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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 04f1037c45b4753⋯.jpg (871.8 KB,1024x768,4:3,Map (2).jpg)

2cc640 No.42729 [Last50 Posts]

in this builder you attempt to rule a nation in the middle east/north Africa type area of the world. this game is set in the modern era, and there will be no magic, however I am willing to take scientific liberties for the sake of keeping the game interesting. you will start with actions per turn, however you can, like in a certain other Builder, Crush 50 points in bonuses to gain another dice. you may also struggle with Extremism, Corruption or rebellion, these can heavily, or even take away one of your dice if you do not sort out the issue, giving you incentive to keep your people in check

to begin, fill out this sheet.

[Nation Name]

Nation Focus: (Scientific, Economic, Military, Cultural, Religious, other)

Nation Ethnicity:

Brief fluff on nation:

Finally mark your starting location on the map. you can produce 3 major cities on each hex.

____________________________
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c7d913 No.42730

>>42729

how often are updates boss?

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2cc640 No.42731

incase I didn't mention in op, 2 actions per turn

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2cc640 No.42732

>>42730

as often as I can get them out.

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0b08ab No.42733

File: 0c671cd929ae71a⋯.jpg (60.42 KB,1024x684,256:171,1414596873403.jpg)

[Mawizistan]

Nation Focus: (Scientific, Economic, Military, Cultural, Religious, other)

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

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e1789b No.42734

File: 67727676c96f042⋯.jpg (381.12 KB,1359x905,1359:905,Cvg-2.jpg)

File: 3ff68d86a43c5fc⋯.jpg (228.1 KB,1024x683,1024:683,6365386329_f24a5e7976_b.jpg)

Nation Focus: (Cultural)

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:

https://www.youtube.com/watch?v=Jo_-KoBiBG0

"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Location: Mountain at the Top Left

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7a3c56 No.42735

File: 1f46fbf1da7f4d8⋯.jpg (302.28 KB,1024x768,4:3,04f1037c45b4753e599453c53a….jpg)

Yuurtria

Nation Focus: Trade

Nation Ethnicity: Phoenician

Brief fluff on nation: In the land of the star and moon there was a trading outpost founded between two tribes, one in the eastern side of the island while the other on the west. as it grew in prominence the merchants who had profited off the trade grew more and more powerful, until finally a conclave of merchant-lords performed a coup in the city and declared independence. The tribes furious at this rebellion sent their armies forth to recapture the city, but the wily Yuurtrians had secured an alliance with another citystate on the mainland. under the cover of night their allies had crossed the straight and flanked the enemy war camp. Mass confusion followed and with the Yuurtrians sallying forth ending with a total route. After that climatic battle the two tribes were forced to concede and recognize their independence. In modern times Yuurtria is recognized as the longest running republic in history, even if there were times where the rest of the council had been rendered impotent by one conniving member or another. It has also said that Yuurtria has never officially been in an offensive war as those soldiers were privately funded as mercenaries and any claim of actively embargoing rivals is just slander. There have also been calls of nationalism by officially unifying the entire island under Yuurtria instead of indirect control through obligations and commerce.

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2cc640 No.42736

File: 9c555a39388ee25⋯.jpg (302.11 KB,1024x768,4:3,Map (2).jpg)

>>42733

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

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2cc640 No.42737

File: e15f73d2797464a⋯.jpg (302.73 KB,1024x768,4:3,Map (2).jpg)

>>42735

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Brief fluff on nation: In the land of the star and moon there was a trading outpost founded between two tribes, one in the eastern side of the island while the other on the west. as it grew in prominence the merchants who had profited off the trade grew more and more powerful, until finally a conclave of merchant-lords performed a coup in the city and declared independence. The tribes furious at this rebellion sent their armies forth to recapture the city, but the wily Yuurtrians had secured an alliance with another citystate on the mainland. under the cover of night their allies had crossed the straight and flanked the enemy war camp. Mass confusion followed and with the Yuurtrians sallying forth ending with a total route. After that climatic battle the two tribes were forced to concede and recognize their independence. In modern times Yuurtria is recognized as the longest running republic in history, even if there were times where the rest of the council had been rendered impotent by one conniving member or another. It has also said that Yuurtria has never officially been in an offensive war as those soldiers were privately funded as mercenaries and any claim of actively embargoing rivals is just slander. There have also been calls of nationalism by officially unifying the entire island under Yuurtria instead of indirect control through obligations and commerce.

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2cc640 No.42738

File: 662470874f13c53⋯.jpg (303.08 KB,1024x768,4:3,Map (2).jpg)

>>42734

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

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2cc640 No.42739

ANCHORS AWAY! turn 1 has began! good luck laddies and mentlegen

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2cc640 No.42740

File: 662470874f13c53⋯.jpg (303.08 KB,1024x768,4:3,Map (2).jpg)

map

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0b08ab No.42741

File: cd45a031d1d1d82⋯.jpg (207.95 KB,1422x1024,711:512,1421248000210.jpg)

Dice rollRolled 23, 77 = 100 (2d100)

>>42739

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

1. Any State that wished to continue existing as such required an Armed Force to deter any unwanted Intervention from Outside Forces which threatened said State's Sovereignty. Mawizistan, was in the process of building such an Organization. The Mawizistany Defense Force, or short MDF. Its Core would be made up from Professional Soldiers, hopefully trained with the Assistance of Mawizistan's Friends overseas.

2. An early Objective of the Mawizistani Government was to consolidate control over the Island. While officially no other Nations inhabited the Island the Territory was De Facto not under Mawizistan's Control. On this fine day the Mawizistani Government would openly declare its Claim to the Island and begin Discussions with friendly Western Powers about the appropriate Integration of these Territories. It was important that the public opinion favored the Mawizistani Intervention. In the meantime the newly founded MDF would get to work, securing strategically important Locations.

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37b81f No.42742

>>42729

[Elipt]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: The nation of Elipt has existed since antiquity, and has the ruins and lost treasures to match. It has gone through many dynasties and was once the major players of the region.

However it eventually fell as all kingdoms do. Several of it's wonders destroyed and/or plundered and broken down for resources. it fell under the rule of it's enemies. Then as said enemies waned it was passed around from one world power to another, like a whore or wine cup.

This persisted until the end of the world wars, where Elipt sued for it's own independence in the face of being neglected for closer domains, and won it handily. Given it's contribution to the war and colonialism failing it won handily with a bullet, just a show of force. However the nation still lagged behind world powers. Much of it's culture and wealth lost. The republic that was the government could not effectively handle the myriad issues of the newly independent nation. it was poor with poor trade prospects and no real technological or economical edges, as those fell away as the world grew smaller.

So in entered Museif Alayeck, first Spear o the Elipt Reavers. With charisma and cunning he usurped the ruling congress and placed himself as Autocrat of Elipt. He used his military as a scalpel, throwing out or ending the leeches and debtors trying to control his nation and drag it downward and forced through resolves and ruling that stand even to this day. When other nation's attempted to annex land or remove him from power, he responded with the same vicious tactics and terrifyingly fanatic troop assaults he did in the great world wars. Typically either forcing them off or counter attacking and claiming land.

This held up until modern era where as a old man he stepped down from power to his third born and eldest living son, who was besides an accomplished colonel in the military, a college learned an educated man unlike his father. This gave him an appreciation of history and a new focus for the still beleaguered Elipt economy. It's history.

Now in this modern age Elipt is known for two major things. Firstly, Its historical and culturally enriching digs, that bring an influx of tourists and historians. And secondly it's highly trained and motivated if poorly equipped army that is fanatic in it's zeal and uses the land and vicious tactics against any who would assault it's nation.

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e1789b No.42743

File: e229fa9be151bf2⋯.jpg (275.76 KB,606x398,303:199,8767ecdc35dc9039cc29fabaa9….jpg)

File: 28423ddde0d099b⋯.jpg (28.85 KB,595x231,85:33,MF_Yard_Equipment_1.JPG)

Dice rollRolled 85, 69 = 154 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

https://www.youtube.com/watch?v=-tW0QqiT2LU

1. Today marks Founding Day in our shining new city. A national holiday is created, where we celebrate our origins and connections to the North, remembering our cultural bonds with the northern states.

2. The Dawn of the New Constaninople opens the way to limitless expansion. To help with this, a Construction Firm is organized. Bulldozers, tractors, engineers, all to help from expanding the territory to building roads and farms.

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7a3c56 No.42744

Dice rollRolled 22, 43 = 65 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Brief fluff on nation: In the land of the star and moon there was a trading outpost founded between two tribes, one in the eastern side of the island while the other on the west. as it grew in prominence the merchants who had profited off the trade grew more and more powerful, until finally a conclave of merchant-lords performed a coup in the city and declared independence. The tribes furious at this rebellion sent their armies forth to recapture the city, but the wily Yuurtrians had secured an alliance with another city-state on the mainland. under the cover of night their allies had crossed the straight and flanked the enemy war camp. Mass confusion followed and with the Yuurtrians sallying forth ending with a total route. After that climatic battle the two tribes were forced to concede and recognize their independence. In modern times Yuurtria is recognized as the longest running republic in history, even if there were times where the rest of the council had been rendered impotent by one conniving member or another. It has also said that Yuurtria has never officially been in an offensive war as those soldiers were privately funded as mercenaries and any claim of actively embargoing rivals is just slander. There have also been calls of nationalism by officially unifying the entire island under Yuurtria instead of indirect control through obligations and commerce.

1. Expand East

"Unifying the island has always been a controversial topic. We are all kin, yet we risk degregating our traditions and sacrificing the integrity our city in order to uplift them. not to mention the fact that it would bring great attention upon us with foreigners misreading our motives. If we are to do this, then we reenact how our ancestors gained power, we shall focus our efforts on acquiring and consolidating property in the lands of Itria and through our wealth and favors earned let them declare their allegiance to us."

2. Recruit soldiers

"While there is no longer any bad blood between our peoples due to great effort on our part, some radicals might seek to disrupt our humanitarian efforts and so we will need to defend our kinsmen."

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37b81f No.42745

File: 3f06b6919332cf5⋯.jpg (301.6 KB,1024x768,4:3,map.jpg)

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5dfe21 No.42746

File: 66e934b7f65cd64⋯.jpg (305.73 KB,1024x768,4:3,Map (2).jpg)

>>42742

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: The nation of Elipt has existed since antiquity, and has the ruins and lost treasures to match. It has gone through many dynasties and was once the major players of the region.

However it eventually fell as all kingdoms do. Several of it's wonders destroyed and/or plundered and broken down for resources. it fell under the rule of it's enemies. Then as said enemies waned it was passed around from one world power to another, like a whore or wine cup.

This persisted until the end of the world wars, where Elipt sued for it's own independence in the face of being neglected for closer domains, and won it handily. Given it's contribution to the war and colonialism failing it won handily with a bullet, just a show of force. However the nation still lagged behind world powers. Much of it's culture and wealth lost. The republic that was the government could not effectively handle the myriad issues of the newly independent nation. it was poor with poor trade prospects and no real technological or economical edges, as those fell away as the world grew smaller.

So in entered Museif Alayeck, first Spear o the Elipt Reavers. With charisma and cunning he usurped the ruling congress and placed himself as Autocrat of Elipt. He used his military as a scalpel, throwing out or ending the leeches and debtors trying to control his nation and drag it downward and forced through resolves and ruling that stand even to this day. When other nation's attempted to annex land or remove him from power, he responded with the same vicious tactics and terrifyingly fanatic troop assaults he did in the great world wars. Typically either forcing them off or counter attacking and claiming land.

This held up until modern era where as a old man he stepped down from power to his third born and eldest living son, who was besides an accomplished colonel in the military, a college learned an educated man unlike his father. This gave him an appreciation of history and a new focus for the still beleaguered Elipt economy. It's history.

Now in this modern age Elipt is known for two major things. Firstly, Its historical and culturally enriching digs, that bring an influx of tourists and historians. And secondly it's highly trained and motivated if poorly equipped army that is fanatic in it's zeal and uses the land and vicious tactics against any who would assault it's nation.

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37b81f No.42747

Dice rollRolled 94, 39 = 133 (2d100)

>>42746

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: The nation of Elipt has existed since antiquity, and has the ruins and lost treasures to match. It has gone through many dynasties and was once the major players of the region.

However it eventually fell as all kingdoms do. Several of it's wonders destroyed and/or plundered and broken down for resources. it fell under the rule of it's enemies. Then as said enemies waned it was passed around from one world power to another, like a whore or wine cup.

This persisted until the end of the world wars, where Elipt sued for it's own independence in the face of being neglected for closer domains, and won it handily. Given it's contribution to the war and colonialism failing it won handily with a bullet, just a show of force. However the nation still lagged behind world powers. Much of it's culture and wealth lost. The republic that was the government could not effectively handle the myriad issues of the newly independent nation. it was poor with poor trade prospects and no real technological or economical edges, as those fell away as the world grew smaller.

So in entered Museif Alayeck, first Spear o the Elipt Reavers. With charisma and cunning he usurped the ruling congress and placed himself as Autocrat of Elipt. He used his military as a scalpel, throwing out or ending the leeches and debtors trying to control his nation and drag it downward and forced through resolves and ruling that stand even to this day. When other nation's attempted to annex land or remove him from power, he responded with the same vicious tactics and terrifyingly fanatic troop assaults he did in the great world wars. Typically either forcing them off or counter attacking and claiming land.

This held up until modern era where as a old man he stepped down from power to his third born and eldest living son, who was besides an accomplished colonel in the military, a college learned an educated man unlike his father. This gave him an appreciation of history and a new focus for the still beleaguered Elipt economy. It's history.

Now in this modern age Elipt is known for two major things. Firstly, Its historical and culturally enriching digs, that bring an influx of tourists and historians. And secondly it's highly trained and motivated if poorly equipped army that is fanatic in it's zeal and uses the land and vicious tactics against any who would assault it's nation.

1. Expand our holdings through out the area. We need more land and resources in order revitalize ourself, and many of our ruins are outside our official territory.

2. Start working on building a canal through our desert connecting the sea to our north and the sea to our south. The trade and travel opportunities are immense.

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5dfe21 No.42748

File: 70479a30ebede12⋯.jpg (307.63 KB,1024x768,4:3,Map (2).jpg)

>>42741

MAWAZISTAN

action 1:

a task force is scrambled together from volunteers. sadly these volunteers appear to be rather under trained, and have to be sent over sea's to be trained effectively for combat [1/2]

Action 2:

the Mawazistani government reach out to the Great western union, and after some discussion, Gained full permission to claim the rest of the island themselves! the Mawazistani people claim the island without trouble, as the ocean between them and the mainland seems to have kept most extremist groups off of the island

>>42743

NEW CONSTANTINOPLE

Action 1: the holiday goes down a smash. everybody loves the celebration of there Northern roots, and gladly partake in the festival. [+6 Culture] [+2 Northern culture]

Action 2: tractors, engineers and bulldozers are brought in and constructed to begin work on construction of road and farms. awhile construction hasn't started yet, you sure as hell are ready [+4 Construction]

>>42744

YUURTRIA

Action 1: Expanding east proves harder then previously though, as the Itria prove to be rather stubborn when it comes to giving away land. [1/2]

Action 2: getting an army together is doesn't proves as hard as expanding, however difficulty is still met, as the men appear to be, awhile enthusiastic, lacking in discipline and actual combat skill [+2 conscript army]

>>42747

Elipt

Action 1: the expansion and claiming of new lands goes incredibly well, as what little resistance from drug smugglers is met is quickly wiped out by the spirited Eliptic forces. the Eliptic even manage to reclaim an old ruin belonging to there ancestors, quickly recognised as the antique fortress "merti ticem" [+2 culture] [Resource: Merti Ticem]

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5dfe21 No.42749

>>42748

Action 2: the canal proves tough to build, as awhile the Elipts are natural warriors, civil engineering doesn't appear to be in there ancestry. [3/7]

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37b81f No.42750

Dice rollRolled 33, 66 = 99 (2d100)

>>42748

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

Culture: +2

[Resource: Merti Ticem]

Canal 3/7

1. Continue working on building the canal. It's advantages cannot be understated.

2. Begin incentivizing historical expeditions to Merti Ticem.

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5535a7 No.42751

File: ad4d83798376c4e⋯.jpg (160 KB,864x1296,2:3,fcf8c393712664d66688d2aa9d….jpg)

>>42729

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

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5535a7 No.42752

>>42751

>>42729

Put me on the main continent in the south east, on that green tile directly bottom left of that mountain that is not connected to the others.

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7a3c56 No.42753

Dice rollRolled 36, 44 = 80 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Military: 2 conscripts

1. Train the military through mock battles of terrorism and counter-terrorism to drive the Itrians to our side

1. Use the false-flag to further expansion east 1/2

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5dfe21 No.42754

>>42751

[Ashashahr] (Purple)

Bonus': [Holy bloodline: Religiouse stats can be added to expansion and culture rolls]

Nation Focus:[Religious]

Nation Ethnicity:[Persian]

Brief fluff on nation: Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

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5dfe21 No.42755

File: 23b7d07e388cf19⋯.jpg (307.89 KB,1024x768,4:3,Map (2).jpg)

>>42754

forgot map

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e1789b No.42756

Dice rollRolled 40, 59 = 99 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+6 New Constinipolian

+2 Northern

Infrastructure:

+4 Construction

1-2. With the new Construction Firm, a mass expansion project takes place, to connect to the bodies of water east and west of the city as well as take over all the territory to the north, firmly linking them to the great Northern Union.

Efforts are doubled on this very important action!

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5535a7 No.42757

Dice rollRolled 73, 80 = 153 (2d100)

>>42755

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

1; The Shahanshah runs a recruiting campaign, declaring that the military will offer its own healthcare at lower prices than regular doctors.

2; Create and nationalize some mines to acquire resources that will be needed to outfit and reform our military and infrastructure

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0b08ab No.42759

Dice rollRolled 93, 37 = 130 (2d100)

>>42748

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

1. Great successes for Mawizistan were had. The MDF would soon be combat ready and capable of providing the defense required by the Mawazistani State.

+ MDF Training [1/2]

2. The lifeblood of any nation was industry. The state of Mawizistan would begin by setting up factories to create products which they would then sell to their Western Allies and potentially other states in the region. This would, in the long term, provide Mawizistan with the tools they required to improve life for all Mawizistanis.

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a917e1 No.42761

File: d60af64ab618988⋯.jpg (311.92 KB,1024x768,4:3,Map (2).jpg)

>>42756

New Constantinople

Action 1 and 2: the expansion goes overwhelming well! not only do you manage to expand out to the ocean, but you also manage to claim practically all of the land around you. you also wrest control of one of the largest mountains in the region. [+3 Culture]

>>42757

Ashashahr

Action 1: a recruiting campaign is set up to encourage young able bodies men to join the army. this goes incredibly well, and a large army of strong, if not a little under prepared, soldiers is formed. [+6 Conscript army]

Action 2: a small mine is created in the northern territories. the project goes incredibly well, and an Entire Town springs up around the mine. [Resource: Iron] [+4 Construction] [you constructed a mining town]

>>42759

Mawizistan

Action 1: the soldiers return from the west disciplined and well trained. the Westerners where even nice enough to armour them for you! [+9 Western trained Task force]

Action 2: industry starts well but quickly ends up in a slump, as some parts of the country become littered with half finished factories. [3/8]

>>42753

Yuurtria

Action 1: the Mock battles start out as mocks, however civil unrest breaks out, and multiple Citizens fight along side the the mock fighters, eventually becoming a full blown riot. awhile this proves GREAT training for your military, it also proves a serious threat for your hold on the nation. [+2 Conscript army is now +4 Militia] [one of your dice has been reduced to a d90. take 10 away from the results of this dice]

Action 2: it also turns out that you don't need a false flag when an actual riot broke out. the Itrians are scared shitless and quickly agree to join you

>>42750

Elipt

action 1: the canals construction continues at a sluggish pace, however it seems to be getting so very close to the ocean [6/7]

Action 2: many historical expeditions are made to the Merti Ticem, and many leave with long lost historical artifacts. awhile many are taken away to museums else where, you are given 2 artefacts of note. the first appears to be the oldest known writing of the Elipt, it being a 365 page long stratagem. surprisingly enough many of the tactics discussed in book still seem rather applicable today. the other is an Ancient curved Greatsword with an Ivory hilt, the pommel of which is carved to resemble the stinger of a scorpion. the Greatsword becomes a great cultural symbol. [+2 Culture] [+3 Guerilla Tactics]

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0bcb94 No.42763

Dice rollRolled 43, 57 = 100 (2d100)

>>42761

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

Culture: +4

[+3 Guerilla Tactics]

[Resource: Merti Ticem]

Canal 6/7

1. Finish the canal, we are very close to the ocean now. With it done we can start attracting the trade lanes again.

2. Build a Barracks to Train our army up to even higher standards.

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e1789b No.42764

File: c9122681dfa215c⋯.jpg (68.09 KB,655x369,655:369,15-655x369.jpg)

File: 59a24551090f890⋯.jpg (310.74 KB,1024x768,4:3,This Area.jpg)

Dice rollRolled 54, 21 = 75 (2d100)

>>42761

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+2 Northern

Infrastructure:

+4 Construction

Much celebration is had with the recent integration of the great mountain, "Mt. Alburus" which is now confirmed to be the highest mountain in the south of the Union (The line between the Union and the Hot Zone now being claimed as the great Caukases, a low mountain and hill range separating the northern temperate regions with the southern desert).

1-2. Further expansion projects are had, as New Constantinople seeks to completely claim territory and establish a border for itself.

The rest of the Caukas hill region to the south is sought after, as well as the rest of the northern territory to provide an actual border to the Northern States

The designated territory on the map rings out to New Constaninoplians, being thought of as their true borders.

+4 Construction

+9 New Constinipolian Culture

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7a3c56 No.42765

Dice rollRolled 89, 89 = 178 (2d100)

>>42761

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+4 Militia

1. Put down the compromised rebel group and establish total control over the east

"While it was expected that many citizens would join the controlled opposition it would seem we underestimated their zeal. Thankfully they are woefully undertrained and all the real soldiers as well as their entire leadership is under our control. We shall signal to our mercenaries to send the loyalists to their deaths, have them formally surrender, and then grant them amnesty so that they can still operate in our territory. With the populace cowed and the nationalists dead they will never rise up against us.

2. Begin expansion west

"While the final phase of eastern expansion finishes we will set up the framework for annexing the Yuurts like we did with the Itrians. With the nationalists being made an example of and the people receiving a higher standard of living than they would otherwise in the east, any opposition should be reduced."

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5535a7 No.42766

File: 1bbd546dfa89e4c⋯.jpg (476.44 KB,1366x680,683:340,1468640689905.jpg)

Dice rollRolled 14, 33 = 47 (2d100)

>>42761

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

Army:

[6 Conscript Units]

Resources:

[Iron]

Construction:

[4]

Settlements:

[Capital]

[Mining Town]

1; We must test our troops for when the time comes to engage in war! Send our troops south to conquer the Peninsula!

2; Our scriptures have not been updated in centuries. Most of our citizens cannot even read the script! We must produce new books in the modern language for our people to truly understand their roots and grow in the new age.

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a917e1 No.42769

File: 92222492c619deb⋯.jpg (316.71 KB,1024x768,4:3,Map (2).jpg)

>>42766

Ashashahr

Action 1: sending your troops to the south, awhile seeming to be a good idea on paper, quickly proves to be one of sheer idiocy, as your troops are ambushed by Bandits. the troops that survive report what appears to be some sort of drug lord ruling the land to the south. [-1 Conscript unit] [Discovered Drug lord]

Action 2: several scholars set out to translate the text, however efforts prove difficult, as even THEY have difficulty understanding the old scriptures. [2/5]

>>42765

Yuurtria

Action 1: the nationalist rebellion is crushed with ease. most surrender and the few that don't are quickly executed. this proves as good training for your troops as well. [+7 Militia] [Regain full dice]

Action 2: the Yurts also heard of the nationalist riots and quickly side with you as well, cutting the process short quite a bit. an added bonus is the acquisition of the Yurt capital. [Gained control of Yurt capital

>>42764

New Constantinople

Action 1 and 2: the mass of land that is "New Constantinople" expands even further, creating a border between them and the North, truly sealing there roll as "gateway to the north". [+1 northern culture]

>>42763

Elipt

Action 1: AAAAND the canal is finished! allowing Eliptic boats from the city to the ocean with ease. this also allows for Sea trade to boom, giving you steady access to 2 new resources. [Resource: Tin] [Resource: Copper] [+3 Seafaring] [+3 Commerce]

Action 2: a barracks if constructed, allowing you to train your units outside of the battle, allowing that warrior zeal to be tapered. [+3 Guerilla soldiers]

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0bcb94 No.42770

Dice rollRolled 68, 60 = 128 (2d100)

>>42769

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

Culture: +4

[+3 Guerilla Tactics]

[+3 Seafaring]

[+3 Commerce]

[+3 Guerilla soldiers]

[Resource: Merti Ticem]

[Resource: Tin]

[Resource: Copper]

Buildings:

Barracks

Canal

1. Recruit more soldiers, with the wealth flowing the canal will be a target.

2.Continue expanding until we have seized the entire desert, and all the ruins of our people.

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7a3c56 No.42771

Dice rollRolled 87, 34 = 121 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+7 Militia

1. Integrate the rest of the island to our rule

"While we technically own the entire island now as we have annexed both nations, There are still left over pockets where we have not fully established ourselves, most notably the Itrian Capital."

2. build a canal in our capital tile

"It would seem that Elipt is trying to steal our trade and prestige with their canal. while we cannot compete with their positioning, that does not mean that ours is negligible either. By cutting a canal through the middle of the island, ships can go straight to the gulf instead of having to travel through the entire strait, this will also allow us to more directly control the flow of trade in the area as our capital is there to administrate it.

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e1789b No.42772

File: cd379bdcc668dc8⋯.jpg (319.77 KB,1024x768,4:3,EastWest Canal.jpg)

Dice rollRolled 70, 27 = 97 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+3 Northern

Infrastructure:

+4 Construction

1. News of the Elipt Canal is appauled by New Contantinople. With their new feat of engineering, travel by sail is now possible to the north from eastern seas.

However, travel from west to east must still go the long way around the existing channel.

A new West-East canal is envisioned, which will shorten travel times between west and east seas, and bring additional commerce not only to New Constanintople but also to the Elipt canal.

This Canal project will be of a much larger scope and scale than the one to the east, but it is hoped that the industries that prop up around it will bring much economy to New Constaninople. Preliminary work begins on a defining new engineering achievement for the young nation.

+4 Construction

+9 New Constinipolian

2. [Mawizistan] is planning on selling products to the western and northern nations! Even before the factories are completed, civilian stock brokers and escorted by ambassadorial diplomats are sent to the Island Nation, hoping to establish cordial trade relations.

The Mawizistan were viewed as a nation seeking to become more like the great North and Western powers, something New Constaninople approved. They would provide financial assistance to the factory project, as well as Construction Efforts, in the hopes of purchasing cultural goods from them.

+4 Construction

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ac714e No.42774

File: f30d68af915395f⋯.jpg (314.62 KB,1024x768,4:3,92222492c619debfae1f658ea9….jpg)

File: a47272d718780e3⋯.png (50.44 KB,800x558,400:279,58EGpZf.png)

>>42769

>[Socialist Republic of South Sufar ]

>Nation Focus: Economic

>Nation Ethnicity: Subsaharan African with many minorities

>Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

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5535a7 No.42775

File: b8b9668f7239624⋯.jpg (111.3 KB,640x640,1:1,IMG_5280.jpg)

Dice rollRolled 82, 59 = 141 (2d100)

>>42769

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

Army:

[5 Conscript Units]

Resources:

[Iron]

Construction:

[4]

Settlements:

[Capital]

[Mining Town]

1; We must prepare for war. The Army shall run drills and train.

2; We must continue the translations now more than ever. It will be a great boon for our holy army to be able to read the words of their prophet!

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a917e1 No.42776

File: 84016152f48514e⋯.jpg (322.08 KB,1024x768,4:3,Map (2).jpg)

>>42774

[Socialist republic of Sufar] (red)

Bonus': [Industrial-Military complex: Mining towns and Citadels are replaced with Stonecrops, which act as both]

Nation Focus: Economic

Nation Ethnicity: Subsaharan African with many minorities

Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

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ac714e No.42777

File: b3ce1e9854f58fb⋯.jpg (92.9 KB,1200x601,1200:601,50.jpg)

Dice rollRolled 16, 74 = 90 (2d100)

>>42776

[Socialist republic of Sufar] (red)

Bonus': [Industrial-Military complex: Mining towns and Citadels are replaced with Stonecrops, which act as both]

Nation Focus: Economic

Nation Ethnicity: Subsaharan African with many minorities

Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

—–

1. Begin construction of a new Stonecrop to defend our central holdings and boost the economy.

2. Expand our reach north into the mountains full of mineral riches!

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0b08ab No.42792

File: 3b7bf16d06ef0d5⋯.jpg (46.44 KB,624x260,12:5,_91546846_commandos.jpg)

Dice rollRolled 72, 83 = 155 (2d100)

>>42761

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

Mawizistani Defense Force:

+ [+ 9 Western Trained Task Force]

1. Work on the half finished factories would continue. Soon Mawizistan would become the manufacturing hub of the region and the revenue generated by its companies would create wealth that would trickle down to the average Mawizistani. [3/8]

2. The instability that was so common to the region was a breeding ground for extremism of all sorts. Terrorism as unfortunate as it was could quickly spread from one country to another. To combat any such threats a special police unit would be trained in Hostage Rescue and Rapid Response techniques. Hopefully trained by Western Allies Mawizistan would become part of the international Anti-Terror network and share its intelligence on dangerous elements with other likeminded nations.

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350de8 No.42793

File: 570614a96377da1⋯.jpg (322.36 KB,1024x768,4:3,Map (2).jpg)

>>42777

>>42770

Elipt

Action 1: more soldiers are recruited, however the Elipt decide that Guerilla Tactics aren't ideal for protecting infrastructure, so decide to train them as guards instead. [+4 Guards]

Action 2: Expansion continues.

>>42771

Yuurtria

Action 1: the rest of the island is quickly annexed under the fear brought by the nationalist riots, including the Itrian Capital. the annexing also gives you access to the Itrian military, giving you access to your first none infantry unit [+2 Armoured Jeeps]

Action 2: as your canal only takes up one tile, its constructed much faster, however you face a similar issue to the Elipt: Civil engineering simply doesn't seem to be your thing. [1/3]

>>42772

New Constantinople

Action 1: it seems building canals is all the rage these days, so joining in is only rational right? turns out awhile every one else is totally crap at building canals, your actually half decent, and make Incredibly quick work of it, being nearly finished in just a matter of days [6/7] [+2 Construction]

>>42775

Ashashahr

Action 1: today the conscripts make themselves soldiers. after a mulan style training montage, the conscripts are more then ready for anything that may face them. [+9 Task Force]

Action 2: the Translation is finished and a revised version of the holy books are made. [+8 Religion] [+2 Culture]

>>42777

Sufar

Action 1: construction begins of a stonecrop begins, however mid during the construction a cave in occurs. awhile very few died, the construction more or less has to begin again from scratch [1/5]

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16b664 No.42794

Dice rollRolled 51, 3 = 54 (2d100)

>>42793

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

Culture: +4

[+3 Guerilla Tactics]

[+3 Seafaring]

[+3 Commerce]

[+3 Guerilla soldiers]

[Resource: Merti Ticem]

[Resource: Tin]

[Resource: Copper]

Buildings:

Barracks

Canal

1. Sponsor more digs and expeditions in and around Merti Ticem, we need to be sure we've found everything of import before we start making tours of the place for tourists.

2.With all the land we have annexed recently we have odds are there are at least a few sites there have resource our nation needs or can sell. Seek them out.

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a917e1 No.42795

File: c9cf01905f836af⋯.jpg (323.21 KB,1024x768,4:3,Map (2).jpg)

>>42793

Action 2 (sufar): territory expands out to the mountains, however during the expansion something much more important is found, stopping it dead in its tracks: while playing in a river a young boy found a shiny green looking gem. after showing it to his parents, it was found that this was a rough cut Emerald. soon a rush of people came to search for emeralds to make there wealth, leading a boom in the local economy and the introduction of a new resource. [Resource: Emeralds]

>>42792

Mawizistani

Action 1: the factories are finished, promptly leading to a massive growth in production. the Mawizistan also where entrusted with the construction of plastic goods from there western allies, giving them access to plastics. [Resource: Plastic] [+7 production]

action 2: joining the anti-extremism network proved to be a brilliant idea, as Mawizistans position in what known as the "hot spot" makes them a nearly perfect hub for anti-extremist actions. Western funding pours in, allowing Mawizistans army and infrastructure to grow. [+18 Western trained Task force] [+4 construction]

>>42774

New Constantinople

Action 2: new Constantinople attempts to help the Maziwistan's construction of the factories, however quickly find that there is very little left to do. they manage to set up some infrastructure however giving [+1 construction] to Mawizistan >>42792 and allowing your workers to enjoy some traditional Mawistan delicacies [+1 Mawizistan culture]

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5535a7 No.42796

File: 23451402e0abcad⋯.jpg (165.48 KB,960x757,960:757,1468562807849.jpg)

Dice rollRolled 32, 27 = 59 (2d100)

>>42793

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

Army:

[9 Task Force Units]

Resources:

[Iron]

Religion:

[8]

Culture:

[2]

Construction:

[4]

Settlements:

[Capital]

[Mining Town]

1-2; March on this Drug Lord. They are infidels and deserve only death for defying the Shahanshah and preying on his people!

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0b08ab No.42797

File: 22b95b794141e93⋯.jpg (129.46 KB,1236x646,618:323,530aef13d4e8f21a2259120d25….jpg)

Dice rollRolled 79, 16 = 95 (2d100)

>>42795

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

Mawizistani Defense Force:

[+ 18 Western Trained Task Force]

Infrastructure:

[+4 Construction]

[+7 Production]

Resources:

+ [Plastic]

1. Considering the aid provided by New Constantinople it would only be proper for Mawizistan to conduct an official diplomatic mission. New Constantinople would be granted the right to construct an Embassy within the Mawizistani capital, all Western allies too would receive this permission if they so chose to. No pressure. But refusing to construct an embassy almost certainly would be taken as an insult by Mawizistani politicians. Naturally they would receive aid from the local government in the construction of their Embassies.

2. The construction of the first internationally recognized Mawizistani University would be a great deal. It too would require professors which would most likely have to be foreigners, however one could not put a prize on the international recognition of one's university's. Given sufficient time Mawizistan would bring forth its own professors and eventually one of its universities might even obtain a prestigious reputation.

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e1789b No.42798

Dice rollRolled 17, 27 = 44 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+4 (SHARED!) New Constinipolian

+1 Maizistan

+3 Northern

Infrastructure:

+4 Construction

1. How could we possibly resist the offer of an official embassy with Mawizistan! Construction begins immdiately, and it is hoped yet more cultural sharing could be conducted with the island nation.

Such a nation already shared many similarities to the Northern and Western states as is!

+4 (SHARED!) New Constinipolian

Construction Yard +4 Construction

Canal Experience +2

+9 New Constinipolian

2. Construction of the new canal stimulated the job market, but the expected growth of trade to the whole region from ships now able to easily travel to the northern sea or to the western Elipt canal was going to be far more bountiful! 6/7

+4 (SHARED!) New Constinipolian

+4 Construction

+9 New Constinipolian

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7a6d91 No.42799

Dice rollRolled 82, 24 = 106 (2d100)

>>42795

[Socialist republic of Sufar] (red)

Bonus': [Industrial-Military complex: Mining towns and Citadels are replaced with Stonecrops, which act as both]

Nation Focus: Economic

Nation Ethnicity: Subsaharan African with many minorities

Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

—–

Resources:

[Resource: Emeralds]

—-

1. Continue work on the Stonecrop 1/6

2. Expansion to the south, new resources could surely be found in these more fertile lands.

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7a3c56 No.42800

File: 08255eb77870d78⋯.jpg (320.34 KB,1024x768,4:3,c9cf01905f836af913a36640ba….jpg)

Dice rollRolled 25, 64 = 89 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+7 Militia

+2 Armoured Jeeps

1. Expand east across the strait to cement control over trade.

"With the island now firmly under our control we can now start focusing on the outside world. Currently the Sufari are focusing expansion southwards leaving the mountains untouched. While we do not care about the land itself, if we were to control both sides of the strait entrance we would have almost total control of the trade coming south. Given the Sufari's history of recklessly strip mining the mountains at the cost of the local's lives in the past. They should be quite amiable to have our protection from the Sufari Warlords, especially as they expand along their borders.

2. build a canal in our capital tile 1/3

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70d0f0 No.42806

File: 542d880062c956a⋯.jpg (384.97 KB,1478x1896,739:948,1486919775241.jpg)

>>42729

Nation Name: Palästinalied Liberation Crusade

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

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8a6d26 No.42819

Dice rollRolled 57 (1d100)

>>42796

Drug lord roll

[+4 Drug lord militia] [+2 make shift artillery]

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8a6d26 No.42827

File: d8b70cf2d09b58b⋯.png (1.5 MB,1024x768,4:3,Map (2).png)

>>42806

DEUS VULT INFIDEL.

Nation Name: Palästinalied Liberation Crusade

Bonus': [Holy Warriors: when rolling to train or create new military technology, you may add your religious stats to the roll]

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

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70d0f0 No.42829

YouTube embed. Click thumbnail to play.
Dice rollRolled 54, 76 = 130 (2d100)

Nation Name: Palästinalied Liberation Crusade

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

Bonus': [Holy Warriors: when rolling to train or create new military technology, you may add your religious stats to the roll]

1/2. The Crusaders would ride out at dawn, and take land till nightfall, this land was rightfully God's, and his children would see it reclaimed

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ae1dbe No.42948

File: 1783c246c275ede⋯.png (1.5 MB,1024x768,4:3,Map (2).png)

>>42794

Elipt

Action 1: very little else is found in the merti ticem, however what you do find does bring in some money [+2 Commerce]

Action 2: the search begins for new sites to search, however in your search you come across something you you hadn't spotted before: a small village. the people who live there live in small huts of cobble stone with roofs of corrugated steel, and seem to be entirely un-aware of your annexing of the area. they seem to dislike you annexing there homeland and quickly lash out, forcing all settlements out of there land. this could be a problem.

>>42796

>>42819

Ashashahr

Battle log:

gun erupts across the once peaceful grassland as the Ashanis and the drug lords forces clash out in the peninsula. the battle proves incredibly even, as severe losses occur on both sides, the Ashashahr just bearly coming out on top.

results: you manage to claim a tiny chunk on land, giving a you a [+2 to all future rolls against the druglord]

>>42797

Mawizistan

Action 1: setting up Embassies help improve national relations greatly! allowing you to communicate with the west much better, as the embassies allow you to much better communicate with the west. you also build an embassy for new Constantinople, exposing you to there culture and allowing you to exchange some infrastructure [+5 Western diplomacy] [+1 Construction] [+2 New Constantinoplian culture]

Action 2: the university doesn't go so well, as like the factories before them the university is left half constructed with bare walls and glassless windows

>>42798

New Constantinople

Action 1: awhile the Mawizistani's did most of the work for you, an embassy is an embassy. you share a bit of infrastructure with them and you manage to gain some of there culture [+1 construction] [+1 Mawizistan Culture]

Action 2: with a final sluggish tumble the canal is finished, giving you brilliant trade opportunity, as any ship that wishes to reach the Elipt must also pass through you, boosting your commerce incredibly and giving you access to the same resources the Elipt got, as well as more ready access to building materials. [+5 Commerce] [+2 Construction] [+3 seafaring] [Resource: Tin] [Resource: Copper]

>>42799

Sufar

Action 1: the stone crop is finished, creating a not only an important military stronghold for soldiers, but a vital source of building materials. [+6 Construction] [+6 Citadel]

Action 2: you attempt to expand out and settle the south however you quickly find that a small tribe of nomads live in the mountain. awhile they are decades behind you technologically, they are more then enough to terrorise any attempt at long term settlement, stopping any further expansion until they are crushed or assimilated.

>>42800

Yuurtria

action 1: you attempt to expand out east, however run into the exact same problem as the sufari: a Nomads. you manage to successfully claim one tile however further attempts at settlement are quickly cut short by the cheeky fuckers.

Action 2: the Canal is finally finished! and so come the commerce! surprisingly enough the majority of your trade deals seem to be with people from the more southern continent, giving you access to there goods [+3 Commerce] [+3 Seafaring] [+1 Construction] [+Resource: Furs] [+Resource: Salt]

>>42829

Palastinalied Liberation Crusade

Action 1 and 2: "EXPAND! IN THE NAME OF GOD!" -some crusador

on a side note you also discover a rare species of Cactus growing out in the desert. awhile it at first seems unimportant, trivial in fact, a botanist manages to recall that this rare cactus' flower is used to make pink dye, something rare and sought after in the west. [+resource: Pink dye]

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2f3d2d No.42965

Dice rollRolled 80, 67 = 147 (2d100)

>>42948

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

Culture: +4

[+3 Guerilla Tactics]

[+3 Seafaring]

[+5 Commerce]

[+3 Guerilla soldiers]

[Resource: Merti Ticem]

[Resource: Tin]

[Resource: Copper]

Buildings:

Barracks

Canal

1. Begin building a settlement near to Merti Ticem. It can be sued as a tourism hub and cultural site.

2. Begin Recruiting soldiers to bring the rebellious village to heel.

+barracks

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7a3c56 No.42978

Dice rollRolled 46, 78 = 124 (2d100)

>>42948

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+7 Militia

+2 Armoured Jeeps

+5 Commerce

+2 Construction

+3 seafaring

Resource: Tin

Resource: Copper

1. Expand further through the mountains

2. Construct a media center to support our endeavors

"As we expand it is necessary for people to understand the necessity of our actions and realize the good we are doing. With proper facilities for disseminating news across the nation, continent, and even the world we can bring everyone towards our views."

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5535a7 No.42983

File: acad75ab161e651⋯.jpg (31.27 KB,529x341,529:341,1480464993752.jpg)

Dice rollRolled 68, 84 = 152 (2d100)

>>42948

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

Army:

[9 Task Force Units]

Resources:

[Iron]

Religion:

[8]

Culture:

[2]

Construction:

[4]

Settlements:

[Capital]

[Mining Town]

1; Defend and construct a fortified camp on our newly conquered land

2; We left them alone for too long, they fortified their position. We need to construct our own Artillery!

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70d0f0 No.43027

File: f9e047c0f9e3c3f⋯.png (757.47 KB,480x720,2:3,1493694738272.png)

Dice rollRolled 22, 16 = 38 (2d100)

Nation Name: Palästinalied Liberation Crusade

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

Bonus': [Holy Warriors: when rolling to train or create new military technology, you may add your religious stats to the roll]

>Resource:

+ [Pink dye]

1/2. More land is required for the kingdom!

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e1789b No.43043

File: 740dab45ffa7a1c⋯.png (263.05 KB,555x331,555:331,h-mcdonalds-Chicken-McNugg….png)

Dice rollRolled 31, 47 = 78 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+4 (SHARED!) New Constinipolian

+2 Maizistan

+3 Northern

Infrastructure:

+7 Construction

+3 Seafaring

+5 Commerce

Resource:

Tin

Copper

Ah, its good to have more people inclined to the fine western and northern style of life!

1. Send friendly dipomats and corporate ambassadors. Get some cultural exchange going .

+9 New Constinipolian

+4 (SHARED!) New Constinipolian

+3 Seafaring

+5 Commerce

2. Same thing with the Phoenicians. Surely a nation so focused on economic prosperity understands the merits of globalism

+9 New Constinipolian

+4 (SHARED!) New Constinipolian

+3 Seafaring

+5 Commerce

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e1789b No.43056

>>43043

Oops. That should read to #1 being the Liberation Crusade.

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0b08ab No.43135

File: 98abe434368d70b⋯.jpg (244.12 KB,940x627,940:627,29-juli-2015-ein-blutroter.jpg)

Dice rollRolled 10, 22 = 32 (2d100)

>>42948

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

Mawizistani Defense Force:

[+ 18 Western Trained Task Force]

Infrastructure:

[+5 Construction]

[+7 Production]

Culture:

[+2 New Constantinopolian Culture]

Diplomacy:

[+ 5 Western Diplomacy]

Resources:

+ [Plastic]

1. The University was a prestige project and of vital importance for Mawizistan. It would be a shining example of Middle Eastern Intellectual advances and have exchange universities all across the world. Or at least that was the plan. The Mawizistani Government would not rest until an impressive building had been constructed to house Mawizistans brightest minds.

2. As an island nation the development of ports was of vital importance to Mawizistan. They would serve as both drydocks for Military Ship construction to combat pirates and the like and a hub for trade from the West with local nations. A safe space to direct international trade from.

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8a6d26 No.43144

File: 45fcca5c52787e1⋯.png (1.49 MB,1024x768,4:3,1783c246c275ede8d5dd3ce7f7….png)

>>42965

Elipt

Action 1: the town appears nearly over night, complete with hotels and gift shops. your tourism trade booms, giving you access to commerce and greatly boosting your cultural influence. [+2 Commerce] [+14 Culture] [Settlement: Culture hub]

Action 2: more soldiers are trained, further growing your military in preparation for an attack. not that many people are willing to join but its a heck of a lot better then nothing [+2 Guerilla soldiers]

>>42978

YUURTRIA

action 1: the Nomads seem to be absent this time, as the presence of contemporary military force seems to have more or less scared them off. the only other thing to note is that one of your Militia regents seemed to have disapeared without a trace. you suspect they may have got lost in the mountains. [-1 Militia]

Action 2: Making a Media center? good idea! a media center is constructed, complete with a broadcast tour. its mostly used for news, however it has also been used to broadcast music, leading to the spread of a small Rap subculture in the capital. [+2 Culture] [+3 Diplomacy]

>>42983

ASHASHAHR

Action 1: a fortress is constructed. any advances the druglords make shall be intercepted, meaning that if they attack and they fail to roll above 45 there will be no effect. any rolls above 45 will be reduced by 10. [Building: Fortress]

Action 2: Time to get your own Artillery! as it would turn out, being an actual country with actual resources allows you to produce much better artillery, allowing you to produce several high power artillery regiments. [+6 Artillery]

>>43027

PALASTINALIED

Action 1: Expansion slows down a little, as you expand into the more fertile eastern lands.

>>43043

NEW CONSTANTINOPLE

Action 1: Oh boy! more western-ish people!! you send some diplomats to talk to see what they got going. initial attempts don't go TERRIBLE, although they're just a LITTLE underwhelming. [+2 Commerce] [+1 Palästinalied Culture] [Palästinalied >>43027 receive +3 New Constantinople culture]

Action 2: things go a little better with the Pheonicians! you manage to get a steady import of one of there resources via a privately owned company, giving you steady access to tin. you learn a bit more about there culture, such as there newly forming Angsty rap culture, which goes down a hit with the youth. you also learn some of there trading secrets. [+3 Commerce] [+3 Yuurtrian culture] [Yuurtria >>42978

receives +3 new Constantinoplian culture]

>>43135

MAWIZISTAN

Action 1: how much time does it take to fit in windows? quite a while apparently as even that is somehow postpones. [5/6]

Action 2: if there where ever a stereotype for the Mawizistani's it would be that they have a joy for leaving things half finished, as ONCE AGAIN the ports are delayed and as half finished concrete holes [1/4]

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986296 No.43145

Dice rollRolled 67, 65 = 132 (2d100)

>>43144

[Mawizistan] (orange)

Bonus': [Western roots: +10 to diplomacy rolls with Western nations)]

Nation Focus: [Diplomatic]

Nation Ethnicity: Middle East / Euro Mix, pretty much like Spaniards

Brief fluff on nation:

Mawizistan is located on the Western Islands of moderate climate. One of the areas first conquered and "settled" during the Age of Colonialism the Mawizistani culture is akin to other local cultures however with strong influences from their former colonial overlords.

The Mawizistani consider their former other continental overlord's monarch to be their own and used their constitution as a base for their own. Mawizistan is a democracy while their monarch technically retains some rights.

In a region susceptible to turmoil Mawizistan relies on a helping hand and good relations with the West to improve its education system, modernize its industry and ascend to become a respectable and prosperous nation.

Mawizistani Defense Force:

[+ 18 Western Trained Task Force]

Infrastructure:

[+5 Construction]

[+7 Production]

Culture:

[+2 New Constantinopolian Culture]

Diplomacy:

[+ 5 Western Diplomacy]

Resources:

+ [Plastic]

1. The Mawizistani University would be finished, its marvelous windows reminding those who laid eyes upon them that Mawizistan was a nation of great culture and heritage.

[5/6]

2. All good things take time to complete and so too would the docks of Mawizistan. Soon their ships would bring goods from the Middle East to all across the globe and in turn bring the world's many wonders back home to Mawizistan.

[1/4]

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2f3d2d No.43151

Dice rollRolled 35, 15 = 50 (2d100)

>>43144

[Elipt]

Bonus': [Eliptic Spirit: +20 to combat rolls if one of your tiles has just been invaded]

Nation Focus: (Cultural, Militaristic)

Nation Ethnicity: Subsaharan African

Brief fluff on nation: https://pastebin.com/26aDFXTB

[+18 Culture]

[+3 Guerilla Tactics]

[+3 Seafaring]

[+7 Commerce]

[+5 Guerilla soldiers]

[Resource: Merti Ticem]

[Resource: Tin]

[Resource: Copper]

[Settlement: Culture hub]

Buildings:

Barracks

Canal

1. Attempt to purchase some jeeps, helicopters or other assets able to sustain a fast assault in rapid movement.

+5 Commerce

2.Build a port at the far end of the canal. It'd be a good pace for shipping and Goods intake as well as a drop off point for tourists. Additionally it could output things we wish to sell as well.

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5535a7 No.43158

File: a7e9fa99d7034ac⋯.jpg (195.47 KB,1080x720,3:2,1495019007082.jpg)

Dice rollRolled 35, 98 = 133 (2d100)

>>43144

[Ashashahr]

Nation Focus:

Religious

Nation Ethnicity:

Persian

Brief fluff on nation:

Once a great empire spanning across the continent, the growth of the desert and then later colonialist contributed to the collapse and current state. As has always been, the Ashani people are lead by the Shahanshah who claims direct descent from the prophet himself and therefore the Gods. They are a proud people, their centuries of disgrace not destroying their spirit, and they seek to reclaim their former glory. The current Shahanshah is a member of the fourth ruling dynasty and unlike his predecessors, seeks to adopt more progressive customs and technology that has been so successful for their enemies.

Army:

[9 Task Force Units]

[6 Artillery Units]

Resources:

[Iron]

Religion:

[8]

Culture:

[2]

Construction:

[4]

Settlements:

[Capital]

[Mining Town]

Buildings:

[Western Fortress]

1-2; We have our edge now, it's time to press the advantage! Push from the fortress and destroy these infidels! They attack their own people and therefore are lower than the dirt beneath our boots.

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1b0e25 No.43188

Dice rollRolled 75, 12 = 87 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labeled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+6 Militia

+2 Armored Jeeps

+5 Commerce

+2 Construction

+3 seafaring

+2 Yuurtrian Culture

+3 New Constantinoplian Culture

+3 Diplomacy

Resource: Tin

Resource: Copper

1. modernize our cultural purity laws

"With our new empire comes new challenges. Once we were able to ensure a system of citizenship that enabled us to survive over 1000 years of independence, but now we must worry about things outside of the city. The old system worked like this, foreigners were those that came to do business, but were not allowed to own any property in the city and had to be sponsored by a patron to do business. Immigrants were those that wanted to stay in the city, but had to spend their lives as servants and were also not allowed to own property, they instead were to live in their patron's home which could be anywhere from a small house to one of the nobility's mansions. Serfs were the children of those immigrants and were allowed to buy property and run their own enterprises in certain parts of the city. Citizens are the 3rd generation inhabitants of the city and are given full rights except for matters of voting, they instead are allowed to petition. The merchant nobility is the highest level in the Yuurtrian social/political structure and they are the ones allowed to vote on city matters and can patronize foreigners that wish to do business, if a family has fallen out of favor then a new position for a family dynasty appears. This has caused stability drops which Yuurtria's enemies have taken advantage of over the centuries, but the new family who achieves the position has always been effective for restoring Yuurtrian prosperity. While this system still works for our capital, we still need to enact a similar policy for the rest of the country to avoid any foreign subversion."

2. Set up outposts to find the missing militia and nomads

"We can ill afford to lose true Yuurtrians and have rogue nations within our borders. To cement control over the continent we shall build fortified outposts along the land to report any movements and be a place where we can start expeditions to find our militia."

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e1789b No.43190

File: ddee025bab79f84⋯.jpg (57.84 KB,736x372,184:93,53690cf61aab4955d918da065b….jpg)

File: 30554e5d41941e1⋯.jpg (23.29 KB,425x228,425:228,e102d09ec82cc20c4525932315….jpg)

Dice rollRolled 89, 15 = 104 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+8 (SHARED!) New Constinipolian

>+2 Maizistan

>+1 Palästinalied Culture

>+3 Yuurtrian culture

+3 Northern

Infrastructure:

+7 Construction

+3 Seafaring

+10 Commerce

Resource:

Tin

Copper

1. Our location is perfect. Our climate, our weather, our geography.

We are at the Southernmost tip of the North, and the Northernmost tip of the South. Frigid winters do not reach us, the weather is warm and sunny year round, but we are just shy of the southern deserts and burning sands. It's a wonderful place to live, northerner or southerner.

Let's invest in the real estate market. Use our Construction firms to start polishing sandy beaches, prepping landscapes for homes and mansions, use our collective culture to market it around the world.

New Constantinople is a paradise! Come live here.

+9 New Constinipolian

+8 (SHARED!) New Constinipolian

+7 Construction

+10 Commerce

2. To help the flow of northern tourism, goods, and luxuries lets build a railroad from our Capital to the North, and a grand Railroad Station to boot.

+7 Construction

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456388 No.43191

Dice rollRolled 73, 27, 25, 86 = 211 (4d100)

>>42948

[Socialist republic of Sufar] (red)

Bonus': [Industrial-Military complex: Mining towns and Citadels are replaced with Stonecrops, which act as both]

Nation Focus: Economic

Nation Ethnicity: Subsaharan African with many minorities

Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

—–

Resources:

[Resource: Emeralds]

—-

[+6 Construction]

[+6 Citadel]

—-

1-2. Construct a small arms factory

3-4. Prospect for new metals within our lands

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70d0f0 No.43192

Dice rollRolled 96, 15, 100 = 211 (3d100)

Nation Name: Palästinalied Liberation Crusade

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

Bonus': [Holy Warriors: when rolling to train or create new military technology, you may add your religious stats to the roll]

>Resource:

+ [Pink dye]

1/2. A barracks is needed, and after that, an army!

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a84761 No.43232

Dice rollRolled 37 (1d100)

>>43158

druglord roll

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