORIES GAIN 1 EXTRA ACTION AS LONG AS THEY ARE ABOVE 75 TERRITORIES. PEOPLE WITH LESS THAN 50 TERRITORIES GAIN 1 TERRITORY PER TURN. PEOPLE WITH LESS THAN 20 TERRITORIES GAIN 2 TERRITORIES PER TURN AND THOSE WITH UNDER 10 GAIN 3 TERRITORIES PER TURN. THIS ONLY APPLIES IF YOU ARE NOT BEING INVADED (also you only get this bonus on the mainland. So if you only mainly control islands or underwater cities it doesn't apply. looking at you worldmaster and wigg)
>> AS THE ENERGY FLUCTUATES A MESSAGE IS BEAMED ACROSS THE PLANET FROM INSIDE THE DD-FIELD THAT USE TO BE THE TANKTONITRON LANDS."BOB PRIME REQUESTING ASSITANCE OR EXTRACTION. TANKTONITRONS WHERE ARE YOU? I'M RUNNING LOW ON ENERGON AND DON'T KNOW HOW MUCH LONGER MY BARRIER CAN KEEP THEM AT BAY. I NEED M……."
>>THE CRASHED SPACE-STATION AT 6 IS NOW COMMON KNOWLEDGE AMONG THE HIGH-TECH NATIONS
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ed9163 No.23958
![Dice roll](/static/d10.svg) | Rolled 25, 61, 62, 49 = 197 (4d100) |
>>23957
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 7 (3)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 15
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 3/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
Free action: gain 2 territories because under 20, aim for the oil to the west.
1. Finish the banshee design! It's ruinous powers is almost ready to augment our choir.
2. Research Sonic flight.
3. Scout out the surrounding area. Find out what we can about the DD infested lands and our neighbors. Listen to their discordant cacophony and learn.
4.Expansion we need more lands, we need to spread our song in order to progress it.
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ed9163 No.23959
![Dice roll](/static/d10.svg) | Rolled 8, 2, 61, 93 = 164 (4d100) |
>>23956
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 2/4
gravity understanding 3/8
Free Expansion:
1 into the metal territory sw and 1 towards the Fertile land to the north
1. Rig the station to blow and gtfo [+1 progress from palace if possible]
2. Begin upgrading our surface-to-space weaponry using the technology and knowledge that we now have
3. Continue Vacuum Power research 4/6 [+1 progress from lab]
4. Work on the cloaking technology 2/4 [I not possible on action 1 use palace perk here]
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ed9163 No.23961
>>23956
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
+6 204-C carriers
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 8/16
Carrier Design 3/8
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1-4. War was not a concept the 204 were able to grasp, territoriality however was imprinted in their genes. A terrible and powerful enemy would spell doom for many and if left unchecked could mark the death of the entire colony. Self sacrifice comes easy to those without will and the few warriors that have been birthed would do their utmost to see the enemy dismembered and consumed.
Genetic Consuming 8/16
>Free Action:
Reclaim sovereignty over the downed space station.
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ed9163 No.23962
![Dice roll](/static/d10.svg) | Rolled 29, 87, 49, 19, 26, 85, 23, 74 = 392 (8d100) |
With the Armored Children playing support the new warriors attack the enemy, they use their new weapons wisely, using volleys to take down clusters of troops, then maneuvering around them to achieve a better position for the next exchange.
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ed9163 No.23963
![Dice roll](/static/d10.svg) | Rolled 85, 74, 76 = 235 (3d100) |
[Combat: Peoples]
- 1 Standard Infantry
- 1 Standard Fixed Defense [2 Static Defence Expertise]
- 1 Glowtown
—-
Tech
—-
- [DD-Space Understanding]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
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ed9163 No.23964
![Dice roll](/static/d10.svg) | Rolled 68, 1, 31, 48 = 148 (4d100) |
1.2. Cultivator Children. This project is slow, but still desperately needed (3/10)
3. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (4/6)
4. Expansion. Begin to expand east towards that rich fertile land.
Territory : 40
Fertile: 10 (2)
Metal: 6 (0.0)
Oil: 8
Energy: 8 (0.5)
Progress
4/6 upgraded guiding nursery,
Cultivator children 3/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
DD Child : 5
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23965
![Dice roll](/static/d10.svg) | Rolled 82, 90, 77 = 249 (3d100) |
>>23962
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ed9163 No.23966
![Dice roll](/static/d10.svg) | Rolled 43, 8, 89, 31 = 171 (4d100) |
>>23963
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ed9163 No.23967
![Dice roll](/static/d10.svg) | Rolled 100, 21, 45, 21 = 187 (4d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You) (You) (You)
Fertile: 8 [1 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [2 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
2 Fixed Defense
1. 9/12 bureau,
2. 7/8 Bank
3. Ve must push further and reclaim Der Draxian clay! Er, metal!
4. +1 Fixed Defense
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526
Fertile: 10 [1.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
3 Fixed Defense
>Territory
18
0———————–0
1+2. 9/12 bureau,
3+4. 7/8 Bank
0———————–0
>sits in sauna, drinking huge glass of beer
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ed9163 No.23969
>>23967
>under 20 territories
Use 2 free expands to seize the +2 metal near our North Western border
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ed9163 No.23970
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ed9163 No.23971
![Dice roll](/static/d10.svg) | Rolled 100, 36, 38, 8 = 182 (4d100) |
>>23957
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 6
Oil: 6
Energy: 6
Fertile: 4
Bonuses:
[Underwater friends]: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
[Mad science]: 1-2 Is a critfail on research and 97-100 is a crit on research.
[Worker drones]: +6 to all construction and expansion rolls
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
DD-Space understanding.
DD resistance Weak.
DD Weapons weak.
Armies:
With reserch cells back at full strength and our newly expanded production facilites completed. Leadership makes the call: Its time to take back the surface.
Whilst NCS development is to contiue substansial effort towards the development of combat oriented drone patterns.
1-2 The NCS cell is to resume their work (neuro-cognitive-syncronization projec).
3 Begin development of "Buzzard" pattern assult drone.
4 Begin reserch on stealth technology, it will be paramount for future "Wasp" pattern stealth-reconossance drone.
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ed9163 No.23975
![Dice roll](/static/d10.svg) | Rolled 31, 2, 59, 92 = 184 (4d100) |
>>23961
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ed9163 No.23976
![Dice roll](/static/d10.svg) | Rolled 52, 75, 64, 41 = 232 (4d100) |
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 E2
Attack: 9
Defence: 6
Move: 3
Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)
Anti-air: Does not have penalty vs air targets.
[Porker Main Battle Tank]
Recruitment: F:1 M1 O1
Upkeep: F0.5 M0.5 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 7][+1/turn]
[Metal: 22][+1/turn]
[Oil: 82][+1/turn]
[Energy: 7][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "More oil up ahead driver! Keep moving us north!"
1.)
[Mobile Factories: Strong]
"Enough celebratin' for the awesomeness of our egg-heads for a moment boys: to give us some muscle to work with, lets build us one of them big boy tanks: start fabricating the first Hogger boys, she'll make sure nobody will mess with Heavy Metal's buisness!" (Construct an E-1 Hogger Superheavy Tank!)
2.) You know what we'll need in the future? Hoofs on the the ground. Booted hoofs to keep a hold on any storefronts we might be settin' up: dis planet is all varied and watery-like, so there'll be a bunch of different stuff we'll have to be accounting for, but over all, I want our swine performing better than whatever the locals have as standard: bigger weapons and some internal knowhow to keep pesky eyes out of our buisness if needed! I want me some War Pigs! (Unit Design: War Pigs)
3.) "Hahaha! With the tanks drafted up, these motorhogs should be elementry! Soon as they're done, we can start drafting up the Road Hogs." (Motorcycles 1/4)
4.) "Do you need to keep ringing me on each and evvvvery little update you make on those things? Let me know when it's finished, then we'll be porkin'!" (2/6 artillery)
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ed9163 No.23979
![Dice roll](/static/d10.svg) | Rolled 5, 15, 51, 54 = 125 (4d100) |
>>23957
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 11
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:2 D:3 S:1 C:E1.5 M1 U:E1.5
1. Work on the Vr Labs.. 3/12. Robotics Strong Vr strong [Robotic workers] Gives a +5 bonus to expansion and construction.
2. Work on improving Plasma weapons. Vr strong. 5/6 Plasma Weapon
3-4. Integrate the tech we received from Draxia with our own to design new aircraft that will be called Jikartan Wasps. These cutting edge Jets will be equipped with Plasma Repeaters, and Plasma bombs which will be specially designed for their use. They will also be able to transform into large bipedal robots midflight, making for easier landings and easier take offs, as well as giving them greater versatility. These new jets will be designed and manufactured in groups of two, no pilot should ever be without his or her wingman.
+ Airplanes Strong
+ Jet propulsion Strong
+ Vr strong
+Robotics Strong
+ Plasma weaponry Weak
Progress.
¼. 3d printing.
5/6 Plasma Weapon
Biofuels 4/6
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ed9163 No.23981
![Dice roll](/static/d10.svg) | Rolled 69, 72, 73, 81 = 295 (4d100) |
>>23956
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 2 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (4/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(1/8)
While I could post a very fluffy post, the matter of the fact is that in order to do /anything/ important, I need the Urauser fixed. So…
1-4: Fix it fix it fix it fix it fix it fix it!
>Fix it. (1/8)
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ed9163 No.23983
![Dice roll](/static/d10.svg) | Rolled 21, 72, 29, 62 = 184 (4d100) |
>>23956
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:57
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3 Growing space
4. Raise more warbold stickpokers
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ed9163 No.23987
![Dice roll](/static/d10.svg) | Rolled 15, 36, 50 = 101 (3d100) |
>>23957
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 7 (was 11, changed to match map)
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries]
[Military research complex, Weapons research get +20]
[Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn]
Military factories 3/10
1. Continue the tank design. 3/7
2. Recruit some standard infantry to protect against the aboms.
3. Begin production of nuclear missiles.
4. Send Missile and 3d printing tech to the Jikartans.
Free expansion: +3, expand towards the metals.
Board: Research satellites.
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