bdd794 No.12088 [Last50 Posts]
The Empires have fallen to the corruption at their core and the enemies at their borders. It was a long time in coming and many new nations have taken up the mantle of ruling their small territories carved by blade or by politics from the husk of the old world. It's time for the New World to be born.
There are two options for generating your civilization. You can roll http://chaoticshiny.com/civgen.php and post it or you can fill out the chart below. Just ignore the magic portion that you pull. People who just fill out the chart are lame and should be shunned.
Name:
Race: (Purely magical races are not allowed. It must be mundane. IE no snoopytons, no golems, no ethereal creatures of the mist etc.)
Color: See the map key for available colors. (IE: Red with white trim)
Fluff: One or two paragraphs please. You may be rewarded for genuine effort.
Government Type: Get political, please.
Economy Type: Get political. Command, cooperative, etc.
Religion:
Location: Where you are on the map. The GM has the final say on location.
To be filled in by GM:
Population: (generated by GM) (+-/turn)
Food: (generated by GM)
Raw Currency: (generated by GM) (+-/turn)
Legitimacy: (generated by GM)
Culture: (generated by GM)
Industry: (generated by GM)
Unique Buildings: (generated by GM)
Defenses: (generated by GM)
Military Units: (generated by GM)
Resources/Quantity: (generated by GM) (amount)
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities: (generated by GM)
General Rules
- Territory provides .1 currency and .1 population per hex. Building up a hex doubles bonus. Towns turn into .2/.2, large towns .4/.4 etc. Losing towns will take an additional portion of currency, population, and resources.
- Every unit costs both resources, currency, and population. Unit upkeep and cost will be reflected in the recruitment result. For this reason keep all units tracked separately.
- Magic is based around the use of magical resources which can be found through trade, research, or expansion.
- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.
- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.
- Baseline Technologies automatically spread after 5 turns to your neighbors, then to their neighbors after 5 more turns etc.
- Over-extension happens when you have more settlements than you do culture. People will be unhappy and might revolt.
- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded or your people will wonder why they're all living in villages in the middle of nowhere. Then you get angry and hungry peasants.
- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.
- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. You're not playing angels and demons here.
-I have the right to add more rules if I damn please.
____________________________
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bdd794 No.12089
Time Period: Medieval
Shaping Force: Religion
Population: Entirely human Politics
Political Structure: autocracy - theocracy
Strong Influence: religion
Popular Issue: ethics
Stability: fairly solid
Personal Freedoms: somewhat repressed
Scandals: almost constant
Foreign Relations: at war (losing) Economy
Main Export: textiles
Main Import: semi-precious stones
Main Resource: mining - precious metals
Trade: slight surplus
Strength: weak and declining
Wealth: concentrated in a small upper class
Ecology
Main Climate: temperate - forested
Ocean: on one side
Mountains: a few
Frequent Trouble: windstorms
Wilderness: 90%
Wild Animals: ubiquitous
Natural Resources: scarce Culture
Highly Values: physical strength
Known For: cuisine
Popular Entertainment: gossip
Respected Profession: merchant
Discrimination: class-based
Major Taboo: mental illness
Major Social Ill: organized crime Military
Strength: weak
Focus: air
Main Unit: cannon fodder
Soldiers: volunteers
Main Use: conquest
Rank: earned through heroic actions
Superstition
Involves: ghosts
Prevalence: common
Viewed: as part of the culture
Magic: appears in myths Religion
Type: polytheism
Focus: prophecy
Worship: joyous prayer, mostly on holidays
Associated Artform: sculpture
Prevalence: state-mandated belief
Holidays: very few Population
Urban: 10%
Rural: 90%
Literacy Rate: 9%
Gender Ratio: 1.39 male(s)/female
Fertility Rate: 4.9 children/family
Life Expectancy: 29.6 years
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bdd794 No.12090
>>12088
Time Period: Medieval
Shaping Force: Brawn
Population: Mainly nonhuman races Politics
Political Structure: oligarchy - theocracy
Strong Influence: religion
Popular Issue: exploration/expansion
Stability: extremely stable
Personal Freedoms: repressed
Scandals: fairly common
Foreign Relations: good Economy
Main Export: cash crops
Main Import: metalworking
Main Resource: mining - metals
Trade: major deficeit
Strength: stable, but declining
Wealth: in the hands of a very few
Ecology
Main Climate: temperate - forested
Ocean: on all sides
Mountains: many, including a few volcanos
Frequent Trouble: vermin
Wilderness: 90%
Wild Animals: ubiquitous
Natural Resources: scarce Culture
Highly Values: family
Known For: exotic plantlife
Popular Entertainment: celebrity antics
Respected Profession: physician/healer
Discrimination: virtually none
Major Taboo: certain religious rituals
Major Social Ill: infidelity Military
Strength: strong
Focus: sea
Main Unit: small, fast ships
Soldiers: volunteers
Main Use: quenching rebellion
Rank: granted by superiors
Religion
Type: polytheism
Focus: personal spirituality
Worship: solemn organized prayer in public temples
Associated Artform: ballads
Prevalence: believed by many
Holidays: fairly often Population
Urban: 10%
Rural: 90%
Literacy Rate: 12%
Gender Ratio: 0.83 male(s)/female
Fertility Rate: 3.6 children/family
Life Expectancy: 46.9 years
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bdd794 No.12091
>>12089
Nation Name: Brigg Nought
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bdd794 No.12092
>>12090
Nation Name: Daz'Kodan
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bdd794 No.12093
Name: The Prole-Goblin Syndicates
Race: Prole-Goblins
Color: Flame Red
Fluff: Prole-Goblins are a small goblin tribe mostly known for overthrowing their unjust political and economic system based on exploiting the blood of the workers. After overthrowing the feudal lords, tribal chieftans, petty accumulators, reactionaries, scum, liberals, and others, the Prole-Goblins have established the first (mostly) freely-associated society in the world. It is a justly organized and sometimes awkwardly manages to maintain a balance between the democratic state and the worker-cooperatives. Long live the free workers and their free society! Death to the tyrants, criminals, usurpers, and capitalists!
Government Type: State Syndicalist
Economy Type: Democratic-Syndicalist
Religion: Animist Prole-Goblinism. (Some of our comrades maintain antiquated by useful abilities!)
Location: Anywhere, comrade!
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bdd794 No.12094
>Nation Name: Ironvale
>Race: Mixed to the point of being their own race
>Location: Anywhere with mountains and trees
>Nation Fluff: The Vale is a place of struggle. Against the wind that rips flesh from bone, against the deadly beasts that roam the land, against the invaders that seek riches in the mountains.
So many races, so many invasions, mixing and churning in the chaos. Sharpened ears here, thicker hair there, a larger tooth over here… the people of the Vale can't be nailed down to any race but the People of the Vale.
And to be honest, they've got more important things to do than focus on race or mope about their lands deadly properties.
They've got fighting to do, stories to tell, jokes to make, songs to sing. Life is meant to be LIVED, especially in a place like this.
…Until recently, when a leader from a smaller tribe used Iron and Flight to unite the Vale beneath one banner. Much to the chagrin of their "civilized" neighbors.
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bdd794 No.12095
Nation Name: Synderil Republic
Time Period: Medieval
Shaping Force: Brawn
Population: Entirely one nonhuman race (Elves)
Politics
Political Structure: true democracy
Strong Influence: popular support
Popular Issue: ethics
Stability: very stable
Personal Freedoms: extremely good
Scandals: rare
Foreign Relations: somewhat good
Ecology Economy
Main Climate: temperate - plains Main Export: cash crops
Ocean: on one side Main Import: laborers
Mountains: a few Main Resource: timber/lumber
Frequent Trouble: earthquakes Trade: major deficit
Wilderness: 86% Strength: somewhat weak and declining
Wild Animals: dangerous Wealth: concentrated in a small upper class
Natural Resources: fair amount
Culture Military
Highly Values: independence Soldiers: draftees
Known For: science Main Use: conquest
Major Social Ill: corruption Rank: elected by subordinates
Respected Profession: merchant Strength: very strong
Discrimination: vs foreigners Focus: air
Major Taboo: bodily functions Main Unit: zeppelins
Religion Population
Type: monotheism Urban: 23%
Focus: miracles Rural: 77%
Worship: joyous public sacrifice by priests Literacy Rate: 35%
Associated Artform: chanting Gender Ratio: 1.11 male(s)/female
Prevalence: believed by almost all Fertility Rate: 3.8 children/family
Holidays: very often Life Expectancy: 43.2 years
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bdd794 No.12096
Name: The Golden Caliphate
https://www.youtube.com/watch?v=Jv0jf1TewcM
Time Period: Medieval
Shaping Force: Religion
Population: Fairly even mix of races
Politics
Political Structure: oligarchy - theocracy
Strong Influence: military
Popular Issue: technology
Stability: stable
Personal Freedoms: almost nonexistant
Scandals: common
Foreign Relations: good
Economy
Main Export: semi-precious stones
Main Import: gadgets
Main Resource: mining - precious metals
Trade: slight surplus
Strength: very strong, but declining
Wealth: concentrated in a small upper class
Ecology
Main Climate: desert
Ocean: none
Mountains: none
Frequent Trouble: windstorms
Wilderness: 90%
Wild Animals: ubiquitous
Natural Resources: very abundant
Culture
Highly Values: education
Known For: a specific scientific discipline
Popular Entertainment: gambling
Respected Profession: craftsman
Discrimination: gender-based
Major Taboo: strong emotions
Major Social Ill: gangs
Military
Strength: strong
Focus: land
Main Unit: cavalry
Soldiers: draftees
Main Use: exploration
Rank: earned through time in service
Viewed: with respect
Religion
Type: animism
Focus: sin
Worship: solemn daily prayers in temples
Associated Artform: sculpture
Prevalence: believed by many
Holidays: fairly often Population
Urban: 10%
Rural: 90%
Literacy Rate: 22%
Gender Ratio: 1.24 male(s)/female
Fertility Rate: 2.6 children/family
Life Expectancy: 34.8 years
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bdd794 No.12097
>>12088
Time Period: Medieval
Shaping Force: Brawn
Population: Entirely human
Politics
Political Structure: oligarchy - theocracy
Strong Influence: magical power
Popular Issue: technology
Stability: not bad
Personal Freedoms: good
Scandals: rare
Foreign Relations: at war (no clear winner)
Economy
Main Export: gadgets
Main Import: trained animals
Main Resource: mining - metals
Trade: slight surplus
Strength: very strong and improving
Wealth: government-controlled
Ecology
Main Climate: tundra
Ocean: on all sides
Mountains: none
Frequent Trouble: windstorms
Wilderness: 84%
Wild Animals: dangerous
Natural Resources: very abundant
Culture
Highly Values: piety
Known For: national pride
Popular Entertainment: art shows / museums
Respected Profession: courtesan
Discrimination: attractiveness-based
Major Taboo: physical contact
Major Social Ill: alcoholism
Military
Strength: average
Focus: sea
Main Unit: mages/wizards
Soldiers: volunteers
Main Use: national defense
Rank: elected by subordinates
Religion
Type: monotheism
Focus: ancestor worship
Worship: joyous organized prayer in public temples
Associated Artform: instrumental music
Prevalence: believed by most
Holidays: very few
Population
Urban: 10%
Rural: 90%
Literacy Rate: 5%
Gender Ratio: 1.15 male(s)/female
Fertility Rate: 2.7 children/family
Life Expectancy: 41 years
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bdd794 No.12098
>>12088
Name: Takeda
Race: orcs
Color: white with red trim
Fluff: The orcs once a barbaric race capable of only fighting others and fighting themselves have finely bound together in true unity. Forming strict social and warrior codes to keep their bloodlust in check these people have overcome alot of their natural aggressions and problems. However they have been replaced with new ones. The orcs bound so heavily in their codes have lost a lot of their ability to adapt to new situations and developments outside of war. This has left a certain stagnation in their economic and political arenas.
Location: far East please.
me Period: Medieval
Shaping Force: Religion
Population: Entirely human Politics
Political Structure: autocracy - theocracy
Strong Influence: religion
Popular Issue: technology
Stability: stable
Personal Freedoms: decent
Scandals: very common
Foreign Relations: bad Economy
Main Export: trained animals
Main Import: food crops
Main Resource: mining - metals
Trade: slight surplus
Strength: stable and improving
Wealth: spread throughout upper and middle classes
Ecology
Main Climate: tropical
Ocean: on two sides
Mountains: a few
Frequent Trouble: floods
Wilderness: 87%
Wild Animals: dangerous
Natural Resources: very scarce Culture
Highly Values: professional success
Known For: science
Popular Entertainment: music/concerts
Respected Profession: politician
Discrimination: class-based
Major Taboo: bodily functions
Major Social Ill: homelessness Military
Strength: strong
Focus: air
Main Unit: zeppelins
Soldiers: mix of draftees, volunteers
Main Use: foreign peacekeeping
Rank: granted by superiors
Superstition
Involves: animals
Prevalence: very widespread
Viewed: as folly
Magic: is unheard of Religion
Type: monotheism
Focus: personal spirituality
Worship: solemn prayer at private shrines
Associated Artform: ballads
Prevalence: somewhat common
Holidays: few Population
Urban: 10%
Rural: 90%
Literacy Rate: 5%
Gender Ratio: 0.86 male(s)/female
Fertility Rate: 5.5 children/family
Life Expectancy: 40.9 years
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bdd794 No.12099
>>12098
Fucked up the colors for flag. Want Red with white trim not the other way around.
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bdd794 No.12100
>>12097
Name: Cyril Sovereignity
Color: Pale blue
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bdd794 No.12101
Synderil Republic - BLUE
Population: 4 (+.2/turn)
Food: (Very Good)
Raw Currency: 10 (-1/turn)
Legitimacy: Stable
Culture: 3
Industry: 2
Unique Buildings: Fluff Building, Zepplin-Yard
Defenses: None
Military Units: 1 Fluff Unit [Strong, Air]
Resources/Quantity: Floatwood [Good], Timber [Average]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
FREEDOM - Your nation gains a bonus +1 in combat against repressed nations, but receives a -1 in combat against nations with a stability higher than yours.
SYNDERIL, FUCK YEAH - Your culture is especially pervasive. If your culture stat is more than 5 above your neighbor you steal 1 hex in the name of manifest destiny. This might not make them very happy.
SYNDERIL, FUCK YEAR - People probably don't like your absurdly overbearing attitude and the fact that you routinely bomb round-eared people to take their shit. You suffer a diplomatic penalty to all NPC relations. Not that you care. They just hate freedom.
INDEPENDENCE - Social reforms are met with harsh resistance. Particularly trying to take away every Elf's right to a mother fucking airship with a ram on it. It's their fucking right. Communist. You also suffer a penalty to mobilization because muh freedoms.
THE RED SCARE - You are inable to conduct trade relations with the Prole-blins. Fucking commies.
Daz'Kodan - Purple
Population: 7 (+.7/turn)
Food: Very Good
Raw Currency: 10 (-1/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: Fluff Building, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Fluff Unit [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
The Prole-Goblin Syndicates - Red
Population: 11 (+.9/turn)
Food: (Low)
Raw Currency: 5 (0/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 2
Industry: 3
Unique Buildings: Fluff Building, Gulag [Inactive]
Defenses: None
Military Units: 4 Fluff Unit [Weak, Brave]
Resources/Quantity: Iron (Low), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Espionage: Revolution I]
Trade Routes: [none initially]
Territory: 4
Bonuses/Eccentricities
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
The Green Plague - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
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bdd794 No.12102
Ironvale - Green
Population: 9 (+.5/turn)
Food: (Low)
Raw Currency: 7 (1/turn)
Legitimacy: Poor
Culture: 2
Industry: 2
Unique Buildings: Fluff Building, Zepplin-yard
Defenses: None
Military Units: 3 Fluff Unit [Medium, Air]
Resources/Quantity: Timber (Low), Floatwood (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
The Draft - High rolls on mobilization will yield increased benefits. Low rolls will damage stability.
Never Conquered - Your "Nation" is a bunch of fracticious cocks. You find it hard to raise stability above [Average] but you also don't take any penalty from Stability until it drops into [Active Rebellion] - which you're about two steps from right now. You also gain a bonus to veterancy due to your warring nature.
Peace and Love, Man - God forbid another nation find drugs. That would fuck your draft system three ways to Tuesday.
JOYOUS SACRIFICE - You may sacrifice pop to your Gods for a bonus equal to 5 per pop slain in such a manner. Shit's pretty cash, yo.
The Golden Caliphate - Yellow
Population: 10 (+.7/turn)
Food: (Average)
Raw Currency: 15 (1/turn)
Legitimacy: [Stable]
Culture: 2
Industry: 2
Unique Buildings: Fluff Building, Horse Breeder [Active, Plentiful]
Defenses: None
Military Units: 2 Fluff Unit [Strong, Fast]
Resources/Quantity: Iron (Average), Horses (Plentiful)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
Brigg Nought - Brown
Population: 9 (+.4/turn)
Food: (Average)
Raw Currency: 10 (+5/turn)
Legitimacy: (Stable)
Culture: 2
Industry: 2
Unique Buildings: Fluff Building, Gold Mine (+5 currency) [Active - Plentiful]
Defenses: None
Military Units: 1 Fluff Unit [Medium]
Resources/Quantity: Textiles (Good), Gold [Good]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Scandalous - Your people have an issue with loose lips. You suffer a penalty to espionage.
Organized Crime - You are more suspectible to stability damage.
Champions - Your military is famous for promotion off heroic deeds. Your units rank up easier and get better bonuses for victories.
Too Spooky - Your people have a fear of malevolent spirits and ghosts.
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bdd794 No.12103
>>12088
Time Period: Medieval
Shaping Force: Religion
Population: Entirely human Politics
Political Structure: autocracy - theocracy
Strong Influence: popular support
Popular Issue: ethics
Stability: very stable
Personal Freedoms: tolerable
Scandals: very rare
Foreign Relations: at war (losing) Economy
Main Export: precious metals
Main Import: food animals
Main Resource: timber/lumber
Trade: slight deficeit
Strength: very strong, but declining
Wealth: spread throughout upper and middle classes
Ecology
Main Climate: temperate - plains
Ocean: on two sides
Mountains: a few, including volcanos
Frequent Trouble: floods
Wilderness: 75%
Wild Animals: dangerous
Natural Resources: abundant Culture
Highly Values: wealth
Known For: art
Popular Entertainment: drinking
Respected Profession: courtesan
Discrimination: age-based
Major Taboo: displays of affection
Major Social Ill: homelessness Military
Strength: strong
Focus: land
Main Unit: archers
Soldiers: draftees
Main Use: quenching rebellion
Rank: via family ties
Superstition
Involves: astrology
Prevalence: very rare
Viewed: with skepticism
Magic: is unheard of Religion
Type: polytheism
Focus: harmony with nature
Worship: joyous organized prayer in public temples
Associated Artform: sculpture
Prevalence: common
Holidays: very many Population
Urban: 10%
Rural: 90%
Literacy Rate: 5%
Gender Ratio: 1.44 male(s)/female
Fertility Rate: 4.5 children/family
Life Expectancy: 42.7 years
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bdd794 No.12104
>>12103
Nation Name: The Holy See of Navelgron
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bdd794 No.12106
Cyril Sovereignity - pale blue
Population: 8 (+.2/turn)
Food: (Good)
Raw Currency: 10 (2/turn)
Legitimacy: [Stable]
Culture: 3
Industry: 4
Unique Buildings: Fluff Building, Shipyard [Inactive]
Defenses: None
Military Units: 2 Wandslingers [Very Strong]
Resources/Quantity: Timber (Very Good), Iron (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
Takeda - Pink
Population: 7 (+.2/turn)
Food: (Poor)
Raw Currency: 20 (3/turn)
Legitimacy: [Stable]
Culture: 1
Industry: 1
Unique Buildings: Fluff Building, Zepplin-Yard
Defenses: None
Military Units: 2 Fluff Units [Medium, Air]
Resources/Quantity: Floatwood (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]
Trade Routes: [none initially]
Territory: 5
Bonuses/Eccentricities
Peacekeepers - Your units gain +1 to combat rolls when intervening in someone else's conflicts, but suffer -1 in combat when you aren't being nosy.
Homelessness - You suffer major stability penalties if your wealth drops below 5.
Scandalous - Your nation suffers from constant scandals in the political sphere damage to stability is doubled.
Trickle-Down Economics - Wealth comes easy to your nation. You double the monetary gain through trade routes.
The Holy See of Navelgron - Orange
Population: 9 (+.6/turn)
Food: (Good)
Raw Currency: 10 (2/turn)
Legitimacy: [Very Stable]
Culture: 1
Industry: 3
Unique Buildings: Fluff Building,
Defenses: None
Military Units: 2 Fluff Units [Strong]
Resources/Quantity: Timber (Very Good), Iron (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
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bdd794 No.12108
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bdd794 No.12124
Name: The Golden Caliphate
https://www.youtube.com/watch?v=Jv0jf1TewcM
Population: 10.7 (+.7/turn)
Food: (Average)
Raw Currency: 16 (1/turn)
Legitimacy: [Stable]
Culture: 2
Industry: 2
Unique Buildings: Fluff Building, Horse Breeder [Active, Plentiful]
Defenses: None
Military Units: 2 Fluff Unit [Strong, Fast]
Resources/Quantity: Iron (Average), Horses (Plentiful)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
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bdd794 No.12127
| Rolled 60, 82, 66, 78, 62 = 348 (5d100) |
Name: The Golden Caliphate
https://www.youtube.com/watch?v=Jv0jf1TewcM
Population: 10.7 (+.7/turn)
Food: (Average)
Raw Currency: 16 (1/turn)
Legitimacy: [Stable]
Culture: 2
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful]
Defenses: None
Military Units: 2 Mamluk's [Strong, Fast]
Resources/Quantity: Iron (Average), Horses (Plentiful)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
–
Actions:
1. [College of the Sciences] - Ever an educated people, always willing to improve the knowledge of the world, a new College is constructed, to help in the research of all things concerning the arts, the sciences, and the mathematics.
2. [Cactus Farms] - A few of the noble lords notice that the serfs and peasants have taken to gathering the fruits of wild cacti, as well as eating the flesh of some of them, or cracking them open for water.
It is thought by some of the educated that cataloging these cacti would not only allow explorers and persons traveling afar to have a source of food and drink, allowing them to travel farther, but could also be encouraged to plant and grow more, providing an additional source of food in the harsh deserts.
3. [Trade Market/Port] - The Great Trade Markets of the Golden City begin to open for the day, as tents prop up and vendors start crying and shouting to sell their many wares, from jewlery, to weapons, to food, and so much more. Camels start parking on the outskirts of town, eager to drop off or load up precious goods. Some additional construction is conceived to better facilitate this, allowing the nation to more effectively trade with outside powers.
–
Research:
4. [Non-Adjacent Hex Outposts]
The Caliphate demands a new age of exploration and expansion!
He orders the immediate research of a system of outposts. Tents and wooden stakes and walls can be built on far away places, near sources of water and food.
They will serve as a means of territorial control of a hex even if it isn't adjacent to the home ground, and provide resting point and supplies to soldiers AND trade caravans.
In this way, through a series of measured and staggered outposts, the Caliphate can expand its influence beyond its own territorial expansion.
–
Random EventL
5. Hearing the Caliphate's demands, many an adventurous young man has heard the tales of what lies beyond the mountains.
Some say the City of Genies lay beyond the snow capped peaks, secluded from the world.
Others of an ancient forgotten empire, of vast untouched treasures of gold and jewels and rubies so big they require two men to carry.
Others speak of lost tribes of snow dwelling barbarians, frozen in the snow and eeking an existence.
The truly pragmatic point to the history books. There is nothing of value to the eastern mountains but snow and rock. The true treasures lie to the northeast, where there is a great river which leads to a fertile delta, and the true treasures and richest bounties there lie in food, the earth so abundant and ripe the crops grow year round.
What direction this will turn the explorers of the Caliphate's feet to only Tash can say.
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bdd794 No.12128
Ironvale - Green
Population: 9 (+.5/turn)
Food: (Low)
Raw Currency: 7 (1/turn)
Legitimacy: Poor
Culture: 2
Industry: 2
Unique Buildings: Hall of the Singing Winds, Zepplin-yard
Defenses: None
Military Units: 3 Galemounted Ships [Medium, Air]
Resources/Quantity: Timber (Low), Floatwood (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
The Draft - High rolls on mobilization will yield increased benefits. Low rolls will damage stability.
Never Conquered - Your "Nation" is a bunch of fracticious cocks. You find it hard to raise stability above [Average] but you also don't take any penalty from Stability until it drops into [Active Rebellion] - which you're about two steps from right now. You also gain a bonus to veterancy due to your warring nature.
Peace and Love, Man - God forbid another nation find drugs. That would fuck your draft system three ways to Tuesday.
JOYOUS SACRIFICE - You may sacrifice pop to your Gods for a bonus equal to 5 per pop slain in such a manner. Shit's pretty cash, yo.
>1 Ironvale by Galemount
Prosperity rings out almost as much as battlecries these days. But to keep trade flowing and our people… wealthy enough to not immediately kill each other, we need resources.
Things ripped from the earth, lands of bounty, and many more things that MAY exist in the Vale.
Or may not. That's the job of the crews to find out.
[Survey the land]
>2 Competitive History
The unification brought many historians into contact with each other.
They were not happy. "Your ancestors killed our ancestors' cousins!" "They have smidgen of Dwarf in them, they're invaders! They must be destroyed!" "They don't even sacrifice people, the heretics!".
And so on.
But a common theme remained: A massive distrust of invaders.
If only we could get them to see Ironvale as a whole and the outside as Invaders, rather than near every other tribe as Invaders.
Hmm.
[Get Historians Drunk/High/Angry enough to get a national narrative going]
>3 This land is my land, that land is also my land. Get off my land.
The tribal leaders are not fond of sharing with one another. It doesn't help that they don't have defined borders or a way of arbitrating these sorts of things without bloodshed.
The King, so far as you can call him a king, has an idea:
Define the boundaries of each tribe, plant stakes, use the surveys gained from the air. Then the results will be put on the map.
[Create Provinces held by the Tribes.]
>RESEARCH
>RANDOM EVENT
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bdd794 No.12129
| Rolled 9, 13, 96, 61, 31 = 210 (5d100) |
>>12128
Hit post by accident
>RESEARCH: FOOD GLORIOUS FOOD
Ironvale is a bountiful land, overflowing with crops and fruits. As such, we should learn how to greater grow the things.
Not such things as too much food.
[Agriculture I->II]
>RANDOM EVENT: THE SINGING STONES
"Hey Oltras"
"Yeah Hacen?"
"You see that thing down there?"
"What thing?"
"The shiny thing"
"Oh, that thing. Yeah."
"We should go check it out, considering we're supposed to be surveying this forest anyways."
[Something is shiny in the forest]
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bdd794 No.12141
>>12101
Nation Name: Synderil Republic
Time Period: Medieval
Shaping Force: Brawn
Population: Entirely one nonhuman race (Elves)
Politics
Political Structure: true democracy
Strong Influence: popular support
Popular Issue: ethics
Stability: very stable
Personal Freedoms: extremely good
Scandals: rare
Foreign Relations: somewhat good
Ecology Economy
Main Climate: temperate - plains Main Export: cash crops
Ocean: on one side Main Import: laborers
Mountains: a few Main Resource: timber/lumber
Frequent Trouble: earthquakes Trade: major deficit
Wilderness: 86% Strength: somewhat weak and declining
Wild Animals: dangerous Wealth: concentrated in a small upper class
Natural Resources: fair amount
Culture Military
Highly Values: independence Soldiers: draftees
Known For: science Main Use: conquest
Major Social Ill: corruption Rank: elected by subordinates
Respected Profession: merchant Strength: very strong
Discrimination: vs foreigners Focus: air
Major Taboo: bodily functions Main Unit: zeppelins
Religion Population
Type: monotheism Urban: 23%
Focus: miracles Rural: 77%
Worship: joyous public sacrifice by priests Literacy Rate: 35%
Associated Artform: chanting Gender Ratio: 1.11 male(s)/female
Prevalence: believed by almost all Fertility Rate: 3.8 children/family
Holidays: very often Life Expectancy: 43.2 years
Synderil Republic - BLUE
Population: 4 (+.2/turn)
Food: (Very Good)
Raw Currency: 10 (-1/turn)
Legitimacy: Stable
Culture: 3
Industry: 2
Unique Buildings: Hall of Freedom, Zepplin-Yard
Defenses: None
Military Units: 1 Republican Battalion [Strong, Air]
Resources/Quantity: Floatwood [Good], Timber [Average]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
>Bonuses/Eccentricities
FREEDOM - Your nation gains a bonus +1 in combat against repressed nations, but receives a -1 in combat against nations with a stability higher than yours.
SYNDERIL, FUCK YEAH - Your culture is especially pervasive. If your culture stat is more than 5 above your neighbor you steal 1 hex in the name of manifest destiny. This might not make them very happy.
SYNDERIL, FUCK YEAR - People probably don't like your absurdly overbearing attitude and the fact that you routinely bomb round-eared people to take their shit. You suffer a diplomatic penalty to all NPC relations. Not that you care. They just hate freedom.
INDEPENDENCE - Social reforms are met with harsh resistance. Particularly trying to take away every Elf's right to a mother fucking airship with a ram on it. It's their fucking right. Communist. You also suffer a penalty to mobilization because muh freedoms.
THE RED SCARE - You are unable to conduct trade relations with the Prole-blins. Fucking commies
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bdd794 No.12142
| Rolled 72, 35, 84, 88, 77 = 356 (5d100) |
>>12141
1/2 - After a lengthy and heated debate, involving a great deal of alcohol and shouting, the Elves of Synderil agree that there aren't enough Elves of Synderil. "Now I may not be wunna dem economatologists," offers Heldir, a local farmer "but I reckon we's oughta git more money if we wants em to y'know, 'imegrate' here! Erryone loves money, an we ain't got it!"
The council is in agreement, ceding to the wisdom of their colleague.
>Work on increasing the rate of Raw Currency growth
3 - Meanwhile, all across the great nation, the Elves of Synderil have already started making more Elves of Synderil as encouraged. Not that they needed much encouragement.
>RESEARCH
Cassius Somael, a leading researcher in Zeppelin technology, is called in to meet with Top Brass. Top Brass was a slightly portly, well-groomed old elf with a protruding mustache that seemed to have petrified and given him a permanently stiff upper lip. The browning stars on his helmet that give him his title gleam in the dull midday light. He rubs out a thick cigar into his ashtray, always keeping his face out of the light.
"Cassius, is it?" "Yes sir, Cassius Somael." The frail man nods quickly. He was never one for military service. Just give em "yes sir" or "no sir" and nod your head and get out of there as soon as possible. "I didn't ask for your life story, boy. We've got a proposition for ya. Consider it an honor, really. You did good work with the Warship before, boy, now you've got another opportunity to serve your country!"
Cassius nods again, more guardedly this time. He loved his country, of course. Every Sinderilan did, just… he prefered to show his patriotism at a safe distance, away from all of this. But when Top Brass calls, you answer. "It'd be an honor indeed, sir."
"Good, now listen carefully…"
>Begin research on quicker and better production of zeppelins
>RANDOM EVENT
It is often during mundane events that great revelations are had. In this case, it's during the weekly sacrificing of a steer to the god of the Synderil, known simply as The Liberator. After the cow's head is cut off, it is thrown into the ritual fire around which the celebrants gather. Kurth Maleiris, while watching the cow simmer on the fire, realizes just how delicious it smells. People had eaten beef before, but it was always too tough for his tastes - wait! That's it! If he could tenderize the cow's meat, shape it into a more palatable form and *then* cook it, it would be perfect! He runs back to his farm, ideas of cheese coverings and sizzling beef filling his mind. This could perhaps be the greatest invention Synderil will ever know!
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bdd794 No.12144
| Rolled 94, 45, 39, 61, 75 = 314 (5d100) |
The Prole-Goblin Syndicates - Red
Population: 11.9 (+.9/turn)
Food: (Low)
Raw Currency: 5 (0/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 2
Industry: 3
Unique Buildings: Fluff Building, Gulag [Inactive]
Defenses: None
Military Units: 4 Fluff Unit [Weak, Brave]
Resources/Quantity: Iron (Low), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Espionage: Revolution I]
Trade Routes: [none initially]
Territory: 4
Bonuses/Eccentricities
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
The Green Plague - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
–
Actions [build farms; expand; recruit]
–
1. A few of the local worker-syndicates have been reporting that there is a severe problem with foodstuffs and shortages. After a meeting that lasted four hours, it was generally agreed that more farms should be built to meet the needs of the population. [builds farms]
2. The Syndicates begin their work expanding in every direction. They think that by expansion, the additional resources brought to them will be useful in freeing the rest of the working people from their respective oppressor or tyrant. [expand]
3. Recruitment of more prole-goblins to the army has begun. Another series of meetings takes place, but the syndicates-general seems very pleased with this wave of recruits. They are not only well versed in Prole-Goblin theory, but they are also numerous and can quote the greats! [recruit military][The Green Plague]
–
4 [Research].
–
4. The world revolution is clearly about to begin. To that end, many prole-goblin agitators have begun to meet on how to overthrow the capitalist order and the tyrants in a clandestine way. It is thought this will help the ability of the workers to destroy the hated snakelike enemy in their lair! [research espionage/revolution]
–
5. Random Event
–
5. During a contentious meeting about the usage of violence against the reactionaries, several comrades walked out. Apparently they had a political disagreement and think that the usage of words is more effective rather than violence! The syndicates-general approaches the young comrades and…
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bdd794 No.12145
| Rolled 60, 47, 16, 6, 4 = 133 (5d100) |
>>12101
Daz'Kodan - Purple
Population: 7 (+.7/turn)
Food: Very Good
Raw Currency: 10 (-1/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1&2. High priest Vol looks around the table at the other high priests. As the High Priest of the god of money it was his job to announce the economic state of the lands. "We are loosing money." This was no surprise to anyone. "We must find a way to increase our economic gains. I propose we open a trade route with our neighbor to the south east. The Synderil Republic." There were no objections and so it was done. [Set up trade route with Synderil]
3. Scouts were sent out throughout the lands to search for untapped resources.
Research: "Oi Vin!"
"Yeah Geral?"
"You ever wonder if there was a better way to heal someone than just cutting them and letting blood. Doesn't seem to work too well."
"Your the surgeon here Geral, now please focus on my treatment."
"Op, sorry."
[Research medicine]
Random: Two dwarves wander along the coast.
"I'm telling you, it's a map for the lost city of the rat people!"
"And I'm telling you it's fake! By the gods, how dumb do you have to be to believe in rat people."
"Buried Treasure then. This map has to lead to something."
"I'm telling you it is still fake."
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bdd794 No.12148
| Rolled 67, 77, 53, 35, 72 = 304 (5d100) |
>>12106
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 8.2 (+.2/turn)
Food: (Good)
Raw Currency: 12 (2/turn)
Legitimacy: [Stable]
Culture: 3
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive]
Defenses: None
Military Units: 2 Wandslingers [Very Strong]
Resources/Quantity: Timber (Very Good), Iron (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Build a temple to the one true god, who holds all of us in his hands.
2. Scout out the rest of the island, find ANYTHING of note on it.
3.Build some ships so we may explore the rest of the world.
+Seaworthy
4. Research better ship making techniques
5.The sky is clear, the wind silent, all is quiet in the Cyril Sovereignty. Too quiet.
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bdd794 No.12165
| Rolled 58, 98, 87, 77, 42 = 362 (5d100) |
>>12106
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 9 (+.6/turn)
Food: (Good)
Raw Currency: 10 (2/turn)
Legitimacy: [Very Stable]
Culture: 1
Industry: 3
Unique Buildings: Fluff Building,
Defenses: None
Military Units: 2 Fluff Units [Strong]
Resources/Quantity: Timber (Very Good), Iron (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
1. Build Vodka distilleries, let our supply not run dry.
2. Let us build a farm to make sure our food supplies are excellent
3. Set up a mine for iron and copper and any other metals we can find.
4. Research
[Minecarts]
"You know, I'm tired of carrying metal on my back all the time."
"Yeah well what're you gonna do? you can't just leave it there."
"Well what if we had something to carry it in? that we could push around?"
"You're just being stupid now, you sure you're not drunk."
"Not yet, but if this works first round's on me."
5. Random Event:
"So what you're saying is you saw a bear?"
"No no, it was bigger, and it stood on two feet!"
"So it was a big bear on his hind legs?"
"No you fool it had feathers, look just get the axes!"
"Still sounds like you're drunk to me."
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bdd794 No.12253
The Holy See of Navelgron - Orange
1. The construction of Vodka distrilleries moves ahead on schedule. The foremen swear that some of their workers are drinking the product but no real proof is offered. Most of these individuals are almost perpetually drunk anyway. 1/2
2. Your builders - in an amazing act of sobreity - construct a series of truly astounding palatial estates that provide large amounts of food. Add Resource [Food Surplus]; set food to [Excellent] +.3 pop Add Building [Palatial Estates]
3. Your workers strike methaphorical gold. Their mining site is rich with both metals! Set Resources Iron [Good] Copper [Good]
4. Just in time for the mine to be completed you also develop a functional system of minecarts and dumping stations. +1 industry
5. The pair of friends actually do stumble across a few bears walking upright and growling to one another. They even wave their paws as they growl. They haven't spotted the pair but a few of these bears seem to be wearing feathers on their heads as if they were hats. Eventually the bears wander off together, waddling away on hind legs. Neither invidual is sure if they're sober.
Cyril Sovereignity - pale blue
1. The temple construction begins and is in good order. 1/2
2. Your scouts report back that they've found several promising sites. There is a [Magical Glade], a [Cave] and a site that appears to be [Fertile Land].
3. You construct a few ships. 2 Fluff [Medium, Sea; Upkeep -.2 currency] Set Timber to [Good]
4. Research into shipmaking techniques goes slowly at first. There's some resistance from the old guard about new developments. 1/3
5. The clear skies allow for some of your sailors to follow strange winged creatures back to their lairs on a nearby island. As it turns out they're harpies and your sailors discovered a whole town of them!
The Golden Caliphate
1. Work on the college gets underway. In the meantime scholars present input and design their classrooms to their own specifications. [College of the Sciences] 1/2
2. Cactus Farms are unconventional, but it turns out they there are breeds of cacti that have both nutritional value and that retain water while remaining sweet. The farmers suspect that next year the cacti will be ready for consumption. [Cacti Farms] 3/4
3. A series of caravanserai are set up for people to use. It causes trade to thrive and for outlying settlements to feel more included. [+.2 currency] Add Building [Caravanserai]
4. Research into extended outposts begins and makes excellent headway. [Expansion: Colonization I] 2/4
5. Explorers stumble across a rather large building. The iconography on the high windows and tall domes says that it is probably religious. After doing some exploring they deem that it is indeed a long abandoned temple to a god of the Sun. They find scrolls and other ancient writings on both books and clay tablets. Resource [Religious Texts]
Ironvale - Green
1. If this land has riches your survey teams sure haven't found them.
2. The Historians do get drunk but they mostly just get angry and fight each other. Ironically enough they later comment that this is really a fairly accurate representation of the history of the Vale and consider it a success. The King is irritated that they didn't actually do anything.
3. The King shows a remarkable amount of political skill in dealing with the various tribes. His provincial system both divides the power of the tribes but also increases his own authority and power. Most of the Chiefs don't even realize how badly they've been crippled. [Government: Centralization II] Stability [Stable]
4. Agricultural practices improve providing for increased surplus! [+.2 pop]
5. A few Vale dwellers wander into the forest. There they find six stones arranged in a circle with a different rune carved into each.
Synderil Republic
1-2. A rather clever merchant has taken to buying new Dwarven goods at LOW LOW prices in bulk, then turning around and selling the same items at even higher prices to the average Elf. Waltir is a mercantile genius, and begins plotting his own company… +1.2 currency
3. The Elves turn out to be rather good at this whole fucking thing. They even enjoy it too! +2 population this turn.
4. R&D begins and makes incredible progress on the newest type of zepplin. [Military: Airships I] 2/3
5. The world's greatest culinary creation is made in the back yard of some Elf's cow farm. He calls them Freedom Burgers - because he freed that Cow from it's mortal shell and burger… because he fuckin' felt like it. Regardless, they're delicious and people love them. Word quickly spreads. +3 culture [Resource: Burgers]
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bdd794 No.12255
>>12253
The Prole-Goblin Syndicates - Red
1. The sickle is not just a sign of Proleblin frredom - it's a sign of hard work and comradely. The things that the Syndicates are built on! The goblins take to farming with a patriotic enthusiasm only seen since the early days of the Revolution. Set Food to [Very Good] +.5 pop, Add building: Collective Farm
2. Expansion occurs +.2 pop/currency
3. Goblins sign up for the army - they are prepared to fight and die for the revolution! 1 Fluff [Weak; Upkeep -.1 currency]
4. More practical applications of Redtoric are developed, the criers of the revolution beginning to better understand how to influence other races in Prole-Goblin theories. [Revolution II] 1/2
5. By discussing how rhetoic can be used to rile up the unwashed and oppressed masses convinces the Syndicates-General to write their theories into the Great Book of Revolution. [Espionage: Revolution II]
Daz'Kodan - Purple
1. A trade route is set up in which your goods are sold at much higher rates to the Synderil. Their people love your "cheap" goods and buy them by the crateload. Frankly you have no idea why they love clay pots and jugs so much. You suspect they may be slow. [+1 Trade Route, +1 currency]
3. Your scouts get lost and build a raft to get back to Daz'Kodan. They're eaten by mermen.
4. Medicinal testing goes incredibly poorly. As a result of poor testing practicies most of the subject wound up dead in a matter of weeks. -.2 pop
5.The Dwarves follow the map to an odd hole in the ground. It looks to be about big enough for someone to fit through but it's covered over by a wood grate. The Dwarves go a little bit of scouting but eventually decide to go home after writing "Koz wuz here" on the wall with their urine. That night several guards wind up dead. Then more. Several homes are ransacked by "giant rats". At least the survivors claim they were giant piedal rats with spears and crude swords. After they made their attacks they escaped back underground. As usual - everyone assumes that it was the work of organized criminals making their usual hits and that the people claiming it was giant rats are insane. They're thrown into the sea for insanity. One of the houses hit has "skragg wuz here" written in blood on the wall. -.4 pop, -3 wealth
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bdd794 No.12260
| Rolled 7, 29, 72, 91, 74 = 273 (5d100) |
>>12253
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 8.4 (+.2/turn)
Food: (Good)
Raw Currency: 13.8 (2/turn)
Legitimacy: [Stable]
Culture: 3
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive], Temple (1/2)
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea; Upkeep -.2 currency]
Resources/Quantity: Timber (Good), Iron (Poor)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] (shipmaking 1/3)
Trade Routes: [none initially]
Territory: 1
Things around us: [Magical Glade], [Cave], [Fertile Land], [Harpy Village]
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Continue building the temple!(1/2)
2. Investigate the magic glade! It will hopefully have something good in it!
3. Start building a farm on the [Fertile Land]
4. Continue ship making research.(1/3)
5. A young man see a large fish, larger than any that have been in these waters for 100 years.
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bdd794 No.12262
| Rolled 42, 13, 24, 68, 59 = 206 (5d100) |
>>12255
Daz'Kodan - Purple
Population: 7.1 (+.7/turn)
Food: Very Good
Raw Currency: 7 (0/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I]
Trade Routes: 1 [Synderil]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1. We need more money. Set up some trade with the reds.
2&3. We need more resources. Explore the area and don't get killed by mermaids.
Research: Medicine
Random: A bored and drunk youth hears something in the woods. What could it possibly be?
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bdd794 No.12263
| Rolled 45, 99, 14, 64, 90 = 312 (5d100) |
1/2 - It quickly comes to the attention of Top Brass that, despite their big, intimidating Zeppelins and his big, intimidating helmet, they've got no ground forces! Luckily there's no shortage of patriotic saps ready to serve their country and die for freedom. Now getting em to point the gun in the right direction, that may be harder…
3 - Work on monetizing and advertising Freedom Burgers to other nations, to increase our own currency revenue. They'll love em, everyone loves beef, and everyone loves freedom!
RESEARCH - [Military Airships] 2/3
RANDOM EVENT - Selling and trading his foreign-made pots at exorbitant prices, the cunning Waltir is already planning his next investment. The rockmunchers make good pottery, but import expenses are too damn high to turn a major profit. If he could simply hire some dwarves to work in house, and build a plant for them to work at, things would be so much cheaper and more efficient! What's good for him is good for the economy of Synderil, and thus good for the people, after all!
>>12253
Synderil Republic
Fluff:
ELVES. FREE ELVES. ELVES OF FREEDOM. A LAND OF FREEDOM. AND JUSTICE. AND BURGERS. SYNDERIL.
Population: 6.2 (+.2/turn)
Food: (Very Good)
Raw Currency: 10.2 (-1/turn)
Legitimacy: Stable
Culture: 6
Industry: 2
Unique Buildings: Hall of Freedom, Zepplin-Yard
Defenses: None
Military Units: 1 Republican Battleship [Strong, Air]
Resources/Quantity: Floatwood [Good], Timber [Average][Burgers]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
>Bonuses/Eccentricities
FREEDOM - Your nation gains a bonus +1 in combat against repressed nations, but receives a -1 in combat against nations with a stability higher than yours.
SYNDERIL, FUCK YEAH - Your culture is especially pervasive. If your culture stat is more than 5 above your neighbor you steal 1 hex in the name of manifest destiny. This might not make them very happy.
SYNDERIL, FUCK YEAR - People probably don't like your absurdly overbearing attitude and the fact that you routinely bomb round-eared people to take their shit. You suffer a diplomatic penalty to all NPC relations. Not that you care. They just hate freedom.
INDEPENDENCE - Social reforms are met with harsh resistance. Particularly trying to take away every Elf's right to a mother fucking airship with a ram on it. It's their fucking right. Communist. You also suffer a penalty to mobilization because muh freedoms.
THE RED SCARE - You are unable to conduct trade relations with the Prole-blins. Fucking commies
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bdd794 No.12265
| Rolled 28, 30, 97, 32, 45 = 232 (5d100) |
Name: The Golden Caliphate
https://www.youtube.com/watch?v=ehcF6JlXxc4
Population: 11.4 (+.7/turn)
Food: (Average)
Raw Currency: 17.2 (1.2/turn)
Legitimacy: [Stable]
Culture: 2
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful], [Caravanserai]
Defenses: None
Military Units: 2 Mamluk's [Strong, Fast]
Resources/Quantity: Iron (Average), Horses (Plentiful), Religious Texts
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
–
Actions:
1. [College of the Sciences] - The college of the sciences continues its construction, but some of the more practical persons are already using the facilities that have been constructed. Indeed, a recently popular topic is that of the stars. Telescopes and devices used to increase ones ability to view them, constellation maps and most of all tools to guide travelers using the very stars themselves. 1/2
2. [Cactus Farms] - The Cactus as a fruit slowly rises up the social ladder concerning its consumption, as some species have a juice as sweet and delicious as honey, and as thirst quenching as water. Some intrepid individuals come up with a brilliant idea to build a large storehouse underground, and have expeditions to the mountains to collect snow. These business savvy individuals start to sell iced cacti juice as an extremely popular beverage. 3/4
3. [Holy Text/Holy Site] - The temple, as well as the religious text are scrutinized and analyzed by Imam's and priests. They set out to rededicate the temple as a temple to Tash, the great Bird, the irresistible one, as a God of the Sun and of all life. The religious text are translated and copied, but rewritten in a way that glorifies our God.
–
Research:
4. [Expansion: Colonization I] - Following the example of the caravans thanks to the caravanserai, the setting up of outposts becomes more sophisticated. Unlike previously, expeditions are no longer prepared and planned to be carried out in only a days distance from the closest town and set up overnight.
A long train of many camels and horses ferry supplies, people, will provide for the setting up of temporary tents and enough food to last the long journey, to sleep through the night in saftey and then pack up in the morn. Once a truly excellent site for permanent outposts is found, then the building supplies in full are unloaded, and an outpost is built. 2/4
–
Random EventL
5. There are legends that out there in the desert exists a tribe composed almost entirely of women. Women have a very specific roll in the Caliphate, and must submit themselves to their husbands in true humility. But this tribe is comprised of barbaric warrior women, trained experts in the art of archery and the spear, muscles taught as male slaves and battle scarred.
It's almost entirely dismissed as a fairy tale or a story passed about by the slaves, though truth be told not more than a few opportunistic slavers do keep an open ear whenever the tale tends to resurface. One may never know what the great Bird above can see what men cannot.
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bdd794 No.12266
| Rolled 85, 85, 65, 32, 9 = 276 (5d100) |
>>12253
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 9.9 (+.6/turn)
Food: [Excellent
Raw Currency: 12 (2/turn)
Legitimacy: [Very Stable]
Culture: 1
Industry: 4
Unique Buildings: Cathedral of The Many Faced Pantheon
Defenses: None
Military Units: 2 Fluff Units [Strong]
Resources/Quantity: Timber (Very Good),
Iron (Good)
+Food Surplus
+Copper [Good]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
1. Finish the work on the distillery! 1/2
2. Explore the surrounding area, ignore the drunken ramblings about feathered bears
3. Set up a security force to root out dissenters and rebels within our country, we shall not let the uneducated masses topple our tower of solidarity easily.
4. Research
[Archery]
"Hey, hey O'maley, C'mere take a look at this, Would ya look at that beaut right there."
"Well what is it?"
"It's something I came up with to fling spears at stuff, like boars, or bears."
"Oh don't you start on that bear thing, besides it's not big enough for a spear"
"That's where these smaller spears come in to play"
"Lemme see that"
5.
"So I was walking along the path the other day,"
"Oh god not this story again"
"No, no it's different. I found something."
"What?"
"I found a cave, I figured you and me could go check it out, there might be treasure there, gold man gold, just think, all the lamb we could eat, and booze we could drink."
"Allright I'm convinced, let's go check out this cave."
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bdd794 No.12273
| Rolled 54, 69, 52, 10, 94 = 279 (5d100) |
The Prole-Goblin Syndicates - Red
Population: 12.8 (+1.1/turn)
Food: [Very Good]
Raw Currency: 4.9 (-.1/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 2
Industry: 3
Unique Buildings: Supreme Syndicate Council Building, Gulag [Inactive]; Collective Farm
Defenses: None
Military Units: 4 Prol-Goblin Crack Companies [Weak, Brave]
1 Prol-Goblin Anarchist Companies [Weak]
Resources/Quantity: Iron (Low), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Espionage: Revolution II]
Trade Routes: [none initially]
Territory: 4
Bonuses/Eccentricities
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
The Green Plague - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
–
Actions [expand currency; expand territory; recruit spies]
–
1. The anarchist economic collective of Wobgang has mentioned to the grand council of syndicates that the income of the confederation is negative! The order was subsequently given that efforts to be made to increase the amount of current the syndicates bring in! True, it is capitalist to desire money for personal vainglory, but it will be required to maintain the army. Once the revolution carries through the toppling of world economic hegemony, such things won't be required. If that doesn't work, we require more industry to develop the nation further! [increase currency/turn]
2. The redguard have continued clearing and occupying space for more syndicates and resources for the supreme council. As of current, the council is on the look out for more raw space as to defeat a sustained attack from the reactionary scum that no doubt people the world like lice in a burning wig. Resources, of course, would also be good. The supreme council seems favorably disposed toward the current expansion efforts; handsome posters now adorn the walls of the syndicate-capital and the surrounding syndicates. Our heroic pioneers will secure the world for the workers and their free society! [expansion]
3. Recruitment begins of the first spies and infiltrators in the nation! They are trained in the most advanced infiltration, subterfuge, and rhetorical strategies. Such methods will avoid bloodshed and will be able to mitigate the profound and awful costs of a major war against the vile capitalists and their equally vile (and powerful) armies. They must be trained in infiltration, sabotage, and other method! [train spies][The Green Plague?]
–
4 [Research delaying traps/fortifications].
–
4. Comrades! There is a real risk of the enemy invading the free syndicates and asserting their brutal tyranny against our free people! As such, our glorious and brilliant researchers have begun their work devising new traps that will stall, muddle, delay, or annihilate the opposition by any means! [traps research: delay/fortifications]
–
5. Random Event
–
5. It is another contentious meetings – always with the democracy and meetings! Prole-goblin society is a society of meetings; it is the only way to yoke the tyrant and usurper from unlimited power and the corruption of their soul by such power. However, while this might be effective, such meetings are sometime contentious as they overflow with our politically engaged population of astute comrades! During this meeting …
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bdd794 No.12368
[Prole-Goblin fluff]
[Transcript: 1st Meeting of the Supreme Syndicates Council (General Meeting)]
There was, and had been some discussion of status of the syndicates by the supreme council and their relation to the bourgeois nations. Now the political discussion had reached floor of the council. Everywhere prole-goblins teemed over seats, craned over to look at the speaker, and generally behaved in a raucous manner. The meeting was open to all, and the excitement was palpable. A shout of “WE'RE GONNA START THE MEETING NOW” by the assigned moderator for the meeting brought the chatter to a close. The other moderators stood slightly off stage and conferred with each other about procedure; several of them had pieces of paper to take notes of discussion points – one had a crude chalkboard to illustrate the discussion for illiterate comrades.
The lead moderator – a prole-goblin by the name of Lem – began the discussion. He stands on a platform that is only slightly elevated for the purpose of speaking to an audience; it theatrical in nature and less a space of power. “Greetings comrades, and I welcome your to our first general meeting of the syndicates since the revolution. It is my pleasure to welcome you to the meeting and I hope you behave yourself for the duration! Remember the rules of basic decorum comrades: be decent to your fellows, be clear, be concise! When you ramble or speak at length, you risk wasting the time of your comrades.” [There is some murmuring in the room, but it passes.] “Also, be sure to consider your level of noise while present. Do not whisper or speak to your fellows inside of the meeting.”
Lem continued. By now the agenda, written on crude parchment, was being distributed. The agenda summarized the meeting and points of discussion for literate comrades, with illiterate comrades afforded some leeway in whispering to their literate neighbors. “The first item for debate is the question of the general disposition of the syndicates toward the reactionary bourgeois nations, or nations that do not generally have our values insofar as their political systems.” [There is some minor hissing and booing] “Yes, I know comrades! Be that as it may, the issue is quite important politically and is proposed thusly: what shall our relation to these nations in question be? Shall it be universal, piecemeal, or otherwise? As the moderator, I have allotted a minute per comrade to speak to the issue for the first hour, and then we shall move to the responses of tendencies and syndicate delegates. I hereby declare the meeting open!” [There is some clapping and cheering; some hats are thrown and land on the platform where Lem stands. Soon a line of goblins arranges itself near the elevated platform to speak.]
The first prole-goblin moves toward the platform. “Yes, hello. My name is Gez. I work in the mines.” [Gez is visibly nervous and is encouraged by the moderators, who gesture to him.] “…I think we need to uh, you know, stay away from the other nations until we can…you know, get their intentions…down…and stuff. Thank you.” [Gez subsequently scurries off stage and there is an uneven applause]
The second prole-goblin – a prole-goblin named Wozgawk – assumes his position and speaks with a ferocious voice. “Comrades! I know your pain! When I felt the whip of the masters and fought in the great revolution, I knew that I would be fighting my whole life against their worldwide system of oppression and injustice. So when I say 'you should be aware of dominator in all stripes' I think you should pay attention to what I have to say! The dominator will make any excuse, all excuse, to steal and exploit! And he will utilize any handle or grip he can get! The first of these grips, should we allow it, is dialogue! I say NO DIALOGUE WITH THE OPPRESSORS!” [He pauses strategically, the crowd grows intense.] “I SAY NO PEACE WITH THE OPPRESSORS” [He pauses again; the crowd loves this.] “AND I SAY NO TRADE OR NEGOTIATION WITH THE OPPRESSORS.” [The crowd roars and the applause is thunderous.]
The meeting continued on for many hours after this, but, the general consensus was clear enough: No trade with overtly criminal nations, no dialogue with overly criminal nations, and no peace with overly criminal nations. Nations that are otherwise peaceful would be tolerated so long as they behaved in accordance with the values the syndicates and the free society values. As one might expect by such a dramatic performance, the vote passed quickly. Subsequently, the notes were posted in good order on the cork board outside the supreme council building. Comrades who had missed the meeting still feel extremely thrilled with the verdict and soon the syndicates are ablaze with fervor.
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bdd794 No.12592
Prole-goblins
1. Efforts to increase the nation revenue go strong, and much of the problem is solved through cutting out unnecessary spending on things like toilet seats, door handles, and secret laboratories. +.5 currency
2. Expansion moves ahead! The Red Plague is beginning to spread it's communo-syndicate wings!
3. You train up a lovely blonde haired red-skinned prole-goblin by the name of [Fluff name, Strong, Espionage Upkeep -.2 curr]. She is perfect for seducing and spying on the capitalist pigdogs.
4. The generals scoff at the naotion of "defense"! Those advocating dfensive planning are rounded up and sent to the Gulags. Attack is the only option! The Proles will not wait to be attacked it is they who will make the first move! Set [Gulag] to [Active] +1 industry, -15 to the next roll for forticiations/defensive tech.
5. The meetings go well. It is decided that the only real option for the prole-blins is to convince the world that Red is Best. For that reason they open up a school for dancing. But only communo-syndicatalist dancing! None of that slutty capitalist shit. Add building [Fluff Name School of Dancing +10 culture]
The Holy See - Holy shit those dubs
1. You don't just complete a distillery. You comeplete -the Distillery-. It's amarvel of engineering and production. Somehow it's capable of making more vodka than your nation can actually drink and that's pretty incredible considering it's a water substitute. Add Resource Vodka [Excellent] +3 culture Add building [Absolut Distillery]
2. The explorers - thouroughly drunk on vodka - see a large ship off in the distance. Bipedal bears with feathers on their heads seem to be loading and unloading a small ship from the bigger ship. Other drunk explorers stumble across two towns, which are all too happy to partake in vodka consumption, a cave, and a ruin.
3. A group is trained to root out dissenters and other threats to the state. Add unit Fluff [Weak, counter-espionage Upkeep -.2 curr]
4. Research begins on long bows. It goes slowly, considering the researcher is fairly drunk and routinely puts the arrow on the string the wrong way. 1/3
5. These friends arrive at the cave, but are chased away by giant angry spiders who skitter at them in irritation.
Golden Caliphate
The College is completed but the differences in room construction between the two phases is stark. One side of the college is nice with large lavish rooms for lectures. The other feels cramped and musty. No one particularly enjoys needing to take classes or teach in that wing of the College. Add building [College of the Sciences +3 culture]
2. The cacti farms are completed, but the Caliph has difficulty convincing the farmers to hand their pickings over to the state for use. Eventually the farms comply under threats of violence, but no one leaves feeling like a winner. Add building [Cacti Farms] set Food to [Good].
3. The religious works are an astounding success. Little is needed to change these tects as closer examination shows that they were once dedicated to a Sun God as well. With some touching up and a little love and care this temple in the mountains turns into a glorious display of the power of Tash. A small town sprouts up around the temple to service it and fantatics - believing that the discovery of the temple is an omen - sign up to become Temple defenders. Add unit: Temple Defenders [Very Strong, Resilient, Immobile] Add unique building [Fluff name +6 culture], add unique building [Town +.4 pop/currency].
4. Work on expansion is stalled by unforseen factors in the desert landscape. It is resolved eventually. 3/4
5. Other travellers corroborate the stories of these amazon women. It is said that they are a great kingdom - not a tribe - to the north.
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bdd794 No.12593
>>12592
Synderil Republic
1-2. As it turns out the only thing the Elves love more than FREEDOM and BURGERS is SWORDS and AXES. Nearly a thousand men sign up to kill … something. Add unit: 2 Fluff [Strong Upkeep -.6 curr] 1 Fluff [Medium Upkeep: free]
3. Nobody wants to buy burgers and by Freedom you just can't figure out why. One Elf suggests adding "cat soup" to them but the cat soup is red and the man is promptly beheaded for suggesting defiling freedom with such a color. Maybe everyone else just hates freedom? Maybe you need to bring the freedom to them! Hm…
4. Research into airships finally completes! They've become bigger, stronger, and now have the capacity to carry FOUR ELVES. It's a glorious day for all Elf kind. For all Freedom lovers! [Military: Airships I]
5. Waltir's sweatshops spring up in the Elven capitol - making cheap but poor quality pottery for the growing and hungry Elven market. This makes Waltir a millionaire, but damn some people are salty about the truly appaling conditions. Dwarves falling into industrial klins and getting cooked. Dwarves dying in pottery accidents. Dwarves dying in klin explosions. Good thing you don't offer insurance! Who gives a shit though. Part of FREEDOM is the ability to make LOADSAMONEY off the backs of the poor. Fuck the poor. +2 currency
Daz'Kodan
1. Your attempt to set up a trade route with the Syndicates is met with failure. THey curse and spit on the Dwarven merchants, flip their tables with their wares on them, and write mean things on their boats like "longbeard go home" and "small dicked cucks".
2-3. The Mermaids are huge bitches. They eat your sailors. Then they eat your ships.
4. Mercifully medicine is a productive experience! The basic tenants are learned, but there's only enough paper to codify what you've learned of one type. Choose [Civil: Germ Theory] or [Military: Battlefield Medicine]
5. The bored drunk youth stumbles his way through the forest and manages to stumble into a pack of mermaids flopping about on the shore! Could they be stuck? Is he that drunk? They regard him with lusty stares and sharp teeth. He also sees a submerged cave off in the distance. Wat do?
Cyril Sovereignity
1. Work on the temple stalls as shipments of goods are lost to banditry.
2. Investigation of the magical glade proves strange. There's nothing here but some really odd trees. They glow and hum at night and it's super fuckin' creepy m8.
3. The farm is completed on the Fertile Land. Add building [Farm] Set Food to [Excellent] add Resource [Food surplus]
4. Ship research does along fantastically. As it turns out they were just missing some fairly basic concepts when it came to the hull design. They've since fixed it. [Military: Ship Building II] Add unit Fluff [Medium, Sea, Fast Upkeep: free]
5. The great fish is really more like a great eel. The boy sees it rear out of the water and fire some sort of heat beam from it's mouth, frying an equally large bird which it promptly devours. Fuck man. This place is scary.
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bdd794 No.12595
| Rolled 34, 75, 85, 46, 28 = 268 (5d100) |
>>12593
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 8.6 (+.2/turn)
Food: (Excellent)
Raw Currency: 15.8 (2/turn)
Legitimacy: [Stable]
Culture: 3
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land] Temple (1/2)
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
[Military: Ship Building II]
Trade Routes: [none initially]
Territory: 1
Things around us: [Magical Glade], [Cave], [Harpy Village]
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Continue work on the temple. It should be done soon.
+[Construction: Wood, Stone]
+Industry 4
2.Send envoys to the Harpy Village. we should get to know our neighbors.
3. Explore the [Cave]
4. Work on enhanced archery and ballista technology. Just in case the Harpies or that big fish get rowdy.
5.A Traveling wizard from a far off land approaches our city. To what end?
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bdd794 No.12597
| Rolled 63, 83, 77, 39, 40 = 302 (5d100) |
1/2 - More troops is handy, but they're taxing our economy further. And if there's one thing we can't stand, it's taxes. This debt's a pain in the ass, we need to stimulate it with some extra revenue, and that means trade! Let's go out searching for new routes to propagate our glorious culture and bountiful resources, in exchange for money!
3 - Y'know we've got the ability to build with stone n' shit, but we ain't got any! Figure there outta be some nice lodes around here somewhere, just strike that earth and find some will ya? More resources we gots to sell, the better!
RESEARCH - The farmlands of Synderil provide them with a wealth of food, and even a surplus. But their new focus on cultivating wealth with resources demands greater returns. The farmers are getting higher quotas, and the researchers of the realm have a daunting task to help keep up demand. Better irrigation is what they need, to get larger crop return. With the sea so near, it shouldn't be too hard an issue.
RANDOM EVENT - Waltir, seeing the poor plight of his dwarves and the complaints therefrom, decides to do something about it. New regulations, safer conditions (or at least, safe enough that they don't get as many casualties), and people to watch over the workshops and make work more efficient in general. Furthermore, he begins to branch out, from just pots and pottery to small clay and ceramic tools for every day use. Waltir-Mart, a shop designed to sell these tools and pots, opens up in the capitol.
>>12592
>>12593
Synderil Republic
Fluff:
ELVES. FREE ELVES. ELVES OF FREEDOM. A LAND OF FREEDOM. AND JUSTICE. AND BURGERS. SYNDERIL.
Population: 6.4 (+.2/turn)
Food: (Very Good)
Raw Currency: 11.2 (-1/turn)
Legitimacy: Stable
Culture: 6
Industry: 2
Unique Buildings: Hall of Freedom, Zepplin-Yard
Defenses: None
Military Units:
1 Republican Battleship [Strong, Air]
1 Brass Rangers [Strong, Upkeep .6 currency]
1 Elven Militia [Medium, 0 Upkeep]
Resources/Quantity: Floatwood [Good], Timber [Average][Burgers]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Airships I]
Trade Routes: [none initially]
Territory: 2
>Bonuses/Eccentricities
FREEDOM - Your nation gains a bonus +1 in combat against repressed nations, but receives a -1 in combat against nations with a stability higher than yours.
SYNDERIL, FUCK YEAH - Your culture is especially pervasive. If your culture stat is more than 5 above your neighbor you steal 1 hex in the name of manifest destiny. This might not make them very happy.
SYNDERIL, FUCK YEAR - People probably don't like your absurdly overbearing attitude and the fact that you routinely bomb round-eared people to take their shit. You suffer a diplomatic penalty to all NPC relations. Not that you care. They just hate freedom.
INDEPENDENCE - Social reforms are met with harsh resistance. Particularly trying to take away every Elf's right to a mother fucking airship with a ram on it. It's their fucking right. Communist. You also suffer a penalty to mobilization because muh freedoms.
THE RED SCARE - You are unable to conduct trade relations with the Prole-blins. Fucking commies
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bdd794 No.12598
| Rolled 66, 48, 9, 94, 76 = 293 (5d100) |
>>12273
[The Prole-Goblin Syndicates - Red]
Population: 13.5 (+1.6/turn)
Food: [Very Good]
Raw Currency: 5.2 (1.0/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 12
Industry: 4
Unique Buildings: Supreme Syndicate Council Building, Gulag [Active; Defense Tech]; Collective Farm; School of Insurrectionary Dancing
Defenses: None
Military Units: 4 Crack Prol-Goblin Squads [Weak, Brave]
1 Prol-Goblin Anarchist Companies [Weak]
Resources/Quantity: Iron (Low), Timber (Low)
[Mipa The Black-Hearted, Strong, Espionage Upkeep -.2 curr]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Espionage: Revolution II]
Trade Routes: [none initially]
Territory: 12 hex
Bonuses/Eccentricities:
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
Better Red Than Dead - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
–
Actions [expansion, recruitment, resource-gathering]
-
1. More expansion continues! The comrades are finding that their efforts are increasingly rewarded as they find vast resources in the wider world. Already the syndicates and their workshops benefit from the bountiful expansion and bring the natural world into our hands. Soon new syndicates will form and out numbers will deluge the capitalists in justice and self governance! [Expansion, north]
2. Justice carries as a sword! As such, another recruitment drive driven on by the fervor of the recent round of speeches surely seems to be ripe for success! Many comrades should be willing to join, as they are quite young and eager to see the world and liberate the oppressed. [recruit units][Better Red than Dead]
3. In order to help our comrades in battle, we must find some materials to help them make explosives and bombs. The size and disposition of our forces can be mitigated through strategic use of such weapons – at least so says our prole-goblin black book. This book is great, it speaks to all sorts of concerns! [find resource: pitch/explosives or component material]
–
4. Research [research explosives]
–
While the research into defensive methods didn't go very well, several goblins have been experimenting with incendiaries and other crude devices to make simple explosives. Surely these devices will be useful to destroy the much stronger and brutal enemy! Hopefully the research will go well – our political ilk are not shy of such things. [research explosives/molotovs]
—
Random Event
—
5. During a late night, a few guards are standing around waiting for another round of meetings to begin. They begin to debate high theory, and tensions run high …
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bdd794 No.12601
| Rolled 66, 36, 90, 36, 44 = 272 (5d100) |
>>12592
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 9.9 (+.6/turn)
Food: [Excellent
Raw Currency: 13.9 (2/turn)
Legitimacy: [Very Stable]
Culture: 4
Industry: 4
Unique Buildings: Cathedral of The Many Faced Pantheon
Absolut Distillery
Defenses: None
Military Units: 2 Conscripts [Strong]
+Counter-Agent [Weak, Counter-espionage Upkeep -.2 currency]
Resources/Quantity: Timber (Very Good),
Iron (Good)
+Vodka [Excellent]
+Food Surplus
+Copper [Good]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
1. Train up some conscripts
2. With these conscripts let's go clear out the giant spiders from that cave.
3. Set up a trade with the towns, they'll probably trade vodka for some other essentials like some weapons
Research
4. Archery 1/3
"No I'm telling you this will work!"
"Yeah right"
Random Event:
5. Those clouds are lookin' mighty black out there.
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bdd794 No.12602
| Rolled 12, 24, 13, 27, 68 = 144 (5d100) |
>>12593
Daz'Kodan - Purple
Population: 7.8 (+.7/turn)
Food: Very Good
Raw Currency: 7 (0/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I] [Civil: Germ Theory]
Trade Routes: 1 [Synderil]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1&2. Try to increase our income in some way.
3. Explore! Not every place has to have mermaids.
Research: Physics for construction.
Random: The drunk youth goes to see what is in the cave, because fuck mermaids. Not in the sexual way.
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bdd794 No.12605
| Rolled 45, 3, 41, 86, 44, 62, 25, 5, 67, 38 = 416 (10d100) |
>>12253
Don't mind me, just missed a turn.
Ironvale - Green
Population: 9.7 (+.7/turn)
Food: (Low)
Raw Currency: 8 (1/turn)
Legitimacy: Poor
Stability?: Stable
Culture: 2
Industry: 2
Unique Buildings: Hall of the Singing Winds, Zepplin-yard
Defenses: None
Military Units: 3 Galemounted Ships [Medium, Air]
Resources/Quantity: Timber (Low), Floatwood (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Government Centralization II][Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
The Draft - High rolls on mobilization will yield increased benefits. Low rolls will damage stability.
Never Conquered - Your "Nation" is a bunch of fracticious cocks. You find it hard to raise stability above [Average] but you also don't take any penalty from Stability until it drops into [Active Rebellion] - which you're about two steps from right now. You also gain a bonus to veterancy due to your warring nature.
Peace and Love, Man - God forbid another nation find drugs. That would fuck your draft system three ways to Tuesday.
JOYOUS SACRIFICE - You may sacrifice pop to your Gods for a bonus equal to 5 per pop slain in such a manner. Shit's pretty cash, yo.
>1/2 Blazing Trail
Now that we have a defined system of provinces, it would be best to facilitate trade and travel between them.
Unfortunately, most of the land is covered in wilderness. We'll have to remedy that. [Carve roads from the wilds]
>3 Ancient Stones
How interesting. Get some of those historians to check it out.
I'm sure at least one of them remembers which tribe or invader left them there. [Figure out what those stones are doing there]
>RESEARCH
As impressive and ultimately decisive the Galemounted Ships were… they could stand to be considerably better.
You know, not being blown off course nearly as often, not crashing as often, carrying more than a handful of people. That sort of thing. [Better Airships]
>RANDOM EVENT
The wind howls through the rock and trees regularly. As of late, some have claimed it sounds almost like singing.
>>12592
>1 Spirit of Ironvale
If there's one thing Galemounted Ships excel at, it's scouting.
Let's send a few out to see what's beyond our borders! [Scouting by Airship]
>2 If we pay them, are they volunteers?
Ah, wildlife. How regal, how majestic, how deadly to the people of Ironvale.
We need people willing to rush out into the wilderness, knife fight with a bear, shoot an arrow through a wolf, and get paid for it.
There are people like that, right? [Try to recruit hunters with offer of pay. This is a volunteer-based military, after all]
>3 Wood in the Woods
Trees, trees everywhere, and only a low supply of Timber?
Time to set up a logging industry! [Get some timber from our massive forest!]
>RESEARCH
I'm assuming I didn't finish that Airship research yet. [Better Airships]
>RANDOM EVENT
As happens so often in Ironvale, this week has a major religious holiday. This one, the Night of Clawed Winds, celebrates the defeat of an invading army when a massive windstorm impaled those forces on various debris.
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bdd794 No.12951
Name: The Golden Caliphate
https://www.youtube.com/watch?v=ehcF6JlXxc4
Population: 12.7 (+1.3/turn)
Food: (Good)
Raw Currency: 18.8 (1.6/turn)
Legitimacy: [Stable]
Culture: 5
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful], [Caravanserai], [College of the Sciences +3 culture], [Cacti Farms], [Temple of Tash]
Defenses: None
Military Units: 2 Mamluk's [Strong, Fast], 1 Temple Defenders [Very Strong, Resilient, Immobile]
Resources/Quantity: Iron (Average), Horses (Plentiful), Religious Texts
>Colonies:
[Tash's Peak] [Town]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
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bdd794 No.12988
>>12598
[Prole Goblin Fluff: Explosives]
In some squat basement, a beet-faced goblin worked nervously. His name, Bozmak, had developed a reputation as the local inventor and general expert about fireworks. Whenever the local construction teams and builders needed to figure a way to move things, they came to him. He was something of a local figure and had developed a good reputation. He even taught young prole-goblin classes in his spare time – to them he was simply comrade Bozmak, and the children were his “little comrades”.
Bozmak had been awake since early in the morning working on a trigger; he always woke up early driven by the typical frustrations of artist to express something. Bozmak's house in itself was extremely modest by even the standards of the syndicates: two rooms, with a basement being the room he found himself within constantly. In the house above lived Bozmak's numerous cats, who, as a general habit, demanded constant food and only caused problems for Bozmak's work. The end result is that Bozmak worked in his basement alone with all of his grading and all of delicate work mushed together; certain projects of interest lay strewn in piles loosely askew and sometimes splayed everywhere. Suddenly, there was a knock as Bozmak's ground level front door.
The knock came again almost as soon as the second ended. This time there was a voice calling. Bozmak, confused, climbed up the ladder to the first floor and opened the door. The visitor was the syndicate defense council and affinity group representative - a comrade by the name of Xibby. She smiled and asked to speak with him for a few minutes. Admittedly, Bozmak himself didn't particularly like visitors - even pretty ones - but his affections quickly caved in as a clash of eros made short work of the anxiety. His hands trembled slightly, awkwardly, as he attempted to make small conversation. “Oh, h-ello Xibby, it is good to see you again. I hope your family is well?”
Xibby smiled a little bit, sensing advantage. “They are doing extremely well Bozmak. They have a new house thanks to the constant expansions laid out by the supreme council.” She paused. “You seem to be doing very well for yourself here.” Bozmak nodded and mumbled a series of affirmatives. He didn't quite know what to say; Bozmak saw her during meetings sometimes but didn't have much social grace to work with.
Xibby was, in the strict sense, a goblin of feminine power and a constant object of affection. However, quite unlike some of this ilk, she knew it. As such, Xibby exuded both confidence and power in such volume that most of the males of her kind (and more than a few females) were lured into her gravity. These qualities, as one might suspect, served as tinder for her other traits: a generally attractive face and figure with flame red hair tied smartly left a wake of profound aching desire. Indeed, Xibby had left a ruinous trail of smashed hearts, dalliances, whimsies, and amusements like wreckage in a neat line. This activity translated not at all into her work: she was a good anarchist first and a predator on her own time.
Xibby continued. “Anyway, Bozmak. I've been made aware that you have certain devices and that you are skilled in their manufacture and usage…" Suddenly Xibby trailed off looking at Bozmak's desk - a weird mixture of notes, scribbles, shorthand ideas, and personal thoughts. Bozmak's very careful calculations occasionally interrupted their chain of logic with an odd creature, a flying turtle, or a cute animal. Xibby thought the turtle was exceedingly cute and she found herself vexed by it for some reason.
Bozmak started eagerly as he gained confidence to speak properly to the object of his recent affections. Bozmak, was, at least according to female goblins and a smaller amount of male ones, attractive. It's not clear why: his apparently open and calm nature was tempered by constant smiling and fidgeting that apparently didn't put comrades off. Instead, such fidgeting, oddly, invited assistance and cooperation. "Yes, I've been working on some ways to clear rocks and debris. I've almost lost my hand a few times, but I think the device will be useful to help the syndicates. Do…you you think it will help the militias? I mean…it does…explode with some force…you could probably hurt big trolls…or..something…"
Xibby stopped looking at the drawings on the table and turned to look at Bozmak. She smiled wide – wide enough to see her eye teeth. “Absolutely Bozmak. That sounds great. You should tell me about it.”
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bdd794 No.13012
| Rolled 1, 63, 13, 68 = 145 (4d100) |
>>12951
Actions:
1. The idea of a self sustained outpost able to exist outside of our borders slowly evolves into what may as well be a small, independent, town. A community of explorers and colonists will be sent to a far away location on our maps, most likely near a valued resource. The town would first be set up to become indpendant from supplies from the homeland, ensuring a supply of water, food, and other necessities. Once this was done, then the surrounding areas could be sought for resources.
A town could be built near another civilization, and be used to facilitate trade and the exchange of our culture with theirs.
>[Expansion: Colonization I] 3/4
2. Several missionaries and artisans and adventurers have requested to become passengers on the various caravans leaving the Golden Caliphate, seeking to spread the faith of Tash or imbibe upon the vast diversity and new sights to be seen in the world.
The government decides it would be wise to officially endorse such a thing. To spread our glorious culture to other nations and city states.
This would allow not only [money] income when we open up trade routes with other nations, but also [culture] might increase as well.
>[Cultural Exchange Caravans/Trade Routes]
3. The Military branch of the great college decree's a need for a previously non-important series of powders and minerals, sulfur being one of them. Evidently they have some big plan in mind involving this material once reserved only for small fireworks.
>find resource: Explosives
–
Research:
4. Fireworks indeed. After several instances of people becoming badly injured by fireworks during certain festivals, the number of casualties spoke for themselves.
It was thought, if such a thing was dangerous per accident, how much more dangerous could it be when harnessed as a weapon on purpose?
Research would be made into seeing if such a thing could be done.
>Explosives
Military Focus - Your research and development of military matters receives +5 to the roll
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bdd794 No.13014
| Rolled 50 (1d100) |
>>13012
Word is arriving that our colonization efforts may have come under some kind of catastrophe!
A grand total of 8 Raw Currency is allotted to alleviate some of the effects of this.
–
Random Event
5. Many a man of the Caliphate tread into the jungles to the north, missionaries seeking to spread the faith, traders looking for new routes, and slavers in search of prey.
But never to the extent that it was nowadays. When word spread that this supposed legendary tribe of Amazons was not a tribe at all but a fully fledged Kingdom, national interest piqued.
Such was it that a missionary expedition by a caliphate missionary to the dense and humid jungles of the unexplored north, determined to spread the word of Tash. When he arrived, he was drawn sight of a great mountain that rose above the jungles, that belched smoke into the sky like a great chimney. He had heard of such things, of mountains that spewed molten stone from the earth like water, that lit everything in their path ablaze, like the very wrath of Tash himself.
It would stand that this would end up being the least of the imam's concerns, as he stood staring face to face with a silent warrior wearing a skull mask, and wielding a weapon pointed ominously at the man. It was clear, any wrong move he'd make would likely cost him his life or his freedom.
The missionary stared into the sullen dark eyes behind the mask, and shut his own eyes, exhaling.
"Tash the irresistible be with me." he prayed, and steeled himself to spread the faith to these savages. Or be a martyr for it if need be.
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bdd794 No.13016
The Golden Caliphate
1. A massive sandstorm blows through the Caliphate and buries many of the colonization posts. Some traders think they saw a city off in the distance after the storm, but those are inconclusive. Set Expansion: Colonization to 1/4
2. Add Technology [Cultural: Missionary Work I]
3. All they find is sand.
4. And more sand.
5. The warrior is quickly joined by nine others who surround the poor missionary. He is hog-tied and taken to a small town in the depths of this mountain's jungle. They don't kill him, and seem to be rather eager to attempt to talk with him and most definitely to talk -about- him. Eventually they decide to let him go, but another warrior accompanies him all the way back to the one remaining outpost. The pair learn the rudimentry bit of their language and can hold very short and simple sentences.
Daz'Kodan
1-2. You raise prices on trade goods, which annoys the elves but they can suck it it's your labor. +.2 currency
3. It seems every place really does have mermaids.
4. You begin working on architectural theories. 1/4
5. The youth explores the cave. While swimming along he finds a vein of an odd silvery metal. It stretches throughout the cave system here.
Ironvale
Event: Some Elven traders have arrived selling "burgers" and ridiculously cheap pottery.
1-2. You start to carve out a new road, but the workers are killed and replaced by bandits within a week of construction. You have two options it seems. [Deal with the Bandits] [Fight the bandits]
3. Some hisotirans examine the stones and theorize that they were used to talk to the land. Other historians say that they're some sort of ritual site. A single crazy guy suggests that they might be a portal. Clearly more work needs to be done here. 1/4
4. Airships I 1/3
5. Such windy chimes have inspired a few people to take up a profession as singers. +1 culture
6. Your scouts return with news! There's nothing out that way.
7. Nobody volunteers. In fact, so few people volunteer that your recruiters quit and go off to be loggers instead. -10 to the next recruitment roll.
8. Work starts on logging timber! Timber [Average]
9. Airships I 2/3
10. Fewer people than usual show up to the festival but it's still fairly successful. +2 culture
Cyril Sovereignity
1. The Temple is completed add building Temple [+3 culture]
2. The envoy arrives at the Harpy village. Initial greetings go over very well and the Harpies provide you with options to [Annex] [Trade] [Learn].
3. Exploration of the cave yeilds benefits! The explorers stumble across a circle of nine swords driven into a stone in the center of the cave. They take the swords, and can immeidately tell that they are magical in nature.
4. Ballista research goes well 1/3
5. The "Wizard" is really just a rather talented con man. He cons several people out of their things then disappears.
Synderil Republic
1-2. You open up lucrative trade routes with the Ironvale and with the Caliphate. +1.3 currency
3. A quarry is built. Set stone to [Average]
4. Irrigation work begins, but there's some issues with Elves throwing shit into them getting them clogged up, delaying completion. Irrigation 1/3
5. While Waltir-mart is a big hit, the overseers in charge of managing production fail to implement many of the measure Waltir wants so they can keep up good numbers. +.3 currency
Prole Goblin Syndicates
1. Expansion occurs! +.3/.3 currenpop
2. A new unit of prolegoblins take up the call to arms! Fluff Unit [Medium Upkeep -.1cur]
3. Some of the goblins go looking for pitch on the beach and are lured in by crafty and seductive mermaids. These goblins go and get their friends and so on until the beach is full of goblins. Then the mermaids and mermen come from the shore and eat a large number of goblins before disappearing back into the surf. Fucking mermaids. -1 population
4. Several enterprising goblins put their heads together and invent a rather potent incindiary device. They call them Gobotovs and they're extremely good at setting things on fire. [Military: Incindiaries I]
5. The meetings get heated. There's some yelling, some thrown chairs, and some hurt feelings but surprisingly only a few people got sent to the gulags. In the end the meeting came to a decision on the best and most revolutionary ideas. +3 culture
The Holy See
1. You draft a fluff [Medium]
2. You coordnate an attack on the cave. Roll combat.
3. The town is more than happy to trade. In fact they have a very small arms guild in the town that is all too happy to trade quality swords for vodka. Add one + to one unit.
4. Archery 2/3
5. A storm rolls in and lightning strikes a crate of vodka being shipped through town. Only three of the bottles have survived. Add resource: Lightning in a Vodka Bottle [3]
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bdd794 No.13018
Name: The Golden Caliphate
https://www.youtube.com/watch?v=ehcF6JlXxc4
Population: 14 (+1.3/turn)
Food: (Good)
Raw Currency: 11.6(1.6/turn)
Legitimacy: [Stable]
Culture: 5
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful], [Caravanserai], [College of the Sciences +3 culture], [Cacti Farms], [Temple of Tash]
Defenses: None
Military Units: 2 Mamluk's [Strong, Fast], 1 Temple Defenders [Very Strong, Resilient, Immobile]
Resources/Quantity: Iron (Average), Horses (Plentiful), Religious Texts
>Colonies:
[Tash's Peak] [Town]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I], [Cultural: Missionary Work I]
Trade Routes: [none initially]
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
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bdd794 No.13019
| Rolled 22, 18, 56, 53, 51 = 200 (5d100) |
>>13016
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 8.8 (+.2/turn)
Food: (Excellent)
Raw Currency: 17.8 (2/turn)
Legitimacy: [Stable]
Culture: 6
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land]; [Temple(+3 Culture)]
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]: [Magic swords from cave]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
[Military: Ship Building II][Ballista(1/3)
Trade Routes: [none initially]
Territory: 1
Things around us: [Magical Glade], [Cave], [Harpy Village]
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. [Annex] the [Harpy Village], They will do well in the sovereignty, and it is better to have allies than enemies.
+6 culture
2. Start building a Harbor. We need it to have strong trade and a strong economy. Plus we can keep our ships safe in it during storms.
+Wood
+Iron
+4 Industry
+5Currency
3. Identify the Magic sword's we found.
4. Continue Ballista Research(1/3)
5. Hey Crazy Bob came up with a new ship design! Bet it will sink like the last one!
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bdd794 No.13020
| Rolled 51, 99, 13, 45, 83 = 291 (5d100) |
>>13016
Daz'Kodan - Purple
Population: 8.5 (+.7/turn)
Food: Very Good
Raw Currency: 7.2 (0.2/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I] [Civil: Germ Theory]
Trade Routes: 1 [Synderil]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1&2. Set up a mine in that cave for that ore!
3. Explore, mermaids can't continue to bother us.
Research: Architectual theories 1/4
Random: The High Priest of the god of life is having a crisis of faith, and prays for a sign.
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bdd794 No.13021
| Rolled 41, 9, 37, 9 = 96 (4d100) |
>>13018
A lack of resources. That is what this desert presented. Miles and miles of empty sand. If the Caliphate where to get their hands on a great number of things, they would not be present in this desert.
The focus once more, shifts to trade, to bring to the Caliphate what the desert lacks in its barren hostility.
1. It is said that to the north of us lies the kingdom of Brigg Nought. They are a people of a different faith, and these heathens are at least strong in their conviction.
It was hoped that if we can reach them through trade and exchange, the door might be open to reach them through the words of the prophet. For now, we shall let the merchants open the door for us.
Great caravans and camels go forth to meet them and offer goods.
>Set up a Trade Route to Brigg-Nought
2. In addition, another trade route was sought to be opened to the Amazons. Through some short and simple conversations, we were able to get a basic idea of the things they found valuable.
Trade is the universal language, maybe we could use it to grow closer to these amazons
>Set up a Trade Route to the Amazons
3. We will have to rebuild our outposts, but let this be a future lesson for us to always respect the power of nature, and prepare to survive her wrath.
Colonization to 1/4
Research
4. The scientists continue to search for any source of available sulfur for the flame weapons. Obviously the desert would not have anything, but of key interest was this "Mountain of Fire".
When the molten rock bursts from the top and cools as it flowed from the mountain side and into the rivers, explorers report a very strong smell of sulfur. Would this be the key to the weapons of fire they so sought?
Military Focus - Your research and development of military matters receives +5 to the roll
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bdd794 No.13022
| Rolled 90 (1d100) |
>>13021
Spend 5 gold to mitigate actions #2
Spend 5 gold to mitigate action #4
—-
5. Random Event
"Theif! Theif!"
This was the cry that permeated throughout the city ever since the recent wave of sandstorms blew in. With the dust in the air preventing anyone from seeing any further, thieves would rush in very close to grab coin-pouches, or rob homes in the night, running away into the sand. Guards would be frustrated trying to catch them, and the people began to complain.
How are we supposed to protect ourselves from this wanton thievery and crime? We cannot just provide a bodyguard for every man and every home.
If only there was some kind of safe place we could protect our wealth, and station guards to secure it.
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bdd794 No.13035
| Rolled 95, 31, 55, 94, 68 = 343 (5d100) |
http://pastebin.com/pGc7rkUC
>>Gulag active.
[Prole-Goblin Syndicates]
–
Actions [recruitment, resource-gathering, expansion]
-
1. It's revolution day! The day of the revolution is generally considered a fantastic time for syndicate recruiters to make the case to prole-goblins about the value of public service for the syndicates in the fight for freedom against total economic slavery and debasement. As such, recruiters have set up little adorable booths with pamphlets introducing the new goblontov during the many paradest that occur all day. The recruiters think they will be able to reel in all sorts of goblins interested in final and total emancipation – they even have a pamphlet that says “read this to learn more about total emancipation”. Brilliant. [recruit][Better Red Than Dead]
2. More effort is spent trying to find enough resources to make incendaries. This time some squads of infantry are sent with the scouts to counter the roader mermaid scum. [locate pitch/incendiary materials]
3. Expansion kicks off again! Several goblins have devised relatively sophisticated “wagons” to settle new areas. It is unclear how effective these “wagon” will be or if the individuals involved will die of snakebites or otherwise. In any event, good luck comrades! Don't drown in a river! [expansion]
–
4. Research [guerilla tactics]
–
Several of the comrades have gotten it into their head that standard fighting against extremely large and vicious capitalist tyrants is not the way to go. Instead, they suggest a new methodology: hit and run attacks, quick movements, and strategic application of force that benefit from the cleverness of our kind! Indeed, it generally agreed the capitalists are ponderous and slow because of the enormous volume of money they carry and so this methodology was agreed to have at least some merit. While the combined military think the reasoning offered is somewhat stupid, they still think the idea has some merit. [research tactics: Guerilla]
—
Random Event
—
5. It's the revolution day parade! The parade seems …
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bdd794 No.13063
| Rolled 96, 83, 99, 80, 58 = 416 (5d100) |
>>13016
Ironvale - Green
Population: 9.7 (+.7/turn)
Food: (Low)
Raw Currency: 8 (1/turn)
Legitimacy: Poor
Stability?: Stable
Culture: 5
Industry: 2
Unique Buildings: Hall of the Singing Winds, Zepplin-yard
Defenses: None
Military Units: 3 Galemounted Ships [Medium, Air]
Resources/Quantity: Timber (Average), Floatwood (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Government Centralization II][Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
The Draft - High rolls on mobilization will yield increased benefits. Low rolls will damage stability.
Never Conquered - Your "Nation" is a bunch of fracticious cocks. You find it hard to raise stability above [Average] but you also don't take any penalty from Stability until it drops into [Active Rebellion] - which you're about two steps from right now. You also gain a bonus to veterancy due to your warring nature.
Peace and Love, Man - God forbid another nation find drugs. That would fuck your draft system three ways to Tuesday.
JOYOUS SACRIFICE - You may sacrifice pop to your Gods for a bonus equal to 5 per pop slain in such a manner. Shit's pretty cash, yo.
>1 Bad Bandits
If these bandits think they're going to get away with inconveniencing THIS King, they have another thing coming.
He didn't use terrifying new weapons of war to unite the squabbling tribes just to have some backwater fools who didn't get the memo screw it up.
CAMPAIGN BY AIR!
>2 Mysterious Stones
How interesting… continue study.
>3 The Prize
Besides being an extremely fertile land… what was there to fight over here?
Too mountainous for Trade Routes, no great deposits of minerals, nothing anyone would really want.
What would cause so many to charge into unfavorable terrain?
We should try and find out WHY.
…It might just be the fertility.
>4 RESEARCH: Airships I (2/3)
Be careful not to hit a mountain!
>5 RANDOM EVENT: Secret Herbs and Spices
A relatively minor hunting settlement has gained fame of late for their newly delicious food.
Seems something in the forest tastes amazing.
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bdd794 No.13067
>>13063
>forgot to update pop and currency for two turns
Ironvale - Green
Population: 11.1 (+.7/turn)
Food: (Low)
Raw Currency: 10 (1/turn)
Legitimacy: Poor
Stability?: Stable
Culture: 5
Industry: 2
Unique Buildings: Hall of the Singing Winds, Zepplin-yard
Defenses: None
Military Units: 3 Galemounted Ships [Medium, Air]
Resources/Quantity: Timber (Average), Floatwood (Low)
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Government Centralization II][Military: Airships 0]
Trade Routes: [none initially]
Territory: 2
Bonuses/Eccentricities
The Draft - High rolls on mobilization will yield increased benefits. Low rolls will damage stability.
Never Conquered - Your "Nation" is a bunch of fracticious cocks. You find it hard to raise stability above [Average] but you also don't take any penalty from Stability until it drops into [Active Rebellion] - which you're about two steps from right now. You also gain a bonus to veterancy due to your warring nature.
Peace and Love, Man - God forbid another nation find drugs. That would fuck your draft system three ways to Tuesday.
JOYOUS SACRIFICE - You may sacrifice pop to your Gods for a bonus equal to 5 per pop slain in such a manner. Shit's pretty cash, yo.
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bdd794 No.13131
>>13035
[Goblin Fluff 3]
The Revolution Day parade had started and it was largest iteration seen in years; the main drag of the syndicate of Ooglewelp teemed with goblins eating, laughing, and watching the parade go by. The parade itself was typical of prole-goblin parades generally: it had crudely manufactured floats containing historical information about the revolution, cute cartoony figures for the younger goblins, and, the occasionally bawdy display for the remainder portions of the crowd. Overall the organizers had underestimated the amount of goblins to be present this year – when pressed they suggested that “the recent successes of the syndicates have really put the fire into people.”
At a rather unassuming booth two recruiters for the militias for self-defense had massively underestimated the required stock of crude buttons and brochures they would need. By early in the morning they had run out, and more had to be hastily fabricated at a nearby printer and handed out while the ink was still partially wet with the buttons being reduced to crude lettered lumps of metal.
The recruiters – a goblin named Bizz and his comrade Jobby – frantically worked the crowd with their practiced and well conducted methods. The methods, mostly intellectual but sometimes rhetorical, seemed to win over vast crowds from the parade. Bizz himself constantly stood on top of the booth while shouting, flailing with his free hand, and waving a small red and black flag emblazoned with a molotov and a hammer. In contrast, Jobby took the 'straight' approach and simply tried to provide a measured responses. Above them sat a large banner that said: “COMRADES! DO YOUR DUTY FOR A FREE WORLD!”
The well-organized line to the booth snaked from the booth down the street as the noise of the parade trundled by. Many of the goblins lined up were veterans from the revolution demobilized after the war and offered a chance to settle and have families. For them, the quiet life of family and peace would never be enough: the call to liberate the world drowned out the petty average amusements that constitute the simple provincial life. To a goblin – male, female, or otherwise – they eagerly smile as the recuiters take their names.
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bdd794 No.13377
World Event: There is a rumbling and a shaking throughout the forests of the land. Has something woken up?
Rules Addendum - Resources such as [Magic swords] [Laser guns] whatever can be given to a unit or used in construction depending on what it is. Use your head. Bonuses will apply to said endeavors but the resource may be lost or consumed in the process.
Ironvale
1. The air war against the bandits is extremely effective. [Military: Air War I]
2. Your researchers discover that it is in fact possibly all three of those things. They kidnap a random girl from a village and sacrifice her. The response they get seems to come from the forest itself. A great booming voice asks, "What do you want from the Wyld Hunt?" "Power!" Snaps one researcher, and the group is inudated with the power of NATURE. Some researchers feel that this may have an unintended cost. This sie may have been lost for a reason after all. Set Magic: Nature [Basic]
3. The land is in fact fertile. Very fertile. Extremely fertile. Farms on the soil profit immensely in yield. Food [Good]
4. The carrying capacity of your airships has increased. [Airships II]
5. The secret spice turns out to be cinnamon. It is extremely popular and the hunting lodge refuses to share the secret behind this fine powder but do caution against dumping it into a spoon and trying to swallow it.
Prole-Goblin Syndicates
1. Goblins sign up by the cart-load and are shipped off to the training fields where they emerge as true Red Guards! 1 Fluff [Very Strong, Brave, Ideological; UK -.4cur], Better Dead applies Set Food to [Good]
2. Mermaids seem to be gathering up pitch for something, and your party stumbles across them after a resource gathering mission. A fight breaks out but the Revolution is always victorious and your party returns with several buckets of pitch. Resource: Pitch [Low]
3. Expansion occurs! Wagons West!
4. The goblin's naturally small size and quickness leads them to take to guerilla tactics like white to rice. The innovative use of incidiaries, booby traps, and ambushes make them into a frightening force in familiar terrain. [Guerilla Tactics I]
5. The Parade goes well, many young prole-goblins are instantly in love with the crude but lovingly made cut outs. The constant parades and meetings shape prole-blin culture into something that is actually seen as rather community-oriented and desirable. +2 culture
Golden Caliphate
1. The trade route to Brigg-nought is set up but it is clear that you profit from it the most. +.6 currency
2. The trade caravan attempts to make its way back to the first outpost that the priest has found but months go by without word or return.
3. Some of the outposts are rebuilt, but not many. 2/4
4. The scientists have no luck in their search.
5. Several scholars, merchants, and computers set to work to figuring out how to safeguard and profit from the protection of other people's money. [Currency: Banking I] +1 currency
Daz'Kodan
1-2. The mine isn't just set up, it also refines the ore. While you're not entirely certain how to use it you do know that you'll have a metric ton of this stuff by the end of the month. Resource: Mithril [Very Good;Sustainable]
3. The mermaids do continue to bother you, and eat yet another ship's worth of explorers. Fucking mermaids. Not even once. Some people are beginning to suspect that they're farming you.
4. Architectural theory moves ahead with speed and strength. [Construction: Architecture I] 2/3
5. The priest prays for a sign, prays for something! Anything! He gets nothing. Depressed he wanders outside into the warm night and finds a rather pretty woman with wings sitting on a bench. She looks at him, smiles, and disappears. Magic: Bless [Simple]
Cyril Sovereignty
1. While the harpies are willing to join, some of the leading oligarchs of the Sovereignty oppose the measure and it stalls.
2. The political fight over the harpies has spread to a freeze on building supplies in the captiol and the harbour construction never gets off the ground.
3. You manage to identify one of the magical swords; it seems to be linked to fire. The person holding it felt themselves growing very hot - uncomfortably so but not harmfully. With the sword in hand they were given limited control over nearby flames and fire wreaths the blade. Resource: Fluff [Flaming Sword]
4. Ballista research continues 2/3
5. Crazy Bob hasn't quite come up with a whole new ship, but he's got some neat ideas. Military: Shipbuilding III 2/7
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bdd794 No.13378
| Rolled 84, 7, 11, 21, 77 = 200 (5d100) |
>>13377
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 9 (+.2/turn)
Food: (Excellent)
Raw Currency: 19.8 (2/turn)
Legitimacy: [Stable]
Culture: 6
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land]; [Temple(+3 Culture)]
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]: [9 Magic swords from cave]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] [Flaming Sword]
[Military: Ship Building II](III 2/7)[Ballista(2/3)
Trade Routes: [none initially]
Territory: 1
Things around us: [Magical Glade], [Cave], [Harpy Village]
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Annex the harpy village. Pay 5 currency to grease palms and shut up naysayers. Seriously, don't make problems guys.
+6 Culture
+5 currency.
2.Start work on the harbor again. Crazy Bob has a good ideas and we'll need a bigger dock for them.
+[Construction: Wood, Stone]
+Industry 4
3.Continue to examine and identify the swords, no handing them out until we have an idea of what they all do and how they interact. We do not need another wet chandelier incident.
4. Continue the Ballista research, we're almost done!(2/3)
5. A young man and young woman frolic in the glade, nothing can go wrong right?
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bdd794 No.13397
| Rolled 46, 73, 74, 42, 6 = 241 (5d100) |
>>13377
Daz'Kodan - Purple
Population: 9.2 (+.7/turn)
Food: Very Good
Raw Currency: 7.4 (0.2/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low), Mithril [Very Good;Sustainable]
Magic/Spells: () (spells: Bless [Simple])
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I, Shipbuilding I] [Civil: Germ Theory]
Trade Routes: 1 [Synderil]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1. Just explore the island, stay away for the coast for now.
2. Begin building a wood mill for a sustainable source of wood.
3. Begin building a forge for tools.
Research: Architecture I 2/3
Random: A farmer hears a strange sound coming from the woods near her village, and goes to investigate.
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bdd794 No.13438
| Rolled 99, 97, 14, 53, 62 = 325 (5d100) |
http://pastebin.com/pGc7rkUC
[The Prole-Goblin Syndicates - Red]
–
Actions [expansion, resource gathering: metals, industrial base]
-
1. Several new wagons have been developed, and they roll out. The new wagons are twice as large as the previous wagons and benefit from special new technology – rounder wheels – that are easily towed! It's incredible comrades, you wouldn't believe it. The syndicates general planning council is thrilled and there are posters about the new "mega-wagon" everywhere. Time will tell if the new wagon is actually good, or if it was just posturing. [expand]
2. Several more squads set out to find any minerals they can. Metals, specifically. After all, how can we have weapons without metals? Obviously, the answer is not very good weapons! Clearly. [search for metals]
3. The syndicates have been trying to increase their production recently, as they think that their industrial strength is underrated when compared to the other nations. After some debate, the decision is made to increase the industrial base in both size quality. Perhaps it will lead to a factory? Who knows. [expand industrial base]
–
4. Research [research ranged weapons]
–
Not content with their explosives, several goblins have been working on ranged weapons – crude ones – in order to mitigate their size disadvantage. The prole-goblin military theorists – it's really just one goblin – thinks that all of the detriments that prole-goblins feel in combat could be mitigated by simply attacking from afar! Amazing! [research: Ranged Weapons][currently 0]
—
Random Event
—
5. Some of the pioneers on the frontier encounter…
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bdd794 No.13592
Name: The Golden Caliphate
https://www.youtube.com/watch?v=ehcF6JlXxc4
Population: 15.3 (+1.3/turn)
Food: (Good)
Raw Currency: 14.6(3/turn)
Legitimacy: [Stable]
Culture: 5
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful], [Caravanserai], [College of the Sciences +3 culture], [Cacti Farms], [Temple of Tash]
Defenses: None
Military Units: 2 Mamluk's [Strong, Fast], 1 Temple Defenders [Very Strong, Resilient, Immobile]
Resources/Quantity: Iron (Average), Horses (Plentiful), Religious Texts
>Colonies:
[Tash's Peak] [Town]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I], [Cultural: Missionary Work I], [Currency: Banking I] +1 currency
Trade Routes:
Brigg-nought +.6 currency
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
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bdd794 No.13744
| Rolled 90, 51, 20, 38, 20 = 219 (5d100) |
>>13592
1. A new plan is decided, rather than build a colony in a random location, we would build one close to Brigg-Nought! This would facilitate even better trade and allow for better cultural relations as well 2/4
2. These lands are dangerous and frought with peril, sometimes caravans have a habit of being lost. We will just have to send another one better equipped to protect themselves, and try to re-establish trade.
3. Our people are requesting additional sources of gold for the creation of currency. I suppose we will need to start mining the nearby mountains in search of more.
[Research]
Turning affairs to expanding our influence, our engineers work on more adequate road systems. This would improve the yield of trade routes, as well as allow for more secure troop movement.
[Random event]
There is just so much more to be learned of these Amazons and more we do not know, their jungle kingdom has many resources, and their fighting spirit is strong. They take slaves, just as we do, and they have their own laws and customs, and they are believers in tribal honor and a code, such as our own warriors do. They would make fine servants of Tash, and it would be well to bring them to our side.
Save for one thing, and this is by far no small thing.
They are a people completely alien to us. Our women are taught to remain humble, and to serve the husband at home with obedience. And yet this is how they treat their men, to watch over the young ones at home. Our warriors are strong men, and theirs are women.
This incredible discord may be source of future conflict if we cannot begin to understand each other. I am sure our amazement at them likely translates to their confusion while viewing us.
It is wondered if some sort of cultural exchange could be made, where we would exchange people to live between us, among the other nation, and come to understand each other. This could end up good or it could be disastrous, but the chance at gaining understanding and laying the foundations for a future alliance is worth the risk.
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bdd794 No.13750
| Rolled 88, 69, 7, 50, 75, 12, 87, 24, 53, 96 = 561 (10d100) |
>>13016
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 9.9 (+.6/turn)
Food: [Excellent
Raw Currency: 13.9 (2/turn)
Legitimacy: [Very Stable]
Culture: 4
Industry: 4
Unique Buildings: Cathedral of The Many Faced Pantheon
Absolut Distillery
Defenses: None
Military Units:
Conscript [Medium]
1 Commissar [Strong]
1 Commissar [Strong +]
+Counter-Agent [Weak, Counter-espionage Upkeep -.2 currency]
Resources/Quantity: Timber (Very Good),
Iron (Good)
+Vodka [Excellent]
+Food Surplus
+Copper [Good]
+Lightning in a Vodka Bottle [3]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
Will roll combat after this post
1.2.3. Train up more Conscripts
5. Work on seeing if we can't find another source of iron or some other metal
6. Fish, we need fish, build fishing boats to go get us some fish
Research:
7.8. Archery get 2/3
Random Event
9. A bright plumaged bird landed on the tree that a logger was about to cut down.
10. Shouts fill the mine as a miner has found something, it is too far away to tell yet if it's a good thing or a bad thing.
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bdd794 No.13751
>>13750
make the mine rolls 4 and 5 forgot to add one in there woops
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bdd794 No.13752
| Rolled 3, 2, 1 = 6 (3d10) |
>>13016
Combat tactics
The Conscripts will be driven in first followed by the Commissars, the conscripts are there to clear out as many spiders as they can and act as cannon fodder so the commissars have a better chance of not dying.
Conscript [Medium]
Commissar [Strong]
Commissar (with better weapons)[Strong +]
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bdd794 No.13978
| Rolled 5, 6 = 11 (2d10) |
>>13752
[2 Spiders [Medium; Stealthy]
The spiders seem to be primallu intelligent, and wait to attempt to ambush the conscripts as they're driven into the breach.
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bdd794 No.13979
>>13752
>>13978
[Spiders vs Conscripts of the Holy See]
The Spiders have little issues consuming the conscripts driven into their caves. While a few of the large beasts are felled through sheer numbers the end result is clear as the majority of the conscripts are dragged screaming into the caves or lie dead from venomous bites. The majority of conscripts flee once their Commissars are consumed.
Holy See - Disband Commissar [Strong], modify Conscripts to [Weak]
Spiders lose 1 [Spiders]
The Army of the Holy See has been defeated by a nest of spiders.
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bdd794 No.13986
>>13750
1-3. For once conscription doesn't seem to be entirely necessary. Many are itching at the chance to take it to the Spiders, and the fact that there is a daily stipend of vodka doesn't hurt either. Add 2 units [Strong Upkeep -.6 currency]
4-5. Some prospectors find a suitable place for an iron mine. They suspect that it will provide enough iron to power industry for quite some time. They get to work on it immediately and it is operational in no time. Resource: Iron [Excellent]
6. Of all the people who had tried to fish only one remains. He claims that most of his compatriots were fished by some manner of monstrous fish that tossed a jug of vodka onto land and when the fishermen grabbed it dragged them into the water. Terrifying.
7-8. Add Technology [Ranged Weapons I] Resource: Simple Bows
9. The logger decides to keep the bird. He brings it back to town with him and the bird sings a truly lovely tune. People come from other villages to hear it sing, but it sounds so sad and lonely kept in a cage. +1 culture
10. As the Miners gathered around the object they find that it seems to be the skeleton of a person, but it is coated in some odd black metal. There's no rust, but some of them ore experienced miners say there's no way it could've gotten down this deep in over a thousand years. Clutched in the hand of their individual is a tattered book. The tatters don't seem to be from age or even the wear of time, but from something different entirely. The large red gem in the center is shaped like an eye, and the Miners can't shake the feeling that it is looking at them. Add Resource: Spellbook
Revision: Add .2 population growth
>>13744
1. The first post is built nearby Brigg-nought. While this isn't a town, it serves as a messenger post, watch tower, and resting point for travelers. It is from these that news comes, news goes, and your missionaries take the word of Tash to the world. Add Tech [Colonization I] Add Defense: Name [Weak, Cultural] Revision: You have been granted one additional roll. It must be used on a culture roll. of 75+ will colonize unowned hexes. Educated remains unchanged otherwise.
2. Trade is established this time around. +.5 currency
3. No gold has been found. Lots of sand though.
4. Making roads in an area notorious for haboobs is tough, but they manages to work out an interesting system that will function regardless. [Civil: Infrastructure I]
5. The first bout of cultural exchange goes poorly. Your men overstep their bounds, and what few women were brought along to ease things don't make matters any better with their submissive demeanor. It is far from unsalvagable, but this was not a successful day.
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bdd794 No.13987
>>13986
>>13438
This new wagon isn't just good, it is astounding. It nearly doubles the amount of goblins and goods that can be moved, and the strengthened wheels and axles prevents many goblins from breaking down trying to get over streams and rivers and thus not die of dysentery! Development made by these pioneers filter slowly back to the motherland and inspire some new ideas. Add 10 hexes, +1 pop/curr, Technology [Infrastructure I] 2/3
2. Intrepid goblins searching the countryside stumble across a strange black metal. They follow the node down and take some for sampling. It isn't hard to figure out what this is for. It is heavy but very -very- hard. Add Resource [Adamantium: some] They assume that a mine can be built here to gather a decent amount of the stuff.
3. If there's one thing the goblins are good at it's meetings. If there's one thing they're bad at it's productive meetings. They can't seem to come to a consensus on a good plan to increase industry. Some say that they should simply use political prisoners, others advocate for five-year plans, and others say that home industry is best. Nothing gets done.
4. The goblins make some progress on ranged weapons. They figure that combining slingshots with gobbotov cocktails is a pretty good way to ruin someone's day. Ranged Weapons I 1/3
5. Some goblins on the frontier encounter friendly centaurs. They seem interested in trade but most of all in feasts, hunts, and sharing stories with your settlers. The concept of the proletariat, gobbunism, money, and cities seems alien to them and they eagerly listen as if you were telling myths.
>>13397
1. Some of the explorers have stumbled on a buried chest of gold coins. Lucky you! +3 currency for this turn
2. The lumber mill construction moves ahead quickly. [Lumber Mill] 2/3
3. Construction of the forge moves ahead. You suspect you'll be able to make substantially better tools with this and possibly even weapons and armor. [Forge] 2/3
4. Architectural advancements provide benefits to new buildings! [Construction: Architecture I]
5. The Farmer disappears, that night her home is burnt and the farm raided. Her neighbors find the foot prints of very large rodents leading into the forest but that doesn't make any sense! Rodents can't set fires or steal crops.
>>13378
1. The Harpies are happy to join your nation. Add .4 pop/curr add Technology [Military: Aerial Warfare I] You may now recruit harpies.
2. The only thing Crazy Bob was right about was being crazy. This idea is stupid. No progress on the dock is made.
3. The researchers stall on figuring out the swords. They're just not getting it today.
4. Ballista research completes. Add Technology [Military: Bombardment I]
5. The young man and woman return with a new friend. She called herself a Dryad and the half-woman half-deer is exceedingly friendly and popular with the other townsfolk, but she won't say where she's from or how she met this pair.
Revision: Add .2 to your population growth
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bdd794 No.13991
| Rolled 92, 83, 2, 95, 59 = 331 (5d100) |
>>13987
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 9.8 (+.8/turn)
Food: (Excellent)
Raw Currency: 17.2 (2.4/turn)
Legitimacy: [Stable]
Culture: 6
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land]; [Temple(+3 Culture)]
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]: [8 Magic swords from cave]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] [Flaming Sword]
[Military: Ship Building II(III 2/7); Bombardment I;Aerial Warfare I ]
Trade Routes: [none initially]
Territory: 2 [Harpy Village]
Things around us: [Magical Glade], [Cave],
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Continue to study those magic swords.
2. Build a workshop to create Ballista to equip our ships with.
+4 industry
3.Keep trying to get that shipyard started.
+4 industry
4. Research the concept of research. We need to be better and faster about. We shall apply logic to both science and building!
5.Captain BIlligans sets forth on a grand adventure!
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bdd794 No.14008
| Rolled 98 (1d100) |
>>13979
1d100 for Deserters
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bdd794 No.14010
| Rolled 70, 4, 97, 42, 41 = 254 (5d100) |
>>13986
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 10.5 (+.6/turn)
Food: [Excellent]
Raw Currency: 14.6 (2/turn)
Legitimacy: [Very Stable]
Culture: 5
Industry: 4
Unique Buildings: Cathedral of The Many Faced Pantheon
Absolut Distillery
Defenses: None
Military Units:
Conscript [weak]
1 Commissar [Strong +]
+Counter-Agent [Weak, Counter-espionage Upkeep -.2 currency]
+ 2 Infantrymen [Strong Upkeep -.6 currency]
Resources/Quantity:
Timber (Very Good)
+Vodka [Excellent]
+Food Surplus
+Copper [Good]
+Lightning in a Vodka Bottle [3]
+Iron [Excellent]
+Simple Bows
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [none initially]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
1. Send more men at the spiders, send the infantry men!
2. The Commissars want YOU! to join the Imperial Army!
3. Let's do more trading with the Bears, also find out what they call themselves, don't want to be completely rude.
Research Event
4. This tome, how strange, let us have one of the priests investigate it
Random Event:
5. Whispers course through the Chapel, it is hard to make out exactly what they're saying.
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bdd794 No.14012
| Rolled 10, 9, 10, 5 = 34 (4d10) |
>>14010
Combat Rolls:
1. Conscripts [weak]
2.3. Infantrymen [Strong]
4. Commissar [Strong +]
Neopotism - +1 to all combat rolls because Stability is [Very Stable]
Tactics:
Second verse same as the first, the conscripts will rush in and attempt to flush out the spiders, into the waiting infantrymen and commissar, if they end up dying before we can get them out then wait a while and see if they'll come out on their own.
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bdd794 No.14014
| Rolled 2 (1d10) |
>>14012
The Spider tries to resist! Skitter!
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bdd794 No.14016
Name: the Vanu Matriarchy
Race: Drow (raptor-riding jungle kind, not underdarkies)
Color: Light purple with deep purple trim
Fluff:
The Vanu are a proud and noble nation. A coalition of houses banded together to raise up new glories to Vanu through mastery of all those who would oppose her. Originally formed by the clergy to fight off apostates and barbarians, the coalition formed into a more permanent alliance as the houses saw the power they could attain through unity–allowing each house to further specialize.
In-fighting is kept to religiously sanctioned duels and debates, with temporary exile more common than political murder. Maneuvering is an important aspect of Vanu culture, but destruction of useful life for personal gain is deemed negligent at best and narcissism, or even treason, at worst. Temporary exile usually sees itself played out as captaincy on extended voyages, as maritime power and authority are key to the Vanu Matriarchy.
Government Type: Caste System based on bureaucratic exams and physical trails–the best AND brightest men become generals who hold theoretical power, and best and brightest females become their Mistresses who hold de facto power due to gender norms + tradition.
Noble Houses are only quasi-bloodline based–the Matriarch is the most adept member of the family, and dumb\weak members are disowned whereas talented children of peasants are adopted into the families with great regularity.
Economy Type: Command Slave-Based Economy, Great Houses allocate their slaves however they so please–art, trade, industry, etc.
Religion: Mother Scorpion Goddess, Vanu Herself
Location: See appended image. If unacceptable, somewhere else along the coast of that bay.
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bdd794 No.14017
>>14016
It's worth noting the all-female clergy has a monopoly on the only legal forms of magick (assuming I have access to magick atm).
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bdd794 No.14020
>>14016
Population: 8 (+.3)
Food: Average
Raw Currency: 10 (+.5)
Legitimacy: Stable
Culture: 5
Industry: 1
Unique Buildings: 1 Fluff
Defenses:
Military Units: 2 Fluff [Strong; Deadly]
Resources/Quantity: Iron [Low] Timber [Average] Exotic Wood [Average]
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Raptor Taming I]
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities:
Arrogant - The Drow are arrogrant and believe themselves to be the master race. You have difficulty in dealing with NPCs
Slave Trade - You can sacrifice population to construct buildings at a rate of +5 per sacrifice
Sealovers - You gain an additional +1 on sea combat rolls
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bdd794 No.14034
| Rolled 43, 72, 6, 86, 33 = 240 (5d100) |
1. Produce raptor stables for breeding superior war mounts and training their riders.
2. Expand towards the mainland to the North West.
3. Produce fisheries and many fishing boats, gather the bountiful harvest of our shores.
4. Research Shipbuilding.
5. The Vanu Matriarchy is holding a "Month of Fertility"
Name: the Vanu Matriarchy
Race: Drow (raptor-riding jungle kind, not underdarkies)
Color: Light purple with deep purple trim
Fluff:
The Vanu are a proud and noble nation. A coalition of houses banded together to raise up new glories to Vanu through mastery of all those who would oppose her. Originally formed by the clergy to fight off apostates and barbarians, the coalition formed into a more permanent alliance as the houses saw the power they could attain through unity–allowing each house to further specialize.
In-fighting is kept to religiously sanctioned duels and debates, with temporary exile more common than political murder. Maneuvering is an important aspect of Vanu culture, but destruction of useful life for personal gain is deemed negligent at best and narcissism, or even treason, at worst. Temporary exile usually sees itself played out as captaincy on extended voyages, as maritime power and authority are key to the Vanu Matriarchy.
Government Type: Caste System based on bureaucratic exams and physical trails–the best AND brightest men become generals who hold theoretical power, and best and brightest females become their Mistresses who hold de facto power due to gender norms + tradition.
Noble Houses are only quasi-bloodline based–the Matriarch is the most adept member of the family, and dumb\weak members are disowned whereas talented children of peasants are adopted into the families with great regularity.
Economy Type: Command Slave-Based Economy, Great Houses allocate their slaves however they so please–art, trade, industry, etc.
Religion: Mother Scorpion Goddess, Vanu Herself
Location: See appended image. If unacceptable, somewhere else along the coast of that bay.
Population: 8 (+.3)
Food: Average
Raw Currency: 10 (+.5)
Legitimacy: Stable
Culture: 5
Industry: 1
Unique Buildings: 1 Fluff
Defenses:
Military Units: 2 Fluff [Strong; Deadly]
Resources/Quantity: Iron [Low] Timber [Average] Exotic Wood [Average]
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Raptor Taming I]
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities:
Arrogant - The Drow are arrogrant and believe themselves to be the master race. You have difficulty in dealing with NPCs
Slave Trade - You can sacrifice population to construct buildings at a rate of +5 per sacrifice
Sealovers - You gain an additional +1 on sea combat rolls
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bdd794 No.14037
| Rolled 41, 79, 33, 25, 44 = 222 (5d100) |
>>13987
[The Prole-Goblin Syndicates - Red]
Population: 18.5 (+3.2/turn)
Food: [Good]
Raw Currency: 7.5 (2.1/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 17
Industry: 4
Unique Buildings: Supreme Syndicate Council Building, Gulag [Active; Defense Tech]; Collective Farm; School of Insurrectionary Dancing
Defenses: None
Military Units:
1 Prole-Goblin Crack Brigade [Very Strong, Brave, Ideological][-.4cur]
4 Crack Prol-Goblin Squads [Weak, Brave]
1 Prole-Goblin Infantry Platoon [Medium Upkeep -.1cur]
1 Prol-Goblin Anarchist Squad [Weak]
Resources/Quantity: Iron (Low), Timber (Low); Pitch [Low]; Adamantium [Some]
[Mipa The Black-Hearted, Strong, Espionage Upkeep -.2 curr]
Magic/Spells: () (spells:)
———-
Technology:
———-
Tools: [Stone, Copper, Bronze, Iron]
Construction: [Wood, Stone]
Food: [Agriculture I] [Domestication I]
Espionage: [Revolution II]
Military: [Incendiaries I][Guerilla Tactics I]
Trade Routes: [none initially]
Territory: 28 hex
Bonuses/Eccentricities:
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
Better Red Than Dead - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
In Progress: [Infrastructure I] 2/3
–
Actions [expansion, mine, forges]
-
1. More wagons begin to roll out to the frontier. The supreme syndicate council is so overjoyed that they have allocated pretty much every penny of the latest economic ledger to the effort. [Expansion]
2. While the new metal is interesting, many of the comrades note – quite correctly – that it must be mined! As such they begin to build a mine and set up a cooperative to handle general administration. [mine adamantium]
3. The remainder of the comrades note that once the metal is mined, it will need to be forged. The metal is also reputed to be extremely dense, and so this will require a forge! [build a forge]
–
4. Research [Ranged Weapons I 1/3]
–
After several very interesting meetings about weapon designs, several of the comrades decide upon a very elegant slingshot and bow combination. It is generally agreed that a combined approach is best to deal with the enemies of the workers (because they are clever capitalists they adapt). [Ranged Weapons I 1/3]
—
Random Event
—
As it turns out, the prole-goblins occasionally drink. During this night at the workerbar….
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bdd794 No.14304
>>14034
More expansion occurs! +.2 pop/curr
Adamantium Mining begins! 2/3
The forging process will be difficult and you have many steps to go to get there. [Military: Adamantium Forging I] 1/6
Research into the ranged weapons stalls when a debate breaks out over the merits of power against accuracy.
The proles gather together and begin to puzzle out new methods of motivating other workers to do work. [Construction: Labor Unions I] 1/5
>>14037
Raptor Stables are being constructed and raptors rounded up from the nearby jungles. Building [Raptor Stables] 1/4
Expansion occurs. Add 5 territory +.5 pop/curr
Too many materials are swindled out of the project due to the leading houses on the project squabbling.
However one House has its shit together and makes good progress on a new type of ship. [Military: Ship Building I] 1/3
>>14010
Your soldiers defeat the remaining spiders with few casualties. Roll 1d3
1. The caves are cleared of skitterskrees. Your deserters do come back though. They come back with a grou pof bandits, brigands, and other outcast folk. They play a pivotal role in the battle. What you do with them is up to you.
2. But evidently no more men want to be sent to far away places to die. A riot breaks out at a draft station and it is burned to the ground. The fire spreads for a bit before it is contained. Lose 2 currency, -15 to the next recruitment action.
3. The Bears notice your people off in the distance. After a lot of tense pantomining and attempted negotiation eventually both sides come to an accord. They call themselves Santiagans from a land far away across the sea in a place they call Sunset. They have some neat items to trade but you get a sinking suspcion that these bears aren't just here to trade. Still, they carry word back to their ship and nominal trade occurs. As a token of good will they give you a gift of some odd sticks. Add trade route [Santiagan Bears] +1 currency. Add Resource [Firesticks: 1]
4. The priest examines the book and while the script is truly anicent and difficult to understand some light experimentation reveals the magic held within. The priest reads a page and learns Chaos Magic I Add Spell: Corruption III
5. The whispers tell the Priest to continue reading no further. By now though it is too late. The book is open, the tendrils of power reaching into the mind of this man. He turns from the Book and casts his new found powers on the Altar itself. Within moments the voice disappears, replaced by the succulently sweet voice of another. It tells the Priest to go forth and do the same to other holy places. Add Unit: Prophet of Achreia [Epic, Spellcaster Upkeep: free]
>>13991
Two more of the swords are researched. One of them grants power over Air. The man wielding it find himself able to float lightly on air current and call down bolts of lightning. The other sword controls water, moving it, shaping it, turning it to ice or steam at will. Add Magic Elemental [Air I] [Water I] [Fire I] Add spell [Lightning Bolt I] [Shape Water I]
A workshop is built for arming your ships. Add building [Ballista Workshop]
Unfortunately construction on the shipyard goes disasterously. Several issues compound on each other, eventually collapsing the entire dock and filling the harbor with clutter that makes it impossible to make ships until it is cleared out.
Methods of thinking are developed by robes ponces sitting about eating grapes and being poncey. Add technology [Research: Scientific Method I]
Captain Billigan goes where no one has gone before because mermaids have eaten everyone. He strikes south and runs into the Holy See of Novagon. He also discovers a town of humans on the coast.
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bdd794 No.14310
| Rolled 63, 10, 56, 42, 18 = 189 (5d100) |
>>14304
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 10.6 (+.8/turn)
Food: (Excellent)
Raw Currency: 19.6 (2.4/turn)
Legitimacy: [Stable]
Culture: 6
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land]; [Temple(+3 Culture)][Ballista Workshop]
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]: [6 Magic swords from cave]
Magic/Spells: (Elemental [Air I] [Water I] [Fire I]) (spells:)[Lightning Bolt I] [Shape Water I]
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] [Flaming Sword][Air sword][Water sword]
[Scientific Method I]
[Military: Ship Building II(III 2/7); Bombardment I;Aerial Warfare I ]
Trade Routes: [none initially]
Territory: 2 [Harpy Village]
Things around us: [Magical Glade], [Cave],
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Clear the harbor of this wretched mess.
2.Build a new ship with a ballistae on it for large creature interdiction.
3. Continue to identify those swords.
4. Research the Swords we've identified.
5. There is a festival now that magic has been rediscovered by our people.
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bdd794 No.14311
| Rolled 53, 56, 32, 42, 88 = 271 (5d100) |
1. Continue work on the [Raptor Stables] 1/4
2. Sacrifice 1 population in the production of a Temple to Vanu from whence his glory may be preached.
3. Expand.
4. Continue research on [Military: Ship Building I] 1/3
5. A lot of construction's going on these days…
Name: the Vanu Matriarchy
Race: Drow (raptor-riding jungle kind, not underdarkies)
Color: Light purple with deep purple trim
Fluff:
The Vanu are a proud and noble nation. A coalition of houses banded together to raise up new glories to Vanu through mastery of all those who would oppose her. Originally formed by the clergy to fight off apostates and barbarians, the coalition formed into a more permanent alliance as the houses saw the power they could attain through unity–allowing each house to further specialize.
In-fighting is kept to religiously sanctioned duels and debates, with temporary exile more common than political murder. Maneuvering is an important aspect of Vanu culture, but destruction of useful life for personal gain is deemed negligent at best and narcissism, or even treason, at worst. Temporary exile usually sees itself played out as captaincy on extended voyages, as maritime power and authority are key to the Vanu Matriarchy.
Government Type: Caste System based on bureaucratic exams and physical trails–the best AND brightest men become generals who hold theoretical power, and best and brightest females become their Mistresses who hold de facto power due to gender norms + tradition.
Noble Houses are only quasi-bloodline based–the Matriarch is the most adept member of the family, and dumb\weak members are disowned whereas talented children of peasants are adopted into the families with great regularity.
Economy Type: Command Slave-Based Economy, Great Houses allocate their slaves however they so please–art, trade, industry, etc.
Religion: Mother Scorpion Goddess, Vanu Herself
Location: See appended image. If unacceptable, somewhere else along the coast of that bay.
Population: 7.3 (+.3)
Food: Average
Raw Currency: 10.5 (+.5)
Legitimacy: Stable
Culture: 5
Industry: 1
Unique Buildings: 1 Fluff
Defenses:
Military Units: 2 Fluff [Strong; Deadly]
Resources/Quantity: Iron [Low] Timber [Average] Exotic Wood [Average]
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Raptor Taming I]
Trade Routes: [none initially]
Territory: (generated by GM) + 4
Bonuses/Eccentricities:
Arrogant - The Drow are arrogrant and believe themselves to be the master race. You have difficulty in dealing with NPCs
Slave Trade - You can sacrifice population to construct buildings at a rate of +5 per sacrifice
Sealovers - You gain an additional +1 on sea combat rolls
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bdd794 No.14312
>>14311
>revision
Military Units:
2 Drow Jungle Warriors [Strong; Deadly]
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bdd794 No.14314
| Rolled 3 (1d3) |
>>14304
rolling 1d3
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bdd794 No.14315
>>14311
revise territory to
>7
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bdd794 No.14321
| Rolled 60, 65, 88, 85, 77 = 375 (5d100) |
>>14304
Nation Stats:
http://pastebin.com/aT1A40KD
Population: 11.1 (+.6/turn)
Food: [Excellent]
Raw Currency: 14.8 (2/turn)
Legitimacy: [Very Stable]
Culture: 5
Industry: 4
Unique Buildings: Cathedral of The Many Faced Pantheon
Absolut Distillery
Defenses: None
Military Units:
Conscript [weak]
1 Commissar [Strong +]
+Counter-Agent [Weak, Counter-espionage Upkeep -.2 currency]
+ 2 Infantrymen [Strong Upkeep -.6 currency]
+ Prophet of Achreia [Epic, Spellcaster Upkeep: free]
Resources/Quantity:
Timber (Very Good)
+Vodka [Excellent]
+Food Surplus
+Copper [Good]
+Lightning in a Vodka Bottle [3]
+Iron [Excellent]
+[Simple Bows]
+[Firesticks: 1]
Magic/Spells: (Chaos Magic I) (spells:Corruption III)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]
Trade Routes: [Santiagan Bears]
Territory: 3
Bonuses/Eccentricities
Neopotism - Your army is rife with neopotism. This provides a +1 benefit to combat rolls when stability is [Stable] but provides a -1 penalty when stability is [Poor] or lower.
VODKA - Your people have major issues with alcoholism. This makes stability harder to decrease, but also harder to raise.
All The Resources - You find more resources than usual.
Le Merchant Hands - You love them, but you also hate them. You gain no wealth from trade routes.
Draftees - Draftees suck. Roll 1d100 after lost battles to see if you lose additional troops to desertion. You gain increased benefits from mobilization.
1. Of course they are welcome in the army, all shall be pardoned in the service of the gods
[Accept the bandits, brigands, and other outcast folk]
2. Corrupt the other Holy places in the Chapel of the Many faced Pantheon
3. Send the Prophet of Achreia to the Town we traded to original and begin preaching the virtues of the gods to them, use the corruption spell on anyone that is hostile and on the town officials.
Research:
4. Research more on this book and on the chaos within
Random Event
5. A loud commotion on the edge of the marketplace bringing guards to see what is wrong.
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bdd794 No.14322
Name: The expanding Horde
Race: mostly human with a mix of natives
Color: Orange with black trim
Fluff: After centuries of warring tribes fighting for control, a victor finally emerges in the form of the of a group who calls themselves "the horde" lead by their commander Big Beard. They grasped control over the region by occupying, relocating and eventually drafting natives into there ever expanding kingdom. The people of The Horde having lost their old culture now cling to the the ideology of expansion, new pastures, new people, and new civilizations and ultimately the pursuit of "newness" brings them peace. Big Beard has made it his duty to provide this feeling of peace to his people by growing there Territory.
Government Type: Loose monarchy centered around a war-chief
Economy Type: Barter system focused around spices
Religion: Mixed; conquered lands are encouraged to keep there current faiths as a result no single faith has emerged.
Location: top left, away from other civ's leaving me plenty of room to expand.
To be filled in by GM:
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bdd794 No.14341
| Rolled 4, 49, 39, 58, 65 = 215 (5d100) |
>>14037
[The Prole-Goblin Syndicates - Red]
Population: 21.7 (+3.4/turn)
Food: [Good]
Raw Currency: 9.6 (2.3/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 17
Industry: 4
Unique Buildings: Supreme Syndicate Council Building, Gulag [Active; Defense Tech]; Collective Farm; School of Insurrectionary Dancing
Defenses: None
Military Units:
1 Prole-Goblin Crack Brigade [Very Strong, Brave, Ideological][-.4cur]
4 Crack Prol-Goblin Squads [Weak, Brave]
1 Prole-Goblin Infantry Platoon [Medium Upkeep -.1cur]
1 Prol-Goblin Anarchist Squad [Weak]
Resources/Quantity: Iron (Low), Timber (Low); Pitch [Low]; Adamantium [Some]
[Mipa The Black-Hearted, Strong, Espionage Upkeep -.2 curr]
Magic/Spells: () (spells:)
———-
Technology:
———-
Tools: [Stone, Copper, Bronze, Iron]
Construction: [Wood, Stone]
Food: [Agriculture I] [Domestication I]
Espionage: [Revolution II]
Military: [Incendiaries I][Guerilla Tactics I]
Trade Routes: [none initially]
Territory: 30 hex
Bonuses/Eccentricities:
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
Better Red Than Dead - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
In Progress:
[Infrastructure I] 2/3
[Labor Unions I] 1/5
–
Actions [expansion, mine adamantium 2/3;
Adamantium Forging I; 1/6]
-
1. Still more wagons are seen rolling out west. Good luck comrades, be sure to find lots of metals for the workers! [expand]
2. The proles continue their work on the mine. It is a lot of work but surely worth the effort! [mine adamantium 2/3]
3. Another group of comrades continue on the forge. It will be a good forge worthy of the revolution. [Military: Adamantium Forging I] 1/6
–
4. Research [Ranged Weapons I 1/3]
–
The debates on weapons are well taken. Eventually some agreement of some baseline requirements are established and the facilitator manages to keep the conversation going – progress soon starts again! [Ranged Weapons I 1/3]
—
Random Event
—
It is yet another night at the bar when a discussion about worker organization breaks out. While this might be strange, after a few drinks pretty much anything can happen, like …
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bdd794 No.14377
| Rolled 80, 87, 13, 89, 93 = 362 (5d100) |
>>13986
Name: The Golden Caliphate
https://www.youtube.com/watch?v=ehcF6JlXxc4
Population: 16.6 (+1.3/turn)
Food: (Good)
Raw Currency: 18.1(3.5/turn)
Legitimacy: [Stable]
Culture: 5
Industry: 2
Unique Buildings: The Golden Palace, Horse Breeder [Active, Plentiful], [Caravanserai], [College of the Sciences +3 culture], [Cacti Farms], [Temple of Tash]
Defenses: [Weak, Cultural]
Military Units: 2 Mamluk's [Strong, Fast], 1 Temple Defenders [Very Strong, Resilient, Immobile]
Resources/Quantity: Iron (Average), Horses (Plentiful), Religious Texts
>Colonies:
[Tash's Peak] [Town]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Cavalry Tactics I], [Cultural: Missionary Work I], [Currency: Banking I] +1 currency, [Colonization I] , [Civil: Infrastructure I]
Trade Routes:
Brigg-nought +.6 currency
Territory: 1
Bonuses/Eccentricities
Military Focus - Your research and development of military matters receives +5 to the roll. Your focus on veterancy also yields increased bonuses after combat.
Educated - You receive a bonus to rolls for culture, and may use an action to steal hexes from other players with lower culture stats.
Desert dwellers - It is difficult to increase your food stat, and a food stat of [Poor] or lower will result in stability penalties.
Scientific Focus - Your people excel in engineering. Your fortifications are stronger than normal.
Additional Culture Roll - 75+ will colonize unowned hexes
1. Continue to search for Gold!
2. Start stockpiling some [Trade Commodities], items of value from tools, pottery, equipment, and the likes from our Caravanersari. We will be able to start exchanging and trading these things at our own prices, increasing the potency of our own caravans.
3. On our recently gained river territory, start up farms for silk worms and cotton for linens and other fine fabrics,
[Research] Despite recent hiccups and issues, our Missionaries believe we are making good progress not only in learning about the Amazons, but how to approach other cultures in general.
They believe we can develop a series of codified methods and strategies for greeting, learning, and understanding the etiquette and mannerism of any culture from the most barbaric of savages to other civilized nations. Improving our ability to make diplomatic manuevers.
[Random Event]
While the cultural exchange of Caliphate citizens in the Amazonian territory goes on, with some difficult but not impossible issues, the Amazonian women and men now find themselves in the vast and sprawling urban landscape of the Caliphate, where they can learn about us, just as we are learning about them.
[Culture Roll] The territory around our river outpost near Brigg-nought is sought after, not through force but through convincing the locals about our ways and faith.
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bdd794 No.14378
| Rolled 30 (1d100) |
>>14377
Actually I just realized that is 6 rolls.
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bdd794 No.14999
>>14311
1.The harbor is cleaned up, but there's been no progress on actual construction yet.
2. There was a serious mix up in the orders and the ballistae are too big to fit on the ships you have.
3-4. You identify the third sword. This one controls earth. Add Spells [Earth I] [Shape Rock I]
5. The festivals has poor attendance. Most people are simply interested in doing other things and it largely passes by uneventfully.
>>14310
1. Work moves ahead at a good clip on the stables. 3/4
2. Temple construction begins and makes good progress. Some say that it is built on the bones of its worker. No one cares. Temple 2/4
3. Some expansion occurs. +.1 po/cur
4. Progress on ship building is made. 2/3
5. All that ongoing construction has led to some advancements in design. Add Technology Construction: Architecture I
>>14321
>You've discovered 3 currency worth of treasure in the spider cave
Add Units 2 Fluff [x1, Infiltrator; Upkeep -.2 currency]
2. The Prophet finds little resistance in corrupting the Chapel, but there are many levels and this is a big building. 1/2
3. The town has little defenses against corruption of this kind and the town swiftly falls under the prophet's influence. Add Town +.2 pop/cur
4. The Prophet has gained strength and power from the corruption of the Chapel and of the town. His influence has begun to warp people's bodies, turning them into living weapons in the cases of some. With some practice he has learned how to control its effects. Add Spell [Chaos Mutation I]
5. The Prophet has used such a gathering to corrupt a large number of people. Many fall under his sway. Add Units 3 Chaos Fanatics [x1, Fearless, Corrupting; upkeep 0]
>>14341
Your population has seriously burgeoned. Revise Food to [II] Pop/turn 2.4
1. This expansion effort does not go well. Many goblins are drowned when the river suddenly floods and the remainder are dead by week's end of disease. -1 pop
2. The Adamantium mine is complete! Add Resource Adamantium: Good
3. Progress on the forge is slow. Adamantium is tough to work with. 2/6
4. Research into ranged weapons goes progress ahead now that the debates have been settled. 2/3
5. You hear rumors about some strange ideological plague spreading in the west. It comes from a reputable goblin not known for lies or outlandish tales. What he says scares some of the goblins, and word makes it way to the top who strengthen their own rhetoric to counter. Revolution II 1/5
>>14377
1. Some prospectors strike gold and a rush for it begins! The government is left with two options. [Take the Gold for the treasury] or [Let it flow into the private markets].
2. You've stockpiled trade goods. Add resource: [Trade Goods VIII]
3. Water is a rare commodity in the desert and your farmers are not used to having such supplies. The first crop is drowned due to poor management.
4. Through intense effort and scholarly discussion your people have learned many secrets of diplomatic resolution. Add Technology Civil: [Diplomacy I]
5. With aid from your experience with diplomacy and the number of things you have to offer you manage to win over many of the Amazons who have come to visit. Their men ache longingly for the freedom your men do, led as they are about the neck with leather thongs. Your women on the otherh and look up to the Amazons. They have begun to whisper of earning a more equal place in society but the Amazons return home with a good opinion of your wares and civil structure.
6. The locals are not interested it seems.
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bdd794 No.15000
>>14322
You are now pink.
Population: 7 (+.2/turn)
Food: (Poor)
Raw Currency: 20 (3/turn)
Legitimacy: [Poor]
Culture: 1
Industry: 4
Unique Buildings: Fluff Building
Defenses: None
Military Units: 4 Fluff Units [x2]
Resources/Quantity: Iron [II]
Magic/Spells: () (spells:)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Military: [Horseback Riding I]
Trade Routes: [none initially]
Territory: 5
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bdd794 No.15004
| Rolled 73, 60, 60, 84, 7 = 284 (5d100) |
>>14999
>Name: Cyril Sovereignity
Color: Pale blue
Race Entirely human
Political Structure: oligarchy - theocracy
Economy: Command
Religion: Monotheistic prayer with a side of worrying over you ancestors(Think Catholicism or eastern orthodoxy)
Population: 11.4 (+.8/turn)
Food: (Excellent)
Raw Currency: 22 (2.4/turn)
Legitimacy: [Stable]
Culture: 6
Industry: 4
Unique Buildings: Court of the Lord, Shipyard [Inactive],[Farm on Fertile Land]; [Temple(+3 Culture)][Ballista Workshop]
Defenses: None
Military Units: 2 Wandslingers [Very Strong], 2 Skiffs [Medium, Sea, Fast; Upkeep; Free]
Resources/Quantity: Timber (Good), Iron (Poor),[Food surplus]: [5 Magic swords from cave]
Magic/Spells: (Elemental [Air I] [Water I] [Fire I] [Earth I]) (spells:)[Lightning Bolt I] [Shape Water I] [Shape Rock I]
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] [Flaming Sword][Air sword][Water sword][Earth Sword]
[Scientific Method I]
[Military: Ship Building II(III 2/7); Bombardment I;Aerial Warfare I ]
Trade Routes: [none initially]
Territory: 2 [Harpy Village]
Things around us: [Magical Glade], [Cave],
Bonuses/Eccentricities
The Wands of Power - Your nation has two units equipped with strange wands no one can replicate. They explode when tinkered with. They're extraordinarily powerful though. These two units have incredible influence over the government. So long as a Wandslinger unit is left alive you cannot lose stability.
Patriotism - Your nation resists well. You gain additional units when defending.
Elected Officers - You gain a +10 on coordnation rolls.
Religious Fervor - You gain +1 on all combat rolls against a nation not following your religion but -1 against nations that are of your religion.
Seaworthy - You build one free additional naval vessel on rolls of 80+ for building ships.
1. Alright NOW build that shipyard
2.Get some proper ballistas for our ships. The mis-orders can be put towards town defense.
3.Continue study on the swords.
4. We had made some progress on building even betting ships, let's resume that research.
5. More storms on the horizon, crap.
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bdd794 No.15005
| Rolled 7, 42, 4, 80, 50 = 183 (5d100) |
1. Finish up those stables. 3/4
2. Continue work on the Temple. Temple 2/4
3. Expand further around the bay.
4. Continue researching ship building. 2/3
5. Fertility celebrations are ongoing to mark the coming consecration of the new Temple of Vanu.
Name: the Vanu Matriarchy
Race: Drow (raptor-riding jungle kind, not underdarkies)
Color: Light purple with deep purple trim
Fluff:
The Vanu are a proud and noble nation. A coalition of houses banded together to raise up new glories to Vanu through mastery of all those who would oppose her. Originally formed by the clergy to fight off apostates and barbarians, the coalition formed into a more permanent alliance as the houses saw the power they could attain through unity–allowing each house to further specialize.
In-fighting is kept to religiously sanctioned duels and debates, with temporary exile more common than political murder. Maneuvering is an important aspect of Vanu culture, but destruction of useful life for personal gain is deemed negligent at best and narcissism, or even treason, at worst. Temporary exile usually sees itself played out as captaincy on extended voyages, as maritime power and authority are key to the Vanu Matriarchy.
Government Type: Caste System based on bureaucratic exams and physical trails–the best AND brightest men become generals who hold theoretical power, and best and brightest females become their Mistresses who hold de facto power due to gender norms + tradition.
Noble Houses are only quasi-bloodline based–the Matriarch is the most adept member of the family, and dumb\weak members are disowned whereas talented children of peasants are adopted into the families with great regularity.
Economy Type: Command Slave-Based Economy, Great Houses allocate their slaves however they so please–art, trade, industry, etc.
Religion: Mother Scorpion Goddess, Vanu Herself
Location: See appended image. If unacceptable, somewhere else along the coast of that bay.
Population: 7.7 (+.4)
Food: Average
Raw Currency: 11.1 (+.6)
Legitimacy: Stable
Culture: 5
Industry: 1
Unique Buildings: 1 Fluff
Defenses:
Military Units: 2 Fluff [Strong; Deadly]
Resources/Quantity: Iron [Low] Timber [Average] Exotic Wood [Average]
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] [Military: Raptor Taming I] [Architecture I]
Trade Routes: [none initially]
Territory: 1(?)+ 4
Bonuses/Eccentricities:
Arrogant - The Drow are arrogrant and believe themselves to be the master race. You have difficulty in dealing with NPCs
Slave Trade - You can sacrifice population to construct buildings at a rate of +5 per sacrifice
Sealovers - You gain an additional +1 on sea combat rolls
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bdd794 No.15007
>>14322
>>15000
Forgot your bonuses, derp
1. The Horde So long as stability is [Average] or lower you gain an additional unit on recruitment actions on a roll of 50 or better.
2. Conquerors - You have a difficult time assimilating conquered peoples due to your lifestyle. You take a -20 penalty to diplomatically recruiting towns or new territory
3. Blood for the Blood God - Your people revel in combat, plunder, and destruction. You gain +1 combat rolls in wars of aggression.
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bdd794 No.15019
| Rolled 85, 22, 34, 27, 85 = 253 (5d100) |
>>13987
Daz'Kodan - Purple
Population: 9.9 (+.7/turn)
Food: Very Good
Raw Currency: 10.6 (0.2/turn)
Legitimacy: Extremely Stable
Culture: 1
Industry: 1
Unique Buildings: The Grand Hall of Law, Farms [Active - Plentiful]
Defenses: None
Military Units: 2 Kodan Triremes [Strong, Sea]
Resources/Quantity: Iron (Average), Timber (Low), Mithril [Very Good;Sustainable]
Magic/Spells: () (spells: Bless [Simple])
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone, Architecture I] [Food: Agriculture I, Domestication I, Shipbuilding I] [Civil: Germ Theory]
Trade Routes: 1 [Synderil]
Territory: 1
Bonuses/Eccentricities
Pick up That Can - Repression is the name of the game. So long as you maintain an active military presence in your territory stability is significantly harder to decrease, but you take additional damage from espionage by "free people". Fuckers.
Sea Dwarves - Your gain +2 on all naval combat rolls, but your land legs suck and you recieve -1 combat rolls on land.
Equality in Misery - Your nation doesn't have problems with accepting other races into the political body - provided they don't love freedom. You also gain a +10 bonus to all rolls to subjugate another nation or NPC town.
Rodents of Unusual Size - Low random event rolls may end up with you having to deal with some rather large and advanced rats. Some think they're people. Everyone thinks those people are crazy. They tend to disappear at night.
1&2. Lumber mill 2/3
3. Forge 2/3
Research: The ability to create mythril tools
Random: A boy, now a man, goes to avenge his father's death at the hands of the evil mermaids.
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bdd794 No.15063
| Rolled 89, 38, 41, 31, 5, 9, 50, 14, 49, 27 = 353 (10d100) |
1-2. Make a mine for my iron [2]. My people will need tools in the future and we need to set the foundations now
3-4.Erect a mighty capital and a national flag, it will be a central meeting place for all my people. [build what will be capital]
5-6. I have horse back riders but no stables ! Who taught you these things. How did these men learn! No really that's impresive [make stables at capital]
7-8. There are lands out there men. Lands of milk and honey. Of women and kittens. I hear kittens have the power to turn even the most burial man into a child! What kind of magic is that!
[reseach Pironeering]
+10 currency for the kittens !
9-10. Host a harvest festival! The horde is hungry!
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bdd794 No.15074
| Rolled 60, 53, 88, 46, 36 = 283 (5d100) |
>>14341
[The Prole-Goblin Syndicates - Red]
Population: 24.1 (+2.4/turn)[3.4]
Food: [II]
Raw Currency: 9.6 (2.3/turn)
Legitimacy: [Da Comrade, is stable +5]
Culture: 17
Industry: 4
Unique Buildings: Supreme Syndicate Council Building, Gulag [Active; Defense Tech]; Collective Farm; School of Insurrectionary Dancing
Defenses: None
Military Units:
1 Prole-Goblin Crack Brigade [Very Strong, Brave, Ideological][-.4cur]
4 Crack Prol-Goblin Squads [Weak, Brave]
1 Prole-Goblin Infantry Platoon [Medium Upkeep -.1cur]
1 Prol-Goblin Anarchist Squad [Weak]
Resources/Quantity: Iron (Low), Timber (Low); Pitch [Low]; Adamantium [Good]
[Mipa The Black-Hearted, Strong, Espionage Upkeep -.2 curr]
Magic/Spells: () (spells:)
———-
Technology:
———-
Tools: [Stone, Copper, Bronze, Iron]
Construction: [Wood, Stone]
Food: [Agriculture I] [Domestication I]
Espionage: [Revolution II]
Military: [Incendiaries I][Guerilla Tactics I]
Trade Routes: [none initially]
Territory: 30 hex
Bonuses/Eccentricities:
The Red Plague - Your nation gains a bonus on espionage rolls to reduce stability.
Better Red Than Dead - On rolls of 80 or better for military recruitment you gain two units instead of one. The second unit is free.
Da Comrade, Is Fine - Your nation has issues with accurate reporting. Probably because no one wants to be gulag'd. On rolls of 24 or lower you have a chance to lose stats instead of gain them. On the positive side you're immune to stability effects above [Active Rebellion] which only occurs once your Stability hits the -2 point.
In Progress:
[Infrastructure I] 2/3
[Labor Unions I] 1/5
Revolution II 1/5
–
Actions [Expand food supply, Forges 2/6, expansion]
Research [Ranged Weapons 2/3]
-
1. Noticing the change in the food stock, the syndicates begin to adjust their production tables. They must meet the food supply problem head on to fix the population's need for food! (Expand farms)
2. The forge progress moves onward. The stalwart forge comrades assure us that it will be done and our weapons will be of the best quality! (Forges: 2/6)
3. Expansion begins AGAIN! The heroic proletariat and their heroic wagons heroically heroic the unheroic ruined evil bad wasteland where snakes are everywhere! Good luck comrades and always pay the natives for a ferry! (expansion)
–
4. Research [Ranged Weapons I 2/3]
–
The debates continue. Perhaps some bows? More bows? Ah, slingshots. Yes comrades, the slingshot! And the sling! Ah, perfect. Izgud. (Ranged Weapons Research: 2/3)
—
Random Event
—
A large and intelligent spider confronts some of the comrades! It looks…dangerous..but…
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