4431a0 No.46071 [Last50 Posts]
EMPIRES OF EUROPA: WAR OF THE GODS PART 2:
One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies.
It has been many, many years since the first civilizations planted their roots and began growing, and indeed now they have grown into bustling and vibrant cultures. Most have conquered the art of working iron as well, sending the world into the Iron Age and advancing their military and industrial strength greatly. All but one civilization have forged pacts with the mysterious gods, and can now harness the forces of magic, which will undoubtedly prove to be useful. However, they know not what motivates such powerful beings to take such an interest in them.
New players please fill out the following sheet.
>Nation name:
(Self-explanatory, please pick something smart)
>Color:
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff:
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
____________________________
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4431a0 No.46072
OTHER RULES:
ARMIES/COMBAT:
While you can use your population count for some level of passive defense, you must raise standing armies to attack other players. Standing armies can be difficult to maintain in large numbers, since they require double the food of normal population. So if I have an army of 1000 and a population of 10,000, the total food production needed to keep my citizens fed would be 12,000. So, care must be taken when recruiting to avoid overstretching your food consumption.
GODS:
Gods will not appear right away. Instead they will come to you once you accomplish a certain threshold. The form the god takes and the powers he/she bestows will be based on your fluff and actions leading up to the discovery. Some may be stronger than others, if you feel you’ve been drastically cheated or want to complain about a significant issue let me know. New magic can be researched by using divine favor, the more powerful the magic is the more favor will be required. You can only research magic that is within the god/goddess’s sphere of influence. Gods will NOT directly intervene in worldly affairs, no matter how much you beg, and you can only worship one god/goddess at a time.
TRADING:
Civilizations can trade resources with no problems, but you can only trade one technology per turn and it costs an action to do so. It is a free action and automatically succeeds, but note that it will still count as a roll and add to the difficulty threshold as explained below.
ROLL SYSTEM:
I’ll be using Nimble’s system for rolls, where you can take as many actions as you want, but each action increases the difficulty threshold by 10. So if I wanted to do 3 actions, I’d have to roll a 30 or above, but if I wanted to just do 1 action I’d only have to get a 10 or above. 9 actions would mean I’d have to get a 90 or above! Note that bad things may happen if you fail a roll, and if you roll a 1 VERY bad things will happen. On the other hand, rolling a 100 will cause very good things to happen.
HOW DIVINE FAVOR WORKS:
You can use divine favor in a variety of ways. You can use it to research magic, both for war and for peacetime. You can also use it to create demigods, powerful units that will boost your military's strength greatly. Lastly you can use it to circumvent bad stuff from happening as a result of low rolls (cost is 3 favor, note that you'll still fail the roll and critfails cannot be avoided in this manner. Favor must be used before the next update, and keep in mind that said bad stuff will happen on rolls that are less than half the roll amount needed to succeed). The more favor you put into an action in this manner, the more powerful the magic or demigod will be. Note that some spells and magic may require a LOT of favor to achieve the desired effect.
Also note when choosing a location black tiles cannot be settled upon, and venturing into them will only lead to death, as they stretch on forever and will drain the life right out of your explorers.
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4431a0 No.46073
Updates will be rolled out shortly, so unless you're a new player don't post yet
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bc2388 No.46074
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
—
Do not fill out:
>Population:
10,000
>Food production:
11,000
>Population growth:
1%
>Hunger:
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
0
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
>Resources:
>Magic:
>Divine Favor:
N/A
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4431a0 No.46076
>>46074
BORBOGRAD
>Population:
10,000
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Very Basic Forges, Very Basic Unarmed Combat (Brawling), Very Basic Exotic Weapons (Cestus), Very Basic Armor (Leather), Very Basic Code of Laws, Very Basic Brewing (Kvass), Very Basic Masonry, Very Basic Medicine
>Buildings:
Player-named capitol building
Extra Housing
Arena
Stone Walls
Rye farms
>Standing Army:
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
N/A
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4431a0 No.46078
| Rolled 83 (1d100) |
>>45718
>czeched
Although the battle still rages, the noncombatants among the Helheim troops carry the dead back to Helheim to be burned in the temple pyre. The flames burn brightly as the bodies are piled upon it, much to Hel's delight. Gain 1 happiness and 2 favor.
The herbalists make their poison, imbuing it with all sorts of toxic things and praying to Hel for its effectiveness. Unfortunately, it proves to be too effective, and this is clearly demonstrated after the midwives, still unsure of how to go about their business, mistakenly use the unlabeled bottles of poison to aid in their practice. When applied to the children, they quickly die, after which they mutate into horrific and deadly abominations which rampage through the town, killing many before settling in a small stretch of territory outside the city, biding their time until the next rampage. What's worse, once night falls and preparations are made to burn the dead on the funeral pyres, the bodies are gone, almost like they just walked away. After all the chaos much of Helheim lies in ruin, and many people have been slain, many of them joining the ranks of the zombies which are a definite threat to the town. Lose 1000 population, lose 3 happiness, lose 2 favor and gain a large and powerful enemy horde of zombies on your border.
First roll is for combat results
>>45724
>The surplus has ended, also change Mediterranean Potatoes+ to Aiseirigh Potatoes+ and change Aiseirigh Iron Ore to Aiseirigh Iron
The finest hunters in Aiseirigh accompany the settlers as they march west, clearing out the beasts and claiming many territories for the glory of their homeland. Gain 4 territories.
The smiths learn from their prior mistakes this time and a solid forge is built capable of melting and shaping the fine ore of Aiseirigh better than the previous designs. Gain the Basic Forges tech.
>>45726
150 people meet the strict standards set forth by the Cogotasi warchief, and are given spears, horses and training. Perhaps with a few more men at their side they'll be able to stand up to the Mauri scum.
>>45727
Thankfully the senate's pleas reach enough of the masses that the animal-loving movement becomes a minority and the first saddles are created, allowing for easier riding and less burden for the horse. Upon seeing this, the animal lovers are pleased with the results, apologizing for their prior lack of understanding. Gain the Very Basic Horse Equipment (Saddles) tech and increase troop strength to +15 for every 100 troops.
The only thing the scouts manage to find is a lair of bandits to the south. These bandits appear to be well-trained, and make use of many stolen Roman and Mediterran innovations. They are led by Villius Fulvius, who rules with an iron fist in a society where might makes right. Like the Altruscans before them they will be trouble if left to fester and grow.
The philosophers' work pays off, and the Romans' reorganization and improvement of the Senate results in a much more streamlined system where more gets done with less petty squabbling and indecisiveness. Improve Very Basic Republic to Basic Republic and gain 1 happiness.
Unfortunately no progress in metallurgy gets done, the smiths have apparently reached many dead ends which ultimately leads to a case of blacksmith's block. Maybe in the future they'll find their inspiration, but nothing for the time being.
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4431a0 No.46079
| Rolled 63 (1d100) |
>>45730
Unfortunately the fish-flavored paste is absolutely disgusting and no one wants to brush with it. Ataninnuaq will have to find a way to get people to actually brush with the paste before it can actually be effective.
Tabukvik finds greater success, developing large ships that can traverse the open seas, although only for short distances. Still, there are rumors of an island to the south that the ships can probably reach. Change Improved Shipbuilding (triremes) to Intermediate Shipbuilding (quinquiremes).
The soldiers and carpenters of Skrael work tirelessly to repair the Warrior's Lodge, and repair it they do, bigger and better than it was before! The Warrior's Lodge becomes a cultural treasure of the Skraeli and can house and train even more soldiers than before, allowing for faster troop training and development. Change Skraeli Warrior's Lodge (Damaged) to Superior Skraeli Warrior's Lodge and gain 1 happiness.
>>45781
Finally the ground dries and the road between Moskva and Tula is complete. Now travelers will be able to traverse the great distances much easier. Change Paved Roads (Lipin Bor to Moskva) to Paved Roads (Lipin Bor to Moskva, Moskva to Tula) and gain a Happiness Token (gives +5 to a single action, must be used when you roll, cannot be used after, also only one can be used per roll)
A town hall is quickly built in Tula made of marble and gold, which more resembles a palace than anything else. Its beauty serves as a stark contrast to the plain wooden buildings of the frontier town and people from all over the lands of the Rus flock to visit the new temple. This will make administration much easier and give the local lord a posh place to reside. Gain the Rus Lord's Palace (Tula), gain 2 happiness tokens and gain 1 favor.
Unfortunately everyone is so caught up in making the town hall great that little attention is paid to the church, and thus the construction is delayed.
The Rus do indeed locate some cattle, but the stubborn beasts refuse to be trained, the bulls furiously repelling any who would try to tame the beasts with their long horns and fast charges.
>>45782
Again no progress is made, it seems that the settlers are too preoccupied with projects at home to bother with exploring and claiming new lands.
However, the papermakers of the Nile are pleased to present their new discovery - a new papyrus making method that results in sturdy yet supple paper perfect for writing upon! Now the mapmakers will most certainly be able to create even greater maps, using this new papyrus unique to the Kingdom of the Nile. Improve Very Basic Paper (Papyrus) to Basic Paper (Nile Papyrus) and gain 2 happiness.
The men return with a shining yellow metal which is indeed rare and incredibly valued for its beauty and scarcity. This will make a perfect metal indeed for the top of the pyramid. Gain the Gold luxury resource and 1 happiness.
The people of the Nile use their papyrus reeds to create sturdy nets capable of catching large and meaty fish and allowing the ships of the Nile to net massive hauls, feeding many people. Gain the Very Basic Fishing (Nile nets), get the fish food resource and raise food production to 16,000.
>>45836
200 brave souls rush to the defense of Francisia in her darkest hour, much to the delight of the citizens who fear a counterattack by the Mauri. With a little more troops the Francisians may be able to destroy the Mauri for good. Gain 200 troops.
>>45877
The citizens rejoice as the beautification project begins in Ferrumterra. Buildings are taken down only to be replaced with glorious marble structures, with the most important buildngs being lavishly decked out with gold, iron and bronze embellishments. The citizens are happy with the city, and the new arrivals are honored to live in such a great city blessed by Salacia. Add Ornate Buildings (Ferrumterra) to your buildings tab, gain 1 favor and gain 1 happiness.
The proposal to use another medium other than stone infuriates a faction of Mediterran leadership, who lead a revolt centered on the eastern side of the main Mediterran island. There a walled city is built, where the leader of the rebellion, a man named Mercurio, leads his new "nation" of Tabulaterra. The revolt, if left unchecked, will only gain more momentum unless stopped by force. Lose 1000 population, lose 3 happiness and gain a powerful and pissed off rebellion.
In addition to their chickens the farmers of Mediterra discover oxen inhabiting the valleys of Corsica, which are quickly tamed. These creatures are not only good for meat but also for their milk, and make great beasts of burden. Change Very Basic Animal Husbandry to Basic Animal Husbandry, gain the oxen food resource and increase food production to 16,250.
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4431a0 No.46080
>>45887
More date farms are constructed, starting with Alu-Tiamatu, much to the delight of the people. Change Dates to Dates+, gain the Date Farms (Alu-Tiamatu) building and raise food production to 16,750.
However a severe drought makes for a bad harvest in Alu-Sarrum, and many people starve to death before the drought ends and food production returns to normal levels. Lose 600 population.
Plenty of soldiers from across Babylonian lands are recruited to serve in the mighty Babylonian armies. Gain 250 troops.
The smiths and soldiers grow unhappy when word of a proposal for a new spear design comes up. They are proud of the original design and absolutely refuse to change it, much to the chagrin of the leaders of Babylon. Lose 1 happiness.
>due to Westerner's 100 I'll allow the trade of more than 1 tech this turn but in the future it's one tech or other trade item per turn)
The trade with the Trojan goes through without a hitch and the ideas are exchanged. The Trojans bring over their finest farmers who teach the Babylonians about the mills and selective breeding practices of their people. This increases Babylon's food production greatly, and the people benefit greatly from the full food stores. Gain the Basic Selective Breeding tech and the Very Basic Mills tech. Also increase food production to 19,250.
>>45918
>czeched
Samson beams with delight as 300 brave men sign up to defend the Free City. They are quickly given blades and armor and trained to be fierce and strong defenders. Gain 300 troops.
The mineshafts are reinforced with wood and stone and a temple is made deep in the mines, with stone statues of Mantus lining the path to guide the way. The people take solace within the depths of the mountains, feeling closer to the God Below than ever before. Gain the Temple of Mantus (Free City of Elsass) building, gain 1 faith and gain 1 favor.
Julius feels satisfied as he unveils a new shield design made of wood and reinforced with metal. This shield is lightweight and durable, with a square shape designed perfectly for defending the mountain chokepoints as Julius wished. Gain the Very Basic Shields tech and increase troop strength to +7 for every 100 troops.
>>45983
The slaves, taskmasters and architects work hard on the new temple and a new great temple is made, adorned with gold and pearls. Though it could still be improved upon, the architects are quite pleased with themselves, as the temple is nonetheless a very fitting tribute to the Lord of the Seas. Change the Palace (disrepair) building to the Grand Temple of Poseidon (Rhodes) building, gain 1 happiness and gain 1 favor.
The Trojans find an old harbor among the ruins and set out to repair it. Making use of the existing infrastructure they're able to add a Trojan flair in addition to the old architecture, and the natural terrain surrounding the harbor makes for an excellent and easily defensible place to build the new docks. Gain the Trojan Harbor (Rhodes) building, gain 1 happiness and gain 2 favor.
Next to the great harbor, the Trojans build a fortress to serve as a barracks for the soldiers as well as to make the harbor and city of Rhodes more defensible. It is built in short order and quickly staffed with soldiers and troop trainers. Gain the Fortress-Barracks (Rhodes) building.
A new design for the Trojan warship is built as well. Named the Quinquireme, this ship is bulky yet tough, and able to carry a wide variety of troops and cargo across greater distances. Change Improved Shipbuilding (Triremes) to Intermediate Shipbuilding (Quinquiremes) and increase ship strength to +8 to combat for every 5 quinquiremes.
>due to Westerner's 100 I'll allow the trade of more than 1 tech this turn but in the future it's one tech or other trade item per turn)
The trade with Babylon goes off without a hitch, and soon the Babylonian techniques spread to Trojan lands, greatly improving productivity. The Trojans, with their newfound knowledge, learn to domesticate grapes and onions, increasing the granaries of Troya greatly. Change Very Basic Farming to Improved Farming, gain the grapes and onions food resources, and increase food production to 18,750.
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4431a0 No.46081
>>45987
The runesmiths of Ylfing pray to Tyr who blesses the runesmiths with the knowledge of a new spell. The runesmiths find that, with the power of magic, they can shape the metals that they find far easier than they could ever have done before, allowing for superior weapons and armor. Gain the Minor Shape Metal spell, increase troop strength to +13 for every 100 troops, and lose 1 favor.
Jarl Ylfing finds it hard to organize the explorers, who all seem to want to do their own thing. Maybe if he asserts himself in the future he may be able to herd them together.
He finds similar troubles in organizing architects, as the various architects have formed their own organizations and refuse to cooperate with one another. This only leads to arguments and unrest amongst the architects and their lackeys. Lose 1 happiness.
>>46044
The Han stretch their borders westward around the coast of the Black Sea and discover many suitable spots for a new outpost to be founded. Gain 5 territories.
As the mages and priests pray to Xi Wangmu for her guidance, a scintillating green orb descends from the heavens and dissipates, spreading to the minds of the people. They cast the new spell and thorn bushes about the size of a large dog and shaped like Far Eastern dragons grow from the earth. Upon future inspection these bushes are actually alive, and can move about like a snake on the earth (although it must be rooted to the ground or it'll quickly wilt and die). Unfortunately those that are mobile wilt and die much more quickly than those that remain planted into the earth, although the mobile ones can still last through a battle. Gain the Han Dragonthorn spell, which allows you to either a) summon dragonthorns as troops that last for one battle or b) summon dragonthorns as permanent defenses around settlements. Their effectiveness is dependent on the roll to cast them.
Xi Wangmu grants the Han another spell, which grants guidance on matters of health and protection. Gain the Minor Guidance of Xi Wangmu (Protection) spell and increase population growth to 2.75%.
>>46074
I gotta work tomorrow and I'm not sure when I'll be off next yet so I'm gonna update now and give you a makeup turn, please post as separate turns.
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4431a0 No.46082
>>46078
>>45718
HELHEIM VS. SEASIDE VILLAGE
HELHEIM COMBAT ROLL: 38 + 32 + 10 = 80
SEASIDE VILLAGE COMBAT ROLL: 83
While the cornered villagers put up a much fiercer fight than the Helheim soldiers ever expected, their numbers just aren't great enough and the city falls to Helheim, its buildings turning to ash and its remaining citizens captured and put into the slave wagons. Gain 500 slaves and 1 territory.
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4431a0 No.46083
>>46082
Also lose 88 troops.
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4431a0 No.46086
Oh right, almost forgot
If an action is unfeasible or impossible given current conditions (i.e. researching robots, nukes, etc. with bronze/iron age tech) it'll always fail, regardless of roll (even 100).
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996c8a No.46087
| Rolled 4, 76, 32, 57 = 169 (4d100) |
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
12,767
>Food production:
17,750 (+extra food resources x2)
>Population growth:
1.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
>Happiness:
+ 10 (Moderately Happy)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic Armor (Bronze), Very Basic Shields (Bronze Villanovan), Very Basic Shipbuilding (Galleys), Very Basic Clothmaking (Linen),Very Basic Chain of Command, Very Basic Fishing, Basic Republic, Very Basic Patrolling, Very Basic Spears (Bronze pilum), Basic Siege Weapons (Battering Ram), Very Basic Code of Laws, Villanovan High Alphabet, Villanovan Low Alphabet, Very Basic Police Force, Very Basic Slavery, Very Basic Measurement System, Very Basic Forges, Ironworking, Very Basic Irrigation, Very Basic Horse Equipment (Saddles)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Simple Stone Walls]
>Standing Army:
674 Villanovan Legionnaires (+15 to combat rolls for every 100)
567 Villanovan Javeliners (+15 to combat rolls for every 100)
25 Villanovan Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 4
>Fluff Hero: Decimus the Armorsmith, Sisenna the Sailor, Domitius the Siege Engineer
1. This news is most disturbing. Have our best scouts examine the camp and determine its relative strength and any point of egress or natural feature we can use to our advantage.
2. It would seem that with new enemies come new work for Domitius the Siege Engineer, who has been tasked with constructing a device that will allow our armies to hurl large stones over long distances, all the better for knocking down walls and gates.
3. Enemies in the south, bandits no less. We must exert every effort to curb their growth and eventually destroy them. The first step in the process, aside from scouting their camp and the surrounding lands, will be establishing a military camp some distance away from their own, to better allow the projection of force upon them if need be and keep them in line.
4. With news of more enemies the call to arms goes up once again, and the dutiful roman citizens are once more called to war! Perhaps some new mounted troops this time around, what better to patrol the new lands we've acquired.
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bc2388 No.46088
| Rolled 86 (1d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
10,000
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Very Basic Forges, Very Basic Unarmed Combat (Brawling), Very Basic Exotic Weapons (Cestus), Very Basic Armor (Leather), Very Basic Code of Laws, Very Basic Brewing (Kvass), Very Basic Masonry, Very Basic Medicine
>Buildings:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
>Standing Army:
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
N/A
1. The first order of business should be to make contact with those around us. Parties will be henceforth sent into the surrounding countryside to establish relations and to make fists with the tribes in surrounding territories.
2. Concurrently, let the wise men of the city convene and discuss the matters of the universe. Let them drink the urine of the wild Reindeer, and look into the fire and at the stars, and decide together whether there are worlds beyond the visible, and powers above those of this world.
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bc2388 No.46089
| Rolled 29 (1d100) |
>>46088
Make-up turn:
1. investigate new ways of fighting, not only with fist,s but with feet, elbows, knees, and other body parts.
2. construct a granary to store away excess food
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bc2388 No.46090
| Rolled 75, 76 = 151 (2d100) |
>>46088
>>46089
each die corresponds to the second action in each turn
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ff15a8 No.46091
| Rolled 36, 39, 42 = 117 (3d100) |
>>46079
>Nation name: skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
9 (Ecstatic)
>Territory:
12
>Population:
15,749
>Population growth:
5%
>Food production:
16,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, , Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Intermediate Fishing (Spear, Net, Clamdigging), Intermediate Shipbuilding(Quinquiremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Improved Hygiene (saunas, outhouses), Very Basic Perfumes, Skræli Alphabet, Improved Music (Throat Singing, drums, lyres), Very Basic Philosophy
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (85 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (45 yrs old)
Actions:
1. Disheartened but not deterred, Ataninnuaq is now trying to find what young people are into seeing as they cant appreciate good mackerel. Perhaps some herb like mint will do better?
Ecstatic, Ataninnuaq, Fine Medicine of Ataninnuaq, Improved Hygiene
2. Tabukvik now having the ability to reach deep waters can only be described as going into a fishing frenzy. He has experimented with countless techniques and he is not content until he can pull creatures from the darkest abyss into the light of day. An example being this strange flat fish that weighs more than several men.
Ecstatic, Tabukvik, Intermediate Shipbuilding
3. Rumors of a mysterious island? HAH! Tabukvik himself can attest to those rumors seeing as he started them himself. He now also claims that he is willing to take true men over to this island so that it can be claimed in the name of Skrael.
Ecstatic, Tabukvik, Intermediate Shipbuilding
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af5418 No.46092
| Rolled 67, 83 = 150 (2d100) |
>>46079
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
12,097
>Food production:
14,000
>Population growth:
1.5%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden), Very Basic Metal Casting, Very Basic Bows, Francisian Currency, Very Basic Pottery, Very Basic Fishing, Very Basic Economics, Very Basic Clothmaking (Francisian Linen), Very basic taxation, Very Basic Labor Specialization, Very Basic Mathematics, Basic Combat Techniques (Francisian Fencing), Improved Francisian Mechanisms, Basic Swords (Iron Rapier), Basic Measurement System, Basic Shipbuilding (Raft, Galley), Very Basic Police Force, Basic Physics, Basic Masonry, Very Basic Pumps, Very Basic Cranes
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition
>Standing Army: (+14/100)
172 Francisian Swashbucklers
65 Archers
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1.Having so many volunteers is a relief but for our hour in need, it is not enough. Have some of these hard working soldiers spread the word of the military and recruit more strong, iron willed men for the cause. (Recruit more soldiers)
2.While our strongest brawn are fighting, our strongest minds shall be developing. When wrapped around a peg, linen will try to unravel. We should look further into this idea, perhaps we could make a mechanism out of this. (Research torsion springs/elasticity of linen)
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07b388 No.46105
| Rolled 41, 93, 84 = 218 (3d100) |
>>46078
>Population: 9,946.5
>Food production: 15,750
>Population growth: 2.5
>Hunger:
>Territory:
48
>Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City)
>Happiness:
5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Basic Animal Husbandry, Basic Farming, Basic Dyemaking, Basic Military Training - +8 to combat for every 100, Basic Swords - +6 strength for every 100, Improved Spears (Spears, Javelins) - +11 strength for every 100, Basic Clothing (Down-Stuffed Clothing), Very Basic Pottery, Basic Surveying, Basic Forges
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine
>Standing Army: 250 Shortswords, 697 Spearbrothers. (+10 for every 100, +11 for every 100 Spears, +6 for every 100 Swords)
>Resources:
Food: Wheat+, potatoes, sheep+, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
>Magic:
>Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Expand more! More land for the chosen people! +[Basic Surveying]
2. Build a sheep farm in Achaidh, putting the rolling green pastures to our advantage. +[Basic Animal Husbandry]
3. We'll have to adapt our tactics to this new, stronger metal. Its abundance means that we can afford to use up more weapons and armor, and our men must be trained appropriately. Improve our military training!
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c517db No.46123
| Rolled 90, 84, 14, 97 = 285 (4d100) |
>>46080
>Population:
11,585
>Food production:
18,750
>Population growth:
6%
>Hunger:
>Territory:
9
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
10
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Harbour, Temple of Poseidon
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor
Percote:
Temple of Poseidon, Paved Roads
>Standing Army:
60 Trojan Armoured Net Militia (+11 for every 100), 360 Trojan Armoured Clubmen (+11 for every 100), 100 Chariots (+9 for every 50), 300 Slingers (+11 for every 100)
10 Trojan Triremes (+7 to combat for every 5, naval unit)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 4
1. We have a new ship so now is the time to expand our navy, construct a fleet of Quadriremes to patrol our territory and protect our people (+5 happiness bonus, Intermediate Shipbuilding (Quadriremes), Very Basic Slavery, Ironworking)
2. There is land between our capital and the city of Rhodes unclaimed by our people, send scouts to explore the coast between the two and claim the land as our own (+5 happiness)
3. We have met people to our southeast we should explore to the north as well to see what other potential threats or enemies are around, better to find them instead of them finding us (+5 happiness)
4. Our navy is strong but our defences by land are lacking we need to be able to properly protect our people we will learn to ride our horses so our soldiers can scout the lands and messengers can quickly warn of danger I have no idea what techs would go towards this but +5 Happiness)
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ae6546 No.46124
| Rolled 93, 98, 99, 53 = 343 (4d100) |
>>46079
Name: Kingdom of the Eternal Nile (Javmoj)
Colour: Yellow
Fluff: Even through the war of the Gods the Nile river never failed to deliver. Eventually a time of stability came and a man stod and took charge, the Pharaoh. To show his power he had a grand palace built and promoted artisans to a position of respect and prestige. In the words of the pharaoh "The Gods might have broken the world, but we people of the Nile will rebuild it!"
>Population:
11,044
>Food production:
16,000
>Population growth:
1%
>Hunger:
None
>Territory:
21
>Outposts/towns/cities:
Giza (CAPITAL!)
>Happiness:
6
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Very Basic Spears (Bronze), Improved Shipbuilding (Nile Triremes), Basic Nile Cartography, Basic Paper (Nile Papyrus), Very Basic Fishing (Nile nets)
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid (nearly finished)
Tombs (Southern Border)
>Standing Army:
450 Nile Spearmen (+3 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds
>Magic:
None
>Divine Favor:
Osiris 4 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
This rich new material will be fashioned into the top of the Grand Pyramid! Have the craftsmen begin at once to prepare this final piece. At last, the Grand Pyramid of the Second Pharaoh will stand ready! However, with this project complete, the people of the Nile must learn to see outwards, and to not just master the seas, but become known to the other kingdoms that no doubt live across it. Send ships in all directions with word of the People of the Nile, and of the wonders we have created!
1) Fleets will be sent out across the seas to find other civilisations to educate, and rich unclaimed lands to settle (Expand across the Mediterranean Sea)(Improved Shipbuilding (Nile Triremes) and Basic Nile Cartography)
2) The fleet must be improved, we shall sail the seas with ships grander than any of the unfortunate civilisations who live beyond the bounty of the Nile. (Improve Improved Shipbuilding (Nile Triremes))
3) The northern seas might be wast, but the eastern seas cannot be ignored, it must all be claimed! (Expand south along the coast of the Red Sea)
4) Completion of our grand monument is upon us, Osiris witness our grandest tomb! (Complete the Grand Pyramid)
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4431a0 No.46125
>>46105
Adjusted population should be 12,399, though I only went back 5 turns to fix it, remember to calculate pop growth it's your current population multiplied by your pop growth, also it's a percent so just go <current population here> x 1.025 or whatever your pop growth is and the result is your new current population
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8233ab No.46126
| Rolled 82 (1d100) |
>>46078
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
10,907
>Food production:
13,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
8
>Outposts/towns/cities:
Cogotas (capitol city)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Improved Animal Husbandry, Very Basic Farming, Very Basic Cogotan Pottery, Very Basic Spears (Iron spears), Very Basic Mounted Combat, Very Basic Medicine, Very Basic Armor (Iron), Very Basic Religion (Bandua), Very Basic Military Training
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
150 Cogotasi Horsemen (+9 to combat for every 100 troops)
>Resources:
Food: Wheat+, grapes, carrots, cows, sheep, horses
Luxury: Silver
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 2
1. Train more horsemen to crush these Mauri.
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8e4231 No.46167
| Rolled 23, 1, 13, 38 = 75 (4d100) |
>>46080
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
14,196
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
3 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Improved Babylonian Mathematics, Basic Recordkeeping, Basic Babylonian Writing, Babylonian Alphabet, Basic Forges, Basic Shipbuilding(galleys), Very Basic Babylonian Spears, Very Basic Shields, Basic Selective Breeding, Very Basic Mills
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]
>Standing Army:
[954 Disciplined Babylonian Militia (+11 to combat rolls for every 100)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1; Create Bows from the palms along the Tigris and Euphrates
2-3; Build a temple room within the Etemenaki for grand rituals and ceremonies
4; Improve Spear Technology
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8e4231 No.46168
>>46167
Marduk pls, why do you hate your people so
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815823 No.46212
| Rolled 88, 8, 83, 31 = 210 (4d100) |
>>46080
FREE CITY OF ELSASS
>Population:
10,824
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
2
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Basic Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
>Standing Army:
+ 450 Elsass Swordsmen (+7 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 3
1. Quickly Friedrich stepped through the coal dust past the dozens of paths branching off into other parts of the mountain like arteries through a body. There were a great many of them, but not once Friedrich chose wrong. The Mountain had become his new home ever since the arrival of Mantus. Man had not been made to live beneath the earth and so he had to return to the surface every now and again, but perhaps one day that too would change. Finally he laid eyes upon the statues of Mantus, it was only a little further now. He had questions, of Men, Gods and everything inbetween. Finally he would no longer have to dream up answers to questions others deemed impossible to unveil.
+ Basic Religion ("God Below")
2. Samson was pleased. The men had their delusions taken from them by Mantus, a benevolent god he was truly. But while their weapons were made of iron so their discipline would have to be as well. Samson would assign the soldiers to groups of 10, small families to eat, sleep, train and fight together. While each and every one of them would have to excel in combat on their own, they would have to perform even more admirably as a unit.
+ Research Discipline/Formation Fighting
3. Julius scoffed as he looked down from his house onto the soldiers exercising in the fields. Samson truly believed that it was man who decided the battle, when clearly it was technology. What use were his swords when they could be so easily outranged on the battlefield? Spears, he had heard, were far superior. He would make some just to prove a point. A swordsman could be as daring as he wanted to, but to charge into a wall of speartips was a fool's errand, especially if that wall of spears was staring up at you from the darkness of a mineshaft.
+ Research Spears
4. Invent an alphabet, cause apparently nobody knew how to write all along.
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b26585 No.46222
The Han (Bazrael)
>Population:
15197
>Food production:
19,000 (+extra food resources x1)
Feeding: Civilian 15196+Military (2666) = 17862
>Population growth:
2.75% base
>Hunger:
Content
>Territory:
18
>Outposts/towns/cities:
Xinyang (Capital City)
Shènglì (Outpost)
>Happiness:
2 (+Code of Laws)(+Jade)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x3] Rice++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen, Minor Plant Growth
Luxury: Jade
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
2 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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b26585 No.46223
>>46222
1. Now that we have expanded, build another settlement to our west. We shall call it Xi'iang
+Basic Architecture
+Very Basic Construction Tools (Bronze) tech
+Peacetime Soldierly Employ +5 to Construction
2. One of our physicians has a vision, a dream in the night. A vision of boiling water. Of boiling milk. Of boiling wine in pots. He is not sure what they mean, but feels as though it is a vision from the Divine. Perhaps it is a message in the making. Pray to Xi Wangmu, and have the priest use her spell, it may be a path to revelation for better health for our people.
Minor Guidance of Xi Wangmu (Protection) spell
3. We should improve our education further.
+Basic Education
+Xi Wangmu Academy
+University (Xinyang)
+Honor and Virtue District (Xinyang)
4. Some of the orphans brought to the Honor and Virtue district are surprisingly intelligent. Some seem to be motivated to be more than mere wives, but to make something of themselves. We should capitalize on this. Develop a class of State Scholars, with special priveleges to those who earn top marks at the schools and academies and continue to develop new innovations for the nation. Even without family, a boy or a girl can grow to bring honor to themselves by intellectual service to the state.
+Very Basic Han Nationalism
+Basic Education
+Xi Wangmu Academy
+University (Xinyang)
+Honor and Virtue District (Xinyang)
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b26585 No.46224
| Rolled 96, 33, 6, 52 = 187 (4d100) |
>>46223
dice
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584153 No.46228
| Rolled 6, 75, 43, 34 = 158 (4d100) |
>Population:
11763
>Food production:
17,000 (feeding 11763civ+700mil=12463)
>Population growth:
3%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
12
>Technologies:
Bronzeworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Very Basic Forges tech, Basic Pickaxes (Iron), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming Equipment (ploughs)
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
>Standing Army:
150 tatar horsemen +12 to combat rolls for every 100 troops
200 cossacks +12 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, 1 Happiness Token
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
1
#1 the Tatars enjoy the saddle and the hunt, they will surely catch the cattle soon
+Basic Animal Training (Falcons)
#2 the church in Tula will be built
+Very Basic Religion (Svarog)
#3 Svarog is a clever god. we should be clever too. build a school in Moskva, where we will send the smartest children of the nobility
+Very Basic Administration
#4 the scribes need to come together and settle on a single written language for the kingdom instead of regional chaos, we cannot have an effective administration without unified writing
+Very Basic Administration
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ed1bb1 No.46231
>>46082
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
(Western coast of the Black Sea, slightly inland)
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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5cb566 No.46236
>>46071
>Nation name: Qarthak
>Color:
Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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4431a0 No.46251
NEW PLAYERS
>>46231
WALLACHIA
>Population:
10,000
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness:
2
>Technologies:
Bronzeworking, Ironworking, Improved Animal Husbandry, Basic Farming, Very Basic Forges, Basic Military Training, Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry
>Buildings:
Player-named capitol building
Extra Housing (Capital city)
Barracks (Capital city)
Stone Walls (Capital city)
Wheat farms (Capital city)
>Standing Army:
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
N/A
>>46236
QARTHAK
>Population:
10,000
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness:
1
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Player-named capitol building
Extra Housing (Capital City)
Harbor (Capital City)
Stone Walls (Capital City)
Fig Farms
>Standing Army:
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish
Luxury: Dyes
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
N/A
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5cb566 No.46252
| Rolled 21, 49, 20 = 90 (3d100) |
>>46251
>Nation name: Qarthak
>Color:
Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
—
>Population:
10,000
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness:
1
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Player-named capitol building
Extra Housing (Capital City)
Harbor (Capital City)
Stone Walls (Capital City)
Fig Farms
>Standing Army:
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish
Luxury: Dyes
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
N/A
1. Any city worth it's salt needs an army. Train up some spearmen and archers. We'll need them to defend our city.
2. Next Qarthak is the city of colors, Build a dyer shop so we can make and refine more dyes more easily.
3.Build a forge. We will need it to make things of metal.
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ed1bb1 No.46253
| Rolled 100, 20, 60, 88 = 268 (4d100) |
>>46251
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,175
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube
>Happiness:
2
>Technologies:
Bronzeworking, Ironworking, Improved Animal Husbandry, Basic Farming, Very Basic Forges, Basic Military Training, Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry
>Buildings:
The Court over Danube
Extra Housing (Capital city)
Barracks (Capital city)
Stone Walls (Capital city)
Wheat farms (Capital city)
>Standing Army:
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
N/A
1 Study Basic Mathematics geared towards practical applications like taxes and measurements.
2 Study Basic Taxation centered on furs, horses and punishment.
3 Recruit Wallachian Swordsmen. Including Iron based Very Basic Swords, Very Basic Armor and Very Basic Medicine in their kits.
4 Basic Shields. Lets experiment with what materials make the best shields for swordsmen. Large and sturdy, light and replaceable or a mix.
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ed1bb1 No.46254
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
486650 No.46298
| Rolled 75, 22, 27 = 124 (3d100) |
>>46079
Mediterrans (Tansen)
>Population:
12812
>Food production:
16,250
>Population growth:
3%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+2
>Technologies:
Food: Basic Farming, Improved Fishing (Mediterran Nets), Basic Animal Husbandry
Industrial: Bronzeworking, Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth), Ironworking
Military: Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
Science: Blessed Medicine, Mediterran Alphabet
Cultural:Basic Brewing (Mediterran beer)
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>>Standing Army:
>Naval;
10 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 213 regulars +11, 744 elites+14
150 bowmen
63 trident/net
+11 to combat rolls for every 100 troops
744 Elite Soldiers (+14 to combat rolls for every 100).
> Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron Ore
>Magic:
None
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 3)
1. This rebellion bodes extremely poor. We must handle this very carefully. Mediterran fighting Mediterran is a nightmare scenario for us. Send Scipio to the rebellion as peace offering. If the stone writing is that important we will make it a permanent part of our society, a cultural tradition. We will even offer Mercurio a position as head of new colonization (hopefully he will take the honor and go far from us to crete to resume setting up the colony there)
2. We need to begin planning for the Sardinian warriors by building the temple of war there. To train holy Salacian zealots from their populace.
3. Double down on our effort to recapture Tabulaterra by putting religious pressure on the commoners involved in the rebellion. The temple of Salacia is headquartered in our capital along with the clergy. If mercurio begins losing his support among the commoners the rebellion will collapse without us needing to keep our promises or using the military
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4431a0 No.46329
| Rolled 95 (1d100) |
>>46087
The scouts find something very disturbing on their travels - many of the farms dotting the southlands have been completely abandoned! They return to report the news, but only a sole scout returns to share the grim news. They've probably been taken into slavery, or worse, Vilius Fulvius may be training them to be soldiers to fight against the Romans. Lose 190 population, 10 of those being soldiers.
Though the Roman knowledge of physics and machinery is limited, Domitius manages to make a simple wheeled siege engine with a wooden spoonlike structure that's quite flexible. When the siege operators pull the rock holder back, it arches backwards and, when released, the rock goes flying towards its target. Domitius feels pleased with the design, calling the new invention a "catapult". Change Basic Siege Weapons to Improved Siege Weapons (Battering Ram, Catapult)
After what happened with the disappearances the men are reluctant to venture out and construct anything, at least until the enemy has moved on. The camp will have to wait until later, it seems.
Fortunately at home there are plenty of men eager to fight the new threat, many of whom are quick learners when it comes to riding horses into combat. Of course, the new saddles help as well. Gain 250 Roman Equites (or whatever you wish to call them).
>>46088
>>46089
>>46090
1. The Borbograd scouts report good findings indeed, a village to the west calling itself Yeltsinski. The people here are peaceful, mostly known for farming, although they do have a military and a wooden palisade to defend against bandits and invaders. Whether they be friend or foe is entirely up to Princess Volnovna, although they seem peaceful enough and don't seem too interested in getting violent and invading anytime soon. Their territory is marked on the map as bluish green.
The wisemen of Borbograd sit around the campfire, talking about the universe and rumors of the gods that make up this world. They talk for hours, and before long they're talking about proper philosophies. They share their understandings of the world and philosophies, and the people seem quite happy to partake in philosophical discussions of their own. Gain the Very Basic Philosophy tech and 1 happiness.
The warriors of Borbograd work hard to transform their unrefined brawling skills into a proper style of unarmed combat. Their new combat style, when combined with the Borbograd cestus seems quite deadly, although it could do with some refinement still. Change Very Basic Unarmed Combat to Basic Unarmed Combat (Brawling, Martial Arts). You can name the martial arts whatever you wish, just replace Martial Arts with it.
A granary is constructed in Borbograd, much to the delight of the farmers and citizens who find that the food lasts longer when properly stored in a granary. Add Granary (Borbograd City) to your buildings tab and change food production to 15,500. Also make sure you add (Borbograd) to your existing buildings so I know what city they're in.
>With the new granary you now have a surplus of food! Population growth is doubled as long as you still have a surplus.
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4431a0 No.46330
>>46091
"Mint" is something unheard of in the frozen plains of Gronland, although Ataninnuaq manages to find a suitable solution by making the toothpaste fairly bland and flavorless, which the people are willing to brush with. Still, the medicinal herbs work well in getting the people's teeth clean. Change Improved Hygeine to Basic Hygeine and gain the Very Basic Sewage tech (outhouses should be in their own category since it's more related to sewage than hygeine, this doesn't affect anything as far as game mechanics go). Also change population growth to 5.25%.
Tabukvik does indeed manage to find a good spot where, using poles with longer strings, he is able to pull up a hefty fish, which he calls "halibut". It takes several men to haul up the heavy fish and Tabukvik's line snaps several times, but eventually he gets the technique down enough where he can at least get some of the fish. The new fish are enough to save the people from going hungry this winter. Change Intermediate Fishing to Fine Fishing and gain the Halibut food resource. Also increase food production to 17,000.
Ataninnuaq makes the journey east to the rumored island, discovering a frozen land with a climate not unlike Gronland, although he finds that the island has a fiery side too, most notably in the form of mountains billowing thick black smoke from their tops, almost like there is a great fire up there. There are also plentiful hot springs which would make excellent saunas, and jets of water that spout boiling hot water high into the air. Tabukvik claims several territories in the name of Skrael along the coast and he thinks that this would be an excellent place to build an outpost. Gain 3 territories.
>also change Intermediate Shipbuilding (Quinquiremes) to Intermediate Shipbuilding (Quadriremes), this doesn't change anything mechanically
>>46092
Much to the Francisians' relief, even more troops sign up to protect their homeland. Perhaps now Adelbert can be challenged and defeated. Gain 200 troops.
With a bit of Francisian ingenuity strips of linen are wrapped in a spiral, creating a springlike mechanism. Although linen isn't the ideal material, several smaller mechanisms can be made out of this. Gain the Intermediate Francisian Mechanisms tech (Basic machines, gears, linen torsion springs)
>>46105
The people of Aiseirigh push even further south, claiming many lands for their own. The claimed lands consist of rolling plains, suitable for farming. These plains would indeed be a good place to build a settlement, should the thane of Aiseirigh wish to do so.
The farmers and carpenters are able to build a great sheep farm with large pastures and a spacious barn made of sturdy wood. These sheep farms are intricately crafted, a palace for the sheep with shearing stalls to maximize wool production and plenty of space indoors to help the sheep survive the cold winters. The sheep farms quickly become a symbol of Achaidh's prosperity and provide industry and wealth to the city. Gain the Aiseirigh Sheep Farms (Achaidh), change food production to 17,000 and change the sheep resource to Sheep+++.
>remember to update population growth, it should be 12,399 (>>46125)
The warriors of Aiseirigh develop their training methods even further, allowing for more disciplined and skilled troops. This will help greatly with the war efforts of Aiseirigh. Change Basic Military Training to Improved Military Training and change troop strength to +12 for every 100 troops (this is a flat bonus that applies to all troops, please change your troop strength to reflect this)
>>46123
The shipbuilders get to work and complete the quadriremes in record time, producing far more than they anticipated. The navy of Troya will indeed be a force to be reckoned with now. Gain 35 quadriremes.
The lands along the coast to the south of Troya are quickly tamed and claimed in the glory of the Trojan homelands. The lands are fertile along the coasts and building a settlement or two here would be a good idea. In addition Rhodes is now but a hop and a skip away from the newly claimed territory, solidifying the kingdom and making travel easier. Gain 5 territories.
The Trojans venture out into the unknown trying to find new civilizations, but unfortunately become lost and don't make it very far. Luckily they're able to return back the way they came and make it back to Troy unharmed, but their efforts are fruitless.
The people take to riding horses extremely well, and the strong and smart Trojan horses make excellent partners. With this, the Trojans are able to come up with a unique and effective riding style which the Trojans pride themselves greatly upon. Gain the Very Basic Trojan Mounted Combat tech and increase troop strength to +13 for every 100 troops (this is a flat bonus that applies to all ground troops (but not ships), please change your troop strength to reflect this).
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4431a0 No.46331
>>46124
The Nile explorers, using their superior maps and navigational skills, claim a massive swath of territory, nearly doubling the size of the Kingdom of the Nile. Many fertile lands await the explorers and settlers, and many a city can be built along the coastline. The coast around the Red Sea is slightly more arid but the waters teem with fish and sea life. Gain 16 territories.
The ships are improved even further, and grand ships are constructed, even better than the ones before. They are a cultural icon of the Nile and will prove to be extremely beneficial to war efforts. The ship themselves are huge, with four sails, and are much bigger and faster than the old ships. Gain the Intermediate Shipbuilding (Superior Nile Quadriremes) tech.
The Kingdom of the Nile finally completes their pyramid, crowning it with a top encased in solid gold. The pyramid is bigger than anything seen before, and civilizations to come would think that the pyramid to be an impossible construction, but through the hard work of the Nile workers it is done. The Pharaoh will have a monument that will be a lasting and powerful symbol of his greatness. Change the Great Pyramid (nearly finished) to the Great Pyramid of <insert name of person entombed here> (Giza), gain 3 happiness, gain 5 favor and gain a +5 bonus to all rolls for the next 5 turns.
>Your people are ecstatic! Gain a +5 bonus to all rolls as long as your happiness remains above 8.
>>46126
Great news! 250 more horsemen are trained and are ready to fight the Mauri scum. The Cogotans now match the strength of the Mauri, and, provided things go well, should be able to put up a good fight against them.
>>46167
The inventors of Babylon struggle to make the bows, they can't seem to find an elastic yet strong string to make the string out of. It'll take some time for them to figure it out.
The temple construction is interrupted by an uproar within the temple as the priests there argue over the proper way to worship Marduk. Unable to resolve their differences, the dissident priests take their followers and embark on an exodus from Babylon, making a settlement on the outskirts of the empire and raising many warriors to defend themselves, armed with stolen Babylonian weapons and armor. They will truly be a formidable foe to face in battle and will undoubtedly become a serious threat to Babylon if left unchecked. Lose 1000 population, lose 3 happiness and gain a formidable enemy civilization on your borders.
Fortunately spear construction goes a bit better, as even with all the chaos happening the Babylonian smiths manage to make sturdier and pointier Babylonian spears. Increase troop strength to +12 to combat rolls for every 100 troops and change Very Basic Babylonian Spears to Basic Babylonian Spears.
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4431a0 No.46332
>>46212
Friedrich spends many a day in the temple of Mantus, emerging to the surface only to eat and sleep. He sees visions of Mantus in his dreams, and by the time he comes out of the temple he has come up with a list of teachings to guide the people and give substance to their religion. With these teachings, the religion of Elsass becomes the most sophisticated in the world, much to the delight of Mantus and the citizens alike. Change Basic Religion to Improved Religion ("God Below"), gain 2 happiness and 2 favor.
Samson's proposals lead to arguments amongst the higher-ranking troops, who each insist on their own ways of training the troops, some saying that the existing methods are sufficient enough. Samson, with a massive headache, decides to give up on training for now until he comes up with a solution they can all agree on. Still, the arguments cause division amongst the troops and unrest grows in Elsass. Lose 1 happiness.
Still, Julius's actions bear fruit, and Elsass develops its first spears with iron spearheads and sturdy wooden shafts. Julius beams with pride as his new invention will greatly help the military. Increase troop strength to +8 to combat rolls for every 100 and gain the Very Basic Spears tech.
Unfortunately people can't understand the alphabet the Elsass scholars propose, and they'll have to go back to the drawing board and figure out a new, simpler method.
>>46223
The settlers flock in droves to the new city, attracted by new opportunities and possibilities. Xi'iang grows exponentially in just a few days, and before long it is a proper city almost matching Xinyang. Add Xi'iang (City) to your outposts/towns/cities tab and improve population growth to 4.25%.
Though Xi Wangmu is willing to give her advice, the scholars are able to make little sense of it. The milk and wine burns and the water just boils away. Perhaps with a little more guidance they can try again in the future.
The proposals are met with even more grumbling and division as all the teaching methods presented are dismissed by the teachers, who insist that their teaching methods are far superior. They even take offense to the thought that these obviously inferior methods were somehow better than what they were doing. Lose 1 happiness.
The idea of recognizing scholars is accepted much more however, and the brilliant minds of the Han appointed to the new scholar caste beam with pride as their achievements are finally recognized. Gain the Scholar Caste tech and gain 1 happiness.
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4431a0 No.46333
>>46228
>Happiness caps at 10, it doesn't increase beyond that, but you get happiness tokens for every point that goes over that limit
This time goes much worse for the hapless cattle tamers, as the cattle are now on the defensive and fight like cornered beasts, the individual herds acting in unison to repel the Tatars. The hapless ranchers return home, obviously disgruntled and upset after receiving several serious gore wounds. Lose 1 happiness.
Finally, the church in Tula is built, much to the delight of the Tulans who no longer have to make perilous treks in the cold and snow to Moskva to do their praying and worship. Gain the Church of Svarog (Tula) building, gain 1 happiness and gain 1 favor.
A school is built in Moskva, giving children a place to learn and study. This will be a big help to scholarly affairs in the lands of the Rus. Gain the School (Moskva) building.
The scribes struggle at first, but are barely able to piece together an alphabet that can be used to verbally communicate ideas through writing. Gain the Rus Alphabet tech and 1 happiness token
>>46252
The leaders of Qarthak put out a call for troops, but the few who volunteer prove to be unfit for service. They'll have to try again later.
However, the Qarthakinians manage to put together a dyer's shop where they can produce greater amounts of dyes and apply them to more fabrics than they could before. Gain the Dyer's Shop (<insert name of capital city here>) building, gain 1 happiness and change Dyes to Dyes+.
>>46253
The Wallachians put their best scholars on the job, and much to their surprise the study of mathematics comes to them like breathing air, almost as if a divine force is guiding them. The knowledge of math improves by leaps and bounds, which will undoubtedly help the Wallachians in many areas. Gain the Improved Wallachian Mathematics tech and 3 happiness. Gain 1 favor as well (see below).
Despite the leaps and bounds made by the mathematicians the Wallachians find that there aren't quite enough furs and horses to go around as makeshift currency, and as a result the people refuse to give up what little they have. Perhaps another try is in order, or perhaps the Wallachians can try another, more standardized means of currency.
Thankfully recruitment goes better for the Wallachians. 200 brave souls gladly sign up for service with the Wallachians, and are given spears, armor and training. Gain 200 Wallachian Swordsmen (+7 to combat rolls for every 100). You can rename these whatever you like and split up troop types (horsemen, swordsmen, etc.) however you see fit.
The Wallachians find great success again, making a sturdy, lightweight and powerful shield fit for the warriors of Wallachia. The shields quickly become a symbol of Wallachia's growth to success and power. The shields themselves are square, a good fit for cavalry and infantry alike. They provide good coverage and are ideal for formations. Gain the Very Basic Wallachian Shields tech and increase troop strength to +9 for every 100 troops.
>>46298
Though the efforts of the diplomats find some success in gaining sympathy through their acceptance of the tablets, many are still skeptical, saying that the Mediterrans do not truly believe in the true value of the holy tablets and their efforts are an empty attempt to placate them. More disturbingly, the tablet rebellion has sparked a full-on schism, with the Tabulaterrans having developed many new and separate beliefs, many of which are incompatible with the primary Salacian priesthood's teachings. As a result, the offering of Scipio di Salacia is rejected by the Tabulaterrans, who consider him a false prophet. Still they are respectful enough to allow him to at least leave their city in one piece, and he returns home unharmed. Although it appears that this upstart civilization will be much harder to tame through diplomatic means than the simpler Sardinian warrior tribes, the Mediterrans' efforts do bear fruit as many of the Mediterran sympathizers put pressure on Mercurio to cease hostilities, at least for now. The relationship with Tabulaterra has changed from hostile to resentful.
Logistical errors prevent the construction of the new Temple-Barracks of Ferrumterra as the builders are dismayed to be find that not enough materials are shipped and sometimes the wrong materials make their way to them. The Mediterrans will have to wait on the construction until the builders can reorganize and give more concise orders for appropriate building material.
Roll is for how well the Tabulaterrans resist your attempts at cultural takeover
<Ylfing and Helheim get a makeup turn, please post as separate turns.>
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4431a0 No.46334
>>46329
>>46298
CULTURAL TAKEOVER RESULTS - MEDITERRA VS. TABULATERRA
MEDITERRA ROLL: 27 + 41 = 68
TABULATERRA ROLL: 95 + 30 = 125
The Tabulaterrans quickly catch on to the Mediterrans' activities and the priests are none too happy about it. The missionaries are promptly expelled from Mediterran lands and are given a stone tablet, which reads as follows:
"As the treachery of Mediterra has been brought to light, be informed that the gates of Tabulaterra are now closed, any Mediterran trespassers will be met with hostile force.
Not good.
Relations with Tabulaterra have deteriorated back to hostile.
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4431a0 No.46335
>>46088
On a cold winter's night Muzhchina Volnovna has an ominous dream, beginning in silent whispers which soon take shape into the forms of two gods. The first is a powerful-looking man, with rippling muscles emulating a human at peak performance. He reaches out and speaks to the princess.
"Greetings mortal, I have heard much about your new civilization, it is most interesting indeed. I am Mikula, God of Heroes. Long before the dawn of civilization I have valiantly used my power to protect the world from withering away, and now I offer to share my power with you. First, however, you and your nation nation must prove yourselves to be heroic in your own right. Do this and you too may become heroes of legend."
(Domains available: Fire, strength, life, light)
The second takes the form of a robed god with a white beard sitting on a golden throne. As he rises to address the princess the very air itself begins to resound with thunderous booms and crackle fiercely with lightning before going silent as the god speaks. "I am Perun, lord of war and the storm. Are you courageous enough to forge a pact with me? If so, you’d better not disappoint me, boy. I only give my powers to the strong and worthy. However, prove yourselves to me and great powers will be at your disposal, and the world will be your oyster."
It appears the princess must make a choice - both gods seem strong and are willing to help others to be strong, but which will she choose?
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4431a0 No.46336
>>46335
Perun domains: Air, strength, storms, war
>>46252
The people of Qarthak, especially the leadership figures, find themselves visited in their dreams by whispers and murmurs, almost as if someone is calling out to them. Perhaps this might mean something in the future. (gods next turn)
>>46253
Vlad III, however, is visited by a single god while in deep slumber on a balmy summer night, a humble-looking god with a beard and wearing simple robes of white. He has a gentle expression on his face, though Vlad can also feel a great power emanating from him. "Greetings my son, I am Yeshua, Lord of Hosts. Long have I been watching over the fledgling sons of man, and, if you seek it, I shall lend you guidance and become the shepherd to the fields of prosperity. However, I am not so quick to lend my powers to evildoers and sinners. Follow my teachings, prove your righteousness and be rewarded. Will you accept me into your heart and begin the journey to salvation and purity?"
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4431a0 No.46337
CURRENT RANKINGS:
Most Population:
Skrael – 15,749
Han – 15,197
Babylon – 13,196
Least Population:
Qarthak and Wallachia (tie): 10,000
Helheim: 10,016
Borbograd: 10,175
Most Territory:
1. Aiseirigh - 53
2. Kingdom of the Nile – 37
Babylon: 35
Least Territory:
1. Borbograd, Elsass, Qarthak and Wallachia (tie) - 1
2. Helheim - 2
3. Cogotas - 8
Largest Military:
1. Roma - 1,516
2. Han - 1,333
3. Mediterrans - 957
Smallest military:
1. Borbograd and Qarthak (tie) - 0
2. Wallachia - 200
3. Cogotas and Rus - 350
Most Technology:
1. Troya - 40
2. Francisia - 38
3. Skrael - 33
Least Technology:
1. Cogotas - 14
2. Helheim and Ylfing (tie) – 16
3. Qarthak and Borbograd - 17
Most Resources:
1. Roma and Aiseirigh (tie) - 22
2. Troya – 18
3. Babylon, Rus and Qarthak (tie) - 15
Least Resources:
1. Helheim and Ylfing (tie) - 10
2. Cogotas - 11
3. Borbograd - 12
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4431a0 No.46338
>>46336
Yeshua domains:
Water, life, protection, light
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4431a0 No.46339
Also updated map because I left out a few of Jaundice's territories (add 7 to your total)
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e02684 No.46340
| Rolled 97, 11, 22 = 130 (3d100) |
>>46337
>Population: 12,709
>Food production: 17,000
>Population growth: 2.5
>Hunger:
>Territory:
55
>Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City)
>Happiness:
5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Basic Animal Husbandry, Basic Farming, Basic Dyemaking, Improved Military Training - +8 to combat for every 100, Basic Swords - +6 strength for every 100, Improved Spears (Spears, Javelins) - +11 strength for every 100, Basic Clothing (Down-Stuffed Clothing), Very Basic Pottery, Basic Surveying, Basic Forges
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
>Standing Army: 250 Shortswords, 697 Spearbrothers. (+12 for every 100, +11 for every 100 Spears, +6 for every 100 Swords)
>Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
>Magic:
>Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. This new land will be put to good use– a new settlement will be raised! Soon to be a thriving farming settlement, we will call this place "Leicester."
2. Expand further south.. +Basic Surveying
3. Improve our existing farming techniques. As our population expands we will require more and more food.
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ed1bb1 No.46342
| Rolled 57, 56, 44, 58 = 215 (4d100) |
>>46333
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
>Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>>Population:
10,175
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube
>Happiness:
5
>Technologies:
Bronze-working, Iron-working, Improved Animal Husbandry, Basic Farming, Very Basic Forges, Basic Military Training, Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Improved Wallachian Mathematics, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry, Very Basic Wallachian Shields
>Buildings:
The Court over Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
>Standing Army:(200) +9 for every 100 troops.
100 Wallachian Swordsmen
100 Wallachian Horsemen
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 1
"Yeshua, I will take your hand in mine. Lead me."
1 Wallachian Coin Currency. We can barter wealth more quickly and more surely with precisely measured and weighed metal coins. On one side a Wallachian Shield to show that this state and by extension Vlad III protects its citizens, and on the other The Court over Danube. +Improved Wallachian Mathematics, Bronze-working, Iron-working, Very Basic Forges.
2 Orphanage of Curtea de Danube. Yeshua teaches to watch over and protect those who are less fortunate. If at the same time we can teach them what, and who, is worthy of respect then so much the better. +Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry, Improved Wallachian Mathematics.
3 Wallachian College of Curtea de Danube. To support the scholarly pursuits of our nation and find the men who would burn the trail to enlightenment we establish this hall of learning. +Improved Wallachian Mathematics, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry.
4 Research Military Officer Training. Test the soldiers and prospective soldiers on mathematics that are applicable to logistics. What comes after that is whether they have enough charisma, knowledge, ambition and vitality to take on additional responsibilities and lead their brothers. +Improved Wallachian Mathematics, Very Basic Code of Laws, Very Basic Medicine
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996c8a No.46343
>>46329
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
12,778
>Food production:
17,750 (+extra food resources x2)
>Population growth:
1.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
>Happiness:
+ 10 (Moderately Happy)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic Armor (Bronze), Very Basic Shields (Bronze Villanovan), Very Basic Shipbuilding (Galleys), Very Basic Clothmaking (Linen),Very Basic Chain of Command, Very Basic Fishing, Basic Republic, Very Basic Patrolling, Very Basic Spears (Bronze pilum), Improved Siege Weapons (Battering Ram, Catapult), Very Basic Code of Laws, Villanovan High Alphabet, Villanovan Low Alphabet, Very Basic Police Force, Very Basic Slavery, Very Basic Measurement System, Very Basic Forges, Ironworking, Very Basic Irrigation, Very Basic Horse Equipment (Saddles)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Simple Stone Walls]
>Standing Army:
674 Roman Legionnaires (+15 to combat rolls for every 100)
557 Roman Javeliners (+15 to combat rolls for every 100)
250 Roman Equites
25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 4
>Fluff Hero: Decimus the Armorsmith, Sisenna the Sailor, Domitius the Siege Engineer
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996c8a No.46344
| Rolled 67, 85, 76 = 228 (3d100) |
1. Dastardly devils, we must strike now, in the dead of night. Our new machines will rain hell upon them, while a strong line of roman iron shall meet their sally force, and our new Calvary troops shall chase down any enemy combatants that remain! Best to keep the camp as intact as possible though, so we can use it as a foothold to secure more of the frontier.
2. A novel idea also forms in the new blood of the roman military. We have different segments and types of troops, but no formed battle line, no order amongst the men. We are Romans, not barbarians! Our troops would fare well in battle if they had some order of battle. One centurion comes forth with an Idea. The man, named Marius, raises the notion that perhaps instead of the Roman military being solely composed of those who are citizens of rome with land, and also supplying their own arms, the military instead be a professional force, instead of a volunteer army raised in times of trouble and disbanded in peacetime. These men shall be supplied with state-mandated standardized weapons, and pay as well. An enlistment period of 16 years, after which a man will be granted a parcel of land in line with their rank on the newly conquered frontier in which to settle. Finally, the actual men shall be organized into specific numbers of units from which we shall build the entire military. The smallest division shall be the Contubernium, 10 men lead by a Decanus, ten of these shall compose a Centuria, 100 men strong and lead by a centurion. Six of these shall form a cohort, and ten of these shall form what will be known as a legion! Such a force shall be a self sufficent fighting unit, as each man shall carry his gear and his rations for several days, and this and constant drilling shall keep them in the best shape the men can be in. With these new reforms Rome shall come to dominate not only the Mediterranean, but the world!
3. On the northern frontier the brave citizens Florentia shall once again strike the earth and lay the works for more farms, Roma was not built in a day, and the labor in building our republic shall require much food to feed the masses!
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0257ed No.46348
| Rolled 55, 87, 49 = 191 (3d100) |
>>46330
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
12,278
>Food production:
14,000
>Population growth:
1.5%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden), Very Basic Metal Casting, Very Basic Bows, Francisian Currency, Very Basic Pottery, Very Basic Fishing, Very Basic Economics, Very Basic Clothmaking (Francisian Linen), Very basic taxation, Very Basic Labor Specialization, Very Basic Mathematics, Basic Combat Techniques (Francisian Fencing), Intermediate Francisian Mechanisms (Basic machines, gears, linen torsion springs), Basic Swords (Iron Rapier), Basic Measurement System, Basic Shipbuilding (Raft, Galley), Very Basic Police Force, Basic Physics, Basic Masonry, Very Basic Pumps, Very Basic Cranes
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition
>Standing Army: (+14/100)
200 Francisian Swashbucklers
93 Archers
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1. While we may have a military big enough to dispose of our enemies, our losses will be great if we are not stronger. Continue recruiting soldiers.
2. Even if our people have given us the best and brightest and can no longer give anymore, we shall still march on those Barbarians in Adelbert
3. Linen is not the most elastic material and is far from the best material for torsion springs. Perhaps, if we coil hot metal around a post, when it cools it will retain it's shape and work wonders as a torsion spring
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ff15a8 No.46349
| Rolled 45, 12, 58 = 115 (3d100) |
>>46334
>Nation name: skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
9 (Ecstatic)
>Territory:
17
>Population:
16,675
>Population growth:
5.25%
>Food production:
17,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Fine Fishing (Spear, Net, Clamdigging, Line), Intermediate Shipbuilding(Quadriremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Improved Hygiene (saunas, Toothpaste), Very Basic (Sewage), Very Basic Perfumes, Skræli Alphabet, Improved Music (Throat Singing, drums, lyres), Very Basic Philosophy
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (90 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (50 yrs old)
Actions:
1. As Ataninnuaq reaches the end of his life he feels great contentment for what he has accomplished for his people. Everyone is healthy and clean with disease being much more rare than it once was, however there was always one aspect that was lacking. Something that did not get much attention due to lack of conflict. That of treating actual wounds. Broken bones and cuts, while the pain could be nullified and the wound cleaned it still had trouble healing. That is why in his final years Ataninnuaq has chosen to dedicate himself to surgery.
Ecstatic, Ataninnuaq, Fine Medicine of Ataninnuaq, Improved Hygiene
2. Improve Fishing
Ecstatic, Tabukvik, Intermediate Shipbuilding
3. In Tabukvik's travels he has discovered even more uninhabited islands that are ripe for the taking. Despite having just settled in this new land the opportunity to secure these islands and gain access to new routes is too much for him to ignore.
Ecstatic, Tabukvik, Intermediate Shipbuilding
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b26585 No.46352
| Rolled 73, 4, 58, 50 = 185 (4d100) |
The Han (Bazrael)
>Population:
15843
>Food production:
19,000 (+extra food resources x1)
Feeding: Civilian 15842+Military (2666) = 18508
>Population growth:
4.25% base
>Hunger:
Content
>Territory:
18
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
>Happiness:
2 (+Code of Laws)(+Jade)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x3] Rice++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen, Minor Plant Growth
Luxury: Jade
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
2 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
1. If we are to continually sustain our growing populace as well as our standing army, we are rapidly approaching a need for new food. Xi'iang will need its own farm.
+Basic Farming
+Basic Architecture
+Very Basic Construction Tools (Bronze) tech
+Peacetime Soldierly Employ +5 to Construction
2. Xi'iang as a coastal city will benefit from a fishery. Build one.
+Very Basic Fishing
+Basic Architecture
+Very Basic Construction Tools (Bronze) tech
+Peacetime Soldierly Employ +5 to Construction
3. Beef will also help feed the nation. Build a Cattle Ranch at the capital Xinyang
+Basic Animal Husbandry
+Basic Architecture
+Very Basic Construction Tools (Bronze) tech
+Peacetime Soldierly Employ +5 to Construction
4. Expand eastward!
+Very Basic Han Nationalism
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Optics tech
+Peacetime Soldierly Employ +5 to Construction
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486650 No.46353
| Rolled 67, 9 = 76 (2d100) |
>>46334
>>46333
Mediterrans (Tansen)
>Population:
13261
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+2
>Technologies:
Food: Basic Farming, Improved Fishing (Mediterran Nets), Basic Animal Husbandry
Industrial: Bronzeworking, Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth), Ironworking
Military: Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
Science: Blessed Medicine, Mediterran Alphabet
Cultural:Basic Brewing (Mediterran beer)
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>>Standing Army:
>Naval;
10 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 213 regulars +11, 744 elites+14
150 bowmen
63 trident/net
+11 to combat rolls for every 100 troops
744 Elite Soldiers (+14 to combat rolls for every 100).
> Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron Ore
>Magic:
None
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 3)
1. …..Cultural rebellion is somewhat understandable. But turning from the teaching of Salacia are not. No matter your issues with the capital you do not change the teachings of the goddess. A crier will be sent to the town and they will be warned to cease and desist immediately or be declared heretics to be wiped out. Spilling the blood of fellow Mediterrans is regrettable but spilling the blood of heretics is to be delighted in. You will end this rebellion and submit to the inspection and questions of the church or you will feel the fury of your former countrymen.
2. Continue work on the temple of war in Sardinia. To train holy Salacian zealots from their populace.
(side note: I forgot to up my pop growth by .5 for the other town……dunno how long ago so not gonna do retroactive adding just gonna pretend it just happened now. Way too lazy to figure out how long ago I made the Corsica outpost)
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c517db No.46374
| Rolled 85, 100, 56, 88 = 329 (4d100) |
>>46330
>Population:
12,280
>Food production:
18,750
>Population growth:
6%
>Hunger:
>Territory:
14
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
10
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields, Very Basic Trojan Mounted Combat
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Harbour, Temple of Poseidon
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor
Percote:
Temple of Poseidon, Paved Roads
>Standing Army:
60 Trojan Armoured Net Militia (+13 for every 100), 360 Trojan Armoured Clubmen (+13 for every 100), 100 Chariots (+13 for every 50), 300 Slingers (+13 for every 100)
10 Trojan Triremes (+7 to combat for every 5, naval unit) 35 Quadriremes (+8 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 4
1. Our Citizen Army is mighty but with the increase in territory there needs also be an increase in standards and organization. we will form a Military Command Structure centered in Rhodes to direct where our men and ships should be and what they should be doing. (Form Military Command) [Trojan alphabet, Very Basic Code of Laws, +5 Happiness]
2. Rhodes is mighty but the idea of it surpassing Troy itself is a dark prospect, the city must become a true centre of production and for that we need more of everything. We will begin with the expansion of our Harbour into the largest construction yard and port imaginable capable of moving goods in the tonnes and constructing fleets in a matter of months [Basic Masonry, Very Basic Slavery, Basic Forges, +5 Happiness]
3. For a port to be made there must be resources, we will construct lumberyards in Percote so that they may begin to both acquire more wood and to clear land for future constructions (Make Lumberyard in Percote) [Basic Masonry, Very Basic Slavery, Trojan Cows (pulling around lumber and transport), +5 happiness, Very Basic Roads]
4. We must also construct a means of forging more tools and weapons than we have ever had access to so that every man who needs one has a saw or hammer at the ready, a blacksmiths district will be constructed in Troy near where the iron is brought into the city seperated by stone barriers in case of fire (Construct Forges in Troy) [Basic Masonry, Basic Forges, Ironworking, Very Basic Slavery, +5 Happiness]
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07b388 No.46376
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486650 No.46378
>>46374
aaaaaaaaaand fuck you
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bc2388 No.46381
| Rolled 29, 33, 51 = 113 (3d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
10,175
>Food production:
15,500
>Population growth:
3.5%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Basic Animal Husbandry,
Improved Farming,
Very Basic Forges,
Basic Unarmed Combat (Brawling, ),
Very Basic Exotic Weapons (Cestus),
Very Basic Armor (Leather),
Very Basic Code of Laws,
Very Basic Brewing (Kvass),
Very Basic Masonry,
Very Basic Medicine
Very Basic Philosophy
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
>Standing Army:
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
N/A
1. Build a hall where matters of importance may be discussed and debated
2. Send a delegation to the Yeltsinski with a feast, to talk of friendship, and start teaching them our pugilistic ways.
3. continue scouting around the countryside, looking for other tribes, and for horses.
Muzhchina wakes up, her vivid dreams fresh in her mind. Heading down to where the wise men meet, she finds one who knows of the gods, and tells her dream to him. He explains that there are two gods who seek the worship of peoples of the earth. Borbograd, and Muzchina herself, must prove themselves worthy of the favor of the gods, with the reward of unearthly power.
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8233ab No.46388
| Rolled 65, 32, 32 = 129 (3d100) |
>>46331
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
11,097
>Food production:
13,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
8
>Outposts/towns/cities:
Cogotas (capitol city)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Improved Animal Husbandry, Very Basic Farming, Very Basic Cogotan Pottery, Very Basic Spears (Iron spears), Very Basic Mounted Combat, Very Basic Medicine, Very Basic Armor (Iron), Very Basic Religion (Bandua), Very Basic Military Training
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
400 Cogotasi Horsemen (+9 to combat for every 100 troops)
>Resources:
Food: Wheat+, grapes, carrots, cows, sheep, horses
Luxury: Silver
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 2
1. Send the horsemen to crush the Mauri scum. +36 (all 400 horsemen)
2. Expansion.
3. Begin construction of new farming villages on the western fertile plains
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5cb566 No.46394
| Rolled 59, 38, 54 = 151 (3d100) |
>>46252
>Nation name: Qarthak
>Color:
Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
—
>Population:
10,175
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
Qarthak
>Happiness:
2
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Player-Qarthakian Palace
Extra Housing (Capital City)
Harbor (Capital City)
Stone Walls (Capital City)
Fig Farms
>Standing Army:
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish
Luxury: Dyes+
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
N/A
1. Once more try and recruit some soldiers to defend the city
2. Once more try and gather enough resources and men to make a suitable navy
3. Start building a mine or mines to harvest the metals from the earth.
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815823 No.46398
| Rolled 52, 92, 18, 97 = 259 (4d100) |
>>46332
FREE CITY OF ELSASS
>Population:
11,040
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Improved Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields, Very Basic Spears
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
>Standing Army:
+ 450 Elsass Swordsmen (+8 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 5
1. To be closer to the mountain's womb was to be closer to the God Below. Man's flower bloomed beneath the endless blue skies, nourished by the sun, but could it not also grow beneath the mountain, fostered by the love of Mantus? Friedrich would speak to him, to learn what it would take to become one with the Depths.
2. The senseless bickering of soldiers would eventually subside and when it did Samson would implement the changes he had sought to bring about for a while now. The soldiers needed to become more than simple peasants with weaponry, they were the protectors of the Free City, the man made representation of Mantus, it was time for them to start acting like it.
3. Julius had outdone himself. The new weapon was marvelous and would work admirably for its purposes, but now he had various officers come to him, one more eager than the next to prove that he had the best ideas. They all wanted a new, better spear design and had a great many suggestions on how to improve the spear. While certainly in Julius' eyes all of their suggestions were foolish it did make one thing very clear to him: the demand for an even better spear. Certainly he was up for the task.
4. Something, presumably bandits, had proven an issue to the expansion of Elsass' farms in the past. Their tactics were unorthodox and it would hardly be possible to engage them in an open field battle with the entire army to support. New tactics to defend Elass lands were required. To counter clandestine actions by the bandits, whether it be scouting or attempts to dispatch guards under the cover of night. Certainly a hard task for ambush tactics had worked so well in the past. Samson's first born son, young officer of the Elsass Town Guards, Reinhart, would be tasked with this very important mission. After all, whom else could he trust with a task as important as this.
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ae6546 No.46411
| Rolled 90, 52, 94, 40 = 276 (4d100) |
>>46331
Kingdom of the Eternal Nile (Javmoj)
>Population:
11,154
>Food production:
16,000
>Population growth:
1%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Very Basic Spears (Bronze), Intermediate Shipbuilding (Superior Nile Quadriremes), Basic Nile Cartography, Basic Paper (Nile Papyrus), Very Basic Fishing (Nile nets)
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
>Standing Army:
450 Nile Spearmen (+3 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds
>Magic:
None
>Divine Favor:
Osiris 9 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
The Pyramid is completed, and in it the second Pharaoh will be buried. It's unsure how he died, some say he took his own life so that he would forever be remembered by his works, some say his son killed him so that he could rule, some say that Osiris called him to his lands as his role on the earth were done, and some claim he chocked on a chicken bone. Whatever his fate his son took over as the third Pharaoh, naming the Great Pyramid after his fathers birth name, Khufu. And so began the rule of Kanefer, the Third Pharaoh of the Kingdom of the NIle. While his father had expanded he wished to solidify what had been gained, cities needed to be built, and security must be ensured.
1) Build a port city at the southernmost point of the Red Sea territories, Qoseir. (Build City)
2) Build a port city at the westernmost point of the Kingdom, Benben (Build City)
3) The basic spearmen of the Nile needs to innovate, new equipment must be made, and new ways to use them found (Improve Very Basic Spears (Bronze))
4) Find people willing to defend the Kingdom of the Nile from whatever will one day threaten it (Recruit Nile Spearmen)
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971e39 No.46412
| Rolled 3, 37, 99, 27 = 166 (4d100) |
>Population:
12115
>Food production:
17,000 (feeding 12115civ+700mil=12815)
>Population growth:
3%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Bronzeworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Very Basic Forges tech, Basic Pickaxes (Iron), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming, Equipment (ploughs), Rus Alphabet
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +12 to combat rolls for every 100 troops
200 cossacks +12 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, 1 Happiness Token
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
2
#1 the Rus build a church to Svarog in Lipin Bor. every town should have a symbol of our faith to him and a place of worship
+Very Basic Religion (Svarog)
#2 perhaps this is some sort of insult from the rejected god of cattle. Rus do not easily surrender. now the Cossacks are called in to assist the Tatars in rounding up the wild cattle
+1 happiness token
+Basic Animal Training (Falcons)
#3 expand south again to warmer lands
+Very Basic Administration
#4 expand east, the Tsardom must grow
+Very Basic Administration
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69cf91 No.46416
| Rolled 67, 73, 21, 74 = 235 (4d100) |
>>46331
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
13,799
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
0 (neutral)
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Improved Babylonian Mathematics, Basic Recordkeeping, Basic Babylonian Writing, Babylonian Alphabet, Basic Forges, Basic Shipbuilding(galleys), Basic Babylonian Spears, Very Basic Shields, Basic Selective Breeding, Very Basic Mills
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]
>Standing Army:
[954 Disciplined Babylonian Militia (+12 to combat rolls for every 100)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1; Research bows! They're more important now more than ever!
2; Fortify Alu-Marduk, the outpost near the rebels that was built to commemorate our victory over our first civil war. Fitting it will be used to crush the second.
3-4; Recruit more soldiers!
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4431a0 No.46494
| Rolled 18, 40, 6 = 64 (3d100) |
>>46340
Like Achaidh before it, the people flock in droves to the new southern lands in search of new opportunity, attracted by the rolling hills and plains of southern Aiseirigh. They build plenty of houses and amenities and become a city just as grand as Loch Iarainn and Achaidh in just a few months. Add Leicester (City) to your Outposts/towns/cities tab and change population growth to 4%.
The idea of venturing further south only irritates the people, who have only recently settled down in their new homes in Leicester. Perhaps they will be more willing to sally forth once all the fuss with Leicester is done and over with, but for now there's only a lot of grumbling towards any mention of the idea. Lose 1 happiness.
Unfortunately most of the people have been busy sending supplies and resources to Leicester, helping build the town, or building it themselves to worry about improving anything but the city. As with the expansion, this too will have to wait a bit.
>The leaders of Aiseirigh are once again blessed by the voice of Brigid in their dreams, who has the following to say: "It is good that you are making weapons and tending to the forges, making them hot, but as a skilled smith knows to temper his blades so too must we temper our bodies. Show me the growth of your strongest men, whether it be with equipment, training, or whatever else you can come up with and I will be quite pleased indeed." The voice fades as the roosters signal the arrival of dawn, although the leaders now have much to think about. (Extra favor condition changed from improving smithing skills to increasing troop strength)
>Scouts report seeing large ships off the shore, with some foreign explorers disembarking to claim several islands just off the northern tip of Aiseirigh as their own. They come from a frozen wasteland and seem to be adept at fishing and medicine. They also have a strong hatred towards the gods which is worrisome..
>>46342
Yeshua beams brightly and stretches out his arms before speaking once more to Vlad. "Ah, it does make me happy that I can show you the path to light and prosperity. The first step down that path is to ensure the happiness of your people. Do good to others and you will see good things in return, not only from me but from your kinsmen as well. Perhaps a church or monument where the people can worship and receive guidance would be a decent starting point? I will leave it to you to consider. For now, I must bid you goodbye, but know that I watch over you always." As the sun rises Vlad feels unusually well-rested, and is eager to tell the people of his revelations.
The Wallachian smiths receive the order and many coins of bronze and iron are made, each matching the specifications desired by Vlad III, although the pictures are a little bit rough due to being mass-produced. Still, the public has taken on to the idea of using the coins as a means to trade, and find it far easier to reimburse their underlings as well as trade for items of worth. The people seem much better off as a result. Gain the Wallachian Currency tech, 1 happiness and 1 favor.
The people also get hard to work on the new orphanage, which stands large and proud, giving the disadvantaged children food and shelter and, perhaps more importantly, a proper upbringing. Gain the Orphanage (Curtea de Danube) building, 1 happiness and 1 favor.
So too does a college get built, a fine institution where the best and brightest can gather, study, learn and discover. Academic efforts will surely be aided by the new structure. Gain the College of Curtea de Danube building.
Lastly in the training fields the officers-to-be of Wallachia are trained as well, not only in combat but also in strategy, logistics, and all other things needed to ensure good military leadership. The new practices make for much more orderly and disciplined troops, not only amongst the officers but in the soldiers under them as well. Change Basic Military Training to Improved Military Training (Officer training) and increase troop strength to +10 for every 100 troops.
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4431a0 No.46495
>>46343
First roll is for combat vs. Fulvius's bandits.
The reforms prove to be greatly effective as the Romans no longer march in blobs but in tight squares, with a clear chain of command to ensure easy communication and swift discipline. This does indeed revolutionize the Roman military, and the new reforms and restructuring are seen as a marvel of Roman military ingenuity. Gain the Very Basic Roman Military Structure and increase troop strength to +17 to combat rolls for every 100.
Finally some progress is made with the farms as the farmers and ranchers find plenty of suitable pastures for cows. Barns are built and plenty of new cattle are later born and raised to feed the growing Romans. Gain the Cow Farms (Florentia) building, raise food production to 18,250 and change Cows++ to Cows+++.
>The most powerful patricians in the Senate are greeted by another visit in their dreams from Apollo, who brings a message. "Greetings, I see your empire has been coming along nicely, and I have some advice for you to make it even greater. As the sun covers all with light from on high as it makes its journey through the skies, so too must you extend your dominion as it is true that size is the truest mark of a truly great empire. Show me how much you can grow and you will be rewarded." Though the dream seems to be over as quickly as it came, the Senate will have much to discuss the next time it meets. (Extra favor condition changed to acquiring new territory)
>>46348
The call to arms is raised once more and 200 troops answer the call in the name of their homeland. Gain 200 troops.
2nd roll is for your combat
The Francisians find the iron to be a less than ideal material to work with for wrapping tightly but are able to make a spring good enough for larger objects - though they would likely snap or be flattened if too much force is applied to them. Gain the Fine Francisian Mechanisms (Basic machines, gears, linen/iron torsion springs) tech.
>As the Francisian leadership drifts off to sleep they are greeted by the visage of Melusine who speaks to them in their dreams. "How boring, you haven't really entertained me much, all you seem to want to do lately is play with your little machine parts ALL day long…well then, I guess I'll give you something new to do. Go show me how well you can master my domain, the seas. Then maybe we can talk about some rewards for all your hard work…" As the dream ends and the leaders awake from their slumber they feel as though there is much to do in order to gain the favor of their goddess. (Extra favor condition changed to researching and building things related to the seas)
>>46349
Ataninnuaq, in his advanced age, nevertheless manages to invent a new method of healing by treating things that lie beneath the skin like broken bones by opening up the patient and putting the bone back into place, among other things. The method is quite painful and the jerking and squirming of the patient in severe pain makes things hard but Ataninnuaq still manages to make a little bit of a breakthrough and treat a few health problems. Gain the Very Basic Surgery tech and increase population growth to 5.5%.
Apparently Tabukvik is too busy exploring to bother fishing, which is unfortunate because the food stores back home are quickly running out…
But explore he does, and Tabukvik finds several new islands to explore. Though the islands are fairly unremarkable, they'll make decent stops in future journeys to the mainland. Gain 3 territories.
>Ataninnuaq is getting old and frail. He is becoming increasingly senile, and those close to him fear that he does not have long to live.
>Your people are running out of food! Change hunger to slight famine. Population growth is halved and you'll lose 100 people a turn while you're in slight famine status.
>While exploring the new islands Tabukvik reports of a much larger isle with a burgeoning and expansive kingdom. They are a warlike people, and unfortunately they follow one of the detestable gods, specifically a goddess of the forge named Brigid. Aside from their equipment and training they also excel in exploration and dyemaking.
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4431a0 No.46496
>>46352
With a little hard work and dedication a farm is constructed in Xi'iang, growing a variety of things but primarily rice, the staple food of the Han. It does well in feeding the town and gives plenty of rice to cook and to trade. Gain the Rice Farms (Xi'iang building, change Rice++ to Rice+++ and raise food production to 19,500.
The fishermen of Xi'iang work to build a fishery next to the water's edge, but the noise of construction and human activity wakes a great beast (see 2nd picture) that thrashes about, spraying powerful jets of water towards the shore, flailing about to create small tidal waves, and swallowing fishermen who get washed into the ocean whole before sinking back into the depths of the sea. This monster, named "Jiaolong" by the locals, is a definite threat and, when it surfaces next, the Han should be ready. For now, though, they must clean up the damages and mourn the many unfortunate victims. Lose 325 people and gain a deadly giant sea monster lurking offshore, biding its time until it grows hungry for humans once more. (marked on map by grey diamond, may move around)
Alongside the new farms grass is planted for pastures, fences are built for livestock and barns are completed to house them. This will allow more oxen to be raised and kept and put more food on Han tables. Gain the Cattle Ranch (Xinyang) building, change Oxen to Oxen+ and change food production to 20,000.
The Han explorers head east from Shengli once more and claim many new territories. However, it is said that farther east lies the terrifying Void Wastes, a land of death where none can survive. Expansion in this direction will be limited, though there is still a considerable bit of distance between the new Han borders and the Void Wastes that can be covered. Gain 5 territories.
>As the Council slumbers on a cool autumn night they are visited by Xi Wangmu once more, who gives them the following message: "You have done well to grow your populace into a mighty force, and now I have a new task for you. I have imparted much of my power over plants and vegetation to you and now I would like to see what you can do with plants with your own power. Develop your agricultural abilities, build farms, and show me your mastery over plants. Do this and be rewarded." Xi Wangmu then bids the council members farewell as they wake up to start the new day. (Extra favor condition changed from gaining more population growth to doing things to advance your mastery of plants and vegetation)
>Gain 1 favor that I forgot to give you for the new city last turn
>>46353
The crier only barely makes it back to Mediterra bloody and wounded before eventually collapsing and dying before the entrance to the Mediterran Court of the King and its People. His body has been pierced several times with arrows, and it's a marvel he was able to make it this far. His last words, spoken to the guards of the palace, are "I failed my mission…please..avenge me.." With this the soldiers and people of Mediterra are stirred into a righteous fury, more resolute and determined than ever before. Gain a +1 to combat rolls when fighting Tabulaterrans.
The people are able to complete the Temple of War, but disaster strikes when a construction error brings it toppling down, killing all those celebrating its completion! A closer inspection reveals that the collapse was no accident but instead an act of sabotage! It appears the Tabulaterrans have found out about the Temple of War and have been undermining its progress! Unfortunately there is no trace of the ones responsible. It appears they've gone into hiding, but who knows for how long. Lose 460 population.
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4431a0 No.46497
>>46374
A military command post is quickly assembled in Troy, giving the Trojan commanders a place to meet and direct the troops of Troy with greater ease. Gain the Military Command Post (Troy) building and increase troop strength to +14 for every 100 troops and +9 for every 5 ships.
The Trojans, seeing the might of their new navy, are more determined than ever to become the mightiest naval power in the known world, and they start by renovating the harbor. And renovate it they do, turning it into a marvel of engineering. The harbor is changed from a humble shipbuilding facility into a fortified port with plenty of drydocks, plenty of docks to accommodate even the largest of ships, a sea wall keeping out the tumultuous waves and currents of the ocean and even a small beacon to guide the ships home. With this, ship production will skyrocket and the Trojans will be able to build more ships than ever before. Gain the Legendary Trojan Harbor (can be renamed whatever you wish, just add (legendary) to the end if you wish to do so), gain 3 happiness tokens and gain 3 favor.
With such a massive and prosperous harbor there will be a need for wood, which the Trojans in Percote answer with a lumberyard to ship wood from their forests to the drydocks to be turned into plenty of ships. The extra wood will definitely help with projects that require it. Gain the Lumberyard (Percote) building and change Wood to Wood+.
The Trojans decide that instead of building many small forges scattered around the town, it would be best to centralize the forges and build one mighty metalworks with plenty of anvils, forges and tools for the various smiths and artisans. According to specifications it is surrounded by a stone wall, a feat the masons find much easier than building a wall around an entire district. The metalworks becomes a cultural symbol of Troy, making it an even greater city. Gain the Trojan Metalworks (Troy) building.
>As the sound of the waves causes the Trojan leaders to drift off to sleep, they are greeted in their dreams by Poseidon's voice. "Haha, you've indeed done well to conquer the waves. Well done. Now let's see if you're up to my next task for you. As you're most likely aware, I am not only lord of the seas but also of the beasts that walk this earth. Let me see your dedication by mastering them. Then perhaps I'll share some more of my power with you. I look forward to what you have to show me!" With that the booming voice fades to silence, and the Trojan leaders wake from their slumber feeling rejuvenated and ready to take on the task their god has laid out for them.
>>46381
Despite some early setbacks the Borbograd builders manage to complete their town hall, where the townsfolk may share their concerns with the leadership and the leadership may deliberate on important issues. This will help greatly with managing the otherwise unruly populace. Add Town Hall (Borbograd) to your buildings list and gain 1 happiness.
The citizens of Yeltsinski seem uninterested in idle brawling, though they do offer a trade: some of your extra rye for their cabbages. Doing this will likely improve your food stores, though they can revoke this trade of cabbage at any time. (accepting trade is a free action though it adds to your roll count)
The explorers of Borbograd find no new tribes but instead find a few herds of horses, which they break in and successfully domesticate. Change Basic Animal Husbandry to Improved Animal Husbandry, gain the Horses resource and change food production to 15,750.
The two gods appear again, both looking upset. "One cannot serve two hosts," says Perun, while Mikula chimes in "Why should I entrust you my powers when I can't even trust you to give me your full attention?" Both gods seem to agree, there can only be one choice. It seems Muzhchina will have to make that choice and choose a single god or risk losing the blessing of both.
>>46388
>czeched
Third dice roll is for your combat results
Though the lands are besieged by barbarian scum, the Cogotasi explorers find some luck exploring in the opposite direction. Here the Cogotasi find plenty of rolling plains interspersed with hills and the occasional patch of woodland, perfect for a wide variety of uses. They also expand westward for a bit, finding a nice fertile river basin perfect for a new city. Gain 3 territories.
The Cogotasi are quick to plant their roots along the riverside to the west, establishing a new outpost to make use of the arable farmland and ample woodlands. Add <insert city name here> (outpost) to your outposts/towns/cities tab and change population growth to 2.25%.
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4431a0 No.46498
>>46394
This time several fresh soldiers volunteer for the Qarthakian army and are trained in spear and bow to defend the Qarthakian throne. Gain 200 Qarthakian Spearmen/Archers (+5 to combat rolls for every 100 troops) (you can divvy up the unit types however you wish and rename them whatever you want as long as it's reasonable and I have some idea about what unit type they are)
A navy is also gathered, although it's not as much as the Qarthakians would have hoped. 10 war galleys are constructed and set afloat, the first ships in what will hopefully become a powerful navy. Gain 10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
The Qarthakians start digging into the nearby hills searching for valuables, and dig until their picks strike a vein of hard, red stone. Though the stones are rare, these "rubies" as they are called are quite valuable and sought after, bolstering the wealth and happiness of Qarthak. Gain the Rubies luxury resource and 1 happiness.
>>46398
Friedrich learns that the God Below is pleased with the efforts of the people of Elsass to become one with the depths as he is, and two artifacts appear. They appear to be lumps of ordinary stone at first glance, although they are adorned with glowing runes, each brimming with magical power. Should Friedrich accept, a new power will be bestowed upon the people of Elsass. The first is the power of Darksight, the ability to see as clear as day even in the pitch-black darkness of the night or of the cavernous depths. Though a simple-sounding power, this still gives the people of Elsass an advantage, giving them a bonus against foes caught in the dead of night or in the depths of the cave. It would also allow the people of Elsass to pick up roots and settle within the mines themselves, if they so wish. However, they would be without food, which is where the second rock comes in. The second rock grants the power to soften the earth and infuse it with a variety of nutrients, causing many edible mushrooms to bloom. With this, the people of Elsass may be able to give the people at least a little bit of sustenance should they decide to move underground permanently. Mantus then tells Friedrich to kneel and pray to the stone of his choice, and the more devotion he infuses within the stone the more powerful the spell he chooses will be. However, the stone not chosen will crumble into dust and disappear, at least for now, so Friedrich should choose wisely. (Choosing is a free action, using the roll for this action)
Samson comes up with a revelation during troop training and figures out how to make his training regimes much more effective than any seen before. The other officers immediately agree with the changes and pledge support to the proposal, and with it the Elsass army is revolutionized into a proper fighting force, disciplined and tempered by Samson's methods. The training methods become a symbolic part of the Elsass military, and an integral part of their culture. Gain the Very Basic Elsass Military Training tech and increase troop strength to +10 for every 100 troops.
Though Julius works tirelessly on improving the spear design, he is simply unable to top the old design, perhaps because of the other inventors pulling at his sleeves with their ideas and perhaps because of the pressure of trying to improve upon a tried and true design. In the end one thing is true, and that is that Julius will need to reorganize his thoughts and try again once things have calmed down somewhat.
Reinhart proves to be a natural at what he does, training the police force on the proper methods of patrolling and maintaining a constant vigil over the holds of Elsass. The patrols prove to be an incredible boon to the Free City, and people pick up the tradition of saluting patrolling guards, thanking them for their unfailing vigilance. The bandits, and anyone else foolish enough to strike at Elsass, will definitely give second thought to the idea upon seeing the Free City being so well defended. Gain the Very Basic Elsass Patrolling tech and gain 2 happiness.
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4431a0 No.46499
>>46411
The citizens of the Nile, feeling their entrepreneurial spirit surge at the thought of all the new territories gained, flock southward to the Red Sea, quickly building a great city that would nearly rival Giza if not for the great shrines and pyramids there. The people there thrive and prosper with plenty of new industry and opportunities to keep them busy, and they grow fruitful and multiply. Add Qoseir (City) to your Outposts/Towns/Cities tab and increase population growth to 2.5%.
A second city is ordered to be constructed to in the western lands, and although it doesn't quite get the attention that Qoseir did there are still a fair amount of settlers willing to brave the long trek and establish a lasting city here. For now, it is just an outpost, small and humble, although it definitely has the potential to grow into quite the city indeed, should the Pharaoh give it the attention it requires to do so. Add Benben (Outpost) to your Outposts/Towns/Cities tab and increase population growth to 3%.
The strength of the Nile military grows greatly after an inventor presents a new, stronger spear with a sturdy shaft and sharp and effective spearhead. The spears are added as yet another cultural treasure of the Nile, and the new design is made uniform throughout the Nile military, a testament to Nile ingenuity and tenacity. Change Very Basic Spears (Bronze) to Basic Nile Spears and improve troop strength to +5 to combat rolls for every 100.
The response to the call to arms isn't particularly overwhelming as many of the people are occupied with the new cities in some way or other, but nevertheless 150 men are able to volunteer. They are trained in the ways of the spear and stand ready to defend their kingdom and pharaoh from whatever threats they may face. Gain 150 Nile spearmen.
>In the middle of a cool desert night the Pharaoh sleeps soundly in his bed, though he is greeted in his dreams by the voice of Osiris. "Well done, the monuments that you and your predecessors have built are great indeed, fitting representations of your respect towards the dead. However, it is important to take care of the living as well, which is why I entrust you with the task of promoting health and well-being amongst your people. Do this and you will see your numbers grow, and you shall be rewarded by me as well." The Pharaoh wakes up with a bit of a headache as he processes all the information and thinks of his next move, although it soon fades leaving only determination in its wake. (Extra favor condition changed to finding ways to raise population growth)
>Along your northern borders you hear reports of another civilization! This new civilization, calling itself "Babylon", is said to stretch from the Mediterranean Sea all the way across the deserts to a fertile valley far to the east. The Babylonians pride themselves on their intricate knowledge of writing and mathematics, and their vast lands are rich in mineral wealth. Will this new kingdom be friend or foe?
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4431a0 No.46500
>>46412
Unfortunately for the Rus the new church in Lipin Bor is hit by a rogue lightning strike and burns to the ground, and although no one is hurt the loss of the church is quite traumatizing and disheartening to the people, who have sought a proper place of worship in their town for so long. Lose 1 happiness.
With a little luck the Rus are able to find an herb growing in the southern forests that the cattle like, and the once violent bulls and cows become subdued enough to be tamed, bred and domesticated. The Rus find that the tricks they learned can be used to better their knowledge of animal husbandry, and they feel delight in knowing that a breakthrough has been made in that field. Change Improved Animal Husbandry to Intermediate Animal Husbandry, gain the Cows food resource and change food production to 18,000.
Although the Rus find it hard to expand east due to inclement weather and terrain, they are able to march southwards and claim many territories in the name of the Tsardom. As expected, the weather grows warmer and the farming gets better as the Rus venture further south, and the Rus find ample places for settling and working the land. Gain 6 territories.
>On a cold winter's night in Moskva, the Tsar's sleeping quarters grow a little warmer, comforting him as he dreams soundly. In his dreams, he sees the visage of Svarog, a great fire burning brightly. Soon after, the flame takes the shape of the figure first seen by the Rus, and it begins to speak. "You have done well thus far in proving our devotion to the me through the churches and priesthoods that you've built, and now I have a new task for you. I am the Lord of the Forge, and as such I enjoy seeing a well-crafted piece of metal. Find ways to improve your own metalworking skills, and I will reward you with some knowledge of my own." The fire fades into the night and the chill of winter returns to the Tsar's room just in time to wake him up in the morning to start his day. He'll certainly have a lot to think about and do. (Extra favor condition changed to improving your skills with metal, i.e. making new weapons/tools, improving metalworking techniques, building forges, etc.)
>Please list your god and domains in the Divine Favor tab, not just your favor. Svarog's domains are fire, metals, life and protection.
>>46416
With a little elbow grease the Babylonians are able to string a solid bow, the first of its kind developed by the Babylonians. This will give the Babylonians some ranged capability in addition to their already strong melee capacity. Gain the Very Basic Babylonian Bows tech and raise troop strength to +13 for every 100 troops. In addition you may split your troops as you please between spearmen and archers, should you choose to do so.
>realized I forgot to put Alu-Marduk on the map
The Babylonians are quick to respond to the threat of rebellion and establish solid defenses around Alu-Marduk, building palisades made from the cypress trees of Alu-Tiamatu complimented by stacked stone barricades to reinforce them. This will definitely help keep the city safer against possible attack. The citizens feel safer as well. Gain the Palisade (Alu-Marduk) building and 1 happiness.
Babylon rejoices as its newest warriors are brought into the fold - 200 more troops! They are given their weapons and sent to the training fields, and soon they stand ready to face the rebel scum.
>While the ruler of Babylon rests in deep slumber, he is visited by the booming voice of Marduk, who imparts a message for him. "Ah, most excellent, you have done much to advance your understanding of the world. Now, however, I have a new task for you. Your empire is indeed large and prosperous, but without adequate protection it may very well fall apart. Let me see your dedication to the defense of your realm and I shall indeed lend some of my strength to you to aid you in this regard." Soon after the booming voice fades, the king of Babylon wakes and meets with his advisors to plan his next course of action given the recent turn of events. (Extra favor condition changed to doing actions which increase your military strength, such as researching equipment, new training methods, etc.)
>Along the southern borders near Alu-Sarrum, a new group of intrepid explorers have been sighted, hailing from a civilization to the south! Calling themselves the Kingdom of the Nile, rumors have spread far and wide about them, especially regarding the giant pyramid they have constructed, truly a wonder of the world. They also excel at mapmaking, shipbuilding and cartography, and have mighty quadriremes comparable to the Trojans but with unique features and designs that give them more strength and versatility. Will this new civilization be friend or foe? That is ultimately up to you to decide.
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4431a0 No.46501
>>46353
Should be +1 for every 100 troops when fighting Tabulaterrans, not just a flat +1. Also:
>As the king of Mediterra falls asleep after a busy and eventful day, he is visited by the Goddess of the Sea, in all her splendor. It appears she has come with a message, which she proclaims with a soft yet strong voice, much like that of a crashing ocean wave. "It is regrettable to see my children turning against each other, though I have faith that you, as my true children, will prevail. However, I have come to speak with you about another matter. It is indeed true that you have done amazingly well in the task that I have given you, and you have gained many insights into mastering my domain. However, with new ships means the opportunity to expand your horizons further. This sea is vast indeed, and the territories in and around it are numerous. As my children I wish you to prosper, so I would ask that you claim these lands as your own. The more you prove yourself by expanding your domain to these lands, the more I shall reward you with the power of the sea itself. I expect great things from you, my children." With that the voice fades and the king awakes from his slumber with even more to think about and consider for the coming days. (Extra favor condition changed to acquiring more territory)
COMBAT RESULTS - ROMA VS. FULVIUS'S BANDITS
SCRUFFY ROLL: 67 + 238 = 305
BANDITS ROLL: 18 + 96 x 1.2 = 137
The Romans strike late in the night, and the ambush goes even better than planned, as the bandits had been reveling all night long and many of the sentries were drunk. In addition, this is the first battle where the Romans are able to display their true strength - their discipline and elite military structure, and this training combined with the overwhelming military might of Roma proves to be far too much for the enemy to handle. The enemies are put to the sword, with those that surrender or are captured being put in chains and sold into slavery. It is a great day for Roma indeed. Gain 500 population and 1 territory. Lose 31 troops.
FRANCISIA VS. ADELBERT'S BANDITS
FRANCISIA ROLL: 87 + 56 = 143
ADELBERT ROLL: 40 + 27 x 1.2 = 80
With newfound resolve the Francisians attack Adelbert once more, this time having memorized the locations of the traps and scouted the enemy appropriately. The superior Francisian manpower is eventually enough to tear down the enemy's palisades, and the soldiers pour into the now unprotected bandit camp, slaying any defenders they see. Adelbert marshals his forces to the center of the fortress and rallies his troops for one last stand, shouting that he would rather die than be captured by Francisian dogs, but the Francisian forces are able to break through and put Adelbert to the sword. The Francisians find quite a few slaves rounded up by Adelbert, some consisting of some Francisians long thought missing. Whether the slaves are freed or not or whether you will take them in and allow them to become proper citizens of Francisia is up to you. Gain 500 population, should you accept them, and 1 territory. Lose 72 troops.
COGOTAS VS. MAURI COMBAT RESULTS:
COGOTAS ROLL: 65 + 36 + 10 (dubz) = 111
MAURI ROLL: 6 + 24 x 1.2 = 36
"They were the most pathetic and frail things I have ever fought, like hunting down a lame horse. How we could ever lose so badly to these cretins is beyond me." That was the Cogotasi general's report to the Cogotasi warlord. The horsemen, now wise to the strategy of the Mauri, charge the gates of the Mauri camp and set fire to the walls, which burn down spectacularly. With their trump card gone, the Mauri could do nothing but panic, putting up a paltry defense before being slaughtered to the man. Those that surrendered were shown the mercy of being captured by the Cogotasi horsemen and made into slaves, fresh for the Cogotasi markets. Gain 500 population and 1 territory. Lose 55 troops.
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4431a0 No.46502
>>46394
While deep in slumber on a hot Mediterranean night, the rulers of Qarthak are met with a most peculiar dream - one of two mighty gods, each offering their services to the Qarthakians.
The first is a god with a mask of gold who rides a white bull down from the heavens. His landing is marked with the loud roar of thunder, and the air feels charged as he begins to speak. "Greetings to you mortals, my name is Baal Haamon, he who rules the stormclouds and rains life upon the lands. I have been the caretaker of these lands for some time, and it is I who watches over those who dwell here. You have made a quite interesting abode, resplendent with colored cloth and stone architecture. I could grow envious of all the colors I see when looking down from the clouds. As you are in my domain which I am sworn to protect, I shall lend you my aid and give you powers untold, though I am not so keen to hand them out so easily. I will need to see proof that you are worthy to handle them before I can entrust you with my power. What say you?" (Domains available: Air, storms, plants, life)
He is then interrupted by the other figure, a beautiful woman sitting atop a golden throne. She radiates a terrifying beauty, gentle yet domineering all at once. She gets up off her throne and speaks to the rulers. "Do not listen to him, he may claim ownership over this land and he may grant you protection but he will not make you STRONG like I can. I am Astarte, goddess of beauty, fertility, and war. I can lead your nation to greatness in the way that it was truly meant to - by crushing your enemies underfoot and bringing the whole of the world to heel. Of course, I have my conditions as well, as I only give my power to those who can prove their worth to me, but do so and the world will be YOURS. Do let me know what you think of this little proposal." (Domains available: Fire, water, life, strength)
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4431a0 No.46503
One last thing:
Ylfing and Helheim have until next update to post before being NPC'd
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4431a0 No.46504
>>46388
I forgot earlier but I owe you 2 favor from forgetting your favor condition when the thread changed so add 2 favor to your sheet
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361cd3 No.46505
| Rolled 83, 11 = 94 (2d100) |
>>46501
Mediterrans (Tansen)
>Population:
13266
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+2
>Technologies:
Food: Basic Farming, Improved Fishing (Mediterran Nets), Basic Animal Husbandry
Industrial: Bronzeworking, Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth), Ironworking
Military: Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
Science: Blessed Medicine, Mediterran Alphabet
Cultural:Basic Brewing (Mediterran beer)
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>>Standing Army:
>Naval;
10 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 213 regulars +11, 744 elites+14
150 bowmen
63 trident/net
+11 to combat rolls for every 100 troops
744 Elite Soldiers (+14 to combat rolls for every 100).
> Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron Ore
>Magic:
None
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 3)
REBELLION: +1 to combat rolls against tabulaterra
1. Salacia has confirmed it to me. Ours is the one true path of worship. Heathens can be taught the errors of their way both through kindness and force if need be. Heretics can be broken down through force and in their breaking find the merciful embrace of our goddess. But apostates…..Apostates can only suffer and die for the crime of corruption and denial of the goddess after being shown the way. I have erred and focused on other things expanding our holdings and building up monuments when my own people were becoming tainted and corrupted by false teachings. In her mercy she has told me I have done well. But the truth was apparent, her own children turning from the path is wound and insult against her. As the king I will pay the blood price for this failure and cut out my right eye to symbolize the blindness I led our people with. This will show the goddess and the people that I have seen my mistake and will make things right. For the glory of mediterra
2. The apostates will pay as the full fury of our army goes against them. The triremes will storm the harbor with the elites while our regular troops provide small assaults at the front of their city to draw their soldiers there. Our elites hitting them from behind will shatter their morale. And then we will put the city to the torch. No apostate will given mercy or quarter
10 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 213 regulars +12, 744 elites+15
150 bowmen
63 trident/net
744 Elite Soldiers
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c517db No.46506
| Rolled 56, 89, 100, 57 = 302 (4d100) |
>>46497
>Population:
13,017
>Food production:
18,750
>Population growth:
3%
>Hunger:
>Territory:
14
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
10 (3 tokens -2 for actions this turn)
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields, Very Basic Trojan Mounted Combat
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Trojan Metalworks
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads
>Standing Army:
60 Trojan Armoured Net Militia (+14 for every 100), 360 Trojan Armoured Clubmen (+14 for every 100), 100 Chariots (+14 for every 50), 300 Slingers (+14 for every 100)
10 Trojan Triremes (+9 to combat for every 5) 35 Quadriremes (+9 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 7
My action was for the command structure in Rhodes since the fort is there so I listed the building there feel free to tell me to put it in Troy instead
1. The seas call to us and we will respond with mass, we must construct a great fishing fleet to feed our people so that none shall go hungry again. (Intermediate Shipbuilding(Quadriremes), Very Basic Slavery, Legendary Trojan Harbour, Wood+, Very Basic fishing (Nets), Happiness +5, Happiness token spent +5)
2. The seas are strong and the land must respond in turn, our people need better ways to defend themselves and tools to work the land and for that we need more iron than what we get with our simple collecting. Construct mines and send workers down to collect the bounty of the earth [Build an Iron Mine](Very Basic Pickaxes (Bronze), Very Basic Slavery, Basic Masonry, +5 happiness, spending a token +5 happiness)
3. Send out scouts inland we will see what is there to be claimed and put to use by our people for our borders must expand (+5 Happiness)
4. Our smiths have tools but there is always room for improvement, work the metal down make it pure and commit to experiments to try and make it stronger or produced faster. [research improved metal techs] (Trojan Metalworks, Ironworking, Basic Forges, +5 Happiness)
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e02684 No.46507
| Rolled 67, 19, 75 = 161 (3d100) |
>>46494
>Population: 13,217
>Food production: 17,000
>Population growth: 4
>Hunger:
>Territory:
55
>Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
>Happiness:
5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Basic Animal Husbandry, Basic Farming, Basic Dyemaking, Improved Military Training - +8 to combat for every 100, Basic Swords - +6 strength for every 100, Improved Spears (Spears, Javelins) - +11 strength for every 100, Basic Clothing (Down-Stuffed Clothing), Very Basic Pottery, Basic Surveying, Basic Forges
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
>Standing Army: 250 Shortswords, 697 Spearbrothers. (+12 for every 100, +11 for every 100 Spears, +6 for every 100 Swords)
>Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
>Magic:
>Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. News of strange men from the northern seas is disturbing, to say the least, especially to know that they loathe the gods. Those islands off of the coast are barren, aye, but better to have them empty than inhabited by godless sea-faring barbarians! If we are to have any interaction with them, though, we first need to build seaworthy boats with which to get to them.
Begin figuring out how to construct boats that can withstand relatively short sea journeys.
2. Brigid has made her proclamations heard! We will improve our men– and we have just the thing. Until now we have been arming our troops with particularly thick hides and furs. This ends today; we'll start figuring out a way to shod them in iron to protect them on the battlefield. Perhaps through small metal plates, or studs, or even chains…
Begin developing metal armor. +[Basic Forges], +[Basic Swords], +[Ironworking]
3. Leicester has been founded and its fields are ready for tilling. Let us get to it.
Build a potato farm in Leicester. +[Basic Farming]
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ed1bb1 No.46508
| Rolled 63, 79, 46, 19 = 207 (4d100) |
>>46494
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,353 (200 SA)
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube
>Happiness:
7
>Technologies:
Bronze-working, Iron-working, Improved Animal Husbandry, Basic Farming, Very Basic Forges, Improved Military Training (Officer training), Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry, Very Basic Wallachian Shields
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
>Standing Army:(200) +10 for every 100 troops.
90 Wallachian Swordsmen
90 Wallachian Horsemen
20 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
1 Research Architecture. We have achieved an in depth understanding of math; we have an understanding of what shapes will be pleasing and uplifting to the eye or oppressive to our enemies. Once we know what and how we want to build our cities then the only thing left to do is gather man, material and coin.
College of Curtea de Danube
Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Masonry
2 Research Engineering. Giving shape and purpose to matter inanimate. Giving movement to the inanimate. Animation to the inanimate. If we can store energy in wood and stone then we can rethink our entire civil and military mindsets. Put the military towards applying this new science. "This engine thing could be useful." - Vlad III
College of Curtea de Danube
Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Masonry
3 Recruit Troops using the new Improved Military Training (Officer Training). As Vlad III views the men who will soon be drilled and tested he is pleased. Wallachians take quickly to the officer training and even the regular soldiers are showing considerable understanding of the principles. It bodes well for enlistment for the men to have enough talent to be promoted with some effort once they have achievements under their belt.
Barracks (Curtea de Danube), Orphanage (Curtea de Danube)
Iron Working, Very Basic Forges, Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Medicine, Very Basic Wallachian Shields, Improved Military Training (Officer training)
4 Research Tolls. Now that we have coins and wealth can be exchanged with great ease we can now begin this method of gathering wealth for religious, civic and military projects. The price and location will be determined by our greatest minds and offices.
College of Curtea de Danube, The Court over Danube
Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws
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69cf91 No.46510
| Rolled 28, 33, 29, 28 = 118 (4d100) |
>>46500
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
13,799
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
1 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Improved Babylonian Mathematics, Basic Recordkeeping, Basic Babylonian Writing, Babylonian Alphabet, Basic Forges, Basic Shipbuilding(galleys), Basic Babylonian Spears, Very Basic Shields, Basic Selective Breeding, Very Basic Mills, Very Basic Babylonian Bows
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[954/200 Disciplined Babylonian MilitiaSpearmen/Bowmen (+13 to combat rolls for every 100)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; Research our Bow technology further! Some of the scrolls we have left from the old times describe the Holiness of the Bow.
3; Recruit more soldiers!
4; Send an envoy to Mari asking for support to put down the rebels. Mention how these rebels are more zealous and will likely conquer Mari through war and cause chaos to their trade.
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69cf91 No.46511
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8233ab No.46512
| Rolled 35, 71, 26 = 132 (3d100) |
>>46497
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
11,858
>Food production:
13,000
>Population growth:
2.25%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Improved Animal Husbandry, Very Basic Farming, Very Basic Cogotan Pottery, Very Basic Spears (Iron spears), Very Basic Mounted Combat, Very Basic Medicine, Very Basic Armor (Iron), Very Basic Religion (Bandua), Very Basic Military Training
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+9 to combat for every 100 troops)
>Resources:
Food: Wheat+, grapes, carrots, cows, sheep, horses
Luxury: Silver
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 4
1. Search the new lands for useful resources.
2. Begin construction of wheat farms around Vindras to feed our ever increasing population.
+Very Basic Farming
3. Begin research into architecture.
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ae6546 No.46536
| Rolled 90, 49, 17, 70 = 226 (4d100) |
Kingdom of the Eternal Nile (Javmoj)
>Population:
11,488
>Food production:
16,000
>Population growth:
3%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (Outpost)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Basic Nile Spears (Bronze), Intermediate Shipbuilding (Superior Nile Quadriremes), Basic Nile Cartography, Basic Paper (Nile Papyrus), Very Basic Fishing (Nile nets)
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
>Standing Army:
600 Nile Spearmen (+5 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds
>Magic:
None
>Divine Favor:
Osiris 9 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the builder of cities and blessed by Osiris proclaims that the people will suffer no longer. He reveals that Osiris visited him in his dreams and told him that the living requires his attention, and as such he will use the prosperity of the Nile to provide doctors and medicine for the people. Ill health is declared the enemy of the kingdom and all who are knowledgeable in the art of saving lives are called.
1) Provide Benben with a large port to encourage immigration and trade (Upgrade the Benben Outpost)
2) Seek out the masters of the art of healing and have them combine their knowledge (Invent Medicine)
3) Seek out plants with healing properties (Acquire medicinal resources)
4) Build a great hospital in Giza
>>46510
Extra) Negotiate trade with Babylon, offer Papyrus Paper or knowledge of Cartography for knowledge of the Babylonian Alphabet (Will trade next turn if Babylon agrees)
"Great Babylon, the people of the Nile have heard of your mastery of writing and how it's allowed you to keep records of all things. The people of the Nile would have great use for your knowledge of such things and would be willing to offer knowledge of our own in exchange for it. Perhaps a new material to write down your knowledge upon? The Nile Papyrus Paper is a light material which would allow you to transport knowledge far and wide. Or perhaps knowledge of Cartography which will help you as you expand ever further."
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69cf91 No.46541
>>46536
"Majestic Egypt, Babylon will agree to teach your scribes our script in exchange for your knowledge of Papyrus Paper. This will benefit both of us greatly."
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27ce23 No.46542
| Rolled 63, 34, 65 = 162 (3d100) |
>>46498
FREE CITY OF ELSASS
>Population:
11,040
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Improved Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields, Very Basic Spears, Very Basic Elsass Military Training, Very Basic Elsass Patrolling
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
>Standing Army:
+ 450 Elsass Swordsmen (+8 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 5
Free: The Elsässer were not prepared to live their life in the depths of the mountains just yet and while creating food from the rocks infertile grounds was certainly a feat befitting of a god, what good would life in the Darkness do the Elsässer if it made them blind? Friedrich would bow down and pray to the stone that would give his people the power to see in the Darkness, for its aplications were numerous and value beneath the mountain home immesurable. (Spend 5 Favor)
1. Friedrich had hopefully brought great blessings upon his people. Now the time had come to venture even deeper into the black depths. No longer would his people have to fear coal dust catching fire. Who knew what lay hidden deep within the mountain's womb? Once he was a boy who feared the Dark, he grew up to be a man who embraced it. Never had he thought that he would learn to love it. Without a torch he made his descent. Perhaps he could find something unique, a gift, befitting of Mantus, to prove the people's unending gratitude, whose heavy hand protected them from harm.
2. Samson was more than pleased with the progress made. Now the time had come for the military of Elsass to grow, not only in skill and mental fortitude, but in numbers as well. He would leave the officers to train the men, the strategy they were pursuing had been discussed and made abundently clear. Surely soon more would join the ranks, taking up arms to protect the Free City.
3. Julius had spent too much time thinking about new spear designs. He had to do something else for a change, get his mind off things and a revelation would come to him easily. He had heard that some other scholars had attempted to introduce a system of writing which had failed miserably, clearly they had lacked his visionary spirit. He would offer a helping hand with the issue and return to improving the Elsass' spears some other time.
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509d18 No.46545
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
13470
>Food production:
18,250 (+extra food resources x2)
>Population growth:
1.5%
>Hunger:
None
>Territory:
20
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
>Happiness:
+ 10 (Moderately Happy)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic Armor (Bronze), Very Basic Shields (Bronze Villanovan), Very Basic Shipbuilding (Galleys), Very Basic Clothmaking (Linen),Very Basic Chain of Command, Very Basic Fishing, Basic Republic, Very Basic Patrolling, Very Basic Spears (Bronze pilum), Improved Siege Weapons (Battering Ram, Catapult), Very Basic Code of Laws, Villanovan High Alphabet, Villanovan Low Alphabet, Very Basic Police Force, Very Basic Slavery, Very Basic Measurement System, Very Basic Forges, Ironworking, Very Basic Irrigation, Very Basic Horse Equipment (Saddles), Very Basic Roman Military Structure
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Simple Stone Walls]
>Standing Army:
659 Roman Legionnaires (+17 to combat rolls for every 100)
541 Roman Javeliners (+17 to combat rolls for every 100)
250 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 4
>Fluff Hero: Decimus the Armorsmith, Sisenna the Sailor, Domitius the Siege Engineer
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509d18 No.46546
| Rolled 63, 67, 38 = 168 (3d100) |
1. We will survey our newly conquered lands, and expand further from our new township. Now that is has been cleaned of the bandit filth we shall make this a great city of the current south of the empire, but first we shall not stop, not take a moment's rest, as we expand further onward.
2. As for the bandit camp, we shall turn it from a haven of scum and villainy and turn it into a proper roman city. We shall dub it Naples, for the great flat fields that lie around it. It shall open to settlement from settlers eager to claim their own patch of land. They must be loyal to the republic, however.
3. Finally, we shall expand in the east as well, securing the other half of the peninsula of Italia, which all belongs to Roma!
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b26585 No.46550
The Han (Bazrael)
>Population:
16193
>Food production:
20,000 (+extra food resources x1)
Feeding: Civilian 16516+Military (2666) = 18859
>Population growth:
4.25% base
>Hunger:
Content
>Territory:
27
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
>Happiness:
2 (+Code of Laws)(+Jade)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x3] Rice+++
, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, Minor Plant Growth
Luxury: Jade
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
2 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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b26585 No.46551
| Rolled 100, 52, 91, 22 = 265 (4d100) |
>>46550
1. This monster MUST be contained. But we lack the effective navy to do so.
Instead, to counter threats from the sea, we shall build a wall. A wall unlike any in our peoples history, perhaps even in the history of the whole world. One that will stretch across the great coast to protect our lands.
Begin building the Great Wall of Han (Xin'yang Section). For now, we shall endeavor to protect the capital city first.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
2. Our Goddess has spoken. Our Scholar Caste are put to work reinventing new farming techniques, to improve our knowledge of Farming. This we shall do with our own labour and our own minds, to show her our devotion.
+Basic Farming,
+University (Xinyang)
+Honor and Virtue District (Xinyang)
+Basic Education
+Han Alphabet
+Scholar Caste tech
3. The Scholar Caste is also put to work investigating the vision of the priest, who forsaw great benefit from a vision of boiling milk or wine within containers. The purpose and benefit will be investigated.
+University (Xinyang)
+Honor and Virtue District (Xinyang)
+Basic Education
+Han Alphabet
+Scholar Caste tech
4. The saftey of our crops is the saftey of our people. Especially concerning Rice being our main source of food at the moment, we must protect it at all cost. New forms of defeating pestilences and vermin are looked into, the most promising being the use of liquid mixtures spread into fields. "Alchemicals" or "Pestkillers" I have heard them being called
+University (Xinyang)
+Honor and Virtue District (Xinyang)
+Basic Education
+Han Alphabet
+Scholar Caste tech
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69cf91 No.46556
>>46551
Holy fuck, the absolute madman, he fucking did it.
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ff15a8 No.46557
| Rolled 43 (1d100) |
>>46501
>Nation name: skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
9 (Ecstatic)
>Territory:
17
>Population:
17,492
>Population growth:
2.75%
>Food production:
17,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Fine Fishing (Spear, Net, Clamdigging, Line), Intermediate Shipbuilding(Quadriremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Very Basic Surgery, Improved Hygiene (saunas, Toothpaste), Very Basic Sewage (Outhouses), Very Basic Perfumes, Skræli Alphabet, Improved Music (Throat Singing, drums, lyres), Very Basic Philosophy
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (95 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (55 yrs old)
Actions:
1. Ataninnuaq has represented everything good about the Skraeli people. He has dedicated his life to finding new advancements to improve and preserve life in this world. He has also shown that man indeed can create small miracles on their own and any curses and despair brought upon by the gods can be countered through human ingenuity and hope. His notes have grown massive over the years and even in his last few days he has still been adding to them with new discoveries and theories that will keep any aspiring healers busy learning and testing them for lifetimes. What has been most interesting however is his final observations on the human body in regards to their functions. With this knowledge he has developed amazing procedures which allow him to work inside the body itself and directly remove corrupted flesh which plagues victims and even helps those suffering from severe frostbite.
Ecstatic, Ataninnuaq, Fine Medicine of Ataninnuaq, Improved Hygiene, Very Basic Surgery
Trade:
>>46507
1. It is to be expected that they feel threatened by our presence, as it seems that the have accepted the gods' lies. No matter, we shall give them a chance for a peaceful transition of territory in exchange for their knowledge and certain guarantees.
>For the 3 islands that you have claimed I will make this offer. I will give 1 island for each tech given to me. I also need a guarantee that any inhabitants will not be persecuted for their unbelief and that we may have docking rights so that we may continue our trade expedition. Acts of aggression will forfeit any claims or rights to the islands as they were handed over in good faith and such behavior goes against the spirit of this deal. In continuation of this good faith you may choose any tech that you wish to share.
>>46348
2. Tabukvik has been exploring around this massive island and had managed to find another people that have settled on the coast in the mainland. While they have also accepted the gods' lies and have shown arrogance they still maintain civility, but what is most impressive is their people's great education and amazing engineering. It would be beneficial to maintain good relations with this nation
>As both have great knowledge in our respective fields it will take awhile to share all that we know. To start with this cultural exchange I will share my knowledge of medicine and in return you can share your bows that demonstrate the transmission of force in a practical way.
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e02684 No.46558
>>46557
The Aiserigh mull over the offer for all of ten minutes before a reply is brought courtesy of a strapping, flame-haired young lad of no more than fourteen by the name of Fergus.
"Ye take the islands off of the shores of our home, befoul the air with godless speech, and yet ye have the nerve to come to us and tell us what we must give ye for what is rightfully ours? To share our secrets and let yer godless heathens bring Brigid's wrath upon us?
"Nae, let us give ye a better offer. Those islands ye claim? They belong to us. They are ours. Ye have until we reach them tae leave them, exactly as ye found them, an' then we can sit down around the fire and talk of trade. If we arrive on those islands and yer still on them, we'll kill you all and build ourselves a right pretty shrine outta all the bones.
"We do so wish this would blow over peacefully. But we will nae accept yer ridiculous terms, nor will we have ye on those islands. Leave them or die."
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59d8e2 No.46560
| Rolled 92, 55, 30, 24 = 201 (4d100) |
>Population:
12478
>Food production:
19,000 (feeding 12115civ+700mil=13178)
>Population growth:
3%
>Hunger:
None
>Territory:
18
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Very Basic Forges tech, Basic Pickaxes (Iron), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming, Equipment (ploughs), Rus Alphabet
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +12 to combat rolls for every 100 troops
200 cossacks +12 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
2
1 Happiness Token
#1 the Tsar offers land, and a huge parcel of gold, to the man who can create the strongest iron. many smiths labour day and night to win the bounty. some test the effect of adding a bit more charcoal to their smelting, and slowly cooling and reheating the iron rather than casting it in water alone.
>research steel
+Very Basic Forges tech
>spend 1 happiness token
#2 the smiths work on better forges, one tries to invent a below that can be pulled by an ox or a horse turning a wheel
+Very Basic Forges tech
#3 the small digging pit in Moskva is being built into a proper mine building
+Basic Pickaxes (Iron)
#4 diggers in Lipin Bore search the ground looking for more sources of Iron
+Basic Pickaxes (Iron)
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4431a0 No.46561
>>46557
I never said you reached Nimble yet, don't assume things like that unless I tell you to. Therefore the 2nd trade is an invalid action
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77a488 No.46562
>Nation name:
Aetheria
>Color: #800000 ←- colour code for the color I want
>Fluff: From the very beginning tales were passed around the nation of the glory of steel. The steel does not judge, it does not betray like those of flesh. It provides for all whether it be tools for battle or tools for farming. The steel simply provides, one need only know how to harness its power and harnessing its power is exactly what the fledgling nation did. They grew in their power with each metalworking technique they found and cultivated, soon they were able to create anything from the strongest sharpest blades, to the most versatile farming tool. All from shaping the steel and breathing life into it, but the Aetherians did not forget their tenants. "We who found the steel are just men. Not gods. Not giants. Just men. Carry the secret of steel with you closely, decipher its riddle, learn its discipline. For the only thing you can trust in this world is the steel."
It is this tennant that they live by and continuously follow ever expanding their vast knowledge of metallurgy and smithing.
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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4431a0 No.46563
AETHERIA
(map post will come with update because I'm in the middle of updating it)
>Population:
10,000
>Food production:
13,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness:
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Improved Forges, Very Basic Masonry, Very Basic Medicine, Basic Swords, Very Basic Armor, Very Basic Brewing (Beer)
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Forge (<insert Capital City name here>)
Iron Mine (<insert Capital City name here>)
Tavern (<insert Capital City name here>)
Wheat Farm (<insert Capital City name here>)
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
N/A
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4431a0 No.46565
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77a488 No.46566
| Rolled 37, 35, 76 = 148 (3d100) |
>>46563
Aetheria
>Population:
10,000
>Food production:
13,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän
>Happiness:2
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Improved Forges, Very Basic Masonry, Very Basic Medicine, Basic Swords, Very Basic Armor, Very Basic Brewing (Beer)
>Buildings:
teräs sielu
Extra Housing Terässydän
Forge Terässydän
Iron Mine Terässydän
Tavern Terässydän
Wheat Farm Terässydän
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
N/A
Action 1: Scout out the area for places we can establish a new mine at, The iron mines provide, but perhaps we can find something more.
Action 2:Our brew is lacking, let us refine it…Aaretti tells us he thinks he's discovered a new manner of brewing…says he's calling it mead.
Action 3: Lets improve upon our armour…right now it is rather lacking…the steel frowns upon us for how much it is lacking…we shall do right, we shall fix this problem.
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4431a0 No.46567
| Rolled 50, 83, 43, 90 = 266 (4d100) |
Determining the fate of lost souls
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8a8823 No.46568
| Rolled 45, 49, 69 = 163 (3d100) |
>>46495
>>46501
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
12,962
>Food production:
14,000
>Population growth:
1.5%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden), Very Basic Metal Casting, Very Basic Bows, Francisian Currency, Very Basic Pottery, Very Basic Fishing, Very Basic Economics, Very Basic Clothmaking (Francisian Linen), Very basic taxation, Very Basic Labor Specialization, Very Basic Mathematics, Basic Combat Techniques (Francisian Fencing), Fine Francisian Mechanisms (Basic machines, gears, linen/iron torsion springs), Basic Swords (Iron Rapier), Basic Measurement System, Basic Shipbuilding (Raft, Galley), Very Basic Police Force, Basic Physics, Basic Masonry, Very Basic Pumps, Very Basic Cranes
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition
>Standing Army: (+14/100)
281 Francisian Swashbucklers
140 Archers
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
>Only those that can speak Francisian and choose to live by our laws, as we do can be known as Francisian. Otherwise they will be traded as object and used as slaves
1. Our beautiful Goddess is right. How can we worship the queen of the seas without having mastery of them? Our naval force is despicable and as such we shall improve. Build a fleet of galleys
2. With our torsion springs, both iron and linen, we shall create weapons that can launch bolts as large as men. The springs shall be wound tight with a long piece of leather between them which will be cranked back, tightening the springs even more. When the crank is released, bolts will be launched with the force of the gods upon our enemies. Develop ballistae
3. By crushing limestone and other minerals, and mixing them with water, we can create a building material, stronger than just stacked stone. We shall develop cement
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a0d7f2 No.46569
| Rolled 41, 23, 35 = 99 (3d100) |
>>46498
>Nation name: Qarthak
>Color:
Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,353
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
Qarthak
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Hall or Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish
Luxury: Dyes+, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
N/A
1. Build a smithy/foundry to make and forge tools of metal for us more easily.
2. Build a shipyard so we can build more ships for war or commerce more easily.
3.Build a jeweler, to handle the rubies and make art of them.
>>46502
The Rulers of Qarthak consider the offer of both deities. They consider them long and hard. Finally they come to a decision. One of them speaks, "Both your offers are generous, incredibly so, butyou both want us to shift the city away from it's roots. Qarthak is not just a city of color and splendor, it is a city of stone and utility. Qarthak is not just a wall of strong stone and swarthy stalwart men, it is also a city of art and luxury. Both of you fulfill only half of what our city needed to thrive here. So we as humble mortals ask this. Why can you two not work together for both your own betterment and ours?"
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a0d7f2 No.46571
>>46569
Revise last issue to choosing Baal Hamon, as the elders do not want to have perpetual war, and these ARE his lands.
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ec0b74 No.46572
| Rolled 69, 21 = 90 (2d100) |
>>46497
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
10,531
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Improved Animal Husbandry,
Improved Farming,
Very Basic Forges,
Basic Unarmed Combat (Brawling, ),
Very Basic Exotic Weapons (Cestus),
Very Basic Armor (Leather),
Very Basic Code of Laws,
Very Basic Brewing (Kvass),
Very Basic Masonry,
Very Basic Medicine
Very Basic Philosophy
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
>Standing Army:
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor:
N/A
Muzhchina wakes from a deep dream, with visions of things not of this world still flashing before our eyes. Finding some of the oldest members of the assembly already discussing this or that, she strides to the rostrum with fire in her eyes.
"Brothers! I have dreamed again, and the gods seek an answer. If we do not choose one of them, then our people will be severely punished. We have–"
With this she broke off, and noticed a pile of cabbages near the rostrum.
"Brother Voroshilov, what are those?"
"Nayagina, they are cabbages, from the nearby tribe of Yeltsinski, they have agreed to–"
He is interrupted by her deftly kicking up on of the cabbages up, then pivoting, and obliterating it with a single punch.
"Cabbages?!? We send them Kvass and meat, and they offer only cabbages?!!"
The hall is stunned into silence.
"We choose Perun. We choose war!"
1. clear an area to be used as a training grounds and dedicate it to the god Perun
2. begin training an army to attack the Yeltsinski
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562496 No.46576
| Rolled 78 (1d100) |
Empires of Europa patch 1.1 notes:
- Food production from research. food buildings and acquiring more food resources will be greater in civilizations with high populations, starting at 15,000 population and increasing every 5,000 pop from there
- Happiness decreases from failed rolls will be greater for ecstatic civilizations, gotta make you work for that sweet +5 to all rolls
- Reminder on trading because I was retarded and forgot to change it to current rules in the OP: Trades are limited to 1 item per turn per civilization, and trade actions automatically succeed but still act as a roll and will count towards the DC for extra dice so please list your trade actions as trade actions so I'm not too confused about it.
>>46505
The noble king succeeds in slicing his eye out, and somewhat miraculously he does it in a way that doesn't result in him bleeding out. Upon hearing the news of the king's noble self-sacrifice, the people can't help but feel a deep respect for the man's actions. Granted the King would lose a lot of his depth perception that day, but he'd also gain a badass eyepatch with the Mediterran symbol for Salacia on it, showing his devotion and instilling a sense of respect in his allies and fear in his enemies. It would seem the deed was noticed by Salacia too, and the realm feels inexplicably graced by Salacia's appreciation and goodwill. Gain 1 happiness and 1 faith.
First dice is for your combat
>>46506
>location is fine
With a heave and a ho the Trojan shipwrights construct a fine fishing fleet, the quadriremes of the Trojan navy being able to hoist great hauls indeed. Gain the Fishing Fleet (Troy) building (this building can be moved to another coastal city once a turn as a free action), change Fish to Fish+ and increase food production to 19,250.
The mines that the Trojan slaves dig up are deep and vast indeed, dug deep into the hills around Troy. Inside the miners find a large vein of unmistakably high quality iron, far better than the surface iron the Trojans had originally scraped up. This iron will be an excellent addition to the Trojan blacksmiths and will boost weapon quality greatly. Gain the Trojan Iron Mine building and change the Iron resource to Trojan Iron+. Also increase military strength to +15 for every 100 troops and +10 for every 5 triremes.
While the miners are marveling at their discovery underground, the explorers above ground claim a massive swath of territory in the name of Troy, nearly doubling the size of the Trojan Empire. In addition, along the way the explorers find a great golden statue of their god radiating with holy energy, which they take back to the capital on a chariot and place in the Temple, much to the delight of Poseidon. Lastly the Trojan explorers manage to learn a great deal about surveying and exploring from their experiences, and eagerly share them with the people. Gain 11 territories, gain the Very Basic Surveying tech and gain 3 faith.
The Trojans back home begin studying their smithing techniques, having plenty of high quality iron to work with now, and come up with many innovations in the smithing field that make the process much easier and more efficient, with less iron spent and wasted from botched attempts. Gain the Very Basic Metallurgy tech.
>While traders venture through the cities of Babylon they encounter a peculiar people that appear to be of a different culture than the typical Babylonian. Upon meeting these peculiar people they say that they hail not from Babylon but from a land to the south across the sea called the Kingdom of the Nile. The people of both Babylon and the Nile tell stories of great tombs and pyramids in the lands of the Nile, and the Trojan traders can see their ships, which are not only as large as theirs but seem intricately crafted as well. In addition their knowledge of mapmaking and geography is unparalleled. They worship a god named Osiris, who is said to be the guardian of the realm of the afterlife and he who judges the souls of those who enter there. Will this new civilization be friend or foe?
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562496 No.46577
>>46507
The people of Aiseirigh get hard to work on boats that resemble the great ships of the mysterious interlopers, and although it is but a small step towards their grandeur the shipwrights manage to construct small war galleys that can at least be used to ferry troops across the ocean. However it's doubtful that they will be able to stand up to the Skraeli ships, unless they are built in large numbers to overwhelm them. Whether Duncan and the thanes want to improve their ships further or build the ships as they are en masse is up to them. Gain the Very Basic Shipbuilding (Galleys) tech.
Nope, this won't do…the armor produced is either too heavy, too thin, too big, too small or just plain messed up and unwearable. Brigid probably wouldn't approve of this…the smiths figure it would just be best to melt the armor back down again and go back to square one.
Plenty of fine Aiseirigh potatoes are planted in Leicester and come up with large and healthy, as expected from Aiseirigh's most prized crop. This'll definitely put food on the table. Raise food production to 17,750 and gain the Potato Farm (Leicester) building. Also change Aiseirigh Potatoes to Aiseirigh Potatoes+.
>>46508
Wallachia's brightest scholars put their heads together and, with careful calculation, come up with a good set of methods to build better, sturdier and more aesthetically pleasing buildings. This'll definitely help with building projects. Gain the Very Basic Architecture tech.
The Wallachians know the importance of architecture, but they also know that they must work on the practical elements as well in order to keep their buildings standing. Thus they devote themselves to studying engineering and building their intimate knowledge of mathematics to design better, stronger structures. In addition to building this may have other applications as well. Gain the Very Basic Engineering tech.
The call is put out for brave men to join the Wallachian army and fight for their homeland, and 200 brave souls respond. The men are put through the ropes and trained well, and there appear to be many fine officer candidates from among the bunch. It'll be up to Vlad III and the other military leaders to choose who to appoint. Gain 200 troops.
Unfortunately the toll system fails as people find it far easier to just travel around the toll points. Perhaps if Wallachia had a system of roads to allow for easier travel, the toll stations would have more of an effect as people would be more inclined to traverse the much safer roads and paths.
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562496 No.46578
>>46510
>czeched
The only "scrolls" the Babylonians can find are a bunch of tablets that appear to be mostly chronicles of the history of Babylon, the religious tenets of Marduk, a couple of cooking recipes, and so on. Nothing of use when building bows. However, just when the chronicler of Babylon is about to give up and call it a day, he trips over a tablet. Upon picking it up to put it back where it belongs, he discovers that the tablet is actually a list created by the inventor of the Babylonian bow on ways to improve his bows! The scholars and bowyers get to work on this immediately, and before long the bows of Babylon are shooting farther and faster. The people thank Marduk for his providence in this hour of need. Change Very Basic Babylonian Bows to Basic Babylonian Bows and increase troop strength to +14 to combat rolls for every 100 troops.
Though the troop turnout isn't quite as great as the king of Babylon would like, 100 soldiers manage to show up ready to fight the rebel scum. Gain 100 troops.
The king of Mari apologizes but it seems that the troops of Mari are being troubled by bandits to their south and for the time being they need their troops to defend their city. Perhaps if you ask again in the future they may have some to spare, however.
>>46512
The scouts scour the land and come across a peculiar outcrop of white, striated stone in the hills surrounding Vindras. Beautiful and sturdy, the scouts take a few samples back home, and the builders immediately order miners to gather more. The builders think that the stone, which they call "marble", can have a variety of uses, from being a durable and beautiful building material to a nice sculptable material for statues and pillars. The people delight at the prospect of having their homes, palaces and temples built with such a marvelous material, and demand for the product skyrockets. Gain the Marble luxury resource and 1 happiness.
The wheat farms are planted and before long little green sprouts appear throughout the field which give way to glorious golden stalks. Change the Wheat resource to Wheat++ and change food production to 13,500.
Some of the carpenters and scholars tinker around with the idea of architecture, but upon inspection the head scholar scowls and throws out the drawings after figuring out that if these buildings were actually built they'd fall apart like a house of cards. The head scholar demands that the rest of the scholars start from scratch and produce more practical designs and methods.
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562496 No.46579
>>46536
The Pharaoh, dismayed at the slow progress of Benben's growth, has his followers go out and promote the outpost, speaking of the excellent location on the sea and the great opportunities to be had there. The people do indeed listen, and before long there is a large migration to Benben. The people begin building houses and the outpost quickly grows into a full-sized city to rival Giza or Qoseir. Change Benben (Outpost) to Benben (City) and change population growth to 4%.
The scholars put their heads together and gather some of the plants found around the Nile known for their healing properties. They make a mixture and indeed it is able to cure many diseases. The health of the people will be greatly improved by this invention. Gain the Very Basic Medicine tech and change population growth to 4.25%.
Unfortunately aside from the plants used in the existing medicine the people of the Nile find no other plants that might be beneficial, but perhaps they just didn't look hard enough. The people of the Nile resolve to try again later.
The people of the Nile do, however, manage to complete a fitting hospital in Giza to treat the sick and heal the wounded. The hospital has plenty of rooms to treat patients in. It also sports a stockpile of medicine for the sick, bandages for the injured and plenty of clean water from the flowing Nile for all its patients. This will surely help improve the mortality rate amongst the citizens of the Nile. Gain the Hospital (Giza) building and change population growth to 4.5%.
>While negotiating with the Babylonians, the traders of the Nile find some unusual people, who don't seem to be Babylonian, instead following their own culture. Upon further investigation it is revealed that they are from a kingdom to the north called Troya which is a proud seafaring nation with great fleets and massive harbors. They follow Poseidon, god of the sea and animals, and are extremely skilled at mounted combat. What will you new make of this new civilization?
>>46542
Friedrich takes the chosen stone in hand and feels a sharp headache, worse than he ever felt before, and his legs give way as he passes out. However, when he awakes, he finds that he can see in the once dark cave as if it were fully illuminated! Though this "darkvision" appears much duller and grayer than vision in normal light, he can still make out colors and the like. Friedrich, excited to tell everyone of his new gift, runs back to Elsass to find that the people are walking around the normally dark night with no problems whatsoever. It seems the gift had spread to them too. The only real side-effect of the gift of darkvision is that those with the gift now have their eyes tinted a dark red, a sign of Mantus's blessing. Gain the Darkvision spell (helps with actions in the dark and gives a combat advantage against enemies without darkvision in low light conditions) and lose 5 favor.
Friedrich and the miners venture deep within the mountainous depths, deeper than they had ever gone before thanks to their new darkvision. They find a vein of shining grey metal, with beauty almost rivaling that of the gold in the Elsass mines, and just like the gold it is quite rare and valuable. The miners decide to call this new metal "silver" and surmise that it will greatly add to the wealth of Elsass. Gain the Silver luxury resource and gain 1 happiness. Gain 1 favor as well.
Though it's less than Samson anticipated he still is able to recruit 150 able-bodied men, who are quickly trained and turned into proper soldiers. Gain 150 troops.
Julius thinks long and hard through the night and comes up with a suitable alphabet, good for communicating ideas in writing and easy enough for even the simplest of peasants to pick up and master with a little effort. The other scholars agree that it's a great idea and they spread the knowledge throughout the land. Now the people of Elsass will have a much easier time sharing ideas and thoughts. Gain the Elsässer Alphabet tech.
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562496 No.46580
>>46545
The Romans trek southward, claiming many new lands along the western coast of Italia for the Empire. The Roman lands now almost stretch to the end of the peninsula, and many excellent spots for settling new cities are found in the new lands. It's definitely something the Senate can mull over later. Gain 6 territories.
With a little elbow grease the ruins of the bandit camp are converted into a small outpost with great potential. The lands here are remarkably fertile and there is a large mountain that, although not the largest in Roman lands, still towers over the city. It is said that smoke emanates from the volcano from time to time, worrying the locals, but some merely theorize that the mountain may be a giant forge for a god or the sight of a great fire that burns fiercely every now and then. Still, fearmongering aside the mountain has little impact on daily life in Naples. Add Naples (Outpost) to your Outposts/Towns/Cities tab and change population growth to 2%.
The eastward expansion doesn't go quite as well as the rush southward, but the surveyors and explorers are still able to claim a fair bit of territory in the name of Roma. For the first time the territory of Rome extends to the eastern sea on the other side of the peninsula, and indeed the Romans could build a city here to ensure reliable access to both seas. Gain 4 territories.
>>46550
The threat from Jiaolong the Leviathan terrifies the citizens of Xinyang and the rest of the Han, but the Han Council is lost for a solution, as sending a fleet of ships to deal with the beast will be dangerous indeed, especially when the Han can't even make any that float for more than a few minutes. However, that's when Dao Nao-Do and Tuo Rong-pu, two of the best architects the Han has to offer, propose a great solution - to build a big, beautiful wall in order to keep sea monsters and any other undesirables out and away from Xinyang and even the other coastal cities as well, because nobody builds walls better than they do. The two get the council's approval and begin working immediately, shattering any expectations set for them when they not only build a stretch of a giant wall bigger than any wall the Han had previously built but also a great fortress to crown the Xinyang section of the Great Wall which towers over the city, keeping it safe from harm. Xinyang is now much more secure, and the citizens thank the twin architects and the council for it. Add The Great Wall of the Han (Xinyang Section) and Legendary Fortress (Xinyang) (can be renamed to whatever you wish, just put (legendary) at the end of it if you do). Also gain 3 happiness.
The Scholar Caste thinks long and hard on ways to improve agriculture when one scholar comes to them with a lumpy brown tuber. Calling it the potato, he claims that these miraculous plants can be sown earlier, and that when the Han system of crop rotation is taken into account it means that the Han's growing season is greatly extended. The Han resolve to plant these new crops, and indeed next year's harvest is much more fruitful with the addition of the potato. Change Basic Farming to Improved Farming, gain the potatoes food resource and raise food production to 21,500. Gain 1 favor as well.
The Scholar Caste returns to their chambers to mull over the issue of removing impurities from water by boiling when they suddenly receive another vision from Xi Wangmu. Following this method, they are able to invent a unique and efficient method of water boiling that purifies water from even the murkiest of pools. The Han rejoice and count it as among the great achievements of their civilization. Gain the Very Basic Sanitization (Han Water Purification) tech and increase population growth to 4.75%.
Unfortunately their efforts into concocting a mixture to kill pests and bugs that assault their crops turns out to be a failure. While they are successful in coming up with something, they find that it's toxic to not only bugs but the plant as well, and the plant they were testing the mixture on becomes a grey, withered husk overnight. The Han decide to dispose of the potions rather than risk using it on the field and destroying the whole harvest.
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562496 No.46581
>>46557
Ataninnuaq, old and frail, leaves his last legacy, a detailed collection of surgical insight and techniques, to the healers, who put them to use and find that they make the art of surgery far easier than before. The Skraeli rejoice and hold a celebration for all of Ataninnuaq's hard work. Change Very Basic Surgery to Basic Surgery and change base population growth to 5.75%.
Trade action failed, other party rejected the offer
>Though his achievements are great and many, and though he had been elevated to a status of near-godhood to the Skraeli people, Ataninnuaq was still human, and all humans must one day die. It is a sad day all across Skrael as people come to Inuksuk to mourn one of their greatest heroes. Remove Ataninnuaq from your hero pantheon.
>>46560
The smiths are able to take their coal and apply it to the iron to turn it into a new substance that's far harder and tougher than steel while at the same time being much shinier and more rust resistant as well. Unfortunately making the steel takes a great deal of time and effort, limiting its practical uses to small things like weapons and the occasional suit of armor. Still, the new "steel" as it has come to be known as will prove to be an invaluable asset to the Rus. Gain the Rus Steel resource, gain the Steelworking tech and increase troop strength to +15 for every 100 troops. Also gain 1 favor.
Though the horse-pulled bellows idea doesn't exactly work out because the bellows need to be pushed up and down, the Rus do figure out an easier method for constructing bellows and apply it to their forge designs, making them much better. Gain the Basic Forges tech and 1 favor.
The Rus attempt to dig down into the earth to create a proper mine to get metals, but one night the earth shakes and the entire entrance to the mine collapses. Fortunately no one was hurt as there was no one digging in there at the time but the miners will have to work long and hard to dig it out again.
As hard as they try, no iron is found by the miners in Lipin Bor. Some think that it's still out there, but it merely has yet to be found, while others are skeptical of that assumption.
>Add your god's domains to your favor tab, they're fire, metals, life and protection
>>46566
The miners and prospectors look for metals within the earth but instead find a vein of beautiful, striated white rock, sturdy yet easily carvable as well. This will make many beautiful buildings, pillars, statues, and more, and the people cannot wait to see their cities decked out with marble buildings, marble shrines and marble palaces. Gain the Marble luxury resource and gain 1 happiness.
Though it is a rare product indeed because the honey needed to make it is hard to get because of the stinging bees that come with it, the finest brewers of Aetheria are able to take what honey they can get and make a delicious beverage out of it which they call mead. Though it's considered a delicacy and mostly limited to nobility and those who can afford it or stumble across a good beehive, it brings a smile to the face of all those who drink it. Change Very Basic Brewing (Beer) to Basic Brewing (Beer, mead) and gain 1 happiness.
The Aetherians do manage to improve their armor, and using the new methods they are able to make the armor lighter and patch up a lot of the holes that it couldn't cover before. Change Very Basic Armor to Basic Armor.
The men hear stirrings in their dreams and whispers calling out to them - some think that it is the "steel" calling out to them, while others think it may be some kind of god or other powerful being. Still others hypothesize that it must be some kind of god of steel. Who knows what it may be?
>>46568
The Francisians, in an effort to please their goddess, begin building the first ships of their navy, and are finally able to put all their materials and theories to use. Gain 15 Francisian galleys (+7 to naval combat rolls for every 5 ships)
Using their mechanisms the Francisians are able to scrap together the first ballista designs. While simple in design, they're still able to fire straight and hard, and are able to fling both stone and arrow with great force. These will definitely be useful in knocking down enemy walls, should the Francisians choose to build any. Gain the Very Basic Siege Weapons (Ballistae) tech.
The Francisians also develop a substance that, when wet, hardens into a usable material. While it is too brittle to be used in construction on its own, it makes an excellent mortar to hold bricks together and make them stronger. Gain the Improved Masonry (cement mortar) tech.
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562496 No.46582
>>46569
A simple foundry is constructed within the walls of Qarthak, putting the Qarthakians' knowledge of forge building to use to smith more things faster. This will help with future smithing endeavors. Gain the Forge (Qarthak) building.
Construction on the shipyard, however, is halted as some fishermen have reported seeing a gigantic sea monster in the area. No one's sure if the rumors are true or not but it's enough to scare the men away from the shoreline for the time being.
The rubies are indeed beautiful but a cut ruby is far more valuable than an uncut one. So, the rulers of Qarthak order the building of a jeweler to cut them and make trinkets and artwork from them. Gain the Jeweler's Workshop (Qarthak) building and gain 1 happiness.
Astarte scoffs and disappears into the mist as Baal Haamon steps forward to address the rulers. "Ah, you have chosen well, power such as that only corrupts and destroys. As your guardian I will offer my guidance to you but first I must see how you treat your people. Happy empires are strong empires, and to keep your people happy is important indeed.
Provide your people with amusement, order, religion, valuable resources and other things which make people happy, and your empire will grow and prosper. In addition, a temple or effigy to me would be useful, to give the people a place to seek guidance and offer their prayers. Do these things for me and you shall receive my blessing, and with it will come power and prosperity." (Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
>>46572
As Mikula shrugs and disappears Perun steps forward and speaks to the Nayagina. "Good choice, I had a feeling you'd choose wisely. Now, as I said I do not give my power willingly to the weak and complacent but instead to the strong who are ready and able to handle it. Now, let me see your strength, and your willingness to get stronger. Develop new training regimens, forge mighty weapons, develop new combat techniques and strengthen your brave warriors. You can also build me a fitting shrine or temple if you like, so that others may come for inspiration, spiritual guidance and to offer prayers. So then, let me see you strive for improvement, and in return I shall help you take that power to new heights." (Extra favor condition: Perform actions that increase troop strength)
The builders begin clearing the land and build a nice and spacious training ground with plenty of beds for the soldiers to sleep and plenty of room for the soldiers to train as well. This will help Muzhchina train more fighters faster. Gain the Barracks (Borbograd City) and gain 1 favor.
The recruitment of strong men to fight Yeltsinski for offending the whole of Borbograd with cabbages is slow and steady. The new barracks definitely helps with this, but the numbers aren't quite as high as Muzhchina would like. Still, not a bad start for a new army. Gain 200 Borbograd brawlers (+8 to combat rolls for every 100 troops).
—
Sorry Shades and Keks, you had like 3 weeks to post and no response from either of you anywhere so I'm gonna have to NPC you.
With the death of Jarl Einarr Ylfing came a civil war as his two heirs, Asgrim Ylfingson and Ingvar Einarrson clash to determine once and for all who the true heir to the throne is.
As for Helheim, they were unable to stem the tide of the zombie invasion and have succumbed to the zombie curse. Now they roam the lands, ravenously, looking for anything they can sink their teeth into. This may pose problems for civilizations nearby….
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562496 No.46583
>>46505
>>46576
MEDITERRANS VS TABULATERRA COMBAT RESULTS
MEDITERRANS' COMBAT ROLL: 11 + 141 + 20 = 172
TABULATERRANS' COMBAT ROLL: 78 + 88 x 1.2 = 199
Although the Mediterran troops fight valiantly the Tabulaterrans are able to hold the walls, and despite attacks from both air and sea the defensive advantages provided by Tabulaterra's fortifications proves to be too great to overcome, forcing the Mediterrans to retreat and try another approach. Lose 101 regular troops and 247 elite troops. Also lose 4 triremes.
MEDITERRAN TROOPS LEFT: 615
TABULATERRAN TROOPS LEFT: 596
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9cc943 No.46584
| Rolled 9, 9, 7 = 25 (3d100) |
>>46576
>>46577
>Population: 13,217
>Food production: 17,750
>Population growth: 4
>Hunger:
>Territory:
55
>Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
>Happiness:
5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Basic Animal Husbandry, Basic Farming, Basic Dyemaking, Improved Military Training - +8 to combat for every 100, Basic Swords - +6 strength for every 100, Improved Spears (Spears, Javelins) - +11 strength for every 100, Basic Clothing (Down-Stuffed Clothing), Very Basic Pottery, Basic Surveying, Basic Forges, Very Basic Shipbuilding (Galleys)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm
>Standing Army: 250 Shortswords, 697 Spearbrothers. (+12 for every 100, +11 for every 100 Spears, +6 for every 100 Swords)
>Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
>Magic:
>Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Now that we have basic designs, we'll need to improve on them. These little ships just won't do against the big monstrosities these godless heathens are sailing in!
Improve our ship designs!
2. To maximize our chances of defeating these perfiduous northfolk we'll need something that can deal death at a range greater than a javelin's throw. Our hunting slings should do nicely.
Begin developing slings that are suitable for combat use. +[Improved Military Training]
3. Improve our armor! If the previous designs won't work, we'll just make a new one. +[Basic Forges], +[Ironworking]
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ab19b7 No.46585
| Rolled 81, 83, 65 = 229 (3d100) |
>>46581
Aetheria
>Population:
10,175
>Food production:
13,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän
>Happiness:4
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Improved Forges, Very Basic Masonry, Very Basic Medicine, Basic Swords, Basic Armor, Basic Brewing (Beer,Mead)
>Buildings:
teräs sielu
Extra Housing Terässydän
Forge Terässydän
Iron Mine Terässydän
Tavern Terässydän
Wheat Farm Terässydän
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver, Marble
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
N/A
1: Bjorn claims he's found a way to make our blades sharper…he says it will improve their quality immensely…he claims the steel spoke to him in a dream showing him a new forging technique. +[Improved Forges], +[Ironworking]
2. Some of the herbalists and seers in the village claim they've been able to make a breakthrough with their medical practices they say it will improve the quality of life immensly
3:Our battle tactics could do with some refinement, we shall teach our men the skills they need to properly carry themselves as Aetherian Warriors.
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637468 No.46586
| Rolled 85, 79, 57 = 221 (3d100) |
>>46579
Kingdom of the Eternal Nile (Javmoj)
>Population:
12,004
>Food production:
16,000
>Population growth:
4.5%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Basic Nile Spears (Bronze), Intermediate Shipbuilding (Superior Nile Quadriremes), Basic Nile Cartography, Basic Paper (Nile Papyrus), Very Basic Fishing (Nile nets), Very Basic Medicine
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
>Standing Army:
600 Nile Spearmen (+5 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds
>Magic:
None
>Divine Favor:
Osiris 9 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine once more calls to his people. He praises their work and says that surely Osiris will be happy with their achivements. However they can do even better. With the great Library and with the knowledge of Babylonian writing more knowledge will be gathered, written down, and passed along. A great library will be created, but not only that, but a great city will be created for the purpose of containing it. This city would become a city of learning, benefiting not just the people of the Nile, but the whole world. And as such it will be built at the outflow of the Nile river, symbolising the knowledge of the Nile flowing into it.
1) Construct the port city of Rhakotis (Build City on the coast just west of the Nile Delta)(+5 from Happiness)
2) Have the masters of medicine prepare to compile all knowledge of medicine into a set of scrolls (Improve Medicine)(+5 from Happiness)
3) Seek out plants with healing properties (Acquire medicinal resources)(+5 from Happiness)
Trade) Preform trade with Babylon, offer Papyrus Paper for knowledge of their written symbols (Basic Paper (Nile Papyrus) for Babylonian Alphabet)
>>46506
Negotiate trade with Troya, offer basic architecture for knowledge of their written symbols (Will trade next turn if Troya agrees)
"Mighty Troya, our people have heard of your lands and that your people have mastered the seas to a degree that either matches our own or would have made the second Pharaoh envious beyond measure. We have also heard that you have a different style of writing than that of Babylon, and this intrigues our great Pharaoh Kanefer. We wish to learn this new way of writing so that we will be able to master both scrips. In return we offer knowledge of how to build great monuments to your god."
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3681e1 No.46587
| Rolled 69, 1, 21, 1 = 92 (4d100) |
>>46576
>Population:
13,408
>Food production:
19,250
>Population growth:
3%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
10 (1 token -1 from spending on action)
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges, Very Basic Metallurgy
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields, Very Basic Trojan Mounted Combat
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing, Very Basic Surveying
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Trojan Metalworks, Trojan Iron Mine, Fishing Fleet (Mobile)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
60 Trojan Armoured Net Militia (+15 for every 100), 360 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 300 Slingers (+15 for every 100)
10 Trojan Triremes (+10 to combat for every 5) 35 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 10
1. Our people won't be going hungry for a long time but now we have more food than we know what to do with and not all of it will keep while the people wait, fish in particular will rot as we can't keep it alive after collection. The leavings of animals stink and are slimy we must find a use for them beyond throwing to the waves or leaving to rot in the earth. [Try to make something with animal fat/oil] (+5 Happiness, +5 happiness token)
2. The people need a more consolidated leadership than the willfulness of learned men and priests we need someone with a divine right to lead and the ability to produce a blessed bloodline to ensure his children retain this right. We shall call upon Poseidon to birth into this world a baby Demi-God who will lead our people through strength and rightousness. [Spend 10 Favour on summoning a demi-god centred on leadership abilities] (+5 Happiness, Very Basic Religion, Very Basic Magical Training)
3. New land means new horizons and new borders to defend we must build a second outpost inland both as a midway point between Troy and Rhodes but also to take advantage of the lands wealth. [construct an outpost in that little jutting piece of territory on my eastern edge] (+5 Happiness, Basic Masonry, Wood+, Very Basic Surveying, Very Basic Slavery, Very Basic Roads)
4. Our people need to consolidate the greatest of minds to make sure those that deserve it and desire the growth can make sure their children can be great. We will construct an Academy in Troy which will teach all children of Trojan Citizens (highest caste, and it refers to the civ not the city so children of Rhodes can come too) the basics of knowledge so that they can excel and the greatest minds can find promising students to take under their wing and take on as apprentices and assistants. [Basic Masonry, Trojan Alphabet, Very Basic Code of Laws, +5 happiness]
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5ccb03 No.46588
| Rolled 16, 13, 73, 77 = 179 (4d100) |
>>46577
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,534 (200 SA)
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube
>Happiness:
7
>Technologies:
Bronze-working, Iron-working, Improved Animal Husbandry, Basic Farming, Very Basic Forges, Improved Military Training (Officer training), Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry,Very Basic Architecture,Very Basic Engineering, Very Basic Wallachian Shields,
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
>Standing Army:(400) +10 for every 100 troops.
180 Wallachian Swordsmen
180 Wallachian Horsemen
20 Wallachian Engineers
20 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
Vlad III surveys the ground where the church will be raised. A cool morning with the rising sun coloring the lively streets. He goes to visit Father Anderson who will shepard the people and protect them from darkness.
1 Build a Church. Worship of Yeshua, Lord of Hosts will make our people more prosperous. Let us pray.
Very Basic Masonry,Very Basic Architecture,Very Basic Engineering,Improved Wallachian Mathematics, Wallachian Currency,Iron-working
Wood, Stone, Iron
2 Build a Monument of Yeshua. A great statue of Yeshua, his hand stretching out to welcome people to our city.
Very Basic Masonry,Very Basic Architecture,Very Basic Engineering,Improved Wallachian Mathematics, Wallachian Currency,Iron-working
Wood, Stone, Iron
3 Recruit. Vlad III watches as officers determine who will act as field commander of the troops for their exercises. As Captain Gregor steps forward, his height a full head greater then all the other men eclipses the rising sun and a bristling mustache the color of raven feathers threatens to take flight as he harrumphs on noticing the King. "Have them stand at attention Sir Gregor, you have command today". As always those unfortunates who have grown too old for the Orphanage can find a place in the military where they can receive further education, coin and prestige in reward for service.
Orphanage (Curtea de Danube)
Improved Military Training (Officer training),Wallachian Currency,Very Basic Forges
Barracks (Curtea de Danube)
4 Research Forges. With our economy improved and our wisdom increased we can tackle the problem of increasing forge production. We can build forges in more measured and certain terms, lay out plans to provide the forge with more sturdy foundations to accommodate larger shops and expanded forges. Even the tools they use can be improved with a superior version of the bellows they already employ. Our scholars will find a way.
College of Curtea de Danube
Very Basic Forges, Improved Wallachian Mathematics, Wallachian Currency, Very Basic Masonry,Very Basic Architecture,Very Basic Engineering
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8a3a7f No.46589
| Rolled 53, 5, 36 = 94 (3d100) |
>>46583
>Nation name: skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
9 (Ecstatic)
>Territory:
17
>Population:
18,017
>Population growth:
3%
>Food production:
17,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Fine Fishing (Spear, Net, Clamdigging, Line), Intermediate Shipbuilding(Quadriremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Basic Surgery, Improved Hygiene (saunas, Toothpaste), Very Basic Sewage (Outhouses), Very Basic Perfumes, Skræli Alphabet, Improved Music (Throat Singing, drums, lyres), Very Basic Philosophy
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (60 yrs old)
Actions:
1. It has brought the skraeli much laughter in seeing what the Aiseirigh consider ships rather than the floating planks of wood that they are, but that does not stop them from making their own improvements. Seeing as they now have to prepare for actual war instead of just exploration and fishing it has caused some interesting divergences from normal skraeli design.
Ecstatic, Tabukvik, Fine Fishing, Intermediate Shipbuilding, Very Basic Carpentry
2. While the Aiseirigh were immediately hostile as expected that does not mean others are as barbaric as them. Tabukvik sets out to explore south of Aiseirigh to see if there are any actual civilizations besides their own.
Ecstatic, Tabukvik, Intermediate Shipbuilding
3. As the Aiseirigh think that can contend with the seas we must rise up and show them how deluded they are. Our people are tied to the sea in a way that they could never be, we have faced its monsters and emerged victorious. Their only monster is the vomit that spews from their gut from being unable to handle the waves. While they run in clothes we have clad ourselves in armored scales. They cannot hope to challenge us in our element.
Ecstatic, Tabukvik, Fine Fishing, Intermediate Shipbuilding, Very Basic Carpentry, Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Superior Skraeli Warrior's Lodge, Inuksuk Forge, 18,017 pop
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ce984e No.46590
The Han (Bazrael)
>Population:
16963
>Food production:
21,500
Feeding: Civilian 16962+Military (2666) = 19628
>Population growth:
4.75% base
>Hunger:
Content
>Territory:
27
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
>Happiness:
5 (+Code of Laws)(+Jade)
GREAT WALL:
The Great Wall of the Han (Xinyang Section)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech, Han Water Purification
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, potatoes
Luxury: Jade
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
3 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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a0d7f2 No.46591
| Rolled 82, 28, 47 = 157 (3d100) |
>>46582
>Nation name: Qarthak
>Color: Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,534
>Food production:
14,500
>Population growth:
1.75%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
Qarthak
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Hall or Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish
Luxury: Dyes+, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
Baal Hamon (Domains available: Air, storms, plants, life) 0
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1.Keep trying to build up that shipyard
2.Build up a series of Dye farms to promote as much color in our city as possible.
3. Work on improving our knowledge and understanding of what plants grow best were, so we can grow them best.
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dff35c No.46592
| Rolled 49, 47, 71 = 167 (3d100) |
>>46581
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
13,156
>Food production:
14,000
>Population growth:
1.5%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden), Very Basic Metal Casting, Very Basic Bows, Francisian Currency, Very Basic Pottery, Very Basic Fishing, Very Basic Economics, Very Basic Clothmaking (Francisian Linen), Very basic taxation, Very Basic Labor Specialization, Very Basic Mathematics, Basic Combat Techniques (Francisian Fencing), Fine Francisian Mechanisms (Basic machines, gears, linen/iron torsion springs), Basic Swords (Iron Rapier), Basic Measurement System, Basic Shipbuilding (Raft, Galley), Very Basic Police Force, Basic Physics, Improved Masonry (cement mortar), Very Basic Pumps, Very Basic Cranes, Very Basic Siege Weapons (Ballistae)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
15 Francisian galleys (+7 to naval combat rolls/5 ships)
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1. If we create tiles of clay and harden them, they will work better to waterproof our buildings than the thatching we currently use. Develop tiling
2. If we press flax seeds, flowers, and wood using our mechanisms, we can withdraw the essence from the material and have oils that smell good. Develop essential oils
3. If we stretch different coloured threads of linen between pieces of wood, we can create intricate designs by hand. Develop a loom.
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6116d3 No.46594
| Rolled 84, 91, 44, 56 = 275 (4d100) |
Mediterrans (Tansen)
>Population:
13731
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+3
>Technologies:
Food: Basic Farming, Improved Fishing (Mediterran Nets), Basic Animal Husbandry
Industrial: Bronzeworking, Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth), Ironworking
Military: Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
Science: Blessed Medicine, Mediterran Alphabet
Cultural:Basic Brewing (Mediterran beer)
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>>Standing Army:
>Naval;
6 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 213 regulars +11, 744 elites+14
49 bowmen
63 trident/net
+11 to combat rolls for every 100 troops
497 Elite Soldiers (+14 to combat rolls for every 100).
> Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
>Magic:
None
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 4)
REBELLION: +1 to combat rolls against tabulaterra
1.Raise new regular soldiers for the glorious fight
Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
2. Finish construction of the temple of war.
Copper, tin, wood, Flax, Bronze, Mediterran Iron, Marble, Gold
3. Construction of more triremes begins
Harbor (Mediterra)
Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth),
Mediterran Figureheads
4. Raise more elite soldiers
Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
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ce984e No.46596
| Rolled 12, 76, 88, 70 = 246 (4d100) |
>>46590
1. The next step would be to build the section of the Great Wall around the city of Xi'iang, to protect it from the Coast as well.
Build the Great Wall (Xi'iang Section)
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
2. New trials with new materials would be attempted again, in an effort to develop a liquid to kill pests and blight from crops.
+University (Xinyang)
+Honor and Virtue District (Xinyang)
+Basic Education
+Han Alphabet
+Scholar Caste tech
3. More than just increasing food production, the amount of food available could be increased by diminishing losses from spoilage. Spoilage resulted in horrendous losses of food, sometimes exceeding even the amount consumed.
The problem was, evidently, moisture. Bags of rice easily allowed water inside especially during floods and rainy days.
A large scale Ceramics Plant in Xin'yang would be built, so that the nation could have readily available ceramics. This would help with food storage and increase the food supply, for civilians and soldiers alike.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
4. Increasing the Salt Supply would also help with preserving foods by pickling and salting. A Salt Mine in Xin'yang would be constructed, to help with food preservation.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
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ce984e No.46597
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ec0b74 No.46598
| Rolled 81, 92 = 173 (2d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
10,899
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Improved Animal Husbandry,
Improved Farming,
Very Basic Forges,
Basic Unarmed Combat (Brawling, ),
Very Basic Exotic Weapons (Cestus),
Very Basic Armor (Leather),
Very Basic Code of Laws,
Very Basic Brewing (Kvass),
Very Basic Masonry,
Very Basic Medicine
Very Basic Philosophy
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
200 Brawlers
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Increase troop strength
1. continue training brawlers for the attack
2. work to develop an improved Cestus
3. build a shrine to Perun on the training grounds to inspire the troops
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ec0b74 No.46599
| Rolled 51 (1d100) |
>>46598
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7d1929 No.46601
| Rolled 86, 16, 52, 82 = 236 (4d100) |
>>46578
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
14,385
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
1 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Improved Babylonian Mathematics, Basic Recordkeeping, Basic Babylonian Writing, Babylonian Alphabet, Basic Forges, Basic Shipbuilding(galleys), Basic Babylonian Spears, Very Basic Shields, Basic Selective Breeding, Very Basic Mills, Basic Babylonian Bows
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1054/200 Disciplined Babylonian MilitiaSpearmen/Bowmen (+14 to combat rolls for every 100)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; Avoid major confrontations and raid the traitors patrols and supplies if possible
3; Recruit more soldiers!
4; Trade Babylonian Alphabet tech for Papyrus tech with Egyptians
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c2db4c No.46606
| Rolled 78, 45, 38, 18 = 179 (4d100) |
>Population:
12852
>Food production:
19,000 (feeding 12115civ+700mil=13552)
>Population growth:
3%
>Hunger:
None
>Territory:
18
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Basic Forges tech, Basic Pickaxes (Iron), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming, Equipment (ploughs), Rus Alphabet
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +15 to combat rolls for every 100 troops
200 cossacks +15 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, rus steel
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
4
>Religion
Svarog - fire, metals, life, protection
#1 one of the carpenters of Mosvka was able to afford to go to school. he had an idea that it was possible to have a turning wheel move a bellow up and down. he wrote his ideas down. the Rus study engineering.
+School (Moskva)
#2 new Steel Pickaxes would be made, to help find more iron
+Basic Pickaxes (Iron)
#3 a rainy season can ruin a well, flooding a mine with too much water to bring out even with many men and buckets. the Rus think that if a bellow can move air, maybe a machine can be made to move water out of a mine. the Rus study irrigation pumps
#4 the Rus have learned new forge ideas. making steel took a very long and took a lot of iron, because smiths usually made it by themselves. the Rus come up with a new idea, make a very big furnace, and have miners bring most of the ore to it. gather many smiths to work it, so lots of iron could be made at once. it would be tall, so much material could be poured in, and would need a very big bellow. a blast furnace is being built in Mosvka by the Rus
+Basic Forges tech
+Very Basic Administration
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c2db4c No.46615
>>46606
>someone tell me there is confusion about #4
>what I am trying to do is move from smiths using small, scattered forges (see picture) to early medieval furnace building (other picture)
>the process is the same, but is bigger and centered
>if this is too advanced, then I am okay with the Rus preparing a place with lots of small forges and a big mineral depot, for the building tab
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7d1929 No.46616
>>46615
Tech is at like bronze-iron age level.
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0bab43 No.46617
| Rolled 67, 91, 72, 38 = 268 (4d100) |
>>46579
FREE CITY OF ELSASS
>Population:
11,040
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
6
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Improved Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields, Very Basic Spears, Very Basic Elsass Military Training, Very Basic Elsass Patrolling, Elsässer Alphabet
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
>Standing Army:
+ 600 Elsass Swordsmen (+10 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
+ Darkvision Spell
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 1
1. They had come far and with Mantus blessing the people of Elsass would come even further. Friedrich would spend more times in the mines conversing with the God Below, to learn more of his personality. The things he sought. His life in eternal darkness. What were his desires and ambitions and how could Friedrich's people assist him in his endeavors?
2. Samson was content with how things had proceeded. Certainly there had not been a great many but such matters could not be rushed. Elsass would need even more soldiers and Samson's work was never done.
+ Recruit more Soldiers
3. Naturally Julius had managed to develop a system of writing unrivaled by his peers that could quickly be adapted by his fellow Elsässer, now it was time to turn back to old matters. With his head sufficiently cleared the scholar would improve upon the spear design. Certainly fortune would smile upon him so Mantus wanted.
4. Siegmund, Friedrich's first born son had never experienced the brutality and desperation of the mines his father had to endure. Growing up sheltered however his father made sure he understood what others including Friedrich had to go through in the past. He too understood that Mantus had changed this and brought safety to the people of Elsass. Seeing his father spend so much time venturing into the depths it was only natural for Siegmund to followin his footsteps. The miners had brought gold, silver and sapphires from the depths. Siegmund would craft something, a gift to the God Below, to show his appreciation and dedication.
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ce984e No.46618
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7d1929 No.46619
>>46618
That's cuz Scruffy wants to play romans badly enough to ruin the game. Also, romans were around 700 bc
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e1e8af No.46620
>>46618
>>46619
legionaries in none but name, considering they have bronze weapons and armor.
Don't use my nation to justify gamesmenship pls
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e1e8af No.46621
>>46606
>steel
>bronze age tech level
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e1e8af No.46622
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
13739
>Food production:
18,250 (+extra food resources x2)
>Population growth:
2%
>Hunger:
None
>Territory:
30
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Moderately Happy)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic Armor (Bronze), Very Basic Shields (Bronze Villanovan), Very Basic Shipbuilding (Galleys), Very Basic Clothmaking (Linen),Very Basic Chain of Command, Very Basic Fishing, Basic Republic, Very Basic Patrolling, Very Basic Spears (Bronze pilum), Improved Siege Weapons (Battering Ram, Catapult), Very Basic Code of Laws, Villanovan High Alphabet, Villanovan Low Alphabet, Very Basic Police Force, Very Basic Slavery, Very Basic Measurement System, Very Basic Forges, Ironworking, Very Basic Irrigation, Very Basic Horse Equipment (Saddles), Very Basic Roman Military Structure
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Simple Stone Walls]
>Standing Army:
659 Roman Legionnaires (+17 to combat rolls for every 100)
541 Roman Javeliners (+17 to combat rolls for every 100)
250 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 4
>Fluff Hero: Decimus the Armorsmith, Sisenna the Sailor, Domitius the Siege Engineer
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e1e8af No.46626
YouTube embed. Click thumbnail to play. | Rolled 78, 8, 94 = 180 (3d100) |
1. We shall continue our expansion in the east, but northward along the coast, looking for a suitable location in which to build a new outpost for what will eventually become the great eastern port city of our eastern half of the republic.
2. And while this expansion occurs, we shall also strengthen our position in the north as well, by expanding our meager outpost in Florentia into a bustling city! Roma has its poor and down trodden, those too poor to own land or having a lack of land to settle. They shall be given the opportunity to move north, to our outpost, and stake their own claims there. They must remain loyal to the republic, however, and they expand further north at their own peril.
3. Finally, we shall return a measure of thanks to Apollo for his guidance and charity by honoring the sun god with a statue created in his likeness atop the highest peak in the republic, the smoldering mountain overlooking Naples. Only the finest cuts of marble from our mines shall do, and it shall be emblazoned in our best bronze. We shall honor the light which shines upon us, and this statue shall be the testament to which we shall honor the word of Apollo, and spread his light to all corners of the globe!
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ce984e No.46627
>>46621
>catapaults
>"bronze" age tech level
Steel was discovered by at least in 1800bc.
Catapults were invented in 400bc.
We are in the Iron Age at minimum. Four nations have Iron-Working.
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7d1929 No.46628
>>46620
It's too late, I have the high ground.
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c7c572 No.46631
>>46627
>defending techwhoring
Oh wait its baz :3
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ce984e No.46632
>>46631
I'm always ready to defend you Scruffy Ɛ:
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a71a59 No.46634
>>46586
"While you may still be new to riding the seas we find you to be kin in appreciation for it's boon. We agree to this trade and hope to further our friendship in the future"
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562496 No.46635
>>46584
>czeched
Unfortunately the shipwrights can't seem to settle on a design that would be sufficient enough to face the ships of Skrael, and must try again later.
The slings are also insufficient, it would seem that they keep falling apart and can't really fling any stones. Maybe a bow would be better?
It seems the people of Aiseirigh can't catch a break, their armor is insufficient as well. The design is still too heavy and too full of holes, it would turn the soldiers into sitting ducks. The smiths go back to the drawing board.
>>46585
The Aetherians work to sharpen their blades in the name of the "Steel", and succeed! The new blades are much stronger and have a sharper blade. The Aetherians rejoice at the new discovery and are eager to put the new swords to work. Change Basic Swords to Improved Swords.
The Aetherians also discover a medicinal herb in the hills of Aetheria, and manage to make a simple potion out of it. This potion is able to cure a troublesome disease that has been plaguing the people of Aetheria, and the people rejoice at this new discovery as well. Change Very Basic Medicine to Basic Medicine and change population growth to 2%.
Though the Aetherians have no soldiers to train, the scholars and bravest hunters design an efficient way to train them that will make the process much easier. With this formal training they will be able to stand up to the troubles of the world. Gain the Very Basic Military Training tech.
>The Aetherians hear troubling news as of late, it seems word has spread of the walking dead some distance to the south. Though the "zombies" are still far away and seem uninterested in the Aetherians at the moment, they'll be troublesome if the Aetherians wish to push southward.
>>46586
Knowing Kanefer's gift for building great cities, the craftsmen of the Nile move to proposed port city of Rhakotis and through the guidance of Kanefer a grand port is built. This bustling port will prove to be greatly influential to the Kingdom of the Nile. Add Rhakotis (City) to your Outposts/Towns/Cities tab and increase population growth to 6%. Also gain 1 favor.
The healers in the hospital of Giza are able to improve greatly on their past mistakes, making a medicine that will surely increase the health of the people. Change Very Basic Medicine to Basic Medicine and change population growth to 6.25%. Also gain 1 favor.
The healers also find a miraculous plant along the life-giving waters of the Nile. The bright red flower of this leafy plant has healing properties when crushed into a fine paste, although any who wish to gather it must take care because the stem of the plant is covered in sharp thorns. Still, it is a monumentous find for the healers of the Nile and will surely help with making better healing potions. Gain the Life Flower industrial resource, increase population growth to 6.5% and gain 1 favor.
The trade goes through, and the Babylonians teach the citizens of the Nile their alphabet in exchange for the fine paper of the Nile. Gain the Babylonian Alphabet tech.
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562496 No.46636
>>46587
The Trojans do indeed find a use for the animal fats and oils they've created, namely the creation of soap which makes the people smell much better when they bathe and clean themselves. Cleaner bodies encourage the people to breed more often and many more children are born. Increase population growth to 3.25% and gain the Very Basic Hygeine (Soaps) tech.
Poseidon indeed accepts and a child with exceptional powers is born. However, reports of a cult that has arisen around the new child have surfaced, and the rumors are confirmed when a robed figure is seen abducting the child! The demigod is now gone, and Poseidon rages at the sight of his child being snatched, destroying much of Troy with great bolts of lightning in a futile effort to blast the cultists out of existence. The cult flees to the borders of Trojan lands to the southeast of the kingdom, biding its time until the child is fully grown. It also seems that Poseidon is a bit reluctant to use his powers again after being so destructive in his anger. You'll have to spend favor to gain some of his powers for yourself. Lose the new demigod and change Barracks to Barracks (Damaged), Legendary Trojan Harbor to Legendary Trojan Harbor (Damaged) and Trojan Metalworks to Trojan Metalworks (Damaged). Also lose 400 population.
Because of all the damage, the Trojan settlers decide to stay home for now and help with reconstruction efforts. They may try to venture out again later, of course.
As if to spread salt on an open wound, the cult has also abducted many of the Trojan children at the school, causing mass panic and despair amongst the distraught parents. To make matters worse the school is blasted into rubble by the wrath of Poseidon, though fortunately the school is emptied out and no one is hurt. Who knows what the cult has planned for them…lose 1200 population and lose 5 happiness. Rumor has it that the children were sacrificed by the cult to add to the power of the demigod. Reports state that the dark energy from the sacrifices warped the form of the demigod, changing it to a demonic horse…thus Chthonius the Destroyer is born (see pic).
>>46588
Unfortunately despite the architectural skill of the Wallachians both the church and the monument are delayed due to storms blocking the transport of supplies and disrupting the supply chain enough that further construction is impossible. The Wallachians can always try again, however.
Recruiting goes better, however, and 300 more troops are trained to fight for Wallachia. Gain 300 troops.
The forges of Wallachia are indeed improved and are made to make more blades faster using better designs allowing the forges to be bigger and hotter. Change Very Basic Forges to Basic Forges.
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562496 No.46637
>>46589
>Lose 1 happiness from continued starvation, it's hard to be happy with people starving in the streets…
The Skraeli ship designs improve further, adding tougher hulls with designs more suited for battle and conflict. Change Intermediate Shipbuilding (Quadriremes) to Fine Shipbuilding (War Quadriremes).
No exploration is done due to the choppy seas around the isle of Aiseirigh getting the better of the explorers. Tabukvik narrowly avoids death as his ship capsizes and goes under. Fortunately no one else is killed either.
The shipwrights of Skrael are able to produce 10 fine war quadriremes, able to secure naval supremacy over the forces of Aiseirigh. Gain 10 War Quadriremes (+8 to combat rolls for every 5 ships).
>>46591
The shipyard of Qarthak is finally built thanks to the industriousness of the Qarthakian people. Now the Qarthakians will be able to produce more ships faster. Gain the Harbor (Qarthak) building.
Although the Qarthakians have trouble at first they finally are able to build some solid dye farms, and although they aren't anything special they get the job done. Gain the Dye Farms (Qarthak) building, change Dyes+ to Dyes++ and gain 1 happiness.
The Qarthakians work long and hard to discover new growing methods and stumble across a new crop in the process. They find a tree that produces small green fruit that when cooked taste good indeed, giving the Qarthakians more variety in their diet. They call the new crop the "Olive". Change Basic Farming to Improved Farming, gain the Olives food resource and change food production to 15,500.
>The Qarthakian villagers spot an island to the north of Qarthak with a burgeoning civilization on it. They learn that these people, calling themselves the Mediterrans, have spread to many islands and control great amounts of territory all across the Mediterranean Sea. They worship a goddess of the sea named Salacia quite fervently and thus place a great emphasis on seafaring and exploration of the seas. They also are skilled metalworkers, using superior iron combined with superior smithing techniques to create truly magnificent iron. The Qarthakians also learn that the Mediterrans are currently in a state of civil war with a sect of Salacia worshippers setting up a city on the eastern side of the main Mediterran island.
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562496 No.46638
>>46592
The Francisians thank the scholars for their newest invention, red tiles that can be applied to roofs for better waterproofing. The Francisians will worry about leaky roofs no longer and the houses look better as well. Gain the Very Basic Construction (Tile roofs) tech.
The Francisians do indeed find out that squashing flax seeds and flowers they can produce a good-smelling liquid. Calling the new liquid "Perfume", the Francisians find that applying it makes them smell much more attractive. Gain the Very Basic Perfumes (Essential Oils) tech and change population growth to 1.75%.
The Francisians also develop the loom, which makes fabrics much easier to make. Change Very Basic Clothmaking to Basic Clothmaking (Francisian Linen, Looms) and change Francisian Linen to Francisian Linen+.
300 troops rush to the aid of Mediterra in its hour of need, eager to destroy the foolish Tabulaterrans and punish their arrogance in the name of Salacia. Gain 300 troops.
Now that the Tabulaterrans are on the defensive the Mediterrans are able to complete their Temple of War, and they do so with great skill and precision, leading to a glorious temple in the name of mighty Salacia. This will be sure to strike fear into the hearts of the enemies of Mediterra and increase troop production as well. Gain the Mediterran Temple of War and gain 2 favor.
>Elite soldiers cannot be raised normally, you can only get them on nat 100s.
The Mediterran shipwright work hard and are able to produce 15 triremes for the glory of Mediterra. Gain 15 triremes.
The Mediterrans put out another call for troops and gain 275 more troops ready to destroy the Tabulaterran menace. Gain 275 troops.
>The Mediterrans find several ships off the shores of the Mediterran Isles and much to their relief the ships are not of Tabulaterran make. Instead they are of a new civilization, which calls itself "Qarthak". Though it is a relatively new civilization, it has made great gains in the field of dye production, and the Qarthakian fishermen tell of Qarthak, the "City of Color". They also have plenty of valuable gems cut to perfection. Will this new civilization be friend or foe?
>>46596
Unfortunately Jiaolong the Leviathan rears its ugly head once more and destroys the section of the wall under construction with a great blast of water! Fortunately no one is hurt but the artisans sigh as they must now start their work from scratch. The Leviathan lurks menacingly offshore.
Fortunately the scholars find a poison that doesn't kill the plants but is able to kill the bugs when applied around the root of the plant. This increases crop yields greatly and the foodstores of the Han fill up greatly. Gain the Very Basic Pesticides tech and change food production to 22,500. Gain 1 favor as well.
>changing your action slightly to reflect that you don't know how to make pots/clay things yet
The Han find great success in their efforts to reduce spoilage, making ornate pots out of a special material which they call "porcelain". This material, unique to the Han, is beautiful indeed and its discovery makes the people happy indeed. However, it is still in an early state and not completely refined, though with a little hard work the Han can change this, and the material shows great potential. Gain the Very Basic Han Pottery (Han Porcelain) tech and 1 happiness. Also change food production to 23,500 and gain the Han Porcelain luxury resource.
The Han find a deposit of salt along the coastal hills and begin digging for the valuable substance. Though the work is exhausting and working in salt mines is tough work indeed the salt mine is complete and functional, allowing the Han to dig up the salt with greater ease. Gain the Salt Mine (Xinyang) building, gain the Salt food resource and change food production to 24,000.
>>46598
300 more troops are trained and stand ready to deliver swift punishment to the arrogant Yeltsinskians. Gain 300 troops.
>list troop strength
The smiths make great progress in improving the cestus, this time with sharp spikes on the knuckles added with precision and skill. The craftsmanship in producing these cestus is so great that the cestus themselves become a cultural treasure of Borbograd and a symbol of Borbograd military might. Change combat strength of your troops to +10 for every 100 troops.
The shrine of Perun is completed in the barracks and the soldiers delight in training under the watchful eyes of the statue of the god of storms and war. Gain the Shrine of Perun (Borbograd) building, gain 1 happiness and gain 1 favor.
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562496 No.46639
>>46601
With the supply trains of the rebels cut off the Babylonians have greatly reduced the effectiveness of the enemy forces and cut into their morale as well. This will help with the coming battle. Gain +1 to combat strength for every 100 troops when fighting Babylonian rebels.
>You don't need to roll for trade actions so I'm replacing Roll 3 with Roll 4.
Much to the King of Babylon's delight 200 more troops are recruited and are ready to serve Babylon in its hour of need. Gain 200 troops.
The trade with the Kingdom of the Nile is completed successfully and the Babylonians now know how to create paper made from the papyrus plant. Though it will take some more work to get paper as good as the Kingdom of the Nile it is still an excellent start. Gain the Very Basic Paper (Nile Papyrus) tech and gain 1 happiness.
>>46606
>also just to clarify your steelworking is in a really basic state, please change Steelworking to Crude Steelworking and Rus Steel to Crude Rus Steel
The carpenter's ideas are recorded and studied, and with a little thought the Rus put their heads together to discover new insights about "engineering", the study of creating such machinations. This will help with building projects as well. Gain the Very Basic Engineering tech.
The Rus put their newfound steel to use, making better tools out of the steel that work far better than the old iron tools. Change Basic Pickaxes to Improved Pickaxes (Steel).
With a little bit of extra work the irrigation pumps are complete, which will make mining much easier now that puddles and pools within the mines can now be drained. The pumps may have other uses as well. Gain the Very Basic Pumps tech.
Unfortunately no progress is made with the blast furnaces, it seems the engineers and smiths need more time to figure out how to complete such a complex invention.
>>46617
Friedrich ventures deep into the cavernous depths once more, his gift illuminating the way down to the temple, and prays to Mantus for guidance. He comes out with even more teachings of Mantus, which, using the new alphabet, he is able to write down for posterity. He records the teachings on several tablets which become the basis of the holy teachings of the God Below. For his contributions towards the faith of Mantus Friedrich is named the Prophet of the God Below, a high honor amongst his people. Change Improved Religion ("God Below") to Intermediate Religion ("God Below"), gain 1 faith and gain 1 happiness.
Samson the Mighty begins the search once more for brave warriors and comes back with 300 skilled troops ready to defend the homeland! Gain 300 troops.
Julius does indeed make great strides into perfecting the spear, creating a new design far superior to the old version. The troops are eager to put the new spears to use and Julius the Inventor is quite pleased with his work. Change Very Basic Spears to Basic Spears and change troop strength to +11 for every 100 troops.
Siegmund manages to craft a statue of gold, silver and sapphires, a fine effigy to the God Below. The statue is carried down to the Temple where its sapphire eyes watch over the temple and those who come to worship the God Below. Gain the Statue of Mantus (Free City of Elsass), gain 1 happiness and gain 1 favor.
>Your people are ecstatic! Gain a +5 to all actions until your happiness drops below 8.
>>46622
5 territories are claimed in the name of Mighty Roma, and although the northlands prove to be quite mountainous with many mountains much higher than the smoking mountain of Naples there are still plenty of good spots along the coast to build a grand settlement. In addition the hills and mountains around here are likely rich in metals and minerals. Gain 5 territories.
However, people are reluctant to pack up their things and move to Florentia, claiming that they prefer the comforts of Roma much more. This may change in the future and the people may yet be stricken by wanderlust compelling them to move to new places.
The Romans climb the slopes of the smoking mountain and build a great and huge statue of Apollo, bigger and grander than any statue the Romans have built before it. Apollo will indeed be pleased with this, as the statue is a beautiful work resplendent with unique Roman craftsmanship. Gain the Roman Statue of Apollo, gain 2 favor and gain 2 happiness tokens.
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562496 No.46640
>>46585
As the leaders of Aetheria drift off to sleep around the fire on a snowy winter's night they are visited by a dream, or more specifically a divine premonition. In it they see a great smith, pounding on metal atop a divine anvil. Could this be the Steel? Could the man hammering it and shaping it into mighty creations know of it and its secrets? As the leaders think the hammering stops and the figure turns towards the leaders. "Greetings mortals, I am the one called Ilmarinen, the Eternal Hammerer. Some call me the greatest smith that ever lived. Yes indeed, I know of this "steel" you speak of, and indeed I can smelt materials the likes of which you've never seen before. But I wonder, are you worthy of receiving my gifts? If you prove yourself to me then indeed I will share my secrets with you. Powerful secrets, at that. What say you?"
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d51963 No.46641
>>46635
>Nation name:
Gotland
>Color:
Whatever is free is fine
>Fluff:
A land of farmers and traders the Jutes ply the Baltic Sea trading along the coasts with the smaller villages and larger nation which dot the shores. While not a intersically warlike people the Jutes are well versed in the art of warfare to defend their tradeships and central position in the sea. However with the silence of the nearby Helheim and the sightings of rotting hordes wandering into the sea the Jutes clutch their weapons and prepare for the worst.
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ab19b7 No.46642
| Rolled 3, 72, 97, 6 = 178 (4d100) |
>>46635
Aetheria
>Population:
10,378
>Food production:
13,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän
>Happiness:4
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Improved Forges, Very Basic Masonry, Basic Medicine, Improved Swords, Basic Armor, Basic Brewing (Beer,Mead),Very Basic Military Training
>Buildings:
teräs sielu
Extra Housing Terässydän
Forge Terässydän
Iron Mine Terässydän
Tavern Terässydän
Wheat Farm Terässydän
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver, Marble
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
N/A
action 1: Alright lets work more on the armour…something tells me the steel looks favorably upon us today.
Action 2:Now that we have formal training let us recruit men into our folds…the strongest hunters shall become our strongest warriors, they hunt the most dangerous prey now….they hunt man.
Action 3: Frojki said he found a new way of farming, something about irrigation? he called it irrigation it seems rather sound regardless I suspect it will improve our crops.
Action 4:We are going to expand north along the coast, as our population grows…so too does our need to house said population we ride brothers and sisters, we ride to the north to stake our claims.
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a71a59 No.46643
| Rolled 4, 5, 16, 14 = 39 (4d100) |
>>46636
>Population:
12,244
>Food Production
19,250
>Population growth:
6.5%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
5
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges, Very Basic Metallurgy
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields, Very Basic Trojan Mounted Combat
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing, Very Basic Surveying
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour (Damaged), Temple of Poseidon, Trojan Metalworks (Damaged), Trojan Iron Mine, Fishing Fleet (Mobile)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
60 Trojan Armoured Net Militia (+15 for every 100), 360 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 300 Slingers (+15 for every 100)
10 Trojan Triremes (+10 to combat for every 5) 35 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 1
1. This is the kind of threat we've been preparing for ever since we faced the vile rebels during the early days of our people, prepare the army and have our fleet begin harassing the coast of these vile cultists and hopefully we can keep them busy for a time and can keep learn what kind of threat they pose. [Blockade the coast of the rebels and try to crush anything that leaves for the sea] (10 Triremes & 35 Quadriremes (+10 for every 5))
2. We will need weapons and armour ready send in workers to begin repairing the Metalworks (Repair Metalworks) [Basic Forges, Very Basic Slavery, Basic Masonry]
3. We must develop a heavy infantry to face these new threats. We must change from the current hardened leathers our men wear to reinforcing with molded plates of Iron so that the warriors can break the enemy upon our lines [Research better armour] (Ironworking, Basic Forges, Very Basic Metallurgy, Basic Armor (Leather)
4. These cultists need to be faced in turn by our holy men begin calling upon the temples of our realm to outfit their priests and the devout for battle so they can get revenge on the foul cult and bless our men before battle (for even an empty blessing is still a promise that those who go to die do so rightously) [Recruit holy men to form a new unit in the army] (Very Basic Armour (Leather), Very Basic Shields, Very Basic Blunt Weapons (Metal ringed Clubs), Very Basic Magical Training, Very Basic Religion (Poseidon))
"Messengers speaking of doom have arrived from Troy in the courts of Babylon and the Ports of The Eternal Nile to speak to the people, Troy wishes for their aid in destroying a great threat that now curses the land as a vile cult has corrupted a gift from the divine and while we are working to contain the threat we wish for their aid in capturing our corrupted godchild in the hopes of either purifying him or giving him a proper burial and returning him to his father above"
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ab19b7 No.46644
>>46640
"We say we welcome you and your gifts with open arms, let us prove to you just how much the steel means to us, how much the metal connects with us….how much our hearts beat in time to the hammer upon the anvil!"
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562496 No.46645
>>46641
GOTLAND
>Population:
10,000
>Food production:
14,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital city here>
>Happiness: 3
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Very Basic Forges, Very Basic Medicine, Basic Spears, Improved Shipbuilding (Triremes), Very Basic Fishing (Pole), Basic Armor, Basic Military Training, Basic Bows, Very Basic Masonry, Very Basic Surveying, Very Basic Brewing (beer)
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Harbor (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Tavern (<insert Capital City name here>)
Lettuce Farm (<insert Capital City name here>)
>Standing Army:
>Resources:
Food: Wheat, lettuce+, potatoes, sheep, pigs, fish
Luxury: Marble, silver
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor:
N/A
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d51963 No.46646
| Rolled 81, 49, 63, 49 = 242 (4d100) |
>>46645
GOTLAND
>Population:
10,000
>Food production:
14,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<Visby>
>Happiness: 3
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Basic Farming, Very Basic Forges, Very Basic Medicine, Basic Spears, Improved Shipbuilding (Triremes), Very Basic Fishing (Pole), Basic Armor, Basic Military Training, Basic Bows, Very Basic Masonry, Very Basic Surveying, Very Basic Brewing (beer)
>Buildings:
Clan Hall (Visby)
Extra Housing (Visby)
Harbor (Visby)
Barracks (Visby)
Stone Walls (Visby)
Tavern (Visby)
Lettuce Farm (Visby)
>Standing Army:
>Resources:
Food: Wheat, lettuce+, potatoes, sheep, pigs, fish
Luxury: Marble, silver
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor:
N/A
—–
1. Improve the farms upon the island, for with our growing population we need extra foodstuffs to supply any army we call upon.
2. Recruit Shieldbearers to defend our coasts against any threats that may arise.
+Basic Armor, Basic Military Training, Basic Bows, Very Basic Forges, Basic Spears,
3. Improve our fishing poles, for the bounty of the ocean is the bounty of Gotland
4. Work on better preservation techniques so we can store our fish hauls for the winters and harsher times.
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e1e8af No.46647
| Rolled 85, 49, 66 = 200 (3d100) |
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,014
>Food production:
18,250 (+extra food resources x2)
>Population growth:
2%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Moderately Happy)
+ 2 Feel Good Tokens (+5 to one roll)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic Armor (Bronze), Very Basic Shields (Bronze Villanovan), Very Basic Shipbuilding (Galleys), Very Basic Clothmaking (Linen),Very Basic Chain of Command, Very Basic Fishing, Basic Republic, Very Basic Patrolling, Very Basic Spears (Bronze pilum), Improved Siege Weapons (Battering Ram, Catapult), Very Basic Code of Laws, Villanovan High Alphabet, Villanovan Low Alphabet, Very Basic Police Force, Very Basic Slavery, Very Basic Measurement System, Very Basic Forges, Ironworking, Very Basic Irrigation, Very Basic Horse Equipment (Saddles), Very Basic Roman Military Structure
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Simple Stone Walls]
>>Naples
+ [Roman Statue of Apollo]
>Standing Army:
659 Roman Legionnaires (+17 to combat rolls for every 100)
541 Roman Javeliners (+17 to combat rolls for every 100)
250 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 6
>Fluff Hero: Decimus the Armorsmith, Sisenna the Sailor, Domitius the Siege Engineer
1. Our expansion does not cease, we shall secure the last bit of land in the south, and some new territories in the east of Naples as well.
2. On the home front, we shall begin to revolutionize our cities, and the first part of that shall be water. Italia is not without several large sources of water with which to supply our growing cities, but we only have to get it there first. Several ideas are put forth by the men of Roma and her colonies, but in the vein of the days of old a contest is held, with the winner being granted funding by the state and wide renown for aiding the republic. The challenge shall be to run water uninterrupted from a lake in the hills into our great city.
3. Finally, along with these provisions we shall begin the task of rejuvenating our cities. No longer shall the people live in squalor, or the sick shall infest the streets. A great public health initiative is to take place, as a strong nation is built upon the backs of its people.
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5ccb03 No.46648
| Rolled 19, 54, 15, 7 = 95 (4d100) |
>>46636
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,718 (700 SA)
>Food production:
14,500 (12,118 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
7
>Technologies:
Bronze-working, Iron-working, Improved Animal Husbandry, Basic Farming, Basic Forges, Improved Military Training (Officer training), Very Basic Mounted Combat, Very Basic Swords, Very Basic Armor, Improved Wallachian Mathematics, Wallachian Currency, Very Basic Code of Laws, Very Basic Medicine, Very Basic Masonry,Very Basic Architecture,Very Basic Engineering, Very Basic Wallachian Shields,
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
>Standing Army:(700) +10 for every 100 troops.
330 Wallachian Swordsmen
330 Wallachian Horsemen
20 Wallachian Engineers
20 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
Quite a foul wind. Yeshua protects.
1 Build a Church of Yeshua. The first of many.
Very Basic Masonry,Very Basic Architecture,Very Basic Engineering,Improved Wallachian Mathematics, Wallachian Currency,Iron-working
Wood, Stone, Iron
2 Build a Monument of Yeshua. It shall welcome those who enter the city.
Very Basic Masonry,Very Basic Architecture,Very Basic Engineering,Improved Wallachian Mathematics, Wallachian Currency,Iron-working
Wood, Stone, Iron
3 Recruit. Wallachia needs her sons to take up the shield and the sword.
Orphanage (Curtea de Danube)
Improved Military Training (Officer training),Wallachian Currency,Very Basic Forges
Barracks (Curtea de Danube)
4 Research to improve Very Basic Wallachian Shields. With our forging much improved we can make better shields more suited to our different units.
Basic Forges, Improved Wallachian Mathematics, Wallachian Currency
College of Curtea de Danube
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299b78 No.46649
| Rolled 70, 46 = 116 (2d100) |
>>46635
>Population: 13,746
>Food production: 17,750
>Population growth: 4
>Hunger:
>Territory:
55
>Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
>Happiness:
5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Basic Animal Husbandry, Basic Farming, Basic Dyemaking, Improved Military Training - +8 to combat for every 100, Basic Swords - +6 strength for every 100, Improved Spears (Spears, Javelins) - +11 strength for every 100, Basic Clothing (Down-Stuffed Clothing), Very Basic Pottery, Basic Surveying, Basic Forges, Very Basic Shipbuilding (Galleys)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm
>Standing Army: 250 Shortswords, 697 Spearbrothers. (+12 for every 100, +11 for every 100 Spears, +6 for every 100 Swords)
>Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
>Magic:
>Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. IF the slings won't do, then bows it'll have to be: start building bigger, better ones.
2. You know what ships are made of? Wood. You know what burns wood? Fire. Being on the water won't change that, and as we develop a way of hitting our foes at a distance, perhaps we can figure out a way to set them on fire from such. Could an arrow carry tinder? Lit swamp tar?
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8a3a7f No.46650
| Rolled 13, 74, 42 = 129 (3d100) |
>Nation name: skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
17
>Population:
18,558
>Population growth:
3%
>Food production:
17,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Fine Fishing (Spear, Net, Clamdigging, Line), Fine Shipbuilding(War Quadriremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Basic Surgery, Improved Hygiene (saunas, Toothpaste), Very Basic Sewage (Outhouses), Very Basic Perfumes, Skræli Alphabet, Improved Music (Throat Singing, drums, lyres), Very Basic Philosophy
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
10 War Quadriremes (+8 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (65 yrs old)
Actions:
1. Tabukvik has not taken his ship capsizing well. He has considered it a personal insult that the waters have bested him and he is not content until he is able to navigate through them and find what lies on the otherside. (find the Francisians)
Ecstatic, Tabukvik, Fine Shipbuilding
2. as the natives on the island are hostile to the travelers, Tabukvik has had to innovate ways of getting food from the turbulent sea. He has taken some of the cage traps that our hunters use and has modified them to see if they could catch creatures in the ocean floor.
Ecstatic, Tabukvik, Fine Shipbuilding
3. recruit more war quadriremes .
Ecstatic, Tabukvik, Fine Fishing, Fine Shipbuilding, Very Basic Carpentry, Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Superior Skraeli Warrior's Lodge, Inuksuk Forge, 18,558 pop
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ce984e No.46651
The Han (Bazrael)
>Population:
17768
>Food production:
24,000
Feeding: Civilian 17768+Military (2666) = 20434
>Population growth:
4.75% base
>Hunger:
Content
>Territory:
27
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
>Happiness:
6 (+Code of Laws)(+Jade)
GREAT WALL:
The Great Wall of the Han (Xinyang Section)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech, Han Water Purification, Very Basic Han Pottery (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, potatoes
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
3 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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7d1929 No.46652
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a0d7f2 No.46653
| Rolled 28, 23, 76, 24 = 151 (4d100) |
>>46637
>Nation name: Qarthak
>Color: Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,718
>Food production:
15,500
>Population growth:
1.75%
>Hunger:
None
>Territory: 1
>Outposts/towns/cities:
Qarthak
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Improved Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Hall or Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
Baal Hamon (Domains available: Air, storms, plants, life) 1
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Start expanding to gather up more land. We need more farmland and more resources. Baal Hamon the God of this land backs us, so we shall make the most of his patronage.
2.With all the Dyes we have, we still need to address the fact the cloth we have has not improved. It's still rough and itchy, and does not take all color well. Try to refine our clothmaking approach. They will be more comfortable and we can spread more colors over the city.
3.But while we love and respect Baal Hamon, we must be wary. There is another nation near us. Until we know their intent we must be on guard. Build a barracks so we can rally and house our soldiers more easily.
4. Finally find a suitable vein of stone, and build a quarry so we can get as much as we need as quickly as we need.
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7d1929 No.46654
| Rolled 82, 91, 60, 79 = 312 (4d100) |
>>46639
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
14,385
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
2 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Basic Animal Husbandry, Improved Farming, Improved Babylonian Mathematics, Basic Recordkeeping, Basic Babylonian Writing, Babylonian Alphabet, Basic Forges, Basic Shipbuilding(galleys), Basic Babylonian Spears, Very Basic Shields, Basic Selective Breeding, Very Basic Mills, Basic Babylonian Bows, Very Basic Paper(Nile Papyrus)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1254/200 Disciplined Babylonian Militia Spearmen/Bowmen (+14(+15) to combat rolls for every 100)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; Send a request to Mari again to assist us in subjugating the rebels
3-4; March on the rebels and prepare for battle or siege.
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7d1929 No.46655
>>46654
top wew, Marduk has truly blessed this war
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562496 No.46656
>>46654
1d100 only for combat rolls
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f7338c No.46657
| Rolled 90, 66 = 156 (2d100) |
>>46638
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
13,386
>Food production:
14,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden), Very Basic Metal Casting, Very Basic Bows, Francisian Currency, Very Basic Pottery, Very Basic Fishing, Very Basic Economics, Basic Clothmaking (Francisian Linen, Looms), Very basic taxation, Very Basic Labor Specialization, Very Basic Mathematics, Basic Combat Techniques (Francisian Fencing), Fine Francisian Mechanisms (Basic machines, gears, linen/iron torsion springs), Basic Swords (Iron Rapier), Basic Measurement System, Basic Shipbuilding (Raft, Galley), Very Basic Police Force, Basic Physics, Improved Masonry (cement mortar), Very Basic Pumps, Very Basic Cranes, Very Basic Siege Weapons (Ballistae), Very Basic Construction (Tile Roofs), Very Basic Perfumes (Essential Oils)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
15 Francisian galleys (+7 to naval combat rolls/5 ships)
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1. For our next project, we’ll need protection from the seas during construction. Increase naval power and build more boats
2. Now, for our biggest project. A building so grand, the rest of the world will look upon us with envy. La Porte De La Mer: a giant wall, semi-submerged in the Paradis bay, with a giant door able to let 3 of our largest ships to pass through. It will be fit with pumps, gears, and cranks, hidden within the thick, stone walls, and at the top will sit a line of ballistae. Our entire ancestry has been leading to this moment with our technological advancements (Very Basic Carpentry, Very Basic Metal Casting, Very Basic Mathematics, Fine Francisian Mechanisms, Basic Measurement System, Basic Physics, Improved Masonry, Very Basic Pumps, Very Basic Cranes, Very Basic Siege Weapons, Very Basic Construction)
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f7338c No.46658
>>46657
La Porte De La Mer works like this except the gate is raised and lowered using gears, it is 120 meters wide, and rather than it being raised into the air to open passage into the bay, it's lowered into the water. The walls are made of stone and cement and in some areas it is hollow to hold gears and mechanisms inside, but it is still strong. The wall it is built into encompasses the entire bay
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7d1929 No.46661
>>46656
only 1 1d100? Then, just use one of the rolls to recruit more soldiers before battle then pls
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3cc345 No.46662
| Rolled 89, 46, 50, 70, 32, 24 = 311 (6d100) |
>>46578
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
12,398
>Food production:
13,500
>Population growth:
2.25%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
>Happiness:
2 (Content)
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Improved Animal Husbandry, Very Basic Farming, Very Basic Cogotan Pottery, Very Basic Spears (Iron spears), Very Basic Mounted Combat, Very Basic Medicine, Very Basic Armor (Iron), Very Basic Religion (Bandua), Very Basic Military Training
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+9 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep, horses
Luxury: Silver, Marble
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
Turn -1:
1. Study Architecture
2. Study better methods of farming to increase food production.
3. Build a winery
Turn now:
1. Put 4 favor into learning a war magic
2. Architecture study
3. Research better bows
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637468 No.46663
| Rolled 46, 92, 94, 79 = 311 (4d100) |
>>46635
Kingdom of the Eternal Nile (Javmoj)
>Population:
12,784
>Food production:
16,000
>Population growth:
6.5%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Basic Nile Spears (Bronze), Intermediate Shipbuilding (Superior Nile Quadriremes), Basic Nile Cartography, Basic Paper (Nile Papyrus), Very Basic Fishing (Nile nets), Basic Medicine, Babylonian Alphabet
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
>Standing Army:
600 Nile Spearmen (+5 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower
>Magic:
None
>Divine Favor:
Osiris 12 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine sees to the many achievements of the people of the Nile, he knows that whatever happens his legacy is secure. But he still has a lot of live in him before he will make his tomb and join Osiris as the other Pharaoh's before him. While there is word of trouble from up north, he needs to ensure the well being of his own people as well and does not compromise his plans. Still, something must be done, and as such the word is given, the armies of the Nile will prepare to set sail.
1) Construct a Great Library to contain all knowledge of the world so that the people of the Nile might benefit from the wealth of knowledge that exists in the written word (Build Great Library in Rhakotis)(+5 from Happiness)
2) The knowledge of the plants along the Nile will further the knowledge of medicine as it's studied at the Great Hospital (Improve Basic Medicine)(+5 from Happiness)
3) More soldiers are needed to protect the Nile (Train Nile Spearmen)(+5 from Happiness)
4) Our new friends in the north are in need, load the ships and send an advance party to assist them and ensure the safety of the Troyan people. (Send 500 Nile Spearmen to aid Troya in fighting the cult)(+5 from Happiness)
>>46643
A messenger reaches Troya.
"Ancient Troya, the great Pharaoh Kefner, third Pharaoh of the Nile, the builder of cities, the patron of medicine and blessed by Osiris greets you. And sends you this message that the Kingdom of the Eternal Nile will aid you in whatever way you require and hopes for friendship between our nations. As such, he will send you some of the finest soldiers of the Nile to assist you in this time of need, and an offer to build your godchild a grand tomb, should it prove impossible to save him. May you soon regain stability, and the ability to conduct profitable trade."
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ce984e No.46664
| Rolled 63 (1d100) |
>>46651
1.There are relics of the Old World. . .Zhongguo, destroyed in the battle of the gods.
Some artifacts, and items. But also other things.
According to written journals of the journey, when our ancestors fled the Zhongguo to the west as the gods battles ravaged the lands, there was a great desert to cross. Although they had water and much food in the way of salted meats and rice, they began to die from the "Meat Sickness".
The Meat Sickness is what Han physicians say happens when men on long marches eat nothing but dried meat and rice. Fruits and vegetables clean the body of this poison. First, the gums begin to bleed, and then teeth fall out. As the poison spreads, the skin turns pale, and then the man becomes ill. If he does not get any fruit or green to absorb the poison, he dies in agony.
But certain groups had not a single person die of Meat Sickness, for they brought with them a sacred fruit of the east. Just one bite of this fruit every day cured a man of the sickness better than all the greens or leaves of the land.
Júzi, the Sun Fruit, or Wangmu's fruit. They were native only to Zhongguo and nowhere else, and grow on short trees, and beneath their skin lies sweet flesh full of juice and flavor. They can be eaten raw, or squeezed into teas or juice, and can give meats a sweet and savory taste.
Certain villages are growing this fruit, and it is known they have the healthiest teeth in all the land. The growing populace has caused demand for the fruit to skyrocket, and the Council insists on additional plantations of the fruit to be grown.
A Mandarin grove is grown in Xinyang, and the blessing of Xi Wangmu is invoked by the priestesses for a bountiful harvest of her fruit.
+1 Favor
+1 Minor Plant Growth Spell
+Improved Farming
+very basic crop rotation
+Basic Magical Training
+Very Basic Religion (Xi Wangmu)
+Han Water Purification
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ce984e No.46665
| Rolled 39 (1d100) |
>>46664
2. The southern lands are desert. The northern lands, though colder, are likely filled with life. If this land is anything like Zhongguo, then we are not the only living civilizations in the world by far.
Send explorers north, to the western north, to the eastern north along the wasteland border, and to the direct north. Give them generous supplies of food, and porcelein jars of Xi Wangmu's fruit pulped into jelly and juices to keep the Meat Sickness away.
Our expert surveyors will make detailed accounts of the lay of the land and if there are other peoples.
+Very Basic Surveying
+Han Alphabet
+Very Basic Optics tech
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ce984e No.46666
| Rolled 66 (1d100) |
>>46665
3. Undeterred, the citizens of Xi'iang again work on the Great Wall section of their city, to protect it from the monster.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
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d50556 No.46667
| Rolled 27, 71, 84, 59 = 241 (4d100) |
>Population:
13237
>Food production:
19,000 (feeding 12115civ+700mil=13937)
>Population growth:
3%
>Hunger:
None
>Territory:
18
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Basic Forges tech, Improved Pickaxes (Steel), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming, Equipment (ploughs), Rus Alphabet, Very Basic Engineering, Crude Steelworking, Very Basic Pumps
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +15 to combat rolls for every 100 troops
200 cossacks +15 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude rus steel
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
4
>Religion
Svarog - fire, metals, life, protection
#1 the Tsar asks the Patriarch of the Synod of the Church of Svarog to send a prayer to Himhe wishes for a divine vision of the furthest the craft of steelmaking will ever go in the era of the world, to make a goal for his descendants. the Tsar dreams for his sons to make Rus great among the nations as the first to reach the pinnacle of iron and steel making in the age. what does the God of Metals forsee as the apex of steel making the Rus can possibly reach, and go no further
+1 favor
#2 the smiths of Rus work with the engineers on the crude blast furnace
+Crude Steelworking
+Very Basic Engineering
#3 the engineers of Rus try to use the new engineering knowledge to make the first crank, so that a horse turning a wheel can push a vertical bellow back and forth
+Very Basic Engineering
#4 the Rus try again to expand the digging pits in Moskva into an iron mine building. they use new engineering ideas, like attaching a rope to a wheel turned by a horse so bigger loads of ore can be pulled from shafts
+Improved Pickaxes (Steel)
+Very Basic Engineering
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6116d3 No.46668
| Rolled 23, 4, 48, 7 = 82 (4d100) |
>>46636
Mediterrans (Tansen)
>Population:
14282
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+3
>Technologies:
Food: Basic Farming, Improved Fishing (Mediterran Nets), Basic Animal Husbandry
Industrial: Bronzeworking, Improved Shipbuilding, Basic Clothmaking (Linen, Sailcloth), Ironworking
Military: Very Basic Bows (Mediterran Bows) Very Basic Mediterran Amphibious Assault Training, Very Basic Spears (Bronze Tridents) Very Basic Military Training tech
Science: Blessed Medicine, Mediterran Alphabet
Cultural:Basic Brewing (Mediterran beer)
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>Ferrumterra
Mediterran Temple of War
>>Standing Army:
>Naval;
21 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
>Ground; 687 regulars +11, 497 elites+14
324 bowmen
363 trident/net
+11 to combat rolls for every 100 troops
497 Elite Soldiers (+14 to combat rolls for every 100).
> Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
>Magic:
None
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 6)
REBELLION: +1 to combat rolls against tabulaterra
1. The raising and training of soldiers continues Tabulaterra threw us back once. The must be crushed without the slightest ability to resist with our next assault
>Mediterran Temple of War
2. The generals meet with the king to come up with new weapon focuses (improve on our Very Basic Bows)
3. (improve our Very Basic Spears Bronze Tridents)
4. And training regimens (improve Very Basic Mediterran Amphibious Assault Training)
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6116d3 No.46669
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0bab43 No.46672
| Rolled 99, 5, 31 = 135 (3d100) |
>>46639
FREE CITY OF ELSASS
>Population:
11,260
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
8 (+5)
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Intermediate Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields, Basic Spears, Very Basic Elsass Military Training, Very Basic Elsass Patrolling, Elsässer Alphabet
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
Statue of Mantus (Free City of Elsass
>Standing Army:
+ 900 Elsass Swordsmen (+11 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
+ Darkvision Spell
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 3
1. Samson had spent much time amassing forces to protect the Free City. They received training, certainly, however it could almost certainly be vastly improved upon. Samson would spend much of his day trying to refine the various ways of training soldiers in order to make them more capable at their job. Certainly Mantus would approve of him taking initiative to allow his people to protect themselves, then again the old soldier did not claim to know what Mantus sought, he was not Friedrich after all.
+ 5
2. Friedrich had seen the miracles Mantus could work. He was a god of the earth's warm and dark embrace, but he too was a god of its riches. The Elsässer had learned to work metal and it had become an important part of their culture, however their forges were crude at best and the Statue of Mantus was a feat many had considered impossible. For the sake of both his people and Mantus himself Friedrich would push for revolutionary new changes that would see the forges of the Free City improved, allowing them to come closer to the God Below once more.
+ 5
3. Julius was pondering. He had greatly improved upon the spear and already there had been various men demanding he improve both the shield and the armor of the Elsässer soldiers. The life of a genius was hard certainly, but given how great innovation could not be forced Julius turned his pursuits elsewhere for now. While he had never been all too overly zealous when it came to the God Below he had to admit that his works had shown great results. Surely he would approve if people learned to protect themselves and how better than with the advancement of medicine? Wound treatment would surely please the military thinkers greatly while still appealing to everyone else in the Free City.
+ 5
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ec0b74 No.46687
| Rolled 67, 100, 82 = 249 (3d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
10,899
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Improved Animal Husbandry,
Improved Farming,
Very Basic Forges,
Basic Unarmed Combat (Brawling, ),
Very Basic Exotic Weapons (Cestus),
Very Basic Armor (Leather),
Very Basic Code of Laws,
Very Basic Brewing (Kvass),
Very Basic Masonry,
Very Basic Medicine
Very Basic Philosophy
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
500 Brawlers (+10 per hundred)
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Increase troop strength
1. construct simple ladders to scale the palisade
2. gather together a citizen-militia to supplement the Brawlers and march out to Yeltsinski
3. demand their unconditional surrender
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562496 No.46695
| Rolled 78, 43, 72 = 193 (3d100) |
<USE THESE CHARACTER SHEETS FROM NOW ON, FIND YOURS IN THE PASTEBIN BELOW - NOTE THAT THE CURRENT TURN HASN'T BEEN ADDED ON SO YOU SHOULD STILL UPDATE YOUR SHEET>
https://pastebin.com/6vQJRe6Z
>>46642
The smiths of Aetheria begin work on devising new armor, but unfortunately an argument breaks out amongst the smiths regarding whose armor designs are the best, eventually resulting in a fight between the various smiths as they take sides. Nothing gets done, and an air of hostility lingers around the forge. Lose 1 happiness.
Despite the devastation brought by the fire 200 of the best hunters in Aetheria are recruited into the folds and turned into proper warriors ready to defend their homelands. Gain 200 Aetherian Swordsmen (+10 to combat rolls for every 100 troops).
Frojki's new "irrigation" does indeed work wonders - by diverting the water from the lakes and rivers using ditches and the like the Aetherians find that they now have much more arable land at their disposal. The Aetherians make an artform of this, and their intricate irrigation systems become something of a cultural icon. Gain the Aetherian Irrigation I tech and change food production to 15,000.
The Aetherian settlers venture northwards, but are never seen again…some think the walking dead got them, or maybe monsters in the woods…things have been getting a little more dangerous outside the borders, after all.
>>46643
First dice is for naval combat results
The Trojans attempt to fix the metalworks, but unfortunately their efforts are in vain as every time they try a portion of the building keeps collapsing on them. Lose 600 population from the various accidents.
Unfortunately the troops hate wearing the new, heavy armor, insisting that their existing leather designs are the best way to go. Perhaps in the future they can be convinced to change their minds but for now the anger in the air about the decision is palpable and unrest grows amongst the troops. Lose 1 happiness.
Terrible news! Many of the priests turn coat and leave Trojan lands to serve the Destroyer and his cult following! They claim that the warped demigod is a part of Poseidon and harming it will lead to disaster and ruin. Lose another 600 population.
>Despite the terrible luck of the Trojans, in their hour of need 500 fresh-faced Nile spearmen arrive at the gates, pledging their support in dealing with the foul twisted demigod. Though the troops ultimately still answer to the Pharaoh, they will do as you wish for as long as the Pharaoh wills it. Gain 500 Nile Spearmen (+5 to combat rolls for every 100 troops) (On loan).
>>46646
>czeched
The farmers of Gotland do indeed improve the farms, and as they gather wheat seeds they find that some of them have mutated beneficially to produce more wheat and to be more resilient against pests and inclement weather! This new species, unique to Gotland, will surely help feed the people. Gain the Wheat Farm (Visby) building and change the Wheat resource to Aetherian Wheat+. Also change food production to 15,000.
The first of the Jute shieldbearers are trained and stand ready for combat against the zombie hordes of Helheim. The people feel safer already. Gain 250 Jute Shieldbearers (+12 to combat rolls for every 100 troops) (these can be renamed to whatever you wish as long as it's somewhat fitting).
The Jutes also construct stronger fishing poles which allow them to catch much bigger fish, which include the mighty tuna which can be said to grow as big as a man! These new fish will surely help feed the people even more. Change Fishing I (Pole) to Fishing II (Pole) and gain the tuna food resource. Also change food production to 16,000.
The people of Gotland search for better methods to preserve their foods, and just as they're about to give up they find an artisan who's perfected the technique of taking lumps of soft clay and shaping them into various shapes. The formed clay is then put into a kiln much like the forges and comes out hard and resilient, like stone. The wisemen then try shaping the clay into pots, and lo and behold a durable new container is invented that can store fish in brine as well as crops and other food items! Gain the Pottery I tech and increase food production to 17,000.
>The food stores are full of food, and the new surplus allows the people to grow at a much faster rate! Population growth is doubled as long as the surplus lasts.
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562496 No.46696
| Rolled 24, 26, 45 = 95 (3d100) |
>>46647
The southern tip of the peninsula is at last claimed and added to the lands of the Roman Empire. From here the Roman explorers can see the isle of Mediterra off in the distance across the seas. The Romans then push eastward, securing a number of good territories along the eastern coast and southern heartlands of Italia as well. Gain 7 territories.
One inventor, a mason by the name of Titus, has come up with a good solution to solve Rome's water woes: by building a stone channel for the water to run through, supported by stone arches so it can go over hills, rivers and valleys with ease. This building, called the aqueduct, is not only useful for getting water to Roman cities but also for agriculture and the like as well as the people don't have to rely on rivers as much to provide water for their crops. Gain the Aqueducts I tech and change food production to 19,250.
The public health initiative is largely considered a success, and the most important innovation to come out of it is the advent of a new medicine which cures many minor diseases before they turn into bigger ones. Gain the Medicine I tech and change population growth to 2.25%.
>>46648
More holdups…it seems the ground on the proposed site has become too swampy and unstable and thus the architects and carpenters will have to search for a new site for the church.
However, the monument construction goes much better, and a proud monument of Yeshua is constructed near the entrance to the city. Gain the Statue of Yeshua (Curtea de Danube) building, gain 1 happiness and gain 2 favor.
>Your citizens are now ecstatic! Gain +5 to all actions as long as the people remain that way.
Unfortunately no troop recruitment is done, it seems the people are too busy with other projects to enlist.
Disaster! It seems the smiths have become a bit too overzealous in their smithing and have stoked the forge a bit too much, causing a fire which burns down a good portion of the city! Lose 180 population.
>>46649
Though the sling research was a bust, the bowyers of Aiseirigh work on building a solid bow design that will enable the Aiseirigh troops to strike from a distance, adding to the power of the Aiseirigh army. Gain the Bows I tech and increase troop strength to +13 to combat rolls for every 100 troops.
The Aiserigh fletchers find that the peat that grows in the moors of Aiseirigh is flammable and burns fairly slowly, and would therefore make a great material for their fire arrows. The fletchers utilize the peat to perfect the design, adding to the bows' power. Gain the Bows II (Fire Arrows) tech and increase troop strength to +14 for every 100 troops.
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562496 No.46697
>>46650
Once again Tabukvik is forced to turn around, not because he wrecked his ship again but because of his intuition. Something is moving deep beneath the waters of the south..something big and incredibly dangerous. Tabukvik turns back, though the waters may have bested him twice he would rather bear the lesser insult of returning empty-handed than face the greater insult of being an easy snack for some beast of Sedna…
It is good that Tabukvik returned alive, for now he has come up with a new invention! This invention is a small cage baited with chum that, when dropped to the sea floor attracts and captures a new foodsource - the lobster! Like the crab, this hard-shelled crustacean has tasty meat indeed and is nutritious to boot. Change Fishing V to Fishing VI and change food production to 18,500.
15 more war quadriremes are quickly made and stand ready to depart at any time. Gain 15 war quadriremes.
>>46653
Unfortunately vicious sandstorms from the southern deserts rip through the area, making expeditions outside the lands of Qarthak a bad idea. It seems the explorers will have to wait for the winds to die down.
The tailors can't seem to make wool clothing that isn't itchy…maybe if they found another material they might have more success. Or they can try again, maybe they'll think of something.
Despite the setbacks the barracks construction goes smoothly and soon the soldiers have a fine barracks where they can train and sleep in. This will expedite troop production and make recruiting easier. Gain the Barracks (Qarthak) building.
The prospectors find naught but sand as the sandstorms have turned the stone deposits into dunes. They work hard and eventually clear the sand out of the way of the old gathering spot but are unable to build a proper quarry.
>>46654
Finally the people of Mari have dispatched the southern bandits and the king graciously bestows 300 veteran soldiers to take care of the foul rebel menace. They'll undoubtedly be of use. Gain 300 Mari Swordsmen (+15 to combat rolls for every 100 troops) (On loan)
Second dice is for combat results
200 more troops rush to the aid of Babylon in her hour of need and are rushed to the front lines against the rebel scum.
>>46657
>I fucked up your naval combat strength, change it to +10 for every 5 ships
The Francisian shipwrights work furiously and 25 more galleys are constructed and are ready to defend Francisia's shores. Gain 25 galleys.
Though it will indeed by a grand undertaking, construction starts on La Porte de la Mer, and before long a sturdy foundation is built for the wall to sit on. Gain the La Porte de la Mer Foundation (Portes du Paradis) building.
>>46662
The Cogotasi wisemen study long and hard and come up with a number of construction methods and theories that will be useful in building bigger and better buildings. They call this new field of study "architecture" and predict that great things will come from it. Gain the Architecture I tech.
The Cogotasi also discover a new crop in their studies! Called the tomato, this new crop can be eaten as is, chopped up into bits, or even made into a paste. This will surely add some variety to the Cogotasi palate. Change Farming I to Farming II, gain the Tomatoes food resource and change food production to 14,500.
Lastly a winery is constructed in the fertile fields of Vindras, which can make the Cogotasi grapes into tasty wine. Although the wine is a bit…unrefined due to the Cogotans' lack of knowledge in the subject it is still drinkable. Gain the Winery (Cogotas) building, gain the Wine resource and gain 1 happiness.
The Cogotasi priests pray to Bandua for his guidance, and a blood red orb descends from the heavens before dissipating, entering the minds of the priests and people and bestowing upon them a new spell. This spell, when cast, summons a celestial standard which whips the troops following it into a divine fury, causing them to fight far better and with much more ferocity then before. However, the standard is only temporary and once it fades the energy it bestowed will dissipate, leaving the troops feeling drained and weary. Gain the Standard of Bandua spell (adds +2 to combat rolls for every 100 troops for one turn only, but after the spell fades get -1 to combat rolls for every 100 troops for the next two turns)
No further research into architecture is gained, it seems the wisemen have learned all they can and have hit a collective mental block which makes it hard to make any new advances. Perhaps the wisemen will think up something later once it passes.
Likewise there is no new innovations into the field of bows, the fletchers think that these bows are as good as they're gonna get…
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562496 No.46698
>>46663
The Great Library is certainly an ambitious project indeed, and will be a true wonder once completed, but like the mighty Great Pyramid that came before it the library's construction begins with a simple step. The sand is cleared away from the construction site and a simple stone foundation is laid for the rest of the Great Library to be built upon. Gain the Great Library Foundation (Rhakotis) building.
The Nile apothecaries work the life flower's healing blooms into the new potions, and invent a medicine unlike any other seen before! The use of the Life Flower, which only grows around the banks of the Nile, creates a medicine only seen in the Kingdom of the Nile and becomes a cultural treasure. Change Medicine II to Nile Medicine III, increase population growth to 7% and gain 1 favor.
300 brave souls enlist and are ready to fight for their Pharaoh and Kingdom. Gain 300 troops.
>>46664
>>46665
>>46666
>invalid use of favor
The farmers search the old, dusty storehouses for the rumored orange seeds and discover a bag of old seeds! Though these are hundreds of years old and would normally not grow a thing, through the magic of Xi Wangmu the Mandarin Orange trees are able to grow once more. Through this the Han are able to increase their farming knowledge further and gain a new, healthy and nutritious fruit to eat as well. Change Farming III to Farming IV, gain the Mandarin Oranges food resource and change food production to 25,500.
The Han venture north and unfortunately don't find any signs of life, though they are able to secure some more territory along the waters of the Black Sea. Gain 5 territories.
The Great Wall is completed, and although it lacks the sheer solidarity of the Xinyang Section the workers think that it'll do just fine against the sea monster. Dong Nao Do and Tuo Rong Pu think that once one more part of the wall is finished this wall can truly be a Great Wall. Gain the Great Wall (Xi'iang Section) building.
>>46667
>invalid use of favor
Soon after making the prayer the Patriarch hears a voice in his head - the booming voice of Svarog. "Unfortunately I cannot tell of events to come, as you must forge your own histories into the annals of time" it says before eventually fading behind the noise of the beating of an anvil. It doesn't seem like Svarog is willing to tell of future events, perhaps these things are too dangerous for mortals to know.
The blast furnace, however, is completed with ease and it goes into service immediately, allowing more metals to be processed. Change Forges II to Forges III (Simple blast furnaces) and gain 1 favor.
The Rus also succeed in crafting their first mechanism, a crank designed to allow a horse to operate the bellows. Though the horse would need rest and care would have to be taken to avoid stoking the fires too much this is indeed a decent start. Gain the Mechanisms I tech and 1 favor.
The miners finally strike a nice vein of iron and construction begins on an iron mine to extract the ore. The extra ore will definitely help with things that use iron. Gain the Iron Mine (Lipin Bor) building and change the iron resource to Iron+.
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562496 No.46699
>>46668
Unfortunately the orders do not reach overseas from Mediterra to the Temple of War and no additional troops are trained. Perhaps the Mediterrans can try again later.
The generals meet and discuss bow ideas, but eventually an argument breaks out and all hell breaks loose in the meeting chambers as everyone has different ideas and no one is willing to accept each others' ideas. The generals decide to call it a night for now, but an air of unrest lingers throughout the night. Lose 1 happiness.
Fortunately the smiths have a better time with forging up new tridents for the Mediterran soldiers to use, this time made out of iron and with much better construction. The soldiers are anxious to put the new tridents to use against the heretical aposate scumbags.
As the Mediterrans try to train a bunch of new recruits along the shoreline of the sea, a great beast of the sea attacks the training troops with powerful blasts of ink and water along with its devastatingly strong tentacles which snap soldiers like twigs. The beast, which resembles a massive octopus (pic related), rampages across the shoreline, killing countless people before retreating back to the depths offshore. People have started calling this beast the Kraken, a demonic monster that scourges the sacred domain of Salacia. Still, as hated and reviled as it is it will take quite a few ships and brave men to bring this mighty beast down….lose 500 population. (Kraken position marked by grey diamond, it may move around)
>>46672
It's no surprise that Samson the Strong, the greatest trainer and general Elsass has ever known, is able to produce amazing results as usual with devising an even better training regimen than before. Indeed, he is able to take an already good system and refine it even further, creating a truly effective and revolutionary program. It is definitely one of the most closely guarded secrets of Elsass as well as a powerful weapon, giving the troops great strength and improving their natural abilities greatly. Change Elsass Military Training I to Superior Elsass Military Training II and change troop strength to +13 to combat rolls for every 100 troops.
Disaster strikes as a great storm rattles the city of Elsass, with wind strong enough to topple buildings and plenty of lightning to scourge anyone without a proper shelter. Friedrich and the others manage to escape within the depths of the mines where they are safe from the storm, though many still didn't make it. 200 people in total die in the storm. Lose 200 population.
Julius thinks long and hard about a good way to treat wounds on the battlefield before finally writing down his ideas and showing it to Samson and the soldiers. Though Samson says it could still use some work, he helps teach the soldiers how to treat their wounds on the battlefield. Whether it needs work or not, this will definitely save lives out on the field. Gain the Combat Medicine I tech and increase troop strength to +12 to combat rolls for every 100 troops.
>>46687
While Borbograd has simple stepladders, it would take some effort to build functional siege ladders that can scale walls without collapsing and killing everyone climbing it. The inventors decide to work on a solid design rather than risk scrapping something that could be a hazard and sending it to battle. The design that they come up with is nice and sturdy, and upon testing the ladders it would seem that several men can climb them at once. Gain the Siege Weapons I (Siege ladders) tech.
Muzhchina searches the lands far and wide for able-bodied warriors and comes across quite a find indeed! It seems that an elite group of ex-mercenaries called the Ironfist Clan has been dwelling in Borbograd, and upon meeting the Nayagina they pledge their loyalty to her, all they ask in return is three square meals and a place to stay in the barracks. Gain 900 elite Ironfist Warriors (+13 to combat rolls for every 100 elite troops)
3rd roll is to see if they want to surrender or not
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562496 No.46700
>>46643
TROYA VS. CHTHONIUS NAVAL COMBAT RESULTS
TROYA ROLL: 4 + 90 = 94
CHTHONIUS ROLL: 78 + 54 x 1.2 (spell) = 158
While the Trojan sailors and warriors are confident at first as their mighty navy was much larger than Chthonius's and had bigger and more powerful ships their confident smirks turn to gazes of horror as they realized just how much they underestimated the power of the Destroyer. As they approach the city many of the Trojan ships are caught in a great maelstrom and are torn apart by the powerful current or slammed into each other, causing massive damage. With a good chunk of the fleet destroyed, many other ships are easy pickings for the swift-moving enemy triremes, and many ships are boarded and either sunk or captured. The remaining ships have no choice but to retreat. Lose 8 triremes and 26 quadriremes.
ENEMY SHIPS REMAINING: 27
TROJAN SHIPS REMAINING: 2 TRIREMES, 9 QUADRIREMES
>>46654
BABYLON VS. BABYLONIAN REBELS
BABYLON ROLL: 60 + 210 + 45 = 315
REBEL ROLL: 43 + 168 x 1.2 = 253
With the aid of Mari, the Babylonians march to the walled outpost where the rebels have been holed up in and charge through the gates, and although the battle is pitched at first the superior resolves of Babylon and Mari are enough to break the enemy line and scatter them. Many of the enemy lie dead, though there are still quite a few of them in need of mopping up. Still, the Babylonians and Mari troops took relatively few losses. Lose 112 troops.
BABYLON TROOPS REMAINING: 1342
MARI TROOPS REMAINING: 280
REBEL TROOPS REMAINING: 533
BORBOGRAD VS. YELTSINSKI INTIMIDATION (need to win by 100 or higher)
BORBOGRAD ROLL: 82 + 117 + 50 = 249
YELTSINSKI ROLL: 72 + 70 x 1.2 = 170
The Yeltsinskians flatly refuse the offer, stating that they won't cede to intimidation, even if by a superior force. If Borbograd wants to take Yeltsinski then they will have to do it the hard way. However, it seems their confidence has been shaken, especially at the sight of the mighty Ironfist Warriors. Gain a +2 to combat rolls per 100 troops when fighting Yeltsinski.
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562496 No.46701
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a71a59 No.46702
>>46695
>Population:
11,840
>Food Production
19,250
>Population growth:
6.5%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
4
>Technologies:
Industrial: Ironworking, Bronzeworking, Basic Masonry, Basic Shipbuilding, Intermediate Shipbuilding (Quadriremes), Very basic Pickaxes (Bronze), Very Basic Slavery, Basic Forges, Very Basic Metallurgy
Military: Very Basic Armour (Leather), Very Basic Exotic Weapons, Very Basic Blunt Weapons (metal-ringed clubs), Very Basic Slings, Very Basic Shields, Very Basic Trojan Mounted Combat
Economic and Agriculture: Very Basic Animal Husbandry, Improved Farming, Very Basic Pottery, Basic Selective Breeding, Very Basic Fishing (Nets), Very Basic Mills (Animal-powered), Very Basic Slavery
Infrastructure and Education: Very Basic Roads, Trojan Alphabet, Very Basic Caste System, Very Basic Code of Laws, Very Basic Religion (Poseidon), Very Basic Magical Training, Very Basic Slavery, Very Basic Trojan Clothing, Very Basic Surveying
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour (Damaged), Temple of Poseidon, Trojan Metalworks (Damaged), Trojan Iron Mine, Fishing Fleet (Mobile)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
60 Trojan Armoured Net Militia (+15 for every 100), 360 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 300 Slingers (+15 for every 100), 500 Nile Spearmen (+5 to combat rolls for every 100 troops) (On loan).
10 Trojan Triremes (+10 to combat for every 5) 35 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather,Trojan Horses, Iron
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 1
This shall not stand
1-2. (in order) Drive the people to the bone, we will have our shipyard and metalworks repaired no matter the cost the enemy is an affront to our very way of life and we shall not be waylaid by damage armies must be raised and ships must sail for this threat to be purged from the land [Fixing Harbour and Metalworks roll 1 for Harbour roll 2 for metalworks] (Basic Masonry, Very Basic Slaver, Very Basic Architecture, Wood+, Trojan Iron)
3. The fleet may have fallen but our army and the aid we've received from afar must pressure the vile traitors to prevent any expansion. Our men shall march on the lands of the cultists and begin harassing their forces and seeking to weaken their hold on the land. (Sending the 500 spearmen (+25), 300 clubmen (+45), all 100 chariots (+30), and all 300 slingers (+45))
4. Our remaining priests must fuel our desire for revenge with their magics so that we may work in utterly destroying these cultists. Cast our spell of controlling animals to turn the beasts of the land against those that would oppose us. [Casting Control animals to harass the enemy forces talking birds swooping down on riders, snakes biting them in their sleep, wolves eating scouts that sort of deal] (Very Basic Magical Training, Very Basic Religion (Poseidon))
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a71a59 No.46703
| Rolled 71, 94, 94, 69 = 328 (4d100) |
>>46702
and forgot the dice please dont suck massive dongs
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a0d7f2 No.46704
| Rolled 79, 68, 77, 4 = 228 (4d100) |
>>46653
>Nation name: Qarthak
>Color: Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,906
>Food production:
15,500
>Population growth:
1.75%
>Hunger:
None
>Territory: 1
>Outposts/towns/cities:
Qarthak
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Basic Animal Husbandry, Improved Farming, Very Basic Fishing (Pole), Basic Shipbuilding (Galleys), Very Basic Spears, Very Basic Armor, Very Basic Bows, Very Basic Masonry, Very Basic Clothmaking, Very Basic Dyemaking, Very Basic Medicine
>Buildings:
Hall or Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
Baal Hamon (Domains available: Air, storms, plants, life) 1
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. No with the sandstorms hopefully abated, we can march forth and claim more of the Land Baal Hamon guards.
2. The issue with all our cloth is that it is so coarse. Maybe there is a way to render the wool down to make it smoother? Or perhaps there are plants that could work just as well?
3.Any Army or Navy worth it's salt needs to be prepared. To be disciplined and move like a well oiled machine even in the face of annihilation. Come up with a series of drills that will make our army and navy ready for any fight.
4.Finally see if we can get that quarry made.
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7d1929 No.46705
>>46703
>>46702
czeched, top wew
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562496 No.46706
USE THESE CIV SHEETS
>USE THESE CIV SHEETS
USE THESE CIV SHEETS
>USE THESE CIV SHEETS
USE THESE CIV SHEETS
https://pastebin.com/6vQJRe6Z
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a0d7f2 No.46707
| Rolled 57, 91, 18, 97 = 263 (4d100) |
>>46704
>Nation name: Qarthak
>Color: Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,906
>Food production:
15,500
>Population growth:
1.75%
>Hunger:
None
>Territory: 1
>Outposts/towns/cities:
Qarthak (Capital)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing I (Pole), Shipbuilding II (Galleys), Spears I, Armor I, Bows I, Masonry I, Clothmaking I, Dyemaking I, Medicine I
>Buildings:
Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth
>Magic:
None
>Divine Favor:
Baal Hamon (Domains available: Air, storms, plants, life) 1
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
Linking propah sheet
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a71a59 No.46708
>>46695
Fixed tech list
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Very Slavery I, Trojan Clothing I, Surveying I
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d51963 No.46709
| Rolled 89, 23, 6 = 118 (3d100) |
>>46695
GOTLAND
>Population:
10,350
>Food production:
17,000
>Population growth:
1.75% (3.5)
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges I, Medicine I, Spears II, Shipbuilding III (Triremes), Fishing II (Pole), Armor II, Military Training II, Bows II, Masonry I, Surveying I, Brewing I (beer), Pottery I
>Buildings:
Clan Hall (Visby)
Extra Housing (Visby)
Harbor (Visby)
Barracks (Visby)
Stone Walls (Visby)
Tavern (Visby)
Lettuce Farm (Visby)
Wheat Farm (Visby)
>Standing Army:
250 Jute Shieldbearers (+12 to combat rolls for every 100 troops)
>Resources:
Food: Gotland Wheat+, lettuce+, potatoes, sheep, pigs, fish, tuna
Luxury: Marble, silver,
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor:
N/A
—–
1. Begin to construct of great Triremes to protect our shores for both pirates and undead.
+Shipbuilding III (Triremes)
2. Have our traders sail the seas looking for new prospective trade partners within the Baltic region.4
3. Work on improving our Pottery
+Pottery I
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562496 No.46710
>>46668
>>46699
For Action 3 gain Spears II (Iron Tridents) and change combat strength of your troops to +15 for every 100 troops
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6116d3 No.46711
| Rolled 19, 67, 43, 28 = 157 (4d100) |
>>46695
MEDITERRANS
Mediterrans (Tansen)
>Population:
14282
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+3
>Technologies:
Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows I (Mediterran Bows) Mediterran Amphibious Assault Training I, Spears II (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
21 Mediterran Triremes (+11 to combat for every 5 triremes, naval unit)
>Ground; 687 regulars +12, 497 elites+15
324 bowmen
363 trident/net
+12 to combat rolls for every 100 troops
497 Elite Soldiers (+15 to combat rolls for every 100).
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 6)
1. The raising and training of soldiers continues Tabulaterra threw us back once. The must be crushed without the slightest ability to resist with our next assault
>Mediterran Temple of War
2. The generals meet with the king to come up with new weapon focuses (improve on our Very Basic Bows)
3. Try to capture/tame the kraken use favor to gain assistance from salacia if need be
21 Mediterran Triremes (+11 to combat for every 5 triremes, naval unit)
687 regulars +12, 497 elites+15
Animal Husbandry II Mediterran Amphibious Assault Training I
4. And training regimens (improve Very Basic Mediterran Amphibious Assault Training)
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ce984e No.46712
The Han (Bazrael)
>Population:
18612
>Food production:
25,000
Feeding: Civilian 18612+Military (2666) = 21278
>Population growth:
4.75% base
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
>Happiness:
6 (+Code of Laws)(+Jade)
GREAT WALL:
The Great Wall of the Han (Xinyang Section)
The Forbidden Fortress (Xinyang) (Legendary)
Great Wall (Xi'iang Section)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming IV, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech, Han Water Purification, Very Basic Han Pottery (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, potatoes, Mandarin Oranges
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
3 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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7d1929 No.46713
| Rolled 85, 61, 67, 26 = 239 (4d100) |
>>46697
>>46700
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
14,996
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.25%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
>Happiness:
2 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping II, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Shields I, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1342/200 Disciplined Babylonian Militia Spearmen/Bowmen (+14(+15) to combat rolls for every 100)]; [280 Mari Swordsmen (+15 to combat rolls for every 100 troops) (On loan)]
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; The Mari's skill in swordsmanship shows us the effectiveness of the weapons. We will research our own design of swords to mass produce to the army!
3; Begin construction of a fleet at Alu-Tiamatu. We will need them for times to come!
4; Continue our campaign against the rebels. We've taken their base of operations and scattered them. We must hunt them down and crush them before they can cause any more chaos.
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ce984e No.46714
| Rolled 76, 49, 25, 2 = 152 (4d100) |
>>46712
1. This section of the wall shall be the longest, most continuous one yet. It shall protect the coast line, and link Xin'yang to Xi'iang. A road shall be built behind it, and a road shall be built atop it, and our army can rapidly deploy to defend against coastal threats such as the monster.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
2. Overcrowding in the city is bad for everyone's health. It fills the sewers with too much filth, and disease is more rampant.
Many citizens are. . ."incentivized" en masse to go build new border towns. One will be built to our newer northern territories, along the coast (and away from the monster's current position). The outpost will be called. Suzhou.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
3. Others will be sent to a new guard outpost and primitive fortress in our easternmost territory closest to the wasteland.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
4. Another group will be redistributed to Shengli, to boost its population and help it thrive from an outpost to a town. Construction materials will be sent with them.
+Peacetime Soldierly Employ +5 to Construction Actions
+Basic Architecture
+Very Basic Surveying
+Han Alphabet
+Very Basic Construction Tools (Bronze) tech
+Very Basic Han Nationalism
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ce984e No.46715
>>46714
Guess everyone's too busy building the wall to move to new towns.
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5ccb03 No.46716
| Rolled 70, 94, 78 = 242 (3d100) |
>>46696
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,718 (700 SA)
>Food production:
14,500 (12,118 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
8
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields I,
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
>Standing Army:(700) +10 for every 100 troops.
330 Wallachian Swordsmen
330 Wallachian Horsemen
20 Wallachian Engineers
20 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
None
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 5
Ecstatic +5
1 First Church of Yeshua (Curtea de Danube). We will not be denied. Bring in the men who worked on the Monument. We will find a way to support and distribute the weight. We will have a mighty spire rising up into the sky. It will be a defensible building that men can hide their wealth and families in during a siege. One on wall will be a mural of the Night Attack which helped lead to our independence. The rest of the wall space shall have shields decorated with the best portraits of Yeshua any citizen of Curtea de Danube can present. We will make a small competition out of it to raise funds for the development of this church. The shields on the wall can also double as a functional storage of shields to protect anyone trying to loot the church.
Masonry I, Architecture I, Engineering I, Wallachian Currency, Wallachian Mathematics III,
2 Recruit. Gregor watches over his most promising lieutenants; Aleksander, Justinian and Bobius. They lead all the soldiers in their horsemanship training. Even the foot soldiers must learn how to ride so that they can quickly sally from any gate and flank besiegers. Or when Wallachia has grown to reach friendly and allied cities with all haste. Most of all horses grant us speed on the battlefield to reach a position first and deposit infantry on vulnerable flanks. Our economy is strong and we can afford to put money towards horses.
Barracks (Curtea de Danube), Orphanage (Curtea de Danube)
Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency
3. Magic Wallachian Shields. 5 Favor. We will carve our shields with Yeshua's face. His dominion of Protection will make foes and bolts falter in their path to strike at him. When the soldiers utters the prayer of Yeshua's light will cause his eyes to glow with great strength; blinding the foe and granting light in the darkness, some say that a the prayers of the most faithful will produce a light strong enough to knock a man off his horse. His visage will protect the shield from rust and purify water when used as a basin. A man will hale and hearty when he holds this fantastic shield.
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5ccb03 No.46717
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2a3e92 No.46718
| Rolled 37, 71, 42, 87 = 237 (4d100) |
>Population:
13635
>Food production:
19,000 (feeding 13634civ+700mil=14334)
>Population growth:
3%
>Hunger:
None
>Territory:
18
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Forges III, Improved Pickaxes (Steel), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming, Equipment (ploughs), Rus Alphabet, Very Basic Engineering, Crude Steelworking, Very Basic Pumps, Mechanisms I
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Iron Mine (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +15 to combat rolls for every 100 troops
200 cossacks +15 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron+, crude rus steel
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
6
>Religion
Svarog - fire, metals, life, protection
#1 the Rus are on a quest to unlock the secrets of steel. steel takes a lot of effort to make, and has to be hammered for hours. some of the new 'machinists' work on a hammer attached to a rope and weight, that can be pulled and released. a crude treadle hammer, to improve forges again.
+Crude Steelworking
+Very Basic Engineering
+Mechanisms I
#2 the first efforts of making armor out of steel. with a bit of help from the priests, steel is shaped into primitive armor pieces. small steel plates, linked by rings or cloth, or little metal rings, or helmets of steel. steel is worth its weight in gold, and so only the nobility wear it.
+Crude Steelworking
+Minor Shape Metal
#3 better steel swords for the elite warriors and the best horse riders of the Tsar
+Crude Steelworking
+Minor Shape Metal
+Very Basic Swords (Iron)
#4 steel horse shoes, that a rider never fears if his mount trips in battle or injures their hoof after long runs
+Crude Steelworking
+Minor Shape Metal
+Basic Mounted Combat (Horseshoes)
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e1e8af No.46719
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,364
>Food production:
19,250 (+extra food resources x2)
>Population growth:
2.25%
>Hunger:
None
>Territory:
42
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Moderately Happy)
+ 2 Feel Good Tokens (+5 to one roll)
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts I, Medicine I
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Simple Stone Walls]
>>Naples
+ [Roman Statue of Apollo]
>Standing Army:
659 Roman Legionnaires (+17 to combat rolls for every 100)
541 Roman Javeliners (+17 to combat rolls for every 100)
250 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce, Iron
Luxury: Marble, Wine
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 6
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637468 No.46720
| Rolled 3, 64, 68, 59 = 194 (4d100) |
>>46698
Kingdom of the Eternal Nile (Javmoj)
>Population:
13,678
>Food production:
16,000
>Population growth:
7%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine III, Babylonian Alphabet
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
400 (900 total) Nile Spearmen (+5 to combat rolls for every 100)
-500 Nile Spearmen currently on loan to Troya
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower
>Magic:
None
>Divine Favor:
Osiris 13 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine and builder of cities reads a report from up north and frowns. While the Troyans seem like they will make great use of the soldiers they were lent it was clear to those who went there that they were horribly under-equipped compared to the mighty Troyan warriors. They wielded a strange dull metal far stronger than bronze, protected themselves with shields, and charged into battle in horse pulled chariots. Meanwhile, while the Nile Spear is a fine weapon, it alone is unable to make up the difference. and if not for their numbers the Nile Spearmen would be unable to provide much aid to the Troyans. As such, the Pharaoh orders that the scholars and craftsmen of the Nile need to emulate the Troyans and modernise the Nile warriors to ensure the safety of the people of the Nile.
1) Continue constructing the Great Library to contain all knowledge of the world so that the people of the Nile might benefit from the wealth of knowledge that exists in the written word. (Build Great Library in Rhakotis)(+5 from Happiness)
2) The Troyan shields seems simple enough, we must create our own based on the accounts of the warriors. (Invent Shields)(+5 from Happiness)
3) What we lack in equipment we will make up for in skill. Send scholars to learn of battles that have been fought in the lands of Troya and Babylon, and develop tactics that can be used by out soldiers. (Invent Tactics)(+5 from Happiness)
4) This strange dull metal from up north seems like a great boon to the people of Troya, the Pharaoh demands that it is sought out in the lands of the Nile (Search for Iron)(+5 from Happiness)
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637468 No.46721
>>46720
>>46698
>Spend 3 Favour on action 1 to circumvent bad stuff.
"Osiris, God of Earth and Protection, guard the workers of the Great Library from disaster!"
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e1e8af No.46722
| Rolled 70, 54, 81, 93 = 298 (4d100) |
1. Our expansion shall not halt now, we shall secure the final free southern provinces, and if any manpower can be spared after that, connecting our eastern southern lands to our eastern northern lands as well.
2. In the north our outpost of Florentia is both grown and strengthened with another wave of settlers, sent there with the explicit purpose from Roma to build a great training grounds in the wild north, from which the new soldiers that will be used to secure the rest of Italia, and eventually the world, shall be trained.
+ 1 Happiness Token
3. Concurrently, a second crew will be sent to Naples to begin a construction of a great harbor from which the mighty Roman navy will rule the Mediterranean sea!
+ 1 Happiness Token
4. With our newfound lessons in the construction of the aqueduct, we shall being research into a building material which is more malleable then stone, perhaps incorporating some of the strange soil which is found near Naples. If we are able to develop such a material, it would no doubt allow us to construct great projects in much smaller amounts of time, and much cheaper as well.
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9cc943 No.46723
| Rolled 52, 77, 95 = 224 (3d100) |
>>46695
AISEIRIGH
Population: 14,296
Food production: 17,750
Population growth: 4
Hunger:
Territory:
55
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding I (Galleys), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm
Standing Army: 250 Shortswords, 697 Spearbrothers. (+14 for every 100)
Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Now that we have a reliable way of taking out these godless savages from afar, start training some good men in the use of these bows!
Recruit bowmen. +[Warrior Lodge]
2. Leicester's fields still remain mostly untilled– this shan't be this way for long! Establish a cabbage farm in Leicester. +[Farming II]
3. Continue to build bigger, stronger ships. We'll need tough stuff with which to crush the heathen navy.
Research better ships. +[Shipbuilding I, Galleys]
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ab19b7 No.46724
| Rolled 16, 44, 13 = 73 (3d100) |
>>46695
AETHERIA
>Population:
10,378
>Food production:
13,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän (Capital)
>Happiness:3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Masonry I, Medicine II, Swords III, Armor II, Brewing II (Beer, Mead), Military Training I
>Buildings:
Terässydän:
Teräs Sielu
Extra Housing
Forge
Iron Mine
Tavern
Wheat Farm
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver, Marble
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
N/A
Action one: Refine our forging techniques perhaps we can find some new method of forging….there have been whispers lately of something being made from pig iron…
Action two: Refine the forges themselves instead of our technique, Ulrich states he's found a way to make a big improvement on our current forges…
Action three: Let us try to improve the armour once more…this time we shall surely get it right.
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e680e1 No.46725
| Rolled 29, 92 = 121 (2d100) |
>>46697
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
13,386
>Food production:
14,000
>Population growth:
1.75%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
>Happiness:
2
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1. La Porte de la Mer has a foundation which, in and of itself is and impressive feat. Now, upon the foundation, we shall build the most impressive building this world has seen. A building that is also a mechanism. A giant gate that allows some ships to pass into the harbor and others to be blocked with great defences upon the top. (Carpentry I, Metal Casting I, Mathematics I, Francisian Mechanisms V, Measurement System II, Physics II, Masonry III, Pumps I, Cranes I, Siege Weapons I, Construction I)
2. On the Eastern river (pic related), which from now on shall be known as the Meluseine, we shall build an outpost named Ville Rivière, that is specialised in making food. Food shall be traded with the Portes du Paradis and Fercollines. (Farming I, Labor Specialization I)
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e680e1 No.46726
>>46725
fucked up the image
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0bab43 No.46733
| Rolled 25, 40, 48 = 113 (3d100) |
>>46699
FREE CITY OF ELSASS
>Population:
11,281
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
8 (+5)
>Technologies:
Bronzeworking, Ironworking, Basic Forges, Basic Animal Husbandry, Basic Farming, Basic Mining, Very Basic Swords, Intermediate Religion ("God Below"), Very Basic Medicine, Very Basic Police Force, Very Basic Armor (Iron), Very Basic Terraced Farms, Very Basic Shields, Basic Spears, Superior Elsass Military Training II, Very Basic Elsass Patrolling, Elsässer Alphabet, Combat Medicine I
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
Statue of Mantus (Free City of Elsass)
>Standing Army:
+ 900 Elsass Swordsmen (+14 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
+ Darkvision Spell
>Faith: 1
>Divine Favor:
+ Mantus (Earth, Metals, Darkness, Protection): 3
1. Friedrich would tend to those in need, those who had lost and suffered from the storm. His people had found warmth and comfort in the black depths of the mountain womb. A savior God Below. Did this mean that there was another God in the skies as well? One that hated and despised, cast its wrath upon them indifferently? Eventually Friedrich would ask Mantus, but not today. Today, his people needed him.
+5
2. Samson tried not to look for deeper meaning in the results of the storm. The wind, the weather. Who knew what the next day could bring? Still he could not remember things being this bad. While the construction of buildings had nothing to do with the old War Dog's expertise he would have some miners strike a new set of barracks into the dark mountain depths. The Soldiers could rest in the mountains protected from whatever the sky could throw at them, besides it could be used as shelter for civilians, should such an event ever occur again.
+5
3. Having introduced yet another great military application Julius, sure of himself as usual, decided it was time to seek something that would benefit the people of Elsass as a whole. At first he was surprised at how difficult it was to come up with something genuinely new. For a while now he had been improving military designs, but what could the people truly need? Surely there was some areas in mining and underground construction that were deserving of his attention..
+5
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ce984e No.46739
>>46714
Spend 3 favor, and beseech Xi Wangmu for mercy from the evils of the world
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8a3a7f No.46745
| Rolled 68, 34, 40 = 142 (3d100) |
>>46695
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
17
>Population:
19,115
>Population growth:
3%
>Food production:
18,500
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VI (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
25 War Quadriremes (+8 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (70 yrs old)
1. Tabukvik may have been denied his exploration by this foul beast, but he did not make his name by being perpetually intimidated by Sedna's minions. He has prepared to go south again to find what lies beyond this beast. (find the Francisians)
Ecstatic, Tabukvik, Shipbuilding V
2. Much like the whales were considered untouchable due to sedna's protection all her children will be humbled before us. This mysterious creature's death will exalt our name and feed those that hunger.
Ecstatic, Tabukvik, Shipbuilding V, 25 War Quadriremes
3. While great people may help dictate the course of history it is the people behind them that carry out their will. Tabukvik has called a grand hunt to bolster the fleet and invites all strong Skraeli men to contribute to the effort whether by building the Quadriremes, to sailing in them, and even provisioning them for the journey ahead.
Ecstatic, Tabukvik, Fishing VI, Shipbuilding V, Carpentry I, Bronzeworking, Skraeli Metallurgy I, Armor (Bronze Reinforced Bonescale) III, Superior Skraeli Warrior's Lodge, Inuksuk Forge, 19,115 pop
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e9b0ac No.46756
| Rolled 81, 5, 32 = 118 (3d100) |
>>46697
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
12,677
>Food production:
14,500
>Population growth:
2.25%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
>Happiness:
3 (Content)
>Technologies:
Bronzeworking, Ironworking, Very Basic Forges, Improved Animal Husbandry, Farming II, Very Basic Cogotan Pottery, Very Basic Spears (Iron spears), Very Basic Mounted Combat, Very Basic Medicine, Very Basic Armor (Iron), Very Basic Religion (Bandua), Very Basic Military Training, Architecture I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
Winery (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+9 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep, horses
Luxury: Silver, Marble, Wine
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
Standard of Bandua spell (adds +2 to combat rolls for every 100 troops for one turn only, but after the spell fades get -1 to combat rolls for every 100 troops for the next two turns)
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
1. Bow Research.
2. Research better tactics that work well with having a variety different troops with various specialties.
3. Extend my dominance. (expand)
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ec0b74 No.46778
| Rolled 89, 56 = 145 (2d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
11,280
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Animal Husbandry III,
Farming III,
Forges I,
Unarmed Combat II (Brawling, martial arts)
Exotic Weapons II (Borbograd Cestus)
Armor I (Leather)
Code of Laws I
Brewing I (Kvass),
Masonry I,
Medicine I
Philosophy I
Siege Weapons I (Siege ladders)
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
500 Brawlers (+10 per hundred)
900 elite Ironfist Warriors (+13 per 100 elite troops)
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Extra favor condition: Increase troop strength
1. Sound the charge! All fourteen-hundred men up the siege ladders and into the enemy camp! (+50 for brawlers, +117 for ironfists, +28 against Yeltsinski) Burn one divine favor.
2. no need to stop the march of progress while the war is on–study the horses we've domesticated and learn to breed and care for them better.
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562496 No.46819
| Rolled 69, 46, 96, 78, 78 = 367 (5d100) |
>>46702
>czeched
Praise Poseidon! The workers, invigorated by the burning desire to save two of their most prized cultural treasures, have succeeded in repairing the harbor and have made the metalworks even better than before, a testament to the resilience of the Trojans even in the face of utter calamity! Removed the (Damaged) tags from your metalworks and harbor. Also change Trojan Metalworks to Superior Trojan Metalworks.
First dice is for your combat results
The call is heard loud and clear by the denizens of the wild, and many prides of asiatic lions join the Trojans on their quest to cleanse their lands of the vile thread posed by Chthonius. Though they may only be around temporarily these lions will surely be formidable allies in the coming battle against the Destroyer. (Bonus will be applied to combat round)
>Great news, the Nile soldiers have been reinforced with new gear and training and will be much more effective! Change the Nile soldiers' combat strength to +7 for every 100 troops.
>>46704
>bonus for troops should be +7 for every 100 and bonus for ships should be +7 for every 5
After the sandstorms dissipate the Qarthakians are greeted by a pleasant sunny day, perfect for exploring and settling. Indeed much exploring and claiming is done, with 4 new territories added to Qarthak's lands.
The Qarthakians remedy the issue of the coarse cloth by discovering and using a new plant that grows white, soft fibers that can be strung into fabric. Calling this new plant "cotton", the Qarthakians find that with a little work it makes an excellent material indeed. Change Clothmaking I to Clothmaking II and gain the cotton cloth resource.
The workers begin construction of the quarry, but unfortunately disaster strikes as an earthquake strikes, triggering a rockslide that buries many workers, killing them. Lose 190 population.
>>46709
The shipwrights of Gotland get to work, and as they do one of them is struck with inspiration. He furiously works on a new design and as he puts it to use he finds that he is able to build a mighty ship indeed, much larger than the triremes previously constructed and with a unique design unique to the people of Gotland. These will surely help with keeping the shores safe. Change Shipbuilding III to Shipbuilding IV (Gotland Quadriremes).
Much to the chagrin of the eager explorers, even the mighty Gotland quadriremes aren't enough to motivate the sailors to risk their ships capsizing when a vicious storm creates choppy waters and stormy seas. They'll have to wait and try again later.
As the sculptors work to improve their pots, an argument develops amongst the sculptors over the "proper" way to make the pots. The argument spreads throughout the city as people take sides on whose pottery is best, and the disorder caused is significant enough to stall any progress on actually improving the pots. Lose 1 happiness.
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562496 No.46820
>>46711
Unfortunately no soldiers are trained, as the sea monster has shifted positions to the middle of the sea route between Mediterra and Ferrumterra. The Mediterran soldiers spend their time debating on how to take the beast out.
Fortunately the bowyers have better luck with their bowmaking, and craft a new design that works much better than the old one. Change Bows I (Mediterran Bows) to Bows II (Mediterran Bows)
>invalid use of favor
2nd roll is for how successful your subduing/taming attempt is
No training improvement is done, it seems that the trainers agree that the amphibious assault training is good enough as is.
>Your scholars find a series of stone tablets hidden away in a storeroom, and written on them is a chronicle of all the knowledge and guidance Ataninnuaq left during his lifetime. This will help a bit with future attempts at medicine, even despite not being quite the same as having him around. Add Chronicles of Ataninnuaq resource under a new Other tab
>>46713
Indeed the Babylonians do succeed in making a suitable blade for their forces, and the design they come up with is unique and effective, a fitting symbol of Babylon's rise to greatness. Gain the Swords I (Babylonian Swords) tech and increase troop strength to +17 to combat rolls for every 100.
The Babylonians begin building their soon-to-be mighty fleets, and the shipwrights work throughout the night to make 25 galleys, a decent start for Babylon's navy. Gain 25 Babylonian galleys (+9 to combat rolls for every 100 troops)
3rd dice is for combat results
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562496 No.46821
>>46714
With a little extra motivation from the Council the workers are able to push aside their fears of a monster attack and complete the Shengli portion of the Great Wall, extending its protective benefits to the village. The workers cheer as the Great Wall is finally completed! Add the Great Wall of the Han (Xinyang, Xi'iang, Shengli) to your buildings tab, gain 3 happiness, gain 3 faith and gain a +5 to all actions for the next 5 turns.
>Your citizens are ecstatic! Get +5 to all actions while happiness remains above 8.
In the northern provinces the settlers manage to find a good place to establish the beginnings of a new city, Suzhou. Though the outpost is still small it has a lot of potential and there is a lot of room for growth. Add Suzhou (Outpost) to your outposts/towns/cities tab and increase population growth to 5.25%.
However, as the other settlers prepare to embark on their journey, they are met with a vision of their own deaths as they travel to their destination. The visions, imparted by Xi Wangmu herself, are enough to scare the settlers into staying home, at least until the threat has passed.
>>46716
Great news! The church is finally complete, much to the joy of the clergy of Yeshua, who are eager to begin worship within its walls. The spire rises triumphantly and the works of art, although nothing truly special, are a nice touch. Gain the First Church of Yeshua (Curtea de Danube), gain 1 happiness and 1 favor.
Vlad III is greeted by more great news, as Aleksander, Justinian and Bobius are able to recruit and train a great amount of men! 350 trained and able soldiers join the ranks of the Wallachian military. Gain 350 troops.
The shields are magnificent indeed, imbued with magical energy which makes them far more resilient and effective than any ordinary shield. Gain the Shields I tech and add Holy Shield of Yeshua to your Magic tab. Also increase troop strength to +11 for every 100 troops. In addition, the Shield of Yeshua can grant an additional +2 to troop strength for one turn/battle, but after that it requires 2 turns to recharge.
>>46718
>USE THE UPDATED SHEET https://pastebin.com/6vQJRe6Z
Though the smiths are confused at first, a skilled smith is able to explain the concept of the treadle hammer to the smiths and they get to work on devising the machine. Though a bit simple they find that it does indeed make hammering metal easier. Change Forges III to Forges IV and gain 1 favor.
Though the armor created is rather primitive and definitely has room for improvement, considering it is their first attempt at it they do fairly well at it. Gain the Armor I (Steel) tech and increase troop strength to +16 for every 100 troops. Also gain 1 favor.
New swords are made as well, with a simple design but the new steel is definitely an upgrade over the old iron swords. Change Swords I to Swords II (Steel) and increase troop strength to +17 to combat rolls for every 100 troops. Also gain 1 favor.
Lastly, new horseshoes is also made, and their craftsmanship is far superior to anything seen before. The steel makes them far more resilient to wear and is lighter on the horses, allowing them to go farther with less exhaustion. The horseshoes become yet another great advancement of the Rus. Change Mounted Combat II (Horseshoes) to Mounted Combat I and gain Horse Equipment II (Rus Steel Horseshoes). Also change troop strength to +18 to combat rolls for every 100 troops.
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562496 No.46822
>>46720
Unfortunately disaster strikes when a storm floods the Nile Delta, the fast-moving currents threatening to wash away all those caught in it. Fortunately, however, Osiris, seeing the devotion of his people, decides to show mercy and spare the Nile workers, delivering them from harm. Thus no one was hurt or killed in the flood, though the workers will need to wait for the flood waters to recede before they can resume construction.
However, the smiths have better luck and are able to design a shield design suitable for the troops of the Nile. This will give them some much needed protection. The shields are also shipped to the spearmen in Troya, much to the Trojans' delight. Gain the Shields I tech and change troop strength to +6 to combat rolls for every 100 troops.
The leaders of the Trojan army also devise new and effective tactics for giving the troops an edge in certain situations and also allowing them to have better formations. Gain the Tactics I tech and change troop strength to +7 to combat rolls for every 100 troops.
Indeed, the people of the Nile do strike iron in the hills of the east, which will prove to be useful indeed if the smiths can build a suitable forge to smith it. Gain the Iron Ore industrial resource.
>>46722
>Change ship strength to +9 for every 5 ships, I forgot to add in your catapults which can be used as ship weapons
>Make sure to add Surveying I to your sheet
>I owe you 5 favor from gaining territory so gain 5 favor
The Romans' march continues unabated, and even more territory is added to Roman lands. Gain 5 territory and 1 favor.
The Romans also find success in building a barracks and training grounds in Florentia to further aid in troop recruiting and development. Add Barracks (Florentia) to your buildings tab.
The Romans rejoice as a great harbor is built in Naples, with plenty of space for building ships and plenty of docks for them to land at. It is truly a work of art, and is yet another cultural symbol of Roman greatness. Gain the Roman Harbor (Naples) building.
The Romans also discover a rather unique material, volcanic sand that, when mixed with a special mixture of lime and water makes a hard substance useful as both mortar and a construction material. It's definitely a useful and strong material and is unique to the Romans, becoming a cultural icon. Gain the Cement I (Roman Pozzuoli Cement) and add Roman Pozzuoli Cement to your industrial resources tab.
>>46723
The thanes rejoice as the Aiseirigh army grows larger. 200 strong men join up and are trained and equipped. They'll be excellent archers able to defend the realms well indeed. Gain 200 troops.
The farmers in Leicester are able to till the soil well, and the good climate of the southern plains allows a good deal of cabbages to grow. This'll definitely help to grow the Aiseirigh food stores. Add the Cabbage Farms (Leicester) building to your buildings tab, change Cabbage to Cabbage+ and increase food production to 18,250.
The shipbuilders work throughout the night, struck by inspiration and a motivation to build grand ships to match the splendor of the Skraeli navy. They make very unique ships, much bigger galleys than before and although they don't exactly match the size of the Skraeli war quadriremes the unique Aiseirigh craftsmanship makes them sturdy and strong. Change Shipbuilding I (Galleys) to Shipbuilding II (Aiseirigh War Galleys).
>>46724
Alas, the smiths fail to come up with anything useful, their metal being unfit to even be scrap metal. The smiths resolve themselves to learn from their failures and try again to discover new alloys.
Indeed Ulrich is onto something, and his proposed improvements make the forges more efficient. It's definitely an upgrade over the old forges. The smiths will be happy with this. Change Forges III to Forges IV and gain 1 favor.
Nope, still no progress, as even the new forges fail to help with the smiths' mental block. They'll have to try again with this as well.
>forgot this from last time
Ilmarinen chuckles heartily, pleased indeed with the Aetherians' acceptance of his offer.
"Good, good, I'm quite eager indeed to teach you what you know. However, first I'd like you to prove yourselves, learn what you can about the ways of smithing yourself and become the best smiths you can be. Practice makes perfect, after all. Then I'll teach you some real tricks and help you grow powerful indeed." Add Ilmarinen (Fire, metals, earth, protection) - 1 to your Divine Favor tab.
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562496 No.46823
>>46725
>I said La Porte De La Mer Foundation, it isn't complete yet
With a little extra effort the Francisians manage to complete the mechanisms of the gate. Now all that's needed is to attach the gate itself and complete the wall around it. Change La Porte De La Mer Foundation to La Porte De La Mer Foundation and Mechanisms (Portes du Paradise).
News of bountiful opportunities in the new proposed farming village attracts a great deal of people who make the exodus to Ville Riviere. The town is built quickly and grows into a bustling city, which is great news as the new city will prove to be an excellent place for farming, once the farms are actually built. Add Ville Riviere (City) to your Outposts/Towns/Cities tab and change population growth to 3.25%.
>>46733
>UPDATE YOUR CHARACTER SHEET WITH THE NEW ONE,
https://pastebin.com/6vQJRe6Z
Hmm, perhaps Friedrich is right. It is said that there are many gods in the world, and not all of them are as generous as Mantus. Friedrich discusses the matter with the other priests and they record their findings, adding many teachings and mythos of the angry gods above and reinforcing the faith that the mountain protects, growing the people's faith in the God Below. Change Religion IV to Religion V, gain 1 happiness and gain 1 faith.
The people are indeed able to carve out a suitable barracks in the depths, with plenty of room for training and resting alike. This will definitely help with training, and Samson is indeed pleased with the miners and builders' handiwork. Add the Barracks (Free City of Elsass) building to your Outposts/Towns/Cities tab.
Julius thinks long and hard about the subject of new things to improve on, and does indeed come up with an idea. While the Elsasser are indeed skilled at mining, their tools are primitive and could use improving. Using iron as a material, Julius instructs the smiths on designing and crafting picks, shovels, and many other things needed for efficient mining. Gain the Mining Equipment I (Iron) and gain 1 favor.
>>46756
UPDATE YOUR CHARACTER SHEET TO THE NEW VERSION,
https://pastebin.com/6vQJRe6Z
The Cogotasi inventors are indeed able to come up with a new invention, a ranged weapon using an arched wooden structure and a string which is able to launch arrows to attack at a distance. They call this invention the "Bow", and surmise that it'll be a great addition to the Cogotasi arsenal. Gain the Bows I tech and increase troop strength to +10 to combat rolls for every 100 troops.
The Cogotasi generals get into yet another argument over how to best utilize unit strengths, this time over which unit type is superior. One argues that all units should be mighty horsemen, while another thinks that having archers is more important, and many other arguments break out as well. Lose 1 happiness.
The explorers are able to produce better results, however, as four new territories are added to the Cogotasi realms, this time pushing southward to the sea. Gain 4 territories.
>>46778
>Invalid use of favor
5th roll is for your combat results
While the soldiers march the Borbograd horsemen learn to train their mounts much more effectively, allowing them to follow directions better and not be frightened so easily. Gain the Horse Training I tech and increase troop strength to +11 to combat rolls for every 100 troops.
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562496 No.46824
>>>>46820
>>46711
Ignore the Ataninnuaq thing, that was meant for Oneman
>>46745
Finally, with the fleet sent out to distract the monster the Skraeli make first contact with a new civilization past the isle of Aiseirigh. This civilization, calling themselves the Francisians, are a race that has made many advancements, having developed advanced mechanisms, construction techniques, measurement systems and more. It seems they are currently using their technology to build a great gate, though it is still incomplete. Unfortunately Tabukvik finds that this civilization also worships the gods, a sea god named Melusine who can be described as…unpredictable, though she still seems to care for and protect the Francisian people. You have met the Francisians!
4th roll is for your combat results
Upon Tabukvik's return he and the other shipwrights immediately get to work, building 15 more ships to add to the Skraeli naval forces. Gain 15 war quadriremes.
>Your scholars find a series of stone tablets hidden away in a storeroom, and written on them is a chronicle of all the knowledge and guidance Ataninnuaq left during his lifetime. This will help a bit with future attempts at medicine, even despite not being quite the same as having him around. Add Chronicles of Ataninnuaq resource under a new Other tab
>>46725
>One day, the Francisians building the gate spot several large, unfamiliar ships on the horizon. Upon investigation it seems the sailors of the ships, led by a man named Tabukvik, hail from a nation far to the northeast across the mighty oceans named Skrael. The Skraeli are known for their advanced medicine and hygeine along with their musical traditions and large and mighty war quadriremes and seafaring traditions. Disturbingly, the Skraeli are a godless people, and indeed preach a philosophy of hating the gods and praising humans instead. A curious people indeed, but will they be friend or foe?
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562496 No.46830
>>46702
>>46819
TROJANS' COMBAT ROLL: 71 + 35 + 195 + 10 = 311
CULT OF CHTHONIUS COMBAT ROLL: 69 + 50 + 140 x 1.2 = 311
As the Trojans begin their mighty charge, they are met by not only cultists but horrific abominations spawned by the Destroyer itself, and Chthonius personally enters the fray as well, dealing death with devastating blasts of dark energy and caustic, tainted water, along with his superhuman strength which swats away soldiers like flies. Still, the Trojans' conviction is not to be underestimated, and they manage to push back Chthonius and his forces. Ultimately the battle ends in a stalemate, with both sides taking some casualties. Lose 210 troops and lose 112 Nile troops.
TROJAN FORCES REMAINING: 610
NILE FORCES REMAINING: 388
CHTHONIUS TROOPS REMAINING: 678
CHTHONIUS HEALTH: 82%
>>46711
>>46819
(need to beat by 50 or greater to tame)
MEDITERRANS' COMBAT ROLL: 43 + 56 = 99
KRAKEN COMBAT ROLL: 96 + 70 = 166
Unfortunately the Kraken isn't too keen on being tamed, and although the Trojans try their hardest to tame it using their animal knowledge, nets, and attacks to weaken it, its mighty tentacles are able to wrap around many ships and sink them with ease. The kraken is mostly unharmed, with only a few scrapes here and there. Truly this is not a beast to be taken lightly. Lose 13 triremes.
MEDITERRAN SHIPS REMAINING: 8
KRAKEN HEALTH: 97%
>>46713
>>46819
BABYLON COMBAT ROLL: 26 + 255 + 30 = 281
REBELS COMBAT ROLL: 96 + 60 x 1.2 = 187
The rebels muster up the last of their might in a valiant charge, but unfortunately it is not enough. The Babylonians and Mari, vastly outnumbering the rebel scum, completely decimate the rebels, and the remaining forces surrender. The outpost they were occupying is now yours, and the 500 prisoners are yours to deal with however you wish. Lose 52 troops. Add <insert outpost name here> (Outpost) to your outposts/towns/cities tab and increase population growth to 4.75%. Also gain 500 population.
>>46745
>>46819
SKRAEL COMBAT ROLL: 34 + 64 = 98
DEEPSPAWN COMBAT ROLL: 78 + 70 = 158
This is no whale…
Indeed the sailors are met with a horrifying beast, an abomination of the seas which hunts its prey with powerful blasts of water, able to pierce the hulls of even the mightiest wooden ship. And indeed it does, sinking several ships by both ramming the ships and blasting them with watery blasts. The Skraeli lose several ships and are forced to retreat and regroup. However, the beast is not unharmed, and has several minor wounds. Lose 16 ships.
SKRAELI SHIPS REMAINING: 24
LURKER OF THE DEEP HEALTH: 82%
>>46778
>also elite troops are at +14 for every 100
BORBOGRAD COMBAT ROLL: 89 + 65 + 144 = 298
YELTSINSKI COMBAT ROLL: 78 + 70 = 158
Denying the mercy of the Nayagina was a bad move indeed. The Borbograd brawlers storm the walls, climbing up them in a fury and overwhelming the hapless soldiers within the walls. Soon the town is completely under Borbograd control, its defenders slain to the man, and although the town was destroyed in the furious combat 500 of its citizens are taken captive, and are yours to do with as you see fit. Gain 500 population and lose 22 regular troops.
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562496 No.46831
>>46778
>>46713
Also gain the territory the rebels and Yeltsinski villagers respectively were occupying.
>>46713
Their mission completed, the Mari troops return home. Lose all Mari troops.
>>46709
On a cold winter's night as the leaders of Gotland are sound asleep next to the campfire, and as they sleep they are visited by two gods in their sleep.
The first is a mighty warrior wielding a hammer that crackles with the wrath of a storm. He introduces himself in a commanding voice. "Greetings mortals, I am Thor, god of thunder and valor. I can already tell that you and your people are strong, and thus I will lend you my strength, but not for free. If you can show me that you are truly worthy to wield my mighty powers, then mighty powers you shall have. What say you? Do we have a deal?" *Domains available: Air, storms, light, war
The second is an equally mighty god with skin as blue as the ocean and a beard of seaweed. "As for me, I am the sea personified, the mighty ruler of the northern seas. Join me and you shall rule the waves uncontested, but I too require a price, and only those who can prove that they can respect the seas are deserving of my power. Show me this, and my power is yours."
The gods both seem eager to help, but gods are jealous creatures and one can only serve one lord. Which god will the Gotlanders choose?
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562496 No.46832
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63c0ea No.46834
>>46831
The Chieftan of the Jutes rises to his feet before speaking,
"Thank you for these offers mighty gods but I must pledge my loyalty to Thor for the dark hordes of Hel move in this world and we must be strong enough to fight them!"
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9cc943 No.46835
| Rolled 30, 44, 42 = 116 (3d100) |
>>46822
AISEIRIGH
Population: 14,868
Food production: 18,250
Population growth: 4
Hunger:
Territory:
55
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding II (Aiseirigh War Galleys), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 200 Archers. (+14 for every 100)
Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage+, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Build some of our new ships. It's better to have something on hand than nothing while we craft sturdier designs… +Shipbuilding II [War Galleys]
2. Recruit more bowmen! We need to be able to destroy their ships at a distance!
3. Continue improving our existing ship designs. We'll need fast, sturdy boats to flank their warships and deliver our troops right into the fight.
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9cc943 No.46836
>>46835
+[Warrior's Lodge] to action 2.
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63c0ea No.46837
| Rolled 50, 65, 90 = 205 (3d100) |
>>46832
GOTLAND
>Population:
10,712
>Food production:
17,000
>Population growth:
1.75% (3.5)
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges I, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Military Training II, Bows II, Masonry I, Surveying I, Brewing I (beer), Pottery I
>Buildings:
Clan Hall (Visby)
Extra Housing (Visby)
Harbor (Visby)
Barracks (Visby)
Stone Walls (Visby)
Tavern (Visby)
Lettuce Farm (Visby)
Wheat Farm (Visby)
>Standing Army:
250 Jute Shieldbearers (+12 to combat rolls for every 100 troops)
>Resources:
Food: Gotland Wheat+, lettuce+, potatoes, sheep, pigs, fish, tuna
Luxury: Marble, silver,
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
N/A
—–
1.Begin construction of a proper fleet to defend our waters
+Shipbuilding IV (Gotland Quadriremes).
2. We shall build a Temple in Visby to our patron god Thor!
3. Continue our efforts to explore the Baltic Sea and search for trading partners!
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5ccb03 No.46846
| Rolled 47, 56, 13, 2 = 118 (4d100) |
>>46821
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,909 (700 SA)
>Food production:
14,500 (13,009 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
9
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields II,
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
First Church of Yeshua (Curtea de Danube)
>Standing Army:(1050) +11 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 1
Ecstatic+5
1. Build a monument to Yeshua. Clearly Yeshua wishes for a Church and a monument to fulfill his quest. We will win his favor and ensure a respect to our religion.
Engineering I,Wallachian Mathematics III, Wallachian Currency, Masonry I, Architecture I, Engineering I,
2. Research Siege Weapons. Covered Battering Ram. Transferring the force of several men into a gate breaking bronze ram head. With tanned hide available we can better protect wooden surfaces from fire.
College of Curtea de Danube
Engineering I,Wallachian Mathematics III, Wallachian Currency, Masonry I, Architecture I, Engineering I,
3. Recruit more men. Aleksander and Bobius decide to test the fancy new toys those eggheads over in the College brought over.
Barracks, Orphanage,
Forges II, Military Training III (Officer training), Wallachian Mathematics III, Wallachian Currency, Medicine I, Code of Laws I
4. Research Roads and Bridges. Land development starts here. Beaten dirt and cultivated paths through shrubbery and around hills.
College of Curtea de Danube
Engineering I,Wallachian Mathematics III, Wallachian Currency, Masonry I, Architecture I, Engineering I,
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c7c572 No.46849
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,687
>Food production:
19,250 (+extra food resources x2)
>Population growth:
2.25%
>Hunger:
None
>Territory:
47
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Moderately Happy)
+ 2 Feel Good Tokens (+5 to one roll)
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts I, Medicine I, Cement I (Roman Pozzuoli Cement)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Roman Statue of Apollo]
>Standing Army:
659 Roman Legionnaires (+17 to combat rolls for every 100)
541 Roman Velites (+17 to combat rolls for every 100)
250 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+9 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 12
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c7c572 No.46850
| Rolled 44, 34, 1, 62 = 141 (4d100) |
1. The Sun never tires, and neither shall Roma, we shall expand further and further and claim all of this world! But for now we shall settle with settling and holding the free lands in the middle of Italia
2. With the final stones laid in the barracks of Florentia, new trainees are sent north to drill, we aim to raise enough of a force that 1000 legionaries will march upon Roman soil, supported by a 1000 Velites and 500 Equio!
3. Our new harbor shall be rung in as well, as the city is put to work expanding the Roman Navy!
4. Finally, in the great city of Roma herself, we shall use this newfound material to begin construction of a great wonder, the first of its kind in our nation and perhaps the most magnificent building in the world! The people have their amphitheaters in our various cities, but Roma is the greatest city in all the world, and as such it should have the greatest Amphitheater in all of the world, in which all manner of spectacle and show can take place. It shall be a oval in shape, able to hold a vast quantity of people, and a testament to the glory of Roma!
+ 4 Favor
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e680e1 No.46855
| Rolled 89, 18, 63 = 170 (3d100) |
>>46823
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
13,821
>Food production:
14,000
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
2
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer foundation and mechanisms (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 3
1. Continue construction on La Porte De La Mer. The walls protecting the mechanisms come first, the gate shall be fitted last. (Carpentry I, Metal Casting I, Mathematics I, Francisian Mechanisms V, Measurement System II, Physics II, Masonry III, Pumps I, Cranes I, Construction I)
2. Meluseine shall feed the entire nation. The river shall be lined with farms which start their construction today. (Farming I, Labor Specialization I, Carpentry I, Masonry III, Cranes I, Construction I)
3. Before we begin work on the gate itself, we shall scour the lands for the best sculptors. Upon our gate shall be the sculpted beauty of our Goddess, Melusine. Everyone shall know that we are protected by her
>>46824
The land we can claim as our own is open to those who are obviously not aggressive. Hopefully, they’ll be influenced by our superiority and become cultured. While they are in our lands, they absolutely must obey our laws.
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a0d7f2 No.46867
| Rolled 62, 57, 76, 65 = 260 (4d100) |
>>46819
>Nation name: Qarthak
>Color: Pink
>Fluff:
At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
>Population:
10,903
>Food production:
15,500
>Population growth:
1.75%
>Hunger:
None
>Territory: 5
>Outposts/towns/cities:
Qarthak (Capital)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing I (Pole), Shipbuilding II (Galleys), Spears I, Armor I, Bows I, Masonry I, Clothmaking II, Dyemaking I, Medicine I
>Buildings:
Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
>Standing Army:
100 Qarthakian Spearmen (+7 to combat rolls for every 100 troops)
100 Qarthakian Archers (+7 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+7 to combat rolls for every 5 ships)
>Resources:
Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone, iron, wool cloth, Cotton Cloth
>Magic:
None
>Divine Favor:
Baal Hamon (Domains available: Air, storms, plants, life) 2
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Retry building the Quarry. Carefully. Set up proper supports, and double up if need be. We cannot afford more people dying.
2.Continue scouting out the land and expanding our domain under in Baal Hamon's land.
3. Experiment with the cotton we've found. Figure out which varieties make the best cloths and hold our dyes the most completely. Then further refine those together by making them crossbreed them to make an even better one.
4. Try to make a better string for our bows. We have a wide variety of plants and animals we can use to try to improve them.
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562496 No.46870
>>46702
>>46830
>I fucked up the calculations, disregard the earlier post and replace it with this
TROJANS' COMBAT ROLL: 94 + 35 + 195 + 10 = 334
CULT OF CHTHONIUS COMBAT ROLL: 69 + 50 + 140 x 1.2 = 311
As the Trojans begin their mighty charge, they are met by not only cultists but horrific abominations spawned by the Destroyer itself, and Chthonius personally enters the fray as well, dealing death with devastating blasts of dark energy and caustic, tainted water, along with his superhuman strength which swats away soldiers like flies. Still, the Trojans' conviction is not to be underestimated, and they manage to push back Chthonius and his forces. Though the victory seems only minor, the Trojans rejoice as they're still able to put a dent in Chthonius's forces without losing much of their own. Lose 105 troops and 56 Nile troops.
TROJAN FORCES REMAINING: 715
NILE FORCES REMAINING: 444
CHTHONIUS TROOPS REMAINING: 624
CHTHONIUS HEALTH: 76%
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b255fa No.46871
| Rolled 12, 93, 41, 60 = 206 (4d100) |
>>46819
TROYA
>Population:
12,607
>Food Production
19,250
>Population growth:
6.5%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
5
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Very Slavery I, Trojan Clothing I, Surveying I
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
55 Trojan Armoured Net Militia (+15 for every 100), 310 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 250 Slingers (+15 for every 100), 444 Nile Spearmen (+7 for every 100)
2 Trojan Triremes (+10 to combat for every 5) 9 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 1
1. With the Ironworks repaired we need new better weapons for fighting these monstrosities of Chthonius, take the ideas of the Nile Spearmen and build on it to produce a striking weapon that can rip into the core of these beasts (trying to invent the Dory pic related) [Ironworking, Forges II, Metallurgy I, Improved Trojan Metalworks, Trojan Iron+
2. A new fleet must be raised to face the oncoming threat for Chthonius is the son of the sea and we must strike down the quality he creates with the power of quantity (Construct Quadriremes) [Shipbuilding IV, Forges II, Wood+, Legendary Harbour, Slavery I,
3. We can't let up and with his forces weakened we will likely have the advantage and all of our forces should fall upon the enemy and prevent any kind of recovery. (Attack again 444 Nile Spearmen (+31), 250 slingers (+37), Net and Clubs (+53), 100 Chariots (+30) )
4. The beasts of the land served us once so we shall call upon them again in the hopes that they may give us every advantage over these corrupted forces (Casting Control animals again) [Magical Training I, Religion I (Poseidon), Control Animals Spell]
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ce984e No.46875
The Han (Bazrael)
>Population:
19580
>Food production:
25,000
Feeding: Civilian 19579+Military (2666) = 22245
>Population growth:
5.25% base
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
Suzhou (Outpost)
>Happiness:
9 (+Code of Laws)(+Jade)
GREAT WALL:
the Great Wall of the Han (Xinyang, Xi'iang, Shengli)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Basic Animal Husbandry, Improved Farming IV, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu), Scholar Caste tech, Han Water Purification, Very Basic Han Pottery (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, potatoes, Mandarin Oranges
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
3 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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ce984e No.46876
>>46875
Notes to Self:
Food Production buildings per Town
Xinyang
-Han Rice Terraces (Xinyang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch (Xinyang)
-Salt Mine (Xinyang) building
>[Needs Potato Farm]
>[Needs Orange Farm]
Other: Salt Mine (Xinyang)
Xi'iang
-Rice Farm (Xi'iang) (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
Shengli
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
Suzhou
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
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ce984e No.46878
| Rolled 11, 44, 23, 96 = 174 (4d100) |
>>46875
1. Send a large force of soldiers to protect the settlers moving from the capital to Shengli'. We will need to secure the town so close to the wastelands.
2. Many of our towns lack dedicated farms for essential foodstuffs. Dig a potato farm for Xin'yang
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
3. Expand the small orange gardens into a proper Orange Grove building in Xin'yang
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
4. Start shipping cattle to Xi'iang to start up a Cattle Ranch
+Basic Animal Husbandry
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
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65cc1d No.46879
| Rolled 53, 11, 23, 95 = 182 (4d100) |
MEDITERRANS
Mediterrans (Tansen)
>Population:
14782
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+3
>Technologies:
Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows II (Mediterran Bows) Mediterran Amphibious Assault Training I, Spears II (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
8 Mediterran Triremes (+11 to combat for every 5 triremes, naval unit)
>Ground; 687 regulars +13, 497 elites+16
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
Chronicles of Ataninnuaq
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 6)
1. Build ships
Harbor
2.Build ships
Harbor
3.Build ships
Harbor
4.Build ships
Harbor
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7d1929 No.46903
| Rolled 84, 29, 55, 6 = 174 (4d100) |
>>46820
>>46830
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
15,970
>Food production:
19,250 (+ Basic Recordkeeping)
>Population growth:
4.75%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
Dimtu(Outpost)
>Happiness:
2 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping II, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Shields I, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus), Swords I (Babylonian Swords)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1290/450 Disciplined Babylonian Militia Infantry/Bowmen (+17 to combat rolls for every 100)]; [25 Babylonian Galleys (+9 to combat rolls for every 100 troops)
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1; Continue construction of a fleet, we will put it to use soon
2-3; Improve our Recordkeeping. We will need it for our sprawling kingdom now.
4; Launch the fleet. Conquer Cyprus.
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f1b276 No.46906
| Rolled 25, 77, 48, 79 = 229 (4d100) |
>Population:
14044
>Food production:
19,000 (feeding 14044civ+700mil=14744)
>Population growth:
3%
>Hunger:
None
>Territory:
18
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads I, Religion I (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment I (ploughs), Rus Alphabet, Engineering I, Mechanisms I, Steelworking I, Pumps I, Horse Equipment II (Rus Steel Horseshoes)
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Firebolt
>Divine Favor:
7
>Religion
Svarog - fire, metals, life, protection
#1 the Rus have made great strides in the art of producing iron and steel, but the quality of the art is still primitive, and many say is still very poor to what could be. the Tsar decides to spend a considerable sum as a bounty to any man who can improve the quality of Rus steel. the first Rus metallurgists appear
+Ironworking
+Steelworking I
+School (Moskva)
+2 Happiness Tokens
#2 other men turn to faith. Svarog, god of metal, is beseeched in the churches by the priests. many smiths and alchemists asks to be blessed by their god to understand the "Riddle of Steel". it is a supposed magic spell that grants one better understanding of metal and steel, how to make it and how to make it better
+3 Favor
#3 the Tsar wants more lands in the south, where the sun is warm and the weather wet and the land rich for farming. expansion takes place, administrators send messengers to gather supplies and people swiftly upon the roads from the capital, armed with better horses and tools to drain marshes and engineers to build bridges
+Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
+Administration I
+Messenger Service I
+Roads I
+Engineering I
+Pickaxes III (Steel)
+Horse Equipment II
+Pumps I
#4 iron is more abundant, and the Tsar demands expansion. the wagons often break down and even the wagon makers cannot keep up with demand. some turn to invention, to use iron to make a better wagon. one inventor creates a new type of "swivel axel" which uses a ring of iron that allows the axel to turn. the iron ring is stronger than wood, and because it can turn does not bear so much stress, making wagons able to carry much more than before.
+School (Moskva)
+Ironworking
+Mechanisms I
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b902da No.46913
| Rolled 8, 84, 65 = 157 (3d100) |
>>46823
FREE CITY OF ELSASS
>Population:
11,485
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
9 (+5)
>Technologies:
Bronzeworking, Ironworking, Forges II, Animal Husbandry II, Farming II, Mining II, Swords I, Religion V ("God Below"), Medicine I, Police Force I, Armor I (Iron), Terraced Farms I, Shields I, Spears II, Elsass Military Training I, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
Statue of Mantus (Free City of Elsass)
Barracks (Free City of Elsass)
>Standing Army:
900 Elsass Swordsmen (+11 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 4
1. Friedrich looked at the metals before him. They had been returned from far within the mountains dark womb. Julius had helped their people retrieve them thanks to the new tools he had created. Their people had forged powerful weapons and made their way deep into the mountain and yet their armor was crude. Friedrich would make new and better armor to protect his people, surely Mantus would find favor with it and every soldier should bear praises of Mantus on their chest, written in the Elsässer Alphabet. Still Friedrich was no inventor, but surely Julius could lend him a hand.
+5
2. The Warriors of Elsass were determined protectors of the Free City, however they too had much yet to learn. Samson would continue to train them, they would be Mantus will manifest, protectors of the Free City in both light and shadow.
+5
3. Traditionally only few had survived the bleak mines of the Free City, however with the protection of Mantus upon them many men returned from the mines to settle down and found families, to go about a different trade, their faith strengthened. People such as Julius who had left the mines prosperous enough to follow their pursuits had been an oddity, but now blessed with new prosperity the city flourished. Every day new scholars joined the ranks of the self proclaimed intellectual elite, so quickly in fact that many of them were not even as intellectual as they claimed to be! A center of intellectual discourse would be built within the mountains rocky womb where exchanges could take place and those who were yet in the dark be enlightened by the visionary spirits of others.
+5
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8a3a7f No.46927
| Rolled 99, 18, 85 = 202 (3d100) |
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
19,689
>Population growth:
3%
>Food production:
18,500
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VI (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
24 War Quadriremes (+8 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (75 yrs old)
>Other:
Chronicles of Ataninnuaq
1. After reaching what lies beyond south and damaging the great beast, Tabukvik travels east into what the legends describe as the homeland of the skraeli people. (meet Scandinavian nations)
Ecstatic, Tabukvik, Shipbuilding V
2. Similar to shellfish, the skraeli people have found a new food source from the tides. These clams can be easily dug from the ground and serve as an excellent way of feeding the growing population.
Ecstatic, Tabukvik, Fishing VI
3. Recruit more quadriremes.
Ecstatic, Tabukvik, Fishing VI, Shipbuilding V, Carpentry I, Bronzeworking, Skraeli Metallurgy I, Armor III, Superior Skraeli Warrior's Lodge, Inuksuk Forge, 19,689 pop
>>46855
The Skraeli are happy to finally meet a reasonable people after dealing with the savages of the Aiserigh. There is much hope that with our advanced medicine and your engineering that we can bring humanity a new golden age.
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637468 No.46947
| Rolled 28, 65, 51, 1 = 145 (4d100) |
>>46822
>>46870
Kingdom of the Eternal Nile (Javmoj)
>Population:
14,635
>Food production:
16,000
>Population growth:
7%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
9 (+5 Bonus to all rolls)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine III, Babylonian Alphabet, Shields I, Tactics I
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
400 (844 total) Nile Spearmen (+7 to combat rolls for every 100)
-444 Nile Spearmen currently on loan to Troya
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 10 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War smiles. Under his guidance the people of the Nile are proving to be an asset to the Troyans, and while a complete victory has yet to be gained their combined forces had beaten the enemy back, if only barely. Though much is yet to be done, if victory is to be gained for the friends of the Nile then he and his people will have to continue to work hard. He ponders all that the people of the Nile has accomplished, and all that they have learned, of what lies behind them and what lies ahead. Then he has an idea, just like the enemies of the Troyans have monsters, he will create a monster of his own. Not for the effort up north however, but for the protection of the people of the Nile, a eternal guardian, a living tomb… He gives the order for the masons to get to work, there is much to do.
1) Praise Osiris and then continue constructing the Great Library to contain all knowledge of the world so that the people of the Nile might benefit from the wealth of knowledge that exists in the written word. (Build Great Library in Rhakotis)(+5 from Happiness)
2) We, like our friends the Troyans, must find how to work this Iron. Promise a grand tomb to the smith to present the best way to turn Iron into armor and weapons (Invent Ironworking)(+5 from Happiness)
3) Analyse every aspect of the latest battle against the cultists and their strange creatures. New tactics will have to be invented in order to properly combat non-human opponents like those the soldiers describe. (Improve Tactics)(+5 from Happiness)
4) Start construction of the physical form of the Great Sphinx (+5 from Happiness)(Masonry II, Architecture III)
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5ccb03 No.46948
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ec0b74 No.46961
| Rolled 56, 84, 14 = 154 (3d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
12,152
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
2
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Animal Husbandry III,
Farming III,
Forges I,
Unarmed Combat II (Brawling, martial arts)
Exotic Weapons II (Borbograd Cestus)
Armor I (Leather)
Code of Laws I
Brewing I (Kvass),
Masonry I,
Medicine I
Philosophy I
Siege Weapons I (Siege ladders)
Horse Training I
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
478 Brawlers (+11 per hundred)
900 elite Ironfist Warriors (+13 per 100 elite troops)
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Extra favor condition: Increase troop strength
The battle won, it is now time to distribute the spoils, and decide where to proceed from there.
1. pay the Ironfist warriors handsomely, and tell them that we would be honored to fight with them again
2. send the captive back to Borbograd as slaves
3. establish a colony on the site of the destroyed town, call it Kapustograd
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562496 No.46990
| Rolled 23 (1d100) |
>>46835
>The first of the Aiseirigh ships are built and set out to sea. Though not as impressive as one would've hoped they're not a bad start. Gain 15 war galleys (+10 for every 5 ships).
>More archers are recruited as well and are trained and ready to defend Aiseirigh's shores. Gain 200 archers.
>Lastly, the Aiseirigh shipbuilders and sailors are able to make some improvements to the designs of their ships, making them even more formidable. Change Shipbuilding II to Shipbuilding III (Aiseirigh Triremes) and increase ship strength to +11 for every 5 ships.
>>>46837
>The Gutes' hard work pays off and soon 25 quadriremes are floating in the Baltic Sea. Gain 25 Gotland Quadriremes (+10 to combat rolls for every 5 ships).
>The temple construction also goes well, and now the Gutes have a place to worship and pray to Thor to bless and protect them from the evils of the world. Gain the Temple of Thor (Visby) building, gain 1 happiness and gain 1 favor.
>Lastly the Gutes embark on a grand journey north, and along the way they study the secrets of navigation, greatly enhancing their knowledge of sea-based navigation! The navigation practices are taught far and wide to all sailors and it's true that this is something for people to marvel at, a true symbol of Gute seamanship. This will definitely help greatly with expansion efforts. Gain the Gotland Navigation I tech.
>>At the end of the Gutes' journey north they find a bustling civilization that calls itself Aetheria. Although they too seem to be a relatively new civilization they have already taken great strides in the fields of smithing and weapon production, taking after the great god of smithing that they worship. The sailors are just happy that they found living, breathing people instead of yet another nest of the living dead. You have met the Aetherians!
>>>46846
>Huzzah! The people rejoice as the statue of Yeshua is finally revealed, a fine stone statue indeed. It is placed right in the center of Curtea de Danube, as it looks over all who walk by and pray to it. Gain the Statue of Yeshua (Curtea de Danube) building, 1 happiness and 2 favor.
>The sages at the college work long and hard, using their combined knowledge to come up with a design such as the one described, and succeed, creating a nice, sturdy design with an iron ram-shaped head. This will bust open gates and walls with much greater ease than the soldiers could normally do. Gain the Siege Weapons I tech.
>Disaster! While on a parade down the new bridge built along the Danube, the weight of all the people marching and dancing collapses the bridge, sending all the people on it washing down the swift-flowing river! The engineers and architects will have to scrap the bridge and redo their designs lest they risk another disaster like this happening again. Lose 190 population.
>Unfortunately the chaos caused by the bridge collapse has the men scrambling to clean up the mess it created, and thus no new troops are recruited.
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562496 No.46991
| Rolled 5 (1d100) |
>>>46849
>The Romans continue with their unification of Italia, and only a few territories remain free of Roman control now. It won't be long before the Romans control the whole peninsula. Gain 4 territories and 1 favor.
>The Romans get to training their troops and thankfully 375 able-bodied soldiers come to the aid of Roma despite some logistical hiccups. Gain 375 troops.
>As the Romans put the ships to sea, a great rumbling is heard from the smoking mountain and the billow turns into a roaring plume as burning hot ash flows into the town, burying it and incinerating all those caught within the cloud. When the dust clears, much of the town lies buried and those who could not escape the ash cloud's path are turned into eerie, lifeless statues, their agonizing last moments preserved for eternity. Lose 1000 population, lose 4 happiness, and change the Roman Harbor to Roman Harbor (Damaged) and Roman Statue of Apollo to Roman Statue of Apollo (Damaged). Lose an additional 2 happiness until the statue of Apollo is repaired.
>Far from the destruction at Naples, the Romans get hard to work on their new building, a grand arena bigger than any amphitheater ever constructed. It will host the greatest of Roman bloodsports and be a gem to make other nations green with envy at the glory of Roma. But for now it is just a concrete foundation, but a sturdy one at that. Add Grand Colosseum Foundation (Roma) to your buildings tab.
>>>46855
>The Francisians work at record speed with the wall construction, making a mighty wall that blocks the sea itself! A mighty iron gate is next, and the Francisians attach it to the mechanisms. Behold! The Porte de la Mer is finished. Invaders will have a difficult time indeed if they wish to attack Portes du Paradis from the seas. Change La Porte de la Mer foundation and mechanisms to La Porte De La Mer, gain 3 happiness, gain 5 favor and gain +5 to all rolls for the next 5 turns.
>With a little extra work the Francisians are able to finish their farms before the onset of winter, adding to their foodstores. Their dietary selection still seems quite limited though..gain the Wheat Farm (Ville Riviere) building and change food production to 14,500.
>Though their gate is already quite great, they make it even better with a statue to Melusine crowning the gate. This will surely please the goddess. Gain the Statue of Melusine (Portes do Paradis) building, 1 happiness and 1 favor.
>>46867
This time the quarry is completed, much to the relief of the diggers and builders. Now the Qarthakians will have a steady supply of cut stone coming in. Gain the Stone Quarry (Qarthak) building and change the stone resource to stone+.
After trudging through the sands the Qarthakians are able to claim more territories, and although it gets hotter and drier the further south they go the land here is still good enough, dotted by plenty of life-giving oases. Gain 4 territories.
The Qarthakians experiment with the cotton, picking all the best varieties of cotton and planting them to make superior plants with whiter and bigger tufts of cotton. They theorize that using such a method may work on things other than cotton as well. Gain the Selective Breeding I tech and change Cotton Cloth to Improved Cotton Cloth. Also gain 1 happiness and 1 favor.
The Qarthakians make a sturdy string of animal sinew to use with the bows which greatly improves their strength and flexibility. The archers rejoice as their arrows shoot farther and stay true to their mark. Change Bows I to Bows II, change troop strength to +8 to combat rolls for every 100 troops and change ship strength to +8 to combat rolls for every 100 troops.
>>46871
>The Trojans try to invent a new throwing spear, which they dub the Dory, but unfortunately the smiths are having a hard time of getting the spears balanced properly so they actually go where the spear throwers want them to. More time will be needed to figure this out.
>The shipwrights work overtime to build seaworthy ships and thanks to the harbor's superior facilities and the added help of the harbor of Rhodes they are able to complete 50 strong ships! A truly formidable navy fitting of Poseidon and Troya indeed. Gain 50 quadriremes.
>1st dice is for your combat
>This time the Trojans are greeted by not lions but strange lizard creatures which walk on all fours and are about the size of a fully grown wolf. Their canine-like qualities give them sharp teeth and claws, and they are pack animals, which is good news indeed because several packs have joined the fray. The Trojans theorize that these new creatures, the "Wolfdrakes" as they are called, might be able to be found and trained as beasts of war. However they are cold-blooded so they'll be much less effective in colder regions. However, the opposite is true in warmer climates.
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562496 No.46992
>>46878
The soldiers refuse to go out so soon after Xi Wangmu's warning, and the settlers agree. The insistence of the council to send them marching to their deaths makes them angry and resentful towards them. Lose 2 happiness.
However the citizens are happy enough to get to work on a new potato farm, planting more of the tasty spuds for everyone to eat. Gain the Potato Farm (Xinyang) building and increase food production to 25,750. Also change potatoes to Potatoes+.
The farmers don't have as much luck with the oranges, however. It seems an early freeze has killed most of the saplings, though the bigger trees are fortunately safe. They'll have to try replanting them later.
By the time the cattle arrive in Xi'iang, the industrious citizens have built a sturdy and lare barn far larger than any seen before in Han lands, and the cattle thrive there, with plenty of pasture to roam around in and tasty grass to get fat on for when it is time for slaughter. This building will undoubtedly make cattle ranching a key industry in Xi'iang. Gain the Han Cattle Ranch (Xi'iang) building, change food production to 27,250 and change the cattle resource to Cattle+++.
>>46879
>>46879
The Mediterrans put an all-out effort into ship construction to stop the dreaded kraken from any more destruction but unfortunately there was an accident while the shipbuilders were scrambling to complete their deadlines, a well-respected shipwright had fallen off a ship mast and into the water. As the man was famous and beloved throughout the town, it is a solemn day indeed. Gain 50 Mediterran triremes but lose 1 happiness and 1 population.
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562496 No.46993
>>46903
The shipbuilders of Babylon get to work and succeed in building many fine galleys to add to the might of the Babylonian navy. Now the Babylonians can defend their shores and attack much easier. Gain 25 galleys.
The Babylonians think on ways of using their much improved mathematical abilities to boost their recordkeeping abilities, and have a much easier time, using plentiful Nile papyrus to record the amount of food harvested and eaten. Change Recordkeeping II to Recordkeeping III and change food production to 20,250.
>You don't need to send troops to expand to unclaimed territory, no resistance is there
The Babylonians are eager to travel to the new island and claim the lands of Cyprus of their own, giving them a strategic foothold in the Eastern Mediterranean, but the explorers are kept ashore by stormy seas and rumors of a corrupted and twisted son of a god rampaging in the area. This must surely be the one named Chthonius which the Trojans speak of. The people grow angry that they cannot expand to the new island because of this, and demand that the threat be taken care of. Lose 1 happiness.
>>46906
The Rus spend some time thinking about how to improve their steel and come up with a new method to reduce impurities slightly, making for harder steel. Change Steelworking I to Steelworking II and change military strength to +18 for every 100 troops. Gain 1 favor as well.
The Rus pray to Svarog for guidance, who in turn blesses the people with the knowledge of a new spell, one which allows metal to be strengthened and reinforced through magic. This will not only make existing metal stronger but will help with creating new metal creations as well. Gain the Minor Reinforce Metal spell, increase troop strength to +19 for every 100 troops and lose 3 favor.
The Rus continue with their southward expansion and discover many new lands ripe for settling. The new territories will surely be a boon to the Rus. Gain 4 territories.
With the new metal parts made by the Rus the crude carts used by the Rus to carry their things before are turned into proper wagons, allowing for much easier travels down the roads. Gain the Wagons I tech.
>>46913
It seems Friedrich doesn't quite have the talent of Julius when it comes to innovating new things, and with Julius busy with other projects he is stuck on finding new ways to improve the armor of the Elsasser. Still, he resolves himself to try again, maybe he can try asking Julius when he isn't so busy.
Samson has better success however, and he does what he does best, recruiting 300 more soldiers to defend Elsass. Gain 300 troops.
A large and expansive chamber is dug deep beneath the earth, and the scholars of Elsass rejoice as they have a new center of discourse, deep within the safety of Mantus's domain. Here they can discuss and mull over a variety of subjects and teach the knowledge acquired by the Elsasser to others as well. Gain the Academy (Elsass) building and gain 1 happiness.
>>46927
As the Skraeli explore and Tabukvik thinks on his previous failings and how to improve on them, he comes up with many great ideas and upon returning to Skrael he shares them with the people, who celebrate his accomplishments and consider his new findings a great treasure of the Skraeli people. More importantly, the new knowledge of navigation will help both at sea and on land to allow the Skraeli to explore and expand their holdings faster. Gain the Skraeli Navigation I tech.
>As Tabukvik and the Skraeli explore further they come across a civilization with a proud warrior culture, and although it seems that the realm was once led by a mighty jarl who brought great prosperity to the realm the lands have fallen into a state of civil war as his sons, Asgrim Ylfingson and Ingvar Einarsson fight over who should be the new ruler of the Jarldom of Ylfing, as the nation is called. Diplomacy will be tricky with these two, as both rulers are warlike and distrustful of outsiders, and thus any aid given to one nation will likely anger and provoke the other. It appears the Skraeli will have to choose a side, however once the realms are brought to peace the Ylfingians may prove to be a valuable ally, provided that the ruler who Skrael supports wins the conflict. You have discoverred the Jarldom of Ylfing and Jarldom of Einarrsohn!
When Tabukvik reaches the end of his journey and returns home, he finds a strange sight upon the southern islands and shores of Iceland - bubbles coming from the sands of the tidal pools. Upon digging them up, he discovers a new foodsource - delicious clams, perfect when steamed in hot water. This will give the Skraeli a valuable new foodsource, adding to the Skraeli diet. Change Fishing VI to Fishing VII, gain the Clams food resource and change food production to 20,000.
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562496 No.46994
>>46947
It seems the flooding has deposited a thick layer of mud and silt over the library's foundations, which will have to be cleared off before any more construction can be done. The workers get to work shoveling and removing all the gunk but it'll still take some more time.
The smiths, however, find success and are able to develop a new forge for smithing and shaping the iron ore into all sorts of weapons and the like, and with that the Kingdom of the Nile has finally entered the Iron Age! Gain the Forges I tech, gain the Ironworking tech, change Iron Ore to Iron, and change troop strength to +9 to combat rolls for every 100 troops.
With the advent of all the new possibilities that iron brings the tacticians of the Nile work to add to their knowledge of tactics, and do indeed come up with many new strategies to help turn the tides of battle. Change Tactics I to Tactics II and change troop strength to +10 to combat rolls for every 100 troops.
The people of the Nile set out to build yet another great creation in honor of their pharaoh, a great statue of a giant stone beast. However, just as they put the finishing touches on the beast in record time it comes alive and attacks! The giant colossus towers over Giza, and with its brute strength it smashes buildings and tramples over massive amounts of people. From its mouth spews searing hot fire which sets the city alight and causes even more damage. However, when the soldiers finally mobilize it flees off into the western deserts. The soldiers search for the beast but aren't sure where it went, or if it will strike again. Lose 1000 population, lose 4 happiness and change the Nile Granary, Pyramid of the First Builder and Hospital to Nile Granary (Damaged), Pyramid of the First Builder (Damaged) and Hospital (Giza) (Damaged) respectively. Lose an additional 750 food production until the Nile granary is repaired (should be 16,000 now, I didn't give you enough when you first built the granary so you'll be up to 16,750 when you repair it) and lose 1 additional happiness until the Pyramid of the First Builder is repaired.
>>46961
>Ironfist warriors are permanent forces
A great feast is held in honor of the Ironfists, and all the warriors who participated eat and drink heartily until the sun comes up. Songs and legends will be sung of the Ironfists' deeds and passed down to the descendants for years to come. Gain 1 happiness from the event.
The remaining villagers are captured and a system of slavery is formed in Borbograd. This will allow the people of Borbograd to complete projects which require hard labor much easier, but beware slave revolts. Gain the Slavery I tech.
Unfortunately bitter cold combined with blowing snow and slippery ice makes the building of Kapustograd into an arduous effort and causes extensive delays. The Borbograd builders and settlers may want to wait a bit until the foul weather subsides.
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562496 No.46995
>>46835
The first of the Aiseirigh ships are built and set out to sea. Though not as impressive as one would've hoped they're not a bad start. Gain 15 war galleys (+10 for every 5 ships).
More archers are recruited as well and are trained and ready to defend Aiseirigh's shores. Gain 200 archers.
Lastly, the Aiseirigh shipbuilders and sailors are able to make some improvements to the designs of their ships, making them even more formidable. Change Shipbuilding II to Shipbuilding III (Aiseirigh Triremes) and increase ship strength to +11 for every 5 ships.
>>46837
The Gutes' hard work pays off and soon 25 quadriremes are floating in the Baltic Sea. Gain 25 Gotland Quadriremes (+10 to combat rolls for every 5 ships).
The temple construction also goes well, and now the Gutes have a place to worship and pray to Thor to bless and protect them from the evils of the world. Gain the Temple of Thor (Visby) building, gain 1 happiness and gain 1 favor.
Lastly the Gutes embark on a grand journey north, and along the way they study the secrets of navigation, greatly enhancing their knowledge of sea-based navigation! The navigation practices are taught far and wide to all sailors and it's true that this is something for people to marvel at, a true symbol of Gute seamanship. This will definitely help greatly with expansion efforts. Gain the Gotland Navigation I tech.
>At the end of the Gutes' journey north they find a bustling civilization that calls itself Aetheria. Although they too seem to be a relatively new civilization they have already taken great strides in the fields of smithing and weapon production, taking after the great god of smithing that they worship. The sailors are just happy that they found living, breathing people instead of yet another nest of the living dead. You have met the Aetherians!
>>46846
Huzzah! The people rejoice as the statue of Yeshua is finally revealed, a fine stone statue indeed. It is placed right in the center of Curtea de Danube, as it looks over all who walk by and pray to it. Gain the Statue of Yeshua (Curtea de Danube) building, 1 happiness and 2 favor.
The sages at the college work long and hard, using their combined knowledge to come up with a design such as the one described, and succeed, creating a nice, sturdy design with an iron ram-shaped head. This will bust open gates and walls with much greater ease than the soldiers could normally do. Gain the Siege Weapons I tech.
Disaster! While on a parade down the new bridge built along the Danube, the weight of all the people marching and dancing collapses the bridge, sending all the people on it washing down the swift-flowing river! The engineers and architects will have to scrap the bridge and redo their designs lest they risk another disaster like this happening again. Lose 190 population.
Unfortunately the chaos caused by the bridge collapse has the men scrambling to clean up the mess it created, and thus no new troops are recruited.
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562496 No.46996
>>46849
The Romans continue with their unification of Italia, and only a few territories remain free of Roman control now. It won't be long before the Romans control the whole peninsula. Gain 4 territories and 1 favor.
The Romans get to training their troops and thankfully 375 able-bodied soldiers come to the aid of Roma despite some logistical hiccups. Gain 375 troops.
As the Romans put the ships to sea, a great rumbling is heard from the smoking mountain and the billow turns into a roaring plume as burning hot ash flows into the town, burying it and incinerating all those caught within the cloud. When the dust clears, much of the town lies buried and those who could not escape the ash cloud's path are turned into eerie, lifeless statues, their agonizing last moments preserved for eternity. Lose 1000 population, lose 4 happiness, and change the Roman Harbor to Roman Harbor (Damaged) and Roman Statue of Apollo to Roman Statue of Apollo (Damaged). Lose an additional 2 happiness until the statue of Apollo is repaired.
Far from the destruction at Naples, the Romans get hard to work on their new building, a grand arena bigger than any amphitheater ever constructed. It will host the greatest of Roman bloodsports and be a gem to make other nations green with envy at the glory of Roma. But for now it is just a concrete foundation, but a sturdy one at that. Add Grand Colosseum Foundation (Roma) to your buildings tab.
>>>46855
The Francisians work at record speed with the wall construction, making a mighty wall that blocks the sea itself! A mighty iron gate is next, and the Francisians attach it to the mechanisms. Behold! The Porte de la Mer is finished. Invaders will have a difficult time indeed if they wish to attack Portes du Paradis from the seas. Change La Porte de la Mer foundation and mechanisms to La Porte De La Mer, gain 3 happiness, gain 5 favor and gain +5 to all rolls for the next 5 turns.
With a little extra work the Francisians are able to finish their farms before the onset of winter, adding to their foodstores. Their dietary selection still seems quite limited though..gain the Wheat Farm (Ville Riviere) building and change food production to 14,500.
Though their gate is already quite great, they make it even better with a statue to Melusine crowning the gate. This will surely please the goddess. Gain the Statue of Melusine (Portes du Paradis) building, 1 happiness and 1 favor.
>>46867
This time the quarry is completed, much to the relief of the diggers and builders. Now the Qarthakians will have a steady supply of cut stone coming in. Gain the Stone Quarry (Qarthak) building and change the stone resource to stone+.
After trudging through the sands the Qarthakians are able to claim more territories, and although it gets hotter and drier the further south they go the land here is still good enough, dotted by plenty of life-giving oases. Gain 4 territories.
The Qarthakians experiment with the cotton, picking all the best varieties of cotton and planting them to make superior plants with whiter and bigger tufts of cotton. They theorize that using such a method may work on things other than cotton as well. Gain the Selective Breeding I tech and change Cotton Cloth to Improved Cotton Cloth. Also gain 1 happiness and 1 favor.
The Qarthakians make a sturdy string of animal sinew to use with the bows which greatly improves their strength and flexibility. The archers rejoice as their arrows shoot farther and stay true to their mark. Change Bows I to Bows II, change troop strength to +8 to combat rolls for every 100 troops and change ship strength to +8 to combat rolls for every 100 troops.
>>46871
The Trojans try to invent a new throwing spear, which they dub the Dory, but unfortunately the smiths are having a hard time of getting the spears balanced properly so they actually go where the spear throwers want them to. More time will be needed to figure this out.
The shipwrights work overtime to build seaworthy ships and thanks to the harbor's superior facilities and the added help of the harbor of Rhodes they are able to complete 50 strong ships! A truly formidable navy fitting of Poseidon and Troya indeed. Gain 50 quadriremes.
1st dice is for your combat
This time the Trojans are greeted by not lions but strange lizard creatures which walk on all fours and are about the size of a fully grown wolf. Their canine-like qualities give them sharp teeth and claws, and they are pack animals, which is good news indeed because several packs have joined the fray. The Trojans theorize that these new creatures, the "Wolfdrakes" as they are called, might be able to be found and trained as beasts of war. However they are cold-blooded so they'll be much less effective in colder regions. However, the opposite is true in warmer climates.
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562496 No.47001
>>46871
(Using roll for 1st post which is gonna be deleted cuz I fucked up the formatting hardcore)
TROJANS' COMBAT ROLL: 41 + 105 + 40 + 30 = 216
CULT OF CHTHONIUS COMBAT ROLL: 23 + 50 + 90 x 1.2 = 195
The pitched battle continues, with both sides taking more losses, though the Trojans continue to push Chthonius and his men back. In addition, Chthonius himself takes a severe wound from a surprise chariot charge, weakening him significantly. Another hit like that and he may be out of commission for good. Poseidon smiles upon the Trojans this day, for the tide of the battle is turning. Lose 145 troops and 72 Nile troops.
TROJAN FORCES REMAINING: 570
NILE FORCES REMAINING: 372
CHTHONIUS TROOPS REMAINING: 388
CHTHONIUS HEALTH: 25%
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562496 No.47002
>>46927
Get 25 quadriremes
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63c0ea No.47007
| Rolled 31, 30, 95 = 156 (3d100) |
>>46995
GOTLAND
>Population:
11,086
>Food production:
17,000
>Population growth:
1.75% (3.5)
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges I, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Military Training II, Bows II, Masonry I, Surveying I, Brewing I (beer), Pottery I,Gotland Navigation I
>Buildings:
Clan Hall (Visby)
Extra Housing (Visby)
Harbor (Visby)
Barracks (Visby)
Stone Walls (Visby)
Tavern (Visby)
Lettuce Farm (Visby)
Wheat Farm (Visby)
Temple of Thor (Visby)
>Standing Army:
250 Jute Shieldbearers (+12 to combat rolls for every 100 troops)
25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
>Resources:
Food: Gotland Wheat+, lettuce+, potatoes, sheep, pigs, fish, tuna
Luxury: Marble, silver,
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
1
—–
1. Recruit Archers to support the Shieldbearers
+ Armor II, Military Training II, Bows II
2. Research Military Training III
3. Send out settlers to group of islands to the East, we need more land to call our own away from the undead menace.
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5ccb03 No.47012
| Rolled 59, 12, 70 = 141 (3d100) |
>>46995
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
10,910 (700 SA)
>Food production:
14,500 (13,010 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
10
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields II, Siege Weapons I
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
First Church of Yeshua (Curtea de Danube)
>Standing Army:(1050) +11 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
1 Expand in all Directions
2 Research Shipcraft
3 Research Wallachian Pankration. Martial arts, the power to subdue an enemy using the power of his body. Our closeness to sea and other cultures has rewarded us. Yeshua should also be pleased at a man being able to, most of time, win a match bloodlessly in this glorious sport. It is important to not slack in personal training and so we will incorporate Wallachian Pankration into the army.
4 Build an Iron Mine in Curtea de Danube
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574e50 No.47013
| Rolled 8, 69, 59, 74 = 210 (4d100) |
>>46995
TROYA
>Population:
13,427
>Food Production
19,250
>Population growth:
3.25%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
5
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
55 Trojan Armoured Net Militia (+15 for every 100), 310 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 250 Slingers (+15 for every 100), 444 Nile Spearmen (+7 for every 100)
2 Trojan Triremes (+10 to combat for every 5) 9 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 1
1. With our new fleet we will give our land forces time to rest and push back the waning forces from the Sea. [send Navy to assault the coast 61 Ships total (122)]
2. Our smiths should continue attempting to develop a powerful spear for combat and maybe we should look for something longer and better used combined with our mastery of horseriding (note the Dory wasn't a throwing weapon it was a sturdy high quality spear for hoplites) [Ironworking, Forges II, Metallurgy I, Improved Trojan Metalworks, Trojan Iron+]
3. We should also begin the construction of superior training ground around Troy for future Troops to give our armies a core of career elites to be supplemented by the current Citizen Militia, our horses are strong and our future elites should be riding them into battle to strike where the enemy is weakest. We shall construct a great Stable in Troy where Horsemen can be trained to take advantage of the superior size of the local breeds (want to build specialized barracks for cavalry) [Lumber+, Architecture I, Masonry II, Slavery I]
4. We need to bring joy back to the Trojan people and while it may be too early to hold any kind of celebration simpler things to improve their lives will be just as good, We shall construct a bathhouses around the city to allow the people to relax and engage socially with their compatriots [Architecture I, Masonry II, Slavery I]
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5ccb03 No.47014
| Rolled 78 (1d100) |
>>47012
4 the mine
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9cc943 No.47018
| Rolled 18, 74, 62 = 154 (3d100) |
>>46995
AISEIRIGH
Population: 15,463
Food production: 18,250
Population growth: 4
Hunger:
Territory:
55
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 15 War Galleys [+11 for every 5]
Resources:
Food: Wheat+, potatoes, sheep+++, Cabbage+, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Build more ships! +[Shipbuilding III (Aiserigh Triremes)]
2. We'll construct a Shipyard at Loch Iarainn to build ships faster, and more efficiently. We'll need a generous navy to take on these godless scum.
3. Build a Sheep Farm in Leicester; the rolling grasses there will make for fine pasture.
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ec0b74 No.47036
| Rolled 61, 3, 71 = 135 (3d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
12,152
>Food production:
15,750
>Population growth:
3.5%
>Hunger:
None
>Territory:
2
>Outposts/towns/cities:
Borbograd City
>Happiness:
5
>Technologies:
Bronzeworking,
Ironworking,
Animal Husbandry III,
Farming III,
Forges I,
Unarmed Combat II (Brawling, martial arts)
Exotic Weapons II (Borbograd Cestus)
Armor I (Leather)
Code of Laws I
Brewing I (Kvass),
Masonry I,
Medicine I
Philosophy I
Siege Weapons I (Siege ladders)
Horse Training I
Slavery I
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
478 Brawlers (+11 per hundred)
900 elite Ironfist Warriors (+13 per 100 elite troops)
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Extra favor condition: Increase troop strength
1. Build a stables to house our horses. Consecrate it to Perun
2. train a portion of the Brawlers in horseback riding, to act as mobile infantry and scouts.
3. try building that colony again
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e680e1 No.47040
| Rolled 25, 58, 34 = 117 (3d100) |
>>46996
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
14,270
>Food production:
14,500
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
6
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat, Cabbage, Cows
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 9
+5 to rolls for 5 turns
1. Meluseine has served us well to increase produce but we shall continue with agricultural expansion. We shall start farming cabbage as well as wheat. (Farming I, Labor Specialization I, Carpentry I, Masonry III, Cranes I, Construction I)
2. I have noticed that the Skrael (>>46927) are healthier than our own people. Perhaps we could trade with them so we too have the knowledge to excellent health. Trade our knowledge of iron for their medicine.
3. The walls surrounding the harbour will continue upon land, surrounding the city proper of Portes du Paradis on land as well. (Carpentry I, Metal Casting I, Mathematics I, Francisian Mechanisms V, Measurement System II, Physics II, Masonry III, Pumps I, Cranes I, Construction I)
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a56b65 No.47045
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637468 No.47046
| Rolled 7, 28, 25, 63 = 123 (4d100) |
>>46994
Kingdom of the Eternal Nile (Javmoj)
>Population:
14,589
>Food production:
16,000
>Population growth:
7%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine III, Babylonian Alphabet, Shields I, Tactics II
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary (Damaged)
Pyramid of the First Builder (Damaged), Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza) (Damaged)
Great Library Foundation (Rhakotis)
>Standing Army:
400 (772 total) Nile Spearmen (+10 to combat rolls for every 100)
-372 Nile Spearmen currently on loan to Troya
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 10 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer, is troubled. What was meant to become a protector has become a scourge and a danger to the people of the Nile. It must be found and stopped before it causes more harm… but first, his people needs to be taken care of, the damage must be repaired and peace restored to the capital. Though once that's over he needs to find the Sphinx, and either destroy it, or find a way to make it serve its original purpose. Once the time comes it will be his last act as Pharaoh, that he is sure of.
1) Adversity will not stop the construction of the Great Library. Now more than ever it is needed contain and preserve all knowledge of the world so that the people of the Nile, or who comes after us, might benefit from the wealth of knowledge that exists in the written word. (Build Great Library in Rhakotis)
2) Repairing the Pyramid of the First Builder is essential, we must show that the tombs of the dead is a sanctuary after death. (Repair the Pyramid of the First Builder)
3) The Granary cannot remain in such a state, starvation should be unthinkable. (Repair Granary (Giza))
4) The Hospital will be needed more than ever in these times, restore it, and larger and stronger than ever. (Repair Hospital (Giza))
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c7c572 No.47052
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,054
>Food production:
19,250 (+extra food resources x2)
>Population growth:
2.25%
>Hunger:
None
>Territory:
51
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 4 (Moderately Happy)
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts I, Medicine I, Cement I (Roman Pozzuoli Cement)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Grand Colosseum Foundation]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor] (Damaged)
+ [Roman Statue of Apollo] (Damaged)
>Standing Army:
1000 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+9 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 13
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c7c572 No.47053
| Rolled 44, 95, 52, 95 = 286 (4d100) |
1. A tragedy the likes of which has never befallen the people of Roma! We shall forever remember this day, and those we lost to the ravages of nature herself. Those of us that were rendered unto statuesque caricatures of themselves shall be forever memorialized in a great mausoleum we shall have constructed at the heart of Naples, where each figure shall have a marble statue of their forms made in their likeness, so that we may never forget them, and their sacrifice.
2. Naples herself bleeds as well! We shall dispatch the finest craftsmen from across the empire to her to repair the damage the fiery mountain have wrought, the temple shall be the first manner of business, for we cannot have the great house of our god besmirched by soot and ash.
3. In Roma construction of the great Colosseum shall continue, for the loss of so many in Naples will mean that many in our empire will hurt, and be aching for something to distract them from the disaster, such a distraction this building will provide.
4. And we cannot let such matters distract us from the orders of our god! Italia will belong to Roma! At any cost.
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51a7bd No.47073
| Rolled 52, 87, 34 = 173 (3d100) |
>>46993
FREE CITY OF ELSASS
>Population:
11,714
>Food production:
14,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
10 (+5)
>Technologies:
Bronzeworking, Ironworking, Forges II, Animal Husbandry II, Farming II, Mining II, Swords I, Religion V ("God Below"), Medicine I, Police Force I, Armor I (Iron), Terraced Farms I, Shields I, Spears II, Elsass Military Training I, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Free City of Elsass)
Iron Mines (Free City of Elsass)
Sapphire Mines (Free City of Elsass)
Temple of Mantus (Free City of Elsass)
Statue of Mantus (Free City of Elsass)
Barracks (Free City of Elsass)
Academy (Free City of Elsass)
>Standing Army:
1200 Elsass Swordsmen (+11 for every 100)
>Resources:
Food: Wheat, lettuce, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 4
1. While Friedrich would have loved to improve the Elsässer armor there were more immediate matters that required his attention. With the rather surprising recent expansion of the military food was threatening to become sparse. Perhaps he had chosen poorly when Mantus bestowed his blessings after all? Or perhaps he had just been going about it wrong the entire time. Friedrich would venture into the depths of the mountain womb in search of creatures to domesticate, ones that like his people required no light. He would have some of Samson's warriors accompany him, for if there was anything living in these depths what would it require for sustenance? There was only one who knew what they could expect to find within the Dark Depths. Friedrich would announce his expedition to Mantus and ask him to watch over his band of people, and then he would be off.
+5
2. While Samson of course put his faith in the prophet of the God Below he was somewhat skeptical when it came to the idea of animals living below. Of course he had granted Friedrich the military support he had asked for, but if everything went well he expected them to return having found nothing. Samson would utilize the Elsass military to expand the terrace farms, for if Friedrich's expedition proved fruitless they would have a food shortage on their hand.
+5
3. Samson had desired to improve training procedures amongst the Free City's Men at Arms, however recent developments had him preoccupied. His son Reinhart would surely be able to keep advancing his father's work while the former was busy trying to ensure the survival of the city.
+5
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ff7b21 No.47074
| Rolled 42, 74, 22 = 138 (3d100) |
>>46996
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
20,280
>Population growth:
3%
>Food production:
20,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VII (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
49 War Quadriremes (+8 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (80 yrs old)
>Other:
Chronicles of Ataninnuaq
Actions:
1. Continue exploring Scandinavia for more nations
Ecstatic, Tabukvik, Skraeli Navigation I, Shipbuilding V
2. Build docks to make more ships
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V
Trade Actions:
1. We are ecstatic that we have finally found a reasonable people that are willing to trade with us.
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ff7b21 No.47075
>>47074
Was not finished writing my turn, had clicked the reply button when moving cursor on laptop. Need to finish writing trade action and had meant to write a third real action but that it way too late now.
>>47040
1. We are ecstatic that we have finally found a reasonable people that are willing to trade with us, but what good is knowledge of iron without the material itself to work with? We propose that you also give us a supply of iron and in return we will share more knowledge of medicine with you in return (next turn).
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e680e1 No.47078
>>47074
>>47075
Our people are willing to trade with you but with medicine we may stop a few from dying. Without food many will die anyway. Food is our highest priority and we'd be happier trading iron for clams
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ff7b21 No.47082
>>47078
We are having problems with food ourselves. if you can promise that you will build up your own food stores to share with us then we can give you our clams. (stuff like wheat, cabbage, cows to make them +)
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e680e1 No.47083
>>47082
of course we'll build up our own food stores. People who are solely dependent on others are fools
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ce984e No.47086
The Han (Bazrael)
>Population:
20608
>Food production:
27,250
Feeding: Civilian 20607+Military (2666) = 23273
>Population growth:
5.25%.base
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
Suzhou (Outpost)
>Happiness:
7 (+Code of Laws)(+Jade)
the Great Wall of the Han (Xinyang, Xi'iang, Shengli)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming IV, Fishing I (crawfish pots), Crop rotation I, Architecture II, Code of Laws I, Conscription I, Education II, Surveying I, Han Alphabet, Medicine I, Construction Tools I (Bronze), Military Training I, Optics I, Spears II (Han Spears, Han Pikes), Crossbows I, Han Nationalism I, Poetry I, Magical Training II, Religion I (Xi Wangmu), Scholar Caste, Han Water Purification I, Han Pottery I (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Potato Farm (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+++, potatoes+
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
3 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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ce984e No.47087
>>47086
Notes to Self - Build food buildings of every food type in honor of Xi Wangmu's decree for agriculture
Food Production buildings per Town
Xinyang
-Han Rice Terraces (Xinyang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch (Xinyang)
-Salt Mine (Xinyang) building
-Needs Potato Farm
>[Needs Orange Farm]
Other: Salt Mine (Xinyang)
Xi'iang
-Rice Farm (Xi'iang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch
>[Needs Potato Farm]
>[Needs Orange Farm]
Shengli
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
Suzhou
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
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ce984e No.47089
| Rolled 48, 74, 62, 74 = 258 (4d100) |
>>47087
1. Re-attempt the Orange Grove building in Xin'yang
+5 (four more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
2. Ship some potatoes from the Capital to Xi'iang, and build a Potato Farm there.
+5 (four more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
3. Ship some Cattle from Xi'iang and the Capital, and build a Ranch in Suzhou
+5 (four more turns)
+Basic Animal Husbandry
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
4. Ship some Rice from the Capital, and build a Ranch in Suzhou
+5 (four more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
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ce984e No.47090
>>47089
*Rice farm in Suzhou
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a0d7f2 No.47096
| Rolled 67, 74, 22, 60 = 223 (4d100) |
>>46996
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 11093
>Food production: 15,500
>Population growth: 1.75%
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:6
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing I (Pole), Shipbuilding II (Galleys), Spears I, Armor I, Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig FarmsDyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 100 Qarthakian Spearmen (+7 to combat rolls for every 100 troops)
100 Qarthakian Archers (+8 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+8 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth
>Magic: None
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 3
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Now, in order to claim more Rubies, we will first have to learn how to dig holes in the earth without them collapsing on us. first. Should probably get to that.
2.. Continue to experiment with this selective breeding, and apply it to our other staple crops. See if we can not improve our methodology and food yield.
3.Continue to expand our lands under Baal Hamon's domain. Given how hard going further inland is, perhaps the coastlines are more hospitable?
4. Speaking of the coast lines. WE need to be able to fish better. Instead or a big fishing rod, perhaps we could fashion something out of rope to drag through the water quickly to catch the fish in the water and drag them to us?
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7d1929 No.47101
| Rolled 58, 98, 11, 17 = 184 (4d100) |
>>46993
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
16,729
>Food production:
20,250 (+ Recordkeeping III)
>Population growth:
4.75%
>Hunger:
None
>Territory:
35
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
Dimtu(Outpost)
>Happiness:
1 (Slightly Happy)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping III, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Shields I, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus), Swords I (Babylonian Swords)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1290/450 Disciplined Babylonian Militia Infantry/Bowmen (+17 to combat rolls for every 100)]; [50 Babylonian Galleys (+9 to combat rolls for every 100 troops)
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; We'll have to expand through land then. Send the troops in through Cilicia,
3; We'll have to develop proper shields to arm our soldiers with.
4; We'll need more troops as well if we're to stop this demon.
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e9b0ac No.47106
| Rolled 15, 36, 3, 4, 61, 15 = 134 (6d100) |
>>46823
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
12,963
>Food production:
13,500
>Population growth:
2.25%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+10 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep, horses
Luxury: Silver, Marble
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
Turn 1:
1. Expansion continues.
2. As well as exploration for resources.
3. Break up the arguments and put the generals back to work in figuring out how to best get troops to WORK TOGETHER.
Turn 2:
1-3. Same as above.
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6df528 No.47117
| Rolled 98, 36, 66, 36 = 236 (4d100) |
>Population:
14466
>Food production:
19,000 (feeding 14044civ+700mil=15165)
>Population growth:
3%
>Hunger:
None
>Territory:
22
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
>Happiness
10
3 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads I, Religion I (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment I (ploughs), Rus Alphabet, Engineering I, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons I
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
4
>Religion
Svarog - fire, metals, life, protection
#1 the Rus smiths help farmers by making simple ploughs that use a small piece of iron to cut earth, called 'ard' ploughs.
+Ironworking
+Mechanisms I
+Forges IV
+School (Moskva)
#2 Rus carpenters and Wagon Makers work on a new innovation. most wheels are made of solid wood, cut into a large circle. but some say that by hollowing it out, making 'spokes', the wheels were both stronger and lighter. the Rus improve their wagons
+Wagons I
+Mechanisms I
+Engineering I
+School (Moskva)
#3 the Rus use their roads frequently. these tend to turn to mud easily, swallowing horses and wagons whole. someone notices that ponds often do not form where there are crushed stones near quarries, because the water drains from them. the Rus try improve their roads, by using wagons to carry and place a layer of crushed stone underneath it to drain water away.
+Roads I
+Engineering
+Pickaxes III (Steel)
+Wagons I
+Horse Equipment II
#4 the Tsar demands a new outpost built to the south, to control the new Rus territory. the outpost will be called Voronezh. people and workers from the capital are put on the roads, but will have to travel by ground after Tula.
+Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
+Administration I
+Messenger Service I
+Roads I
+Engineering I
+Pickaxes III (Steel)
+Horse Equipment II
+Pumps I
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6df528 No.47118
>>47117
+5 to all actions from Happiness
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a1064a No.47132
| Rolled 21, 72, 43, 90 = 226 (4d100) |
>>46992
MEDITERRANS
Mediterrans (Tansen)
>Population:
14781
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+2
>Technologies:
Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows II (Mediterran Bows) Mediterran Amphibious Assault Training I, Spears II (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
58 Mediterran Triremes (+11 to combat for every 5 triremes, naval unit)
>Ground; 687 regulars +13, 497 elites+16
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
Chronicles of Ataninnuaq
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 6)
1.Continue recruiting soldiers
Mediterran Temple of War
2.Continue recruiting soldiers
Mediterran Temple of War
3.Continue building ships
Harbor (Mediterra)
4. Continue building ships
Harbor (Mediterra)
Take heart my people for we will sail on the kraken after this and then crush the rebels
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a1064a No.47136
>>47132
Forgot to update pop
15,299
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562496 No.47152
| Rolled 12 (1d100) |
>A note on trading: Although the one tech/resource per turn rule is still in effect, unlike with techs if resources are traded you can trade as many of one resource as you have extras of, for example if Nation A has Wheat+++ and Nation B has Iron, Nation A can trade 4 of his wheat (base resource plus 3 +s) and Nation B can trade 1 iron (just base resource) if they wanted to, or if Nation B has Cattle++ they could trade 3 cattle in one turn in return for the 4 wheat if they wanted to. But trading Wheat and Carrots for Gold and Cattle would still be an invalid action. Also keep in mind that traded resources cannot be traded again unless the prior trade is cancelled
>Also with traded resources or techs if the other party cancels the deal (for example if Nation A and Nation B had a trade going and Nation A attacks Nation B, Nation B could respond by cancelling the trade deal and Nation A would no longer receive whatever was traded. Nation B would no longer get Nation A's traded item as well). This is a free action.
>>47007
The Gotlanders sound the call to arms and 200 people are given bows and are sent to the target range to practice their craft. They'll be a valuable asset to the Gotlanders' military forces. Gain 200 Gotland Archers.
While training the archers, the Gotland commanders and instructors think on ways to streamline and improve upon their training, and indeed think of many new ideas to add to their regimens, ultimately making them much more effective. Change Military Training II to Military Training III and change troop strength to +13 to combat for every 100 troops.
The Gotlanders send their explorers eastwards to give them a little breathin room, and indeed they find many good lands to settle. One is a small chain of islands to the northeast, and although they are tiny they do hold a strategic spot in the Baltic Sea. Farther east they discover some larger islands, which they gladly claim as theirs, and they also claim some of the coastlines on the other side of the islands. Gain 7 territories.
>The Gotlanders report strange ships coming from the west! These people greet the Gotlanders, calling themselves the Skraeli. They come from an icy island far to the west across the great seas, and sailed all this way on great quadriremes, which are a decent match for the great Gotland quadriremes. They have advanced medicine and healthcare far beyond the capabilities of the Gotlanders, and a proud musical tradition to boot. However, disturbingly they worship no god, instead promoting the virtues of mankind. What will the Gotlanders make of this new civilization? Will they be friend or foe?
>>47012
The Wallachians also expand their borders, hoping to grow their meager kingdom into a new, expansive empire. Though not quite as impressive as they would like, many lands have still been added to the Wallachian holdings. Gain 3 territories.
However the Wallachians struggle to find any new ways of getting these floating objects they hear about in faraway lands. The Wallachians aren't exactly known for their seafaring prowess and thus it'll take a bit longer for them to catch onto the idea.
However the Wallachians are known for their combat prowess, and the trainers see the virtue of having a method of defending themselves when they are separated from their weapons. With this in mind they're able to come up with a suitable method of unarmed combat known as "pankration". It'll definitely be an asset to the Wallachian military. Gain the Unarmed Combat I (Pankration) tech and improve troop strength to +12 for every 100 troops.
Lastly the Wallachians build an iron mine to extract more of the much-needed metal from the earth. The new iron will be useful in developing things made of metal. Add the Iron Mine (Curtea de Danube) building to your buildings tab and change the iron resource to iron+.
>>47013
First roll is for your combat results
Finally, the Dory is perfected as the Trojans decide that it'd be better for things like infantry use and mounted combat than as a throwing weapon. Gain the Spears I (Dories) tech and change troop strength to +16 to combat rolls for every 100 troops.
The Trojans get to work on the new training ground for horses and before long it is completed, giving the Trojans a place to train their horseriding skills and a place for horsemen to gain some much needed rest afterwards. Gain the Stables (Troy) building.
The bathhouses prove to be a grand idea, improving the health of the people as well as giving them enjoyment. The people make bathing a regular habit, and the Trojans finally smell cleaner as a result. Gain the Hygeine I (Bathhouses) tech, increase population growth to 3.5% and gain 1 happiness.
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562496 No.47153
| Rolled 76 (1d100) |
>>47018
No new ships are constructed as it seems the Aiseirigh shipwrights are occupied with other projects…
…namely a new harbor in Loch Iarainn to build more ships faster. This will indeed be a valuable asset to the Aiseirigh navy and any potential war efforts. Add Harbor (Loch Iarainn) to your buildings tab.
The Aiseirigh farmers also complete a new sheep farm in Leicester, which will give the people of Aiseirigh even more mutton for dinner. Add Sheep Farms (Leicester) to your buildings tab, change sheep+++ to sheep++++ and change food production to 18,750.
>Also change Wool+ to Wool++++ to account for the extra sheep
>>47036
The new slaves are put to good use as they are tasked with building a new stable for the horses. This new building will help with recruitment of horsemen, among other things. Add Stables (Troy) to your buildings tab and gain 1 favor.
Unfortunately the horseback training doesn't go so well, apparently the horsemen find that the cestus doesn't make a very good weapon for mounted combat, and many of the potential horsemen fall off the horses as they try to punch their targets from all the way up there. The disgruntled brawlers demand that a suitable weapon be made to help fix this problem. Lose 1 happiness.
Good news, the nation of Borbograd has a brand new outpost to add to its ranks. Though it is cut off from the rest of Borbograd, the people are still eager enough to begin their new lives in Kapustograd. Add Kapustograd (Outpost) to your Outposts/Towns/Cities tab and change base population growth to 2%.
>The surplus has ended, change population growth back to 2%
>>47040
The Francisians get hard to work constructing their new cabbage farms, and although there are some initial setbacks their tools and techniques are able to offset such issues. Thus the new cabbage farms are built, which will definitely aid in ensuring that the people will survive a while longer without any starvation issues. Add Cabbage Farm (Ville Riviere) to your buildings tab, change Cabbage to Cabbage+ and change food production to 15,000.
>Also make sure to change Wheat to Wheat+
>Don't roll for trade, it automatically succeeds if the trade is accepted but it still adds 10 to the success/failure threshold as if it was a roll)
Trade not accepted this turn, therefore the trade fails
>>47046
Unfortunately adversity stops the construction of the Great Library as the people are too busy mourning the dead to build much of anything. They are angered when asked to work despite their despair. Lose 1 happiness.
Likewise neither the Pyramid of the First Builder or the granary are repaired, as it seems the Kingdom of the Nile has entered a period of stagnation.
Luckily the stagnation is broken when the people see the urgent need to repair the hospital so that they may attend to the injured. Before long the hospital is fully operational again, much to the relief of the healers who no longer have to treat the wounded in makeshift tents. Remove the Damaged tag from your Hospital building.
>>47053
>czeched
With great determination the workers of Roma build their new mausoleum, to give the dead a proper place of rest and to give the people a place to remember the fallen. Gain the Mausoleum (Naples) building and gain 1 happiness.
The Romans also don't let grief stop them from restoring Naples to its former glory, and indeed they gather the finest marble and stone to rebuild the statue even larger and mightier before. The light of Apollo truly shines upon the Romans this day. Remove the Damaged tag from the Statue of Apollo and change the Statue of Apollo building to Superior Roman Statue of Apollo (Naples), gain the lost happiness and gain an additional 2 happiness and 1 favor.
Additionally the colosseum is coming along nicely, with the framework being built. Soon it will be a building that the whole world will envy, a place that brings unparalleled entertainment to the masses. Change Grand Colosseum Foundation to Grand Colosseum Foundation and Framework.
The Romans press ever onward with their expansion efforts, and finally Italia is completely united. Apollo should indeed look favorably upon this grand achievement. Gain 6 territories and 1 favor.
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562496 No.47154
>>47073
Friedrich comes up with a curious proposition indeed - domesticating the beasts of the underground. They pray to Mantus and then venture into the depths, finding a colony of curious creatures - giant ratlike creatures, which are naturally blind but still quite capable of sensing the world around them through other means. They have sharp claws, suitable for digging tunnels and making them potential beasts of burden for digging new tunnels (if properly trained) and there's plenty of meat on their bones that'd be..a bit different than what the Elsasser are used to but nonetheless filling once they learn to get around that. The Elsasser learn to domesticate the creatures at least, allowing the colonies of moles to be a decent food source at the very least. Change Animal Husbandry II to Animal Husbandry III, gain the giant moles food resource and change food production to 15,000.
The citizens of Elsass get to work building a new terrace farm around Elsass capable of feeding the people, and with Samson and the soldiers' help they're able to create a truly magnificent farm growing plenty of lettuce. The Elsasser will definitely not go hungry anytime soon. Add the Elsass Terraced Lettuce Farm (Elsass) to your buildings tab, change Lettuce to Lettuce++ and change food production to 16,000.
Reinhardt is able to report good news to his father - the new training regimens are a success, improving the already good methods of the Elsass training system. Surely Samson will indeed be proud of his son's achievements. Change Elsass Military Training I to Elsass Military Training II and increase troop strength to +12 to combat rolls for every 100 troops.
>>47074
Tabukvik once again reports good results as a new civilization has been found dwelling on the various islands in the sea past the lands of Ylfing. This kingdom, calling itself Gotland, has a proud military tradition, with great ships complete with great craftsmanship matching those of the Skraeli and knowledge of the seas to go along with it. They worship Thor, god of thunder and valor, a fitting god for a valorous people. However, it appears that the Gutes are quite nervous about the living dead of the ruined civilization of Helheim not far from the isle of Gotland. You have met the civilization of Gotland!
The Skraeli construct their first harbor, which will surely aid in potential war efforts should the disagreements with Aiseirigh ever come to that by allowing the Skraeli to build more ships faster. Add the Harbor (Inuksuk) to your buildings tab.
Trade action failed, you rejected trade until next turn. Also don't roll for trade, it automatically succeeds but counts as a roll for determining the failure threshold
>>47086
>czeched
This time the weather is nice enough to grow plenty of oranges, and the orange farm is plowed and planted. Now the people of Xinyang will have plenty of oranges to feast on. Add Orange Grove (Xinyang) to your buildings tab, change the oranges resource to oranges+ and change food production to 28,250. Also gain 1 favor.
The good weather also allows for a favorable potato harvest, and a grand potato farm is built in Xi'iang, adding even more food to the Han foodstores. This superior farm will contribute much indeed to the industry of Xi'iang and add Add Han Potato Farm (Xi'iang) to your buildings tab, change potatoes+ to potatoes+++ and change food production to 29,750. Also gain 1 favor.
A cattle ranch is also built in Xi'iang, with plenty of oxen being shipped from the capital. It proves to be a fruitful year indeed and there is a lot of fresh ox meat this year on Han tables. Add Ox Ranch (Xi'iang) to your buildings tab, change Oxen+++ to Oxen++++ and change food production to 30,750.
Lastly the residents of Suzhou are given some much needed industry as it becomes a great rice producer with its newest farms, which are among the best of the best of the Han farms. Add Han Rice Farm (Suzhou) to your buildings tab. change Rice+++ to Rice+++++ and change food production to 32,750.
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562496 No.47155
>>47096
The Qarthakians, eager to get their hands on not only rubies but whatever else may lie beneath the earth, are able to piece together some solid methods of digging holes, which they call "mining". This will definitely help with getting more rubies along with mining for whatever else might be out there. Gain the Mining I tech.
The Qarthakians also find new ways of selective breeding that advance the quality of their crops greatly, adding to their food stores. Baal Hamon will surely be pleased with their progress. Change Selective Breeding I to Selective Breeding II, change food production to 16,500 and gain 1 favor.
Nope, the explorers are busy helping out with other projects to bother with going out and claiming new lands. Perhaps they'd be free to go out some other time.
It seems they're busy helping invent a new method of fishing that allows a greater amount of fish to be caught. The new net fishing is great in particular for catching small, blue soft-shelled creatures perfect for frying and snacking on once their shells are removed. Change Fishing I to Fishing II (Pole, net), gain the shrimp resource and increase food production to 17,500.
>Your foodstores are brimming and there is a surplus of food! You get double population growth while the surplus lasts.
>>47101
The Babylonians claim many new lands for their own along the northern shores of the Mediterranean, calling their new territories "Cilicia". However, this puts them dangerously close to the lands of Chthonius, and while the Trojans appear to be keeping him busy and weakening his forces if he recovers then these lands may indeed be in danger of attack. Gain 8 territories.
However, shield development is a bust as the shieldsmiths begin arguing over the correct way to make the shields better. The argument creates a great deal of unrest amongst the Babylonians. Lose 1 happiness.
Disaster strikes with troop recruitment, apparently one of the cultists of Chthonius has snuck into Babylonian lands and has controlled many of the Babylonian soldiers to join the forces of Chthonius! Lose 350 troops.
>>47106
The Cogotasi explorers hear reports of giant monsters roaming the lands, and this stops them from exploring. Continued attempts to goad them to explore result in the citizens becoming increasingly angry and disgruntled at the Cogotasi warchief for making them do something they obviously don't want to do. Lose 1 happiness.
Fortunately scouring the already claimed Cogotasi holdings proves to be more fruitful, and the Cogotasi find beautiful gemstones in a nearby riverbed. These green gems, which the Cogotasi call emeralds, will add much to the Cogotasi wealth and happiness. Gain the Emeralds luxury resource and gain 1 happiness.
Attempts to break up the arguments only result in bloodshed as riots begin to break out amongst the soldiers, spilling into the city and causing a great loss of life before the troublemakers are eventually captured and put to justice. Lose 290 population.
>>47117
>czeched
The new ploughs of the Rus are anything but simple, as the superior metalworking abilities of the Rus have given birth to an ornate design for the plow, able to plow the earth with ease and sophistication. The plowed fields allow for many more plants to be planted in a much shorter period of time, a welcome relief to the farmers. Change Farming Equipment I (ploughs) to Farming Equipment II (Rus ploughs) and increase food production to 20,500.
In addition better wheels are scrapped together, stronger and more sturdy ones with spokes to reinforce the roundness of the wheels and help prevent wear and tear. Gain the Wagons II (Spoked wheels) tech.
Indeed the Rus notice the problem and put the gravel around the quarries to good use, making new gravel roads which last much longer and require less maintenance. Change Roads I to Roads II (Gravel roads) and gain 1 happiness token.
The establishment of Voronezh is successful, and although it remains a humble outpost it'll be a good base of operations, allowing the Rus to maintain their southern holdings much easier. Add Voronezh (outpost) to your Outposts/Towns/Cities tab and change population growth to 3.5%.
>>47132
The Mediterrans rejoice as in their time of need 275 troops are recruited and trained in the temple of war to serve Mediterra. They will be needed to capture Tabulaterra, and they will need to do so quick before the Tabulaterrans can fully rebuild their forces. Gain 275 troops.
Additionally the sailors are pleased to have even more triremes at their disposal. 50 more triremes are built and are ready to serve Mediterra. The sailors think they're more than ready to take down this kraken now and can aid greatly in the siege of Tabulaterra as well. Gain 50 triremes.
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562496 No.47156
>>47152
>>47013
TROYA VS. CULT OF CHTHONIUS
TROYA COMBAT ROLL: 8 + 120 = 128
CHTHONIUS COMBAT ROLL: 14 + 45 x 1.2 = 70
With the mighty new fleet the Trojans are able to triumphantly outnumber and outmaneuver the remaining sea forces, and with Chthonius distracted the Trojans are able to deal a crushing defeat to Chthonius's cursed ships. It won't be long until all of Chthonius's forces are wiped out. Lose 5 ships.
TROJAN SHIPS REMAINING: 56
ENEMY SHIPS REMAINING: 10
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562496 No.47157
>>47156
Enemy roll should be 68, doesn't change the results
>Aetheria has one more turn to post before he's NPC'd!
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637468 No.47158
| Rolled 63, 29, 66, 31 = 189 (4d100) |
>>47153
Kingdom of the Eternal Nile (Javmoj)
>Population:
15,610
>Food production:
16,000
>Population growth:
7%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine III, Babylonian Alphabet, Shields I, Tactics II
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary (Damaged)
Pyramid of the First Builder (Damaged), Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
400 (772 total) Nile Spearmen (+10 to combat rolls for every 100)
-372 Nile Spearmen currently on loan to Troya
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 10 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer comes before his people with determination. Times are harsh, many have died, but until the damage is repaired things will not change for the better. Construction of the Library will be abandoned until the crisis is over, it will no longer be his legacy, but the legacy of whoever will lead the people of the Nile after he has been laid to rest. But he will not rest with the Nile in turmoil, the Kingdom of the Eternal Nile will stand and triumph once more!
1) Repairing the Pyramid of the First Builder is essential, we must show that the tombs of the dead is a sanctuary after death. (Repair the Pyramid of the First Builder)
2) The Granary cannot remain in such a state, starvation should be unthinkable. (Repair Granary (Giza))
3) With the Hospital repaired the lessons learned from the crisis will be put to use to improve the Nile's knowledge of healing. (Improve Medicine III)
4) The Nile needs more protection during these troubled times, the people are called to gather for the protection of their kingdom. (Train Nile Spearmen)
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63c0ea No.47159
| Rolled 60, 90, 49 = 199 (3d100) |
>>47152
GOTLAND
>Population:
11,474
>Food production:
17,000
>Population growth:
1.75% (3.5)
>Hunger:
None
>Territory:
8
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges I, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Military Training III, Bows II, Masonry I, Surveying I, Brewing I (beer), Pottery I, Gotland Navigation I
>Buildings:
Clan Hall (Visby)
Extra Housing (Visby)
Harbor (Visby)
Barracks (Visby)
Stone Walls (Visby)
Tavern (Visby)
Lettuce Farm (Visby)
Wheat Farm (Visby)
Temple of Thor (Visby)
>Standing Army:
250 Jute Shieldbearers (+13 to combat rolls for every 100 troops)
200 Jute Archers (+13 to combat rolls for every 100 troops)
25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
>Resources:
Food: Gotland Wheat+, Lettuce+, potatoes, sheep, pigs, fish, tuna
Luxury: Marble, silver,
Industrial: Copper, tin, wood, stone, iron, limestone
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
1
—–
1. Launch an Invasion of Aetheria, while they have superior arms they lack an understanding of military matters and would be able to accomplish more under the guidance of Gotland. We shall strike fast and hard destroying any resistance they put up before taking their leadership captive.
+250 Jute Shieldbearers (+13 to combat rolls for every 100 troops)
+200 Jute Archers (+13 to combat rolls for every 100 troops)
+25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
2. Research Military Training IV
3. Construct a town on the new colonized coast, this town shall be named Skydda, a land away from the threats of zombie attacks.
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a0d7f2 No.47160
| Rolled 84, 61, 30, 51 = 226 (4d100) |
>>47155
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 11481
>Food production: 17,500
>Population growth: 1.75% SURPLUS MEANING 2X GROWTH
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:6
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor I, Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding II, Mining I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 100 Qarthakian Spearmen (+7 to combat rolls for every 100 troops)
100 Qarthakian Archers (+8 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+8 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth
>Magic: None
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 4
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Attempt to experiment with and apply selective breeding to different types of trees so we can the ideal wood for our ships and bows, and at times, buildings.
2.With our forge and dyemakers, shop create a series of colorful cloth and metal for our soldiers to wear to protect their vitals. Layer it to make it stronger but keep it light.
3. Continue to try to expand into the coastal areas near our lands .
4. With selective breeding making great head way we should make our farms better too. Try to give our crops that have the best yield the best conditions to grow big and grow fast.
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299b78 No.47161
| Rolled 25, 37, 44 = 106 (3d100) |
>>47153
AISEIRIGH
Population: 16,081
Food production: 18,750
Population growth: 4
Hunger:
Territory:
55
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm, Sheep Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 15 War Galleys [+11 for every 5]
Resources:
Food: Wheat+, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. We have plenty of sheep, wheat, cabbage and potatoes, and yet it's terribly bland to eat them all separately. Not to mention wasteful! If we can gather all the cookwives and butchers together to share their knowledge and combine all the ingredients together as one large dish, we can make our populace happier and our food stores a little deeper.
Research formalized cooking and recipes.
2. Build more ships! +Harbor, +[Shipbuilding III]
3. Build a Wheat Farm in Leicester, so that it may provide the full assortment of food to our people.
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675d41 No.47162
>>47157
>>47156
how does that not change the results? it puts them into a win
128 v 135.6
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675d41 No.47163
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5ccb03 No.47164
| Rolled 85, 7, 32, 25 = 149 (4d100) |
>>47152
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
11,101 (700 SA)
>Food production:
14,500 (13,201 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
4
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
10
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields II, Siege Weapons I, Unarmed Combat I (Pankration)
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
First Church of Yeshua (Curtea de Danube)
Iron Mine (Curtea de Danube)
>Standing Army:(1050) +12 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron+
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
1 Expand North along the coast, making sure that there is also a territory inland so that we are not cut off should disaster strike a coastal territory in between the capital and the frontier.
2 Expand South along the coast, ^
3 Research Shipcraft. The sea provides an alternative to communication by land. Our first ships should be fast and unhindered by the wind, with ramming heads on the front from the siege weapons shop but bigger for after all ships are almost moving fortresses on water. A small engine near the ramming head would flip a sturdy wooden boarding plank onto an enemy vessel whereby our ship's contingent of Mariners could climb onto their vessel and wreak havoc. It would much measuring and testing but Wallachians are some of the finest mathematicians in the world and if anyone can do it is surely we can.
College of Curtea de Danube
Wallachian Mathematics III, Engineering I, Siege Weapons I
4 Research Roads and Bridges. As the empire grows so to will our desire to send man and material abroad and so it is imperative that our roads not only be top quality and suitable to the transport of large supply trains but also defensible at key locations like bridges over major rivers which could serve as foundations for greater fortifications and power over the river trade.
College of Curtea de Danube
Wallachian Mathematics III, Engineering I, Siege Weapons I
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5ccb03 No.47165
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ce984e No.47167
The Han (Bazrael)
>Population:
21689
>Food production:
32,750
Feeding: Civilian 21689+Military (2666) = 24355
>Population growth:
5.25%.base
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
Suzhou (Outpost)
>Happiness:
7 (+Code of Laws)(+Jade)
the Great Wall of the Han (Xinyang, Xi'iang, Shengli)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming IV, Fishing I (crawfish pots), Crop rotation I, Architecture II, Code of Laws I, Conscription I, Education II, Surveying I, Han Alphabet, Medicine I, Construction Tools I (Bronze), Military Training I, Optics I, Spears II (Han Spears, Han Pikes), Crossbows I, Han Nationalism I, Poetry I, Magical Training II, Religion I (Xi Wangmu), Scholar Caste, Han Water Purification I, Han Pottery I (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Potato Farm (Xinyang)
Orange Grove (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
Potato Farm (Xi'iang)
Ox Ranch (Xi'iang)
Rice Farm (Suzhou)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen++++, potatoes+++
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
5 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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ce984e No.47168
Notes to Self - Build food buildings of every food type in honor of Xi Wangmu's decree for agriculture
Food Production buildings per Town
Xinyang
-Han Rice Terraces (Xinyang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch (Xinyang)
-Salt Mine (Xinyang) building
-Potato Farm
-Needs Orange Farm
Other: Salt Mine (Xinyang)
Xi'iang
-Rice Farm (Xi'iang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch
-Potato Farm
>Needs Orange Groves
Shengli
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Groves]
Suzhou
-Rice Farm (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Farm]
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ce984e No.47169
| Rolled 71, 67, 41, 59 = 238 (4d100) |
The Council decrees, we shall continue to strive for a food building of every type in every town, to honour Xi Wangmu and bless the nation with food abundantly!
1. Ship some Cattle from the Capital and Xi'ang, and build a Cattle Ranch in Suzhou.
+5 (three more turns)
+Basic Animal Husbandry
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
2. Send Oranges from the capital to Xi'iang and start an Orange Grove building there.
+5 (three more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
3. Send Oranges from the Capital to Suzhou, and start an Orange Grove building there.
+5 (three more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
4. Send potatoes from the Capital and Xi'iang to Suzhou, and start a Potato Farm there.
+5 (three more turns)
+Improved Farming IV
+very basic crop rotation
+Basic Architecture
+Very Basic Surveying -> +Very Basic Optics tech
+Very Basic Construction Tools (Bronze) tech
+Han Water Purification
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3681e1 No.47171
| Rolled 3, 68, 50, 67 = 188 (4d100) |
>>47152
TROYA
>Population:
13,897
>Food Production
19,250
>Population growth:
3.5%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
6
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I, Spears I (Dories)
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
55 Trojan Armoured Net Militia (+16 for every 100), 310 Trojan Armoured Clubmen (+16 for every 100), 100 Chariots (+16 for every 50), 250 Slingers (+16 for every 100), 444 Nile Spearmen (+7 for every 100)
56 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 1
1. The Stables are a good start but we also need better methods of riding our horses have the workers try and create a better method of riding horses, something to let us stay on the backs of the beasts (Make saddles) [Leatherworking]
2. We shall call an assault on the Rebellious Heretics in the hope of finishing off our hated foe, all our men shall march on the enemy in the hopes of crushing what remains [444 Nile (31), 55 Net (9), 310 Clubmen (50), 100 Chariots (32), 250 Slingers (40) = 162)
3. Grapes are sweet and add flavour to the dishes of our people, we should construct a vineyard outside Percote in the lands cleared by our forestry to give the outpost a specialty and give our people good food, we shall use our knowledge of breeding to apply it to the grapes to grow the largest and healthiest variants and our knowledge of the land itself to pick out the best land to farm on (Grape Farm in Percote) [Farming III, Selective Breeding II, Architecture I, Surveying I]
4. While the army is off fighting we shall also prepare for the worst or at least a bad scenario, a call shall be made out to the people to begin recruitment of our next generation of soldiers armed with Dories and clad in Leather they will be a professional force instead of the citizen militia we have now spending their days training or on patrol and only the best will be accepted into their ranks. We shall train them out in Rhodes and they will be stationed out there to protect the newer city [Fortress-Barracks, Military Command Post, Spears I (Dories), Armor I (Leather), Shields I]
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3681e1 No.47172
>>47171
2. We shall call an assault on the Rebellious Heretics in the hope of finishing off our hated foe, all our men shall march on the enemy in the hopes of crushing what remains [372 Nile (26), 270 Clubmen (43), 100 Chariots (32), 200 Slingers (32) = 133
buggeed my saved stats here's actual action 2 since I forgot to remove my losses from before
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8a9fc9 No.47173
| Rolled 83, 71, 52, 58 = 264 (4d100) |
>>47154
FREE CITY OF ELSASS
>Population:
11,948
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
10 (+5)
>Technologies:
Bronzeworking, Ironworking, Forges II, Animal Husbandry III, Farming II, Mining II, Swords I, Religion V ("God Below"), Medicine I, Police Force I, Armor I (Iron), Terraced Farms I, Shields I, Spears II, Elsass Military Training II, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Elsass)
Iron Mines (Elsass)
Sapphire Mines (Elsass)
Temple of Mantus (Elsass)
Statue of Mantus (Elsass)
Barracks (Elsass)
Academy (Elsass)
Elsass Terraced Lettuce Farm (Elsass)
>Standing Army:
1200 Elsass Swordsmen (+12 for every 100)
>Resources:
Food: Wheat, lettuce++, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 4
1. Friedrich had helped the people of Elsass sustain themselves for the times to come. Surely he had done all that was necessary for the moment. It was time to return to Mantus and discuss with him the matters of the world. If they had found giant moles in the territories far below, who knew what else lurked in the dark depths? Surely not everyone who inhabited the neverending blackness of the mountain was as benevolent as Mantus, but perhaps they could be.
+ Religion V("God Below")
+ 5
2. The men needed better armor. Certainly iron was a good material, however the smiths had a long way to go. They were bulky and cumbersome. Samson would approach Julius' to make adjustments to the armor. Certainly there was something the universal genius could do to enhance the Elsässer soldiers' gear.
+ 5
3. Reinhart continued his work on accomplishing better training methods. Surely there was more progress to be made here. His father had always been an ambitious man and Reinhart had no intention of failing him.
+ 5
4. Having delegated the advancements of training methods to his son and improvements of armor to Julius Samson had time to do what he had sought to do for quite some time now. He would attempt to expand the Free City's area of influence beyond its borders and to the neighboring territories. Surely the people here would appreciate a guiding hand to protect them. Samson had no desire of ruling these people, however he did have the intention of making the areas surrounding the Free City safe for travellers to pass through and potentially discover new trading opportunities with the locals.
+ 5
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e3fee8 No.47181
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637468 No.47198
>>47172
It's actually 372 Nile (37) I upgraded my equipment and tactics a while back so they provide a 10 for every 100.
So assuming all other numbers are right the final count is 144
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a1064a No.47207
| Rolled 92, 8, 62, 46 = 208 (4d100) |
>>47155
Mediterrans (Tansen)
>Population:
15834
>Food production:
16,250
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
>Happiness:
+2
>Technologies:
Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows II (Mediterran Bows) Mediterran Amphibious Assault Training I, Spears II (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
108 Mediterran Triremes (+11 to combat for every 5 triremes, naval unit)
>Ground; 962 regulars +13, 497 elites+16
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 6)
1. Renew the assault on Tabulaterra
108 Mediterran Triremes (+11 to combat for every 5 triremes
962 regulars +13 (), 497 elites+16 ()
237.6+125+79.5=442.1
2. Repair the barracks in mediterra
3. Upgrade our bows (current level II)
4. Construct a staterun clothmaking building to improve our sailcloth production and quality
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a1064a No.47208
>>47207
I forgot the bonus to attacking tabulaterrans
108 Mediterran Triremes (+12 to combat for every 5 triremes
962 regulars +14 (), 497 elites+17 ()
259.2+134.7+84.5=478.4
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c7c572 No.47210
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,405
>Food production:
19,250 (+extra food resources x2)
>Population growth:
2.25%
>Hunger:
None
>Territory:
56
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 12 (Really Fucking Happy)
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts I, Medicine I, Cement I (Roman Pozzuoli Cement)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Grand Colosseum Foundation and Framework]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Mausoleum]
+ [Superior Roman Statue of Apollo]
>Standing Army:
1000 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
25 Roman Galleys (+9 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 14
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c7c572 No.47211
| Rolled 57, 92, 92, 51 = 292 (4d100) |
1. With all of Italia under the banner of Roma, we can look to reinforcing and strengthening the Republic we have made, and the back of that Republic is the people. For the people to prosper we must improve their quality of life, and the first part of that is the basic needs of man. Food, Shelter, and Water. Our cities have plenty of the first two, but only Roma herself has running water. To rectify this issue, we shall begin constructions of Aqueducts in both Naples and Florenita.
2. Furthermore, with such water as to be had from the mighty Aqueducts, we shall try another thing to improve the life of the people. It is no secret that the common man lives in squalor and filth, and not everyone has time to make it to the Tiber to cleanse themselves. A proposition comes in the senate, to construct the first grand Bathouse in Roma, where men of all walks of life may come and be renewed in the flowing waters.
3. And with the restoration of Naples comes the issue of the fleet. Roma is by and far a terrestrial power, but does the sun not shine over the sea as well? From our great harbor we shall begin the construction of a grand fleet, and with it we shall rule the Mediterranean!
4. All the while Naples herself remains undefended! This shall not stand, walls, of similar make to what is found in Roma and Florentia, shall be erected, to defend against any foe who seeks to sack a city of the Republic!
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794299 No.47219
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2187c0 No.47233
| Rolled 92, 25, 50 = 167 (3d100) |
>Nation name:
Borbograd
>Color:
Red
>Fluff:
It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
Motto:
"Train and Fight!"
—
>Population:
12,577
>Food production:
15,750
>Population growth:
2%
>Hunger:
None
>Territory:
2
>Outposts/towns/cities:
Borbograd City
outpost: Kapustograd
>Happiness:
4
>Technologies:
Bronzeworking,
Ironworking,
Animal Husbandry III,
Farming III,
Forges I,
Unarmed Combat II (Brawling, martial arts)
Exotic Weapons II (Borbograd Cestus)
Armor I (Leather)
Code of Laws I
Brewing I (Kvass),
Masonry I,
Medicine I
Philosophy I
Siege Weapons I (Siege ladders)
Horse Training I
Slavery I
>Buildings:
Borbograd:
The Krepost
Extra Housing
Arena
Stone Walls
Rye farms
Granary
Town Hall
Barracks
>Standing Army:
478 Brawlers (+11 per hundred)
900 elite Ironfist Warriors (+13 per 100 elite troops)
>Resources:
Food: Wheat, rye, potatoes, onions, pigs, sheep
Luxury: Emeralds
Industrial: Copper, tin, wood, stone, iron, horses
>Magic:
None
>Divine Favor: 1
Extra favor condition: Increase troop strength
1. construct a road from Borbograd to kapustograd
2. continue to develop the horse breeding and riding techniques, ignoring mounted combat
3. have mounted scouts search the surrounding area for lead deposits
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3f0a7b No.47237
| Rolled 77, 88 = 165 (2d100) |
>>47154
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
14,734
>Food production:
15,000
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
6
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils)
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat+, Cabbage+, Cows
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 9
+5 to rolls for 5 turns
1. Since the dawn of time the Francisians have known of the wild fruits that grow in the forests just outside our borders but perhaps the farmers could start growing them on farms. We shall develop apple orchards
2. The walls surrounding the harbour will continue upon land, surrounding the city proper of Portes du Paradis on land as well. (Carpentry I, Metal Casting I, Mathematics I, Francisian Mechanisms V, Measurement System II, Physics II, Masonry III, Pumps I, Cranes I, Construction I)
>Trade Action
3. The Skrael seem interested in our iron. We shall trade with them, our ironworking for their knowledge on how to draw food from Melusine’s domain. We shall learn about fishing.
4. We would also like to trade our iron for their sheep
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8a3a7f No.47238
| Rolled 98, 14, 98 = 210 (3d100) |
>>47156
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
20,888
>Population growth:
3%
>Food production:
20,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VII (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)
>Standing Army:
572 Skraeli militia (+5 to combat for every 100)
49 War Quadriremes (+8 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: None
Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (85 yrs old)
>Other:
Chronicles of Ataninnuaq
1. Make more boats
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V
2. Construct pastures for the sheep
Ecstatic, Carpentry I, Animal Husbandry II
3. Improve fishing
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V
Trade Actions:
4. Accept Fransican trade for iron working and iron in return for medicine and sheep
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8a3a7f No.47239
>>47238
sorry it was actually fishing and shep
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83e089 No.47241
| Rolled 82, 6, 35, 17 = 140 (4d100) |
>Population:
14972
>Food production:
20,500 (feeding 14972civ+700mil=15672)
>Population growth:
3.5%
>Hunger:
None
>Territory:
22
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
Voronezh (outpost)
>Happiness
10
4 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion I (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Engineering I, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
4
>Religion
Svarog - fire, metals, life, protection
#1 the Tsar demands a road be built to Voronezh from Tula, so that people troops and material can flow to their with ease. messengers are sent into the cities and towns, to gather wagons and resources and workers, who bring pickaxes to break boulders and ploughs to cut the soil of weeds and grass for the roads and pumps to drain marshes and swamp
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Engineering I
+Pumps I
#2 Lipin Bor still lacks a church to Svarog. stone is already being hewed and carried on the new wagons to build one
+Religion I (Svarog)
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Engineering I
+Pumps I
#3 with the building of Voronezh, more people and supplies are moving through Tula. the outpost is beginning to grow as more workers families come by wagon, and settle and build new houses and wells to feed local farms are built on expanded roads
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Engineering I
+Pumps I
#4 A Town Hall will be built in Tula, a center of administration for the the outpost. to the Rus, no parcel of their land is too big or too small that it must not be governed with strict control
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Engineering I
+Pumps I
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7d1929 No.47242
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7d1929 No.47243
| Rolled 88, 19, 88, 35 = 230 (4d100) |
>>47155
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
16,729
>Food production:
20,250 (+ Recordkeeping III)
>Population growth:
4.75%
>Hunger:
None
>Territory:
43
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
Dimtu(Outpost)
>Happiness:
0 (Neutral)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping III, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Shields I, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus), Swords I (Babylonian Swords)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1090/200 Disciplined Babylonian Militia Infantry/Bowmen (+17 to combat rolls for every 100)]; [50 Babylonian Galleys (+9 to combat rolls for every 100 troops)
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; Recruit more Soldiers!
3; Research better shields for this battle to come, it will be imperative!
4; March on the devils to the west!
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7d1929 No.47244
>>47243
>>47155
Forgot to change Population, it's:
17,524
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e9b0ac No.47251
| Rolled 31, 42 = 73 (2d100) |
>>47155
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
13,255
>Food production:
13,500
>Population growth:
2.25%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+10 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep, horses
Luxury: Silver, Marble, Emeralds
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
1. Expand farms for the sheep.
+Animal Breeding III
2. Set up a village on the southern shore.
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e9b0ac No.47252
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3f0a7b No.47253
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ab19b7 No.47262
| Rolled 99, 3, 38 = 140 (3d100) |
AETHERIA
>Population:
10,378
>Food production:
13,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän (Capital)
>Happiness:4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Masonry I, Medicine II, Swords III, Armor II, Brewing II (Beer, Mead), Military Training I
>Buildings:
Terässydän:
Teräs Sielu
Extra Housing
Forge
Iron Mine
Tavern
Wheat Farm
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver, Marble
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
Ilmarinen 1 (Fire, metals, earth, protection)
1-3 Work on devising military tactics and establishing a formal warrior caste
(I think you said this is like a free action type thing? but I'd like to recruit around 200 warriors into my standing army.)
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ab19b7 No.47263
AETHERIA
>Population:
10,378
>Food production:
13,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Terässydän (Capital)
>Happiness:4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Masonry I, Medicine II, Swords III, Armor II, Brewing II (Beer, Mead), Military Training I
>Buildings:
Terässydän:
Teräs Sielu
Extra Housing
Forge
Iron Mine
Tavern
Wheat Farm
>Standing Army:
>Resources:
Food: Wheat, potatoes, onions, cows, sheep
Luxury: Silver, Marble
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
None
>Divine Favor:
Ilmarinen 1 (Fire, metals, earth, protection)
1-3 Continue to improve our armour, I think this time we shall actually make progress
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ab19b7 No.47264
| Rolled 25, 48, 34 = 107 (3d100) |
>>47263
forgot to add rolls
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ab19b7 No.47265
| Rolled 18 (1d100) |
d100 to defend against attacks
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562496 No.47770
| Rolled 55, 27 = 82 (2d100) |
Doing a skeleton update because I want to keep the game going but don't want to rewrite the whole update for like the 5th time
>>47158
Pyramid of the First Builder (Damaged) > Pyramid of the First Builder, +1 happiness
Medicine III > Medicine IV, Population Growth increased to 7.25%, +1 favor
>>47159
See end of turn for combat results
Military Training III > Gotland Military Training IV, troop strength increased to +15 for every 100 troops
+Skydda (Outpost) , population growth increased to 2.25%
>>47160
+ Hardwood (industrial resource), ship strength increased to +9 for every 5 ships
+Armor I (Cloth Armor), troop strength increased to +9 for every 100 troops
Selective Breeding II > Selective Breeding III, food production increased to 18,500.
+2 favor
>>47161
+15 War Galleys
+Wheat Farm (Leicester), Wheat+ > Wheat++, Food Production increased to 19,500
>>47164
+5 territories
Sea monster sighted, -3 happiness as fear spreads throughout the populace
>>47167
+Cattle Ranch (Suzhou), Oxen++++ > Oxen +++++, Food Production > 33,750
+Orange Grove (Xi'iang), +Orange Grove (Suzhou), Oranges+ > Oranges+++, Food Production > 35,750
+Potato Farm (Suzhou), Potatoes+++ > Potatoes++++, Food Production > 36,750
+4 favor
>You are in surplus! Double pop growth while surplus lasts
>>47171
-1 happiness from unrest from people upset about burdening the horses with heavy saddles
1st roll is for combat
+Grape Farm (Percote), Grapes > Grapes+, Food Production > 19,750
+250 troops
>>47173
Religion V > Elsass Religion VI, +1 happiness, +1 favor
Armor I (Iron) > Armor II (Iron), troop strength changed to +13 for every 100 troops
Elsass Military Training II > Elsass Military Training III, troop strength changed to +14 for every 100 troops
+4 territories
>>47207
2nd dice is for your combat
-1 happiness, anti-war protesters
Bows II > Bows III, change troop strength to +14 for every regular troop, +17 for every elite and +12 for every ship
+Cloth Workshop (Mediterra), Mediterran Sailcloth > Mediterran Sailcloth+
>>47210
>czeched
>happiness should be 9
Aqueducts I > Aqueducts II, food production > 20,250
+Roman Bathhouse, Pop Growth > 3%, Happiness > 10, +1 Happiness Token
+35 ships
>>47233
+Paved Borbograd Road (Borbograd to Kapustograd), +2 happiness
+Lead (industrial resource)
>>47237
+Apples (food resource), food production > 15,500
+Francisian Walls (Portes du Paradis)
+Fishing I (Traded), +Fish food resource, Food Production > 16,500
+Sheep (Traded), Food Production > 17,000
>>47238
>czeched
+30 ships
Fishing VII > Fishing VIII, +Tuna (food resource), Food Production > 22,000
+Ironworking (traded), +Iron (traded) (industrial resource), troop strength > +7 for every 100 troops, ship strength > +10 for every 100 troops
>Your people are no longer starving
>>47241
+ Rus Paved Roads (Voronezh to Tula), +2 happiness tokens
-3 happiness, disagreements on the proper way to worship Svarog cause strife amongst the worshippers and delays church construction
Voronezh (Outpost) > Voronezh (Town), Population Growth > 4%
>>47243
>czeched
+250 troops
Shields I > Babylonian Shields II, troop strength > +19 to combat rolls for every 100 troops
1st roll is for combat results
>>47251
+Sheep Farms (Cogotas), Sheep > Sheep+, Food Production > 14,000
+<insert name of village here> (Outpost), Population Growth > 2.75%
>>47262
+250 troops (+10 to combat rolls for every 100 troops)
Military Training I > Military Training II, troop strength > +11 for every 100 troops
Armor II > Armor III, troop strength > +12 for every 100 troops
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562496 No.47772
>>47159
>>47265
GOTLAND COMBAT ROLL: 60 + 52 + 50 = 162
AETHERIA COMBAT ROLL: 18 + 24 x 1.2 = 50
Though the Aetherians manage to recruit a paltry peasant defense with the best of their weapons, the skilled and prepared warriors of Gotland are simply too much for them, as the streets of Terassydan run red with the blood of the defenders. The unfortunate leaders can do naught but be taken captive before the sheer might of the Gotlanders' assault. The city lies in ruins and most of the citizens have fled, but the Gotlanders now hold what remains completely under their control!
Gotland has gained control of Terassydan!
Having lost the last of their territory, the Aetherians lie completely defeated and are therefore removed from the game.
Spoils for Gotland:
Gain 1 favor
Gain 2,500 population
Gain the following techs: Forges III, Swords III and Brewing II
Gain the following buildings: Teras Sielu (Damaged), Extra Housing (Damaged), Forge (Damaged), Iron Mine (Damaged), Tavern (Damaged)
Gain the following resources: Onions, cows (food), iron+, coal
Gain 1 territory and add Terassydan (city) (can be changed) to your outposts/towns/cities tab
Change population growth to 3.25%.
Change troop strength to +16 to combat rolls for every 100 troops
Change food production to 18,000
Lose 30 troops.
>>47171
>>47158
>>47243
TROYA ROLL: 68 + 30 + 144 = 242
BABYLON ROLL: 35 + 10 + 228 = 273
COMBINED TOTAL: 429
CULT OF CHTHONIUS ROLL: 55 + 50 + 60 x 1.2 = 198
The Trojan generals find themselves deadlocked against Chthonius as he puts up an intense last ditch effort! The Trojans fear that the dark scion will soon once again gain the upper hand when suddenly their salvation shows up! It's the Babylonians, and they've brought their entire army, along with new and enhanced weaponry and plenty of men to boot! The new reinforcements from Rhodes show up too, and Chthonius, caught in a pincer attack, now has no chance to survive, and the god is slain in the onslaught. Now the only question is how to divide the spoils…there is the outpost of Chthonius, many captured cultists and their freed prisoners and all the lands that Chthonius claimed as his own up for grabs…but now that three parties have gotten involved, they will need to divide up the spoils accordingly! How will this play out?
22 troops lost (Troya)
7 troops lost (Nile)
34 troops lost (Babylon)
Troya gains 5 favor for bringing to peace the defiled son of their god
Up for grabs:
4 territories
1000 population
1 outpost (+0.5% population growth to whoever gets it)
Negotiating and accepting/declining terms are free actions
>>47207
MEDITERRA COMBAT ROLL: 92 + 126 + 68 + 231 = 517
TABULATERRA COMBAT ROLL: 27 + 77 + 100 = 204
The Mediterrans return, and this time they've come prepared! Their massive volleys of arrow fire from their ships whittles down the wall defenders until eventually they are breached by the land attackers, and it isn't long until the city is completely captured. Salacia herself must have been watching over the Mediterrans, as they took next to no losses in the battle. Lose 11 troops and 1 trireme, gain 1 territory, gain Tabulaterra (outpost), change population growth to 4% and gain 2 favor for subduing the rebels. Also, you are able to capture 1000 prisoners and may do what you wish with them.
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bf28b2 No.47773
The Han (Bazrael)
>Population:
23967
>Food production:
36,750
Feeding: Civilian 23967+Military (2666) = 26633
>Population growth:
5.25%.base (x2 SURPLUS)
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
Suzhou (Outpost)
>Happiness:
7 (+Code of Laws)(+Jade)
the Great Wall of the Han (Xinyang, Xi'iang, Shengli)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming IV, Fishing I (crawfish pots), Crop rotation I, Architecture II, Code of Laws I, Conscription I, Education II, Surveying I, Han Alphabet, Medicine I, Construction Tools I (Bronze), Military Training I, Optics I, Spears II (Han Spears, Han Pikes), Crossbows I, Han Nationalism I, Poetry I, Magical Training II, Religion I (Xi Wangmu), Scholar Caste, Han Water Purification I, Han Pottery I (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Potato Farm (Xinyang)
Orange Grove (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
Potato Farm (Xi'iang)
Ox Ranch (Xi'iang)
Orange Grove (Xi'iang)
Rice Farm (Suzhou)
Cattle Ranch (Suzhou)
Potato Farm (Suzhou)
Orange Grove (Suzhou)
>Standing Army:
798 Elite Soldiers +11 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+8 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+++++, potatoes++++, Oranges +++
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
>Divine Favor:
9 favor
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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bf28b2 No.47774
Notes to Self - Build food buildings of every food type in honor of Xi Wangmu's decree for agriculture
Food Production buildings per Town
Xinyang
-Han Rice Terraces (Xinyang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch (Xinyang)
-Salt Mine (Xinyang) building
-Potato Farm
-Orange Farm
Other: Salt Mine (Xinyang)
Xi'iang
-Rice Farm (Xi'iang) (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch
-Potato Farm
-Orange Grove
Shengli
>[Needs Rice] (Rotates with Soy/Crawfish/Cabbage)
>[Needs Cattle]
>[Needs Potato Farm]
>[Needs Orange Groves]
Suzhou
-Rice Farm (Rotates with Soy/Crawfish/Cabbage)
-Cattle Ranch
-Potato Farm
-Orange Grove
—
The Council is most pleased. All that remains is the town of Shengli. Much contact has been lost, and it is this town which poses great concern.
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a0d7f2 No.47775
| Rolled 8, 18, 9, 84 = 119 (4d100) |
>>47770
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 11883
>Food production: 18,500
>Population growth: 1.75% SURPLUS MEANING 2X GROWTH
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:6
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor II(cloth armor), Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding III, Mining I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 100 Qarthakian Spearmen (+9 to combat rolls for every 100 troops)
100 Qarthakian Archers (+9 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+9 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth, Hardwood
>Magic: None
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 6
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Build a mine for the rubies so we can get more of them out of the land.
2. Expand and claim more of the land Baal Hamon allows us to live on.
3. We have made great strides in selective breeding, but more may be done. Let us keep lists of what is bred with what and try to track down what breed best and most truly.
4. Finally, we need better metals, to forge and create sharper, harder and more durable tools for our nation, both tools of war and tools of the farm. There is only one recourse, we must improve our forges!
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bf28b2 No.47776
| Rolled 42, 54, 41, 59 = 196 (4d100) |
>>47774
1. The people are afraid to come to the rescue of the town of Shengli. This will not do. When the homeland is attacked, the people must be roused to anger and fury against the enemy!
The Council once more turns to the priests and priestesses, to ask for a magic blessing from the Goddess of Wisdom.
Spend 6 Favor for the Fervor of Xi Wangmu. A spell that gives the council speechcraft and oratory skills to easily make propaganda and raise nationalism, patriotism, and even fanaticism in the populace to boost morale. The Goddess of Protection can inflame the hearts of men to protect the nation!
+5 (two more turns)
+Xi Wangmu Temple (Xinyang)
+Han Magic Academy (Xinyang)
+Religion I (Xi Wangmu)
+Magical Training II
+Han Nationalism I
2. To protect ourselves against the unknown is for it to no longer be unknown. Ignorance is the enemy of Wisdom, and ours is a Goddess of Wisdom.
We don't know what dangers lurk in Shengli, and this makes the people afraid. When we can understand what the danger is, we can face it head on.
Spend 3 Favor for the spell of Scrying from Xi Wangmu
+5 (two more turns)
+Xi Wangmu Temple (Xinyang)
+Han Magic Academy (Xinyang)
+Religion I (Xi Wangmu)
+Magical Training II
+Optics I
3. Are we even able to replace our Elite Soldiers when they die? Have our Scholar Caste work with the Elites and Veterans to improve our training program. We can start by developing a way to turn untrained recruits into trained recruits, and then work on making those into soldiers. Then we can work on turning soldiers into skilled soldiers, and finally into Elites. Develop better Military Training.
+5 (two more turns)
+Xi Wangmu Academy + Legendary Barracks (Xinyang)
+University (Xinyang)
+Education II
+Military Training I
+Scholar Caste
+Han Alphabet
4. Begin moving people to Suzhou, to grow it from an Outpost into a Town. Start building new housing and water wells to support the growth of people.
+Peacetime Soldierly Employ +5 to Construction Actions
+Architecture I
+Surveying I
+Han Alphabet I
+Construction Tools (Bronze) tech I
+Han Nationalism I
+Han Water Purification I
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a71a59 No.47777
| Rolled 77, 57, 11, 42 = 187 (4d100) |
>>47770
TROYA
>Population:
13,897
>Food Production
19,250
>Population growth:
3.5%
>Hunger:
>Territory:
25
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Happiness:
5
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I, Spears I (Dories)
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
>Standing Army:
250 Trojan Light Hoplites, 55 Trojan Armoured Net Militia (+16 for every 100), 310 Trojan Armoured Clubmen (+16 for every 100), 100 Chariots (+16 for every 50), 250 Slingers (+16 for every 100)
56 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, Grapes+, Onions+
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 6
1. We need to refine our saddlemaking and train the horses not to notice them the boons far outweigh the current inconveniences (continue researching saddles and get the horses used to wearing them) [Leatherworking]
2. With the destruction of the fallen son we need to lift the people's spirits and celebrate the lives of the returning soldiers, open up the food stores and coffers and hold a parade through the streets of Troya and hold a great feast where every soldier will be awarded a medal of their victory made from Copper and Pearls [Metallurgy I, Improved Trojan Metalworks, Bronzeworking]
3. The men are tired but threats are always encroaching, we should start training more of the Light Hoplites to fill out our forces (train more men) [Fortress-Barracks, Military Command Post, Spears I (Dories), Armor I (Leather), Shields I]
4. While tragedy struck our initial attempt to teach the youth now that the threat has passed we should focus on the next generation, instead of a single grand academy we shall reach out to the craftsmen, scholars, and warriors too old or with enough free time from seniority and have them establish guild halls and training halls where those with gold can send their children to gain the knowledge of the experts in these fields (establish private schools) [Caste System I]
The leaders of Troy approach the forces of their helpful neighbours and make a declaration for how they wish to divide the spoils given the contributions of the individual forces. "We will take the outpost and territories as they are within our realm of influence and our own forces took the greatest losses and inflicted the most damage against the heretics, Either of you may take the captured enemies I only ask that they either be put to the sword or into servitude as they have commited grand heresy against our people -as a warning if you take them in and they spread their own corruption to your lands you will face monsters beyond your worst imagination-, finally given that both of your forces were instrumental in the defeat of our fallen god we will grant you boons to replace the lesser rewards of spoils. To the people of the eternal nile we offer our knowledge of metallurgy and a promise to supply your people with our magics in the future to aid in crop growth, and to the people of Babylon we offer our knowledge of Masonry and we promise a shipment of pearls to your harbours to be used as jewellry and bring joy to your people.
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8ba681 No.47778
| Rolled 61, 51, 98 = 210 (3d100) |
>>47770
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
11,295 (1050 SA)
>Food production:
14,500 (13,395 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
7
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields II, Siege Weapons I, Unarmed Combat I (Pankration)
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
First Church of Yeshua (Curtea de Danube)
Iron Mine (Curtea de Danube)
>Standing Army:(1050) +12 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron+
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
1 Expand South. Along the coast
2 Research Military Training IV. Iron Discipline is the key. Do not be taken in by enemy tricks. Do not give in to you baser instincts that would make Yeshua weep. Stand tall and be ready at all times to receive orders. If Arrows or fire rain down on you do not run, you do not cower, you stand tall and wait for orders to raise shields. Iron Discipline will win both the battle and the war. The college expands its curriculum on warfare and soldiery so that we can maintain a competitive military.
College of Curtea de Danube
3 Research Architecture II. If we create a distinctive style of architecture then we can expand and refine the culture. Let the people enjoy the benefits of their abundant resources under Yeshua;s guidance. Beauty will breed a brighter and happier citizen. We shall soothe the people that are plighted by the sea monster.
College of Curtea de Danube
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a71a59 No.47780
| Rolled 74, 43, 87, 30 = 234 (4d100) |
>>47777
oops quick fix
>Population
14,383
>Food Production
19,750
>Troops
33 net militia
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637468 No.47781
>>47153
Kingdom of the Eternal Nile (Javmoj)
>Population:
16,741
>Food production:
16,000
>Population growth:
7.25%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine IV, Babylonian Alphabet, Shields I, Tactics II
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary (Damaged)
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
765 total Nile Spearmen (+10 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 11 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer is both ecstatic and worried. For one he hears that the war is finally won and does plan to celebrate to lift the spirits of his people. However, he has also learned that his people have become to numerous and that food is running out. A solution must be found, and fast.
1) With the war won a celebration must be had for the returning warriors of the Nile as they bring back tales of victory (Raise Hapiness with a nationwide celebration)
2) The Granary MUST be repaired, starvation is not an option. (Repair Granary (Giza))
3) New methods of farming must be found, we need new ways of feeding out people (Improve Farming III)
4) The bounty of the sea is out there, we just needs to better learn how to harvest it, bigger and sturdier nets perhaps? (Improve Fishing I)
>>47777
Ancient Troya, the great Pharaoh Kefner, third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer greets you. We accept your terms and have no ambitions for the lands we have helped you win. We sought only two things, your friendship, and stability in the north. We have no wish for the chaos that befell your lads to consume ours, so you may keep the prisoners you've taken, and we remind you that our original offer stands. If you should wish it, then we'll construct a grand tomb for your fallen god. May we both grow strong and prosperous.
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637468 No.47782
| Rolled 42, 52, 27, 81 = 202 (4d100) |
>>47781
>>47153
>Forgot my rolls
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63c0ea No.47793
| Rolled 74, 100, 35 = 209 (3d100) |
>>47770
GOTLAND
>Population:
14,428
>Food production:
18,000
>Population growth:
3.25% (6.5)
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows II, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I
>Buildings:
[Visby](Capital)
Clan Hall
Extra Housing
Harbor
Barracks
Stone Walls
Tavern
Lettuce Farm
Wheat Farm
Temple of Thor
[Skydda](Outpost)
[Terassydan](city)
Teras Sielu (Damaged)
Extra Housing (Damaged)
Forge (Damaged)
Iron Mine (Damaged)
Tavern (Damaged)
>Standing Army:
220 Jute Shieldbearers (+16 to combat rolls for every 100 troops)
200 Jute Archers (+16 to combat rolls for every 100 troops)
25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
>Resources:
Food: Gotland Wheat+, Lettuce+, Potatoes, Sheep, Pigs, Fish, Tuna, Onions, Cow
Luxury: Marble, silver,
Industrial: Copper, Tin, Wood, Stone, Iron++, Limestone,Coal
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
2
—–
1. Build a Wheat Farm in Skydda
+Farming II
+Gotland Wheat
2. Repair the Forge in Terassydan
+Forges III
+Masonry I
3. Recruit more Shieldbearers to reinforce our army.
+Armor II
+Gotland Military Training IV
+Bows II
+Swords III
+Spears II,
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63c0ea No.47795
>>47238
The diplomats and traders of the Skraeli are ushered into the grand mead-hall which stands in the centre of Visby. Inside laughing, drinking and feasting are the Warriors of Gotland. In the centre of the room stands a young man crowned with silver and iron upon his flaming red hair. He speaks with a booming voice to welcome the strange men,
“Welcome Skraeli, I am Gerhard Halvardson, First King of the Baltic, Destroyer of Aetheria, Layer of Women and probably the second greatest drinker in this room after old Alby over there. I have brought you here today to discuss two matters that are closely linked, trade and war. As of now we have not begun any trade between our nations mainly because of the basic mistrust of others that instills my people and your want for training in the arts of war. However I believe I can rectify both of these for us. You may already know but to the south of Gotland lies a land infested with horrible undead creatures created by the Goddess Hela. I wish to propose a joint military campaign in order to wipe these creatures out and to foster a sense of cooperation between our peoples. What say you?”
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63c0ea No.47799
>>47793
Fixed:
220 Jute Shieldbearers (+18 to combat rolls for every 100 troops)
200 Jute Archers (+18 to combat rolls for every 100 troops)
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9cc943 No.47802
| Rolled 54, 67, 100 = 221 (3d100) |
>>47770
AISEIRIGH
Population: 16,724
Food production: 19,500
Population growth: 4
Hunger:
Territory:
55
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm, Sheep Farm, Wheat Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 30 War Galleys [+11 for every 5]
Resources:
Food: Wheat++, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+
Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
1. Expand north, into the rugged hinterlands, to secure a better staging post for our eventual reclamation of the islands. +[Surveying II]
2. Improve our farming techniques! +[Farming II]
3. Raise some triermes! +[Harbor], +[Shipbuilding III]
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d51963 No.47808
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4ef0aa No.47809
| Rolled 91, 28, 76, 44 = 239 (4d100) |
>Population:
15570
>Food production:
20,500 (feeding 15570civ+700mil=16270)
>Population growth:
4%
>Hunger:
None
>Territory:
22
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Tula (outpost)
Voronezh (Town)
>Happiness
7
6 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion I (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Engineering I, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)
>Buildings:
Palace of the Royal Family (Moskva) also capital building
Temple of Svarog (Moskva)
School (Moskva)
Town hall (Lipin Bor)
Rus Fisheries (Lipin Bor)
Paved Roads (Lipin Bor to Moskva, Moskva to Tula, Tula to Voronez)
Forge (Moskva)
Rus Lord's Palace (Tula)
Church of Svarog (Tula)
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
4
>Religion
Svarog - fire, metals, life, protection
#1 the Tsar is pleased with great works performed by the Engineers. he wishes to have more engineers and better trained, to grow the glory of the Tsardom. improve engineering
+School (Moskva)
+Rus Alphabet
+Engineering I
+Mechanisms I
#2 the Tsar also wants better Mechanics, to design better wagons and tools for the Engineers. improve Mechanics
+School (Moskva)
+Rus Alphabet
+Engineering I
+Mechanisms I
#3 the Tsar is alarmed by the disunity among the faithful to Svarog. he orders the church leaders to find a solution. seeing an opportunity to expand their status, the church leaders form a Holy Synod, combining their influence to make a unified, single church out of many. improve Relgion
+3 Tokens (+15)
+Temple of Svarog (Moskva)
+Church of Svarog (Tula)
+Religion I (Svarog)
+Administration I
+Rus Alphabet
#4 every mile of ground ventured south, the land is greener and warmer. like a siren's call, the masses of the Rus emigrate from the frigid and cramped northern cities in search of fertile land to call their own. expand southerly
+3 Tokens (+15)
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Engineering I
+Pumps I
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af98ab No.47820
>>46071
>Nation name:
Prussia
>Color:
Dark grey
>Fluff:
As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.
—
>Population:
10,000
>Food production:
11,000
>Population growth:
1%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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1259ce No.47821
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ac8f8f No.47823
>>46071
>Nation name: Ludzie Konia
>Color: Salmon
>Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.
Please start me out in southern Poland, on the bank of the Vistula
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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c7c572 No.47825
>>47772
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
14,837
>Food production:
20,250 (+extra food resources x2)
>Population growth:
3%
>Hunger:
None
>Territory:
56
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Really Fucking Happy) and 1 Token
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts II, Medicine I, Cement I (Roman Pozzuoli Cement)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Grand Colosseum Foundation and Framework]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Mausoleum]
+ [Superior Roman Statue of Apollo]
>Standing Army:
1000 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
60 Roman Galleys (+9 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 14
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c9eab1 No.47826
| Rolled 37, 96, 53 = 186 (3d100) |
>>47770
FREE CITY OF ELSASS
>Population:
12,187
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
5
>Outposts/towns/cities:
1 Capitol City
>Happiness:
11 (+5)
>Technologies:
Bronzeworking, Ironworking, Forges II, Animal Husbandry III, Farming II, Mining II, Swords I, Elsass Religion VI ("God Below"), Medicine I, Police Force I, Armor II (Iron), Terraced Farms I, Shields I, Spears II, Elsass Military Training II, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Elsass)
Iron Mines (Elsass)
Sapphire Mines (Elsass)
Temple of Mantus (Elsass)
Statue of Mantus (Elsass)
Barracks (Elsass)
Academy (Elsass)
Elsass Terraced Lettuce Farm (Elsass)
>Standing Army:
1200 Elsass Swordsmen (+14 for every 100)
>Resources:
Food: Wheat, lettuce++, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 5
1. Friedrich's conversations with Mantus were ongoing. Certainly the wisdom he was procuring would be passed down for generations to come, however other than the Mountains and Mantus himself Friedrich would not remain forever eternal and he could only hope that the wisdom he uncovered would remain long in the memory of his people after he had been entombed within the mountain's black womb. To return to the earth that had given them life.
+ Elsass Religion VI ("God Below")
+ 5
2. There was always someone better, of that much Samson was sure, but he would be damned if he would not be that someone. To pick a trade and achieve mastery in it should be what every person should strive towards. Perfection in an area, to be the very best they could be and not waste their life squandering their potential. Of course there would be people that disagreed, but then again, none of those people would possess his martial prowess. Once more Samson would go over the Training Methods and make sure the Soldiers of Elsass were the very best.
+ Elsass Military Training II
+ 5
3. War was always on the minds of the people though given their experiences perhaps unjustly so. The people of Elsass had been miners first an foremost, a tradition they would proudly continue better than ever before given the blessings of Mantus. Once more they would advance even deeper into the mountain and only the God Below knew what they would encounter.
+ Darkvision (strength 5)
+ Mining Equipment I (Iron)
+ 5
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c7c572 No.47830
| Rolled 86, 59, 59, 2 = 206 (4d100) |
>>47825
1. With the expansion of our empire also comes the expansion of its fighting forces, but these men cannot fight without proper weapons. We must take our swords and shields and cast them aside as we have our old villanovan name. What was once bronze and woods will now become tempered iron. The long sword of our past shortened and honed, two sides of equal sharpness with a fine tip, good for both slashing and stabbing. The rounded shield of our cultural youth replaced by a solid slab of wood reinforced with iron, square and concave so as to deflect and parry blows, and made to interlock with their fellow legionary, to compliment our fighting style of the maniple.
2. And with the arms must also come the armor. Solid sheets of bronze replaced with layered iron, "Lorica segmentata", the underneath protected by fine sheets of looped metal, "Lorica hamata". With these protecting our troops, they will truly be unstoppable.
3. With these advances also comes the increased demand for iron. If we do not possess any more suitable sites for mines in our land, then we shall expand northwards and find more. If suitable sites are found, then they are to be exploited at once.
4. Finally, our base understanding of metal working as well is to be improved, our smiths urged to improve their art and be as glorious as the metalworkers of Roma should be!
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c7c572 No.47832
>>47830
happiness token and whatever amount of favor offsets that 2
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c7c572 No.47834
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c7c572 No.47835
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562496 No.47839
STAT POST
>>47820
>Population:
10,000
>Food production:
15,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Radish Farm (<insert Capital City name here>)
Stables (<insert Capital City name here>)
Forge (<insert Capital City name here>)
Tavern (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses
Luxury: Silver, diamonds
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
>>47823
>Population:
10,000
>Food production:
14,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor II, Mechanisms I, Physics I, Siege Weapons II (Catapults), Military Training II, Shipbuilding I, Bows II, Code of Laws I, Masonry I
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Cucumber Farm (<insert Capital City name here>)
Iron Mine (<insert Capital City name here>)
Forge (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, Cucumbers+, Onions, Cows, Pigs, Fish
Luxury: Gold, sapphires
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
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562496 No.47840
>>47839
Fucked up the order on links
1st stat block = Ludzie Konia
2nd stat block = Prussia
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ac8f8f No.47841
| Rolled 21, 16, 21 = 58 (3d100) |
>Nation name: Ludzie Konia
>Color: Salmon
>Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.
Please start me out in southern Poland, on the bank of the Vistula
—
>Population:
10,000
>Food production:
15,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<Jelenia Góra> (Capitol City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II
>Buildings:
Pieskowa Skała (Capitol)
Extra Housing (<Jelenia Góra>)
Barracks (<Jelenia Góra>)
Stone Walls (<Jelenia Góra>)
Radish Farm (<Jelenia Góra>)
Stables (<Jelenia Góra>)
Forge (<Jelenia Góra>)
Tavern (<Jelenia Góra>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses
Luxury: Silver, diamonds
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1. Our people are too cramped in our current state. We must expand further up and down the Vistula to acquire more living room as well as access to the resource rich Carpathian Mountains.
2. If we are to survive in this harsh world, we must be prepared for war. Ready the people for battle, saddle up!
3. Our current food production is semi-adequate, but can be made better. We must sponsor fishing ventures on the Vistula
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81eec2 No.47847
| Rolled 92, 3, 78, 54 = 227 (4d100) |
>>47839
>Nation name:
Prussia
>Color:
Dark grey
>Fluff:
As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.
—
>Population:
10,000
>Food production:
14,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Konigsberg (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor II, Mechanisms I, Physics I, Siege Weapons II (Catapults), Military Training II, Shipbuilding I, Bows II, Code of Laws I, Masonry I
>Buildings:
Burg Hohenzollern
Extra Housing (Konigsberg)
Barracks (Konigsberg)
Stone Walls (Konigsberg)
Cucumber Farm (Konigsberg)
Iron Mine (Konigsberg)
Forge (Konigsberg)
>Standing Army:
None
>Resources:
Food: Wheat, Cucumbers+, Onions, Cows, Pigs, Fish
Luxury: Gold, sapphires
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1. Food is the necessity for the nation. Begin the construction of a wheat farm, attached to it a mill, powered by the Northern sea winds, by which it can be ground into flour. +Farming II, +Mechanisms I, +Masonry
2. Begin expanding westward, along the coast.
3. In times such as these, a strong military is key to survival, and must not wax and wane with that of the harvests. Begin the recruitment of a standing army. +Military Training II, +Iron, +Forges I, +Ironworking
4. With the forces that can be laid against us, we must be able to fend off larger hordes with greater ease. Theoretically speaking, it could be possible to bundle shards of ammunition together, light its bindings on fire, and when launched, it being released, with countless amounts of shrapnel being flung at high speeds at the enemy. Begin the designing of such ammunition. +Physics I, +Siege Weapons II, +Bows II
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5dee38 No.47875
| Rolled 34, 52, 84 = 170 (3d100) |
>>47770
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
13,589
>Food production:
14,000
>Population growth:
2.75%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
Adros (Outpost) (Southern shore)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Sheep Farms (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
>Standing Army:
345 Cogotasi Horsemen (+10 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep+, horses
Luxury: Silver, Marble, Emeralds
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
1. Learn to fish upon the seas.
2. Learn how to build seaworthy ships.
3. Begin constructing a dockyard upon our southern outpost's shores.
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3f0a7b No.47884
| Rolled 48, 63, 76 = 187 (3d100) |
>>47770
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
15,213
>Food production:
17,000
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
6
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils), Fishing I
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat+, Cabbage+, Cows, Apples, Sheep, Fish
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 9
+5 to rolls for 4 turns
1. in Ville Riviere, apple orchards shall be grown so our people can continue to multiply and eat
2. In Porte De Paradis, a great dungeon shall be built. All those who disobey our laws shall be placed in this building and it shall be known as "Le Grand Donjon"
3. Atop the walls of La Porte De La Mer shall be countless intimidating ballistae. All those who wish to invade by sea shall think twice before attacking our great nation
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7d1929 No.47903
| Rolled 87, 58, 11, 53 = 209 (4d100) |
>>47770
>>47772
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color:
Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population:
18,571
>Food production:
20,250 (+ Recordkeeping III)
>Population growth:
4.75%
>Hunger:
None
>Territory:
43
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
Dimtu(Outpost)
>Happiness:
0 (Neutral)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping III, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Babylonian Shields II, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus), Swords I (Babylonian Swords)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1156/350 Disciplined Babylonian Militia Infantry/Bowmen (+19 to combat rolls for every 100)]; [50 Babylonian Galleys (+9 to combat rolls for every 100 troops)
>Heroes:
[Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1-2; With this threat eliminated, we can safely colonize Kubarus(Cyprus)
3; With our galleys and colonies on Kubarus, we should promote Fishermen to develop proper techniques to fish so we can have less burden on our granaries.
4; With all the new people, we will need better technology for building and keeping track. Develop new formulas in Mathematics!
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7d1929 No.47904
>>47903
>>47777
Troyas magnanimity will not soon be forgotten. Babylon graciously accepts and will tell of this day for centuries to come. Our Great King requests a military alliance of sorts, to confirm our bonds of friendship. We will come to each others aid should one of us be attacked.
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5a7e0e No.47947
>>47781
We the people of Troya thank you for your aid and will send our priests down to your lands shortly to fill your larders so your people shall not starve
>>47904
The people of Troya welcome this alliance and hope it will lead to further greatness between our peoples and will send the pearls to bring finery to your people post-haste.
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70f918 No.47991
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004914 No.48121
| Rolled 1, 42, 74, 40 = 157 (4d100) |
>>47207
Will do stats next turn. Phone posting
1. Pursue the kraken and tame the beast in the name of salacia
2.upgrade our amphibious training
3. Upgrade our bows
4. Upgrade our tridents
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8a3a7f No.48122
>>47795
The most well dressed diplomat covered in copper and shell jewelry is the one who responds.
"Greetings honored king, It is with great fortune that we have found your great island. To meet another nation that is willing to work together and smiting abominations whether they originate in land or sea is some of the greatest things a Skraeli can ever hope to achieve. It is our desire and obligation to help you with your military campaign against the undead and we hope that in turn that you would help us with our own problem after. There lies a great leviathan near the south coast of the Aiserigh which is capable of shooting great jets of water that destroy ships at a distance. Just like we would help you on land we hope that you will help us in the sea and destroy this creature which threatens sea traffic for all nations."
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0726c7 No.48123
>>48122
"It is agreed then, we shall purge this world of abominations."
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8a3a7f No.48157
| Rolled 51, 20, 71 = 142 (3d100) |
>>47770
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
22,141
>Population growth:
6%
>Food production:
22,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VII (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)
>Standing Army:
572 Skraeli militia (+7 to combat for every 100)
79 War Quadriremes (+10 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: None
Industrial: Copper, Iron (traded), tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (90 yrs old)
>Other:
Chronicles of Ataninnuaq
1. Improve fishing
Ecstatic, Tabukvik, I, Shipbuilding V, Fishing VII, Harbor (Inuksuk)
2. Improve Ships
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V, Harbor (Inuksuk)
3. Build more ships
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V, Superior Skraeli Warrior's Lodge, Harbor (Inuksuk), Inuksuk Forge, 22,141 pop
"Tabukvik is ancient and has had more adventures and dalliances with death than any other human in history. For the first time in his life he is actually content with his achievements and has started to taking a more passive approach to his endevors. Rather than working feverishly into the night working on new ship designs or singlehandidly spearing a whale and dragging it ashore, he instead has been working towards inspiring the next generation to replace him and under his guidance they have been flourishing."
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562496 No.49563
| Rolled 66 (1d100) |
>>47775
Disaster! It seems the mine tunnel has collapsed while the Qarthakian miners were busy searching for their jewels, burying the miners and destroying any progress made on it! No one knows who exactly is responsible but the miners suspect a construction error is responsible. Lose 400 population.
More bad news comes as the explorers have discovered a camp of desert bandits, envious of the relatively fertile lands of Qarthak and its fruitful fields and plentiful water. They seek to take these thins for themselves! They may attack in the future and cause problems so it would be best not to let them sit around for too long.
All the bad events and news have stressed out the people, and what would normally be a typical discussion about farming methods blows up into chaos as arguments erupt over the "proper" way to do things. Lose 1 happiness.
However, all is not lost, as the smiths are a bit more productive. They're able to build a new prototype forge that's much more effective than the old, primitive forges. Much more will get done this way, this is for sure. Change Forges I to Forges II.
>>47776
Xi Wangmu delivers her powers once more, and the Council is blessed with the knowledge of how to summon forth great amounts of charisma and deliver stirring and masterful speeches to inspire the people. This spell will grant the ability to whip the troops into a fervor for a turn, giving them the ability to ignore the effects of fear in battle and boosting their combat effectiveness. However, the spell has a 2 turn cooldown before it can be used again. The spell can also be used to give a passive bonus to speechcraft and oratory abilities (propaganda, inspiration, etc.) Gain the Divine Inspiration (6) spell and lose 6 favor.
The Queen Mother of the West bestows upon the Han another blessing, the ability of farsight. Upon casting the spell they are given visions of faraway places, allowing them to view that place as if they were there despite being many miles away. This spell will give a passive boost to defense and when an action is used to cast the spell it will allow the Han to remotely view areas up to 2 territories away from their borders (which may detect other players/NPCs' actions, though it might not too). Gain the Minor Scrying (3) spell and lose 3 favor.
The Han also improve their military training prowess in an effort to replicate their elite soldiers. Though it certainly isn't a perfect replacement for the raw talent and natural ability that the Elites possess, the Han military leaders feel satisfied with the progress that their training methods have made. Change Military Training I to Military Training II and change troop strength to +12 to combat rolls for every 100 elites and +9 to combat rolls for regular troops.
The people are more than happy to flock from the overpopulated and crowded cities of Xinyang and Xi'iang to the frontier town of Suzhou, and the outpost steadily grows into a town. Change Suzhou (Outpost) to Suzhou (Town) and change population growth from 5.25% to 5.75% (11.5% with surplus)
>>47777
The riders rejoice as the saddles are finally completed, the horses don't seem to mind these ones at all either. This'll be a great boon to the Trojan horsemen who won't have as much trouble staying on their horses anymore. Gain the Horse Equipment I tech and increase troop strength to +17 for every 100 troops.
The parade is a success, and the people celebrate their triumph over great adversity throughout the night. The people seem to have a weight taken off them, as if closure to the whole sordid event has finally been granted to them. Gain 1 happiness.
Unfortunately the happiness is short-lived as it is discovered that one of the Trojan military commanders has been unusually harsh, beating his new recruits and causing all kinds of chaos. The man is found and arrested but the damage has already been done, no one seems eager to enlist and a feeling of bitterness lingers around the barracks. Lose 1 happiness.
However the construction of private schools goes a bit better, much to the relief of the naysayers who were skeptical of the idea after last time…the children now have plenty of schools and guildhalls to learn at, as long as their parents can afford it. Gain the Private Schools (Troy) building.
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562496 No.49564
>>47778
Finally some southward expansion is done, despite the troubling reports of sea monster sightings along the coast. Gain 3 territories.
The Wallachian military instructors improve their methods further, and more advanced military training is implemented with good results. Now the soldiers will be much more effective. Change Military Training III to Military Training IV and change troop strength to +13 for every 100 troops.
The Wallachian architects have indeed accomplished much, with the techniques and styles that they have perfected turning into a lasting cultural icon of the Wallachians that wil be envied and respected for ages to come. Change Architecture I to Wallachian Architecture II.
>>47781
A celebration is had and enjoyed, with the soldiers feasting and receiving honors throughout the night. This definitely picks up the spirits of the troops and creates a feeling of happiness throughout the Kingdom of the Nile. Gain 1 happiness.
Good news! The granary has also finally been repaired, meaning the people will have plenty of food for the feasts at the celebrations. Change food production to 17,500 and remove the (damaged) tag from the Nile Granary.
Farming research stagnates, apparently grower's block has set in and no one can think of anything new to grow or anything to add to existing techniques. They'll have to try again later.
Luckily fishing goes better, and the people of the Nile use their mighty ships to pull in plenty of Mediterranean shrimp along their coastal colonies, adding greatly to the Nile foodstores. Change Fishing I to Fishing II (Nile nets), gain the Shrimp food resource and change food production from 17,500 to 18,500.
>>47793
In an effort to give their newest settlement some much-needed industry the farmers of Gotland begin planting wheat farms to grow plenty of their signature wheat. Gain the Wheat Farms (Skydda) building, change Gotland Wheat+ to Gotland Wheat++ and change food production to 18,500.
As the smiths work to restore the forges of Terassydan they are blessed with a divine vision of a great and mighty forge designed by a master smith and unrivaled by any in Europa. The smiths get hard to work on it and it is built better than before, a truly masterful forge that will advance the Gutes' metalworking abilities greatly. Gain the <insert name of legendary forge here> building, gain 3 favor and gain 3 happiness.
Seeking further glory and conquest 200 more men have arrived to serve Gotland and are trained to be fine shieldbearers. Gain 200 troops.
>The zombies are beginning to grow hungry…increased zombie activity leaves your advisors worried of the possibility of an imminent attack.
>>47802
The Northlands are claimed and unified in the name of Aiseirigh. From the northernmost shores one can barely make out the coveted isles, making the recent acquisition all the more convenient. Gain 5 territories.
The farmers get to work on improving their craft and indeed come up with a new innovation - a new bright orange root, resilient and great raw, cooked. chopped, stewed and more. This'll definitely help keep the people well-fed. Change Farming II to Farming III, gain the Carrots food resource and change food production to 21,000.
The shipwrights, eager to regain their lost territory, work throughout the night to produce an entire fleet of some of the finest ships Aiseirigh has ever made. Gain Elite 50 War Galleys (+14 to combat rolls for every 5 elite ships), gain 1 favor and gain 1 happiness.
>>47809
The Rus' knowledge of engineering has truly come a long way, and the engineering discoveries have become marvels of the Rus civilization, truly some of the best Iron Age theories and methods around, at least from the Rus perspective. And indeed, the Rus should be pleased as their methods have improved the effectiveness of their projects greatly. Change Engineering I to Rus Engineering II and gain 1 favor.
Unfortunately the Tsar and his people are having trouble putting theory into practice, as they've been overcome with mechanic trainees too inept to understand the complex intricacies of the Rus methods. They'll have to try again later.
>You can only use one token per action, see earlier post
The Synod is a success and the disagreements are worked out, much to the relief of the priesthood who was fearing the worst - a schism of the church. This will go a long way towards improving order throughout the lands of the Rus. Change Religion I to Religion II, gain 1 happiness and gain 1 favor.
The Rus expand southward yet again, claiming even more territory in the name of the Tsar. Gain 3 territories.
>Your people are ecstatic! +5 happiness as long as happiness remains over 8.
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562496 No.49565
>>47826
>Happiness caps at 10, change happiness to 10 and gain 1 happiness token which you can use to add +5 to a single action. Only one token can be spent per action and tokens must be spent when you post the action, not after
Friedrich continues his meditations deep within the mountain, eagerly writing down all he learns. Indeed he learns of many things, of how the gods created the world, of how a powerful and evil god of destruction sought to destroy the gods' creation, and of a great war between the followers of the bloodthirsty god and the gods who wished to preserve their creation tore the world asunder as the blood of the slain gods tainted the irreparably save for the cradle of life that is Europa. Mantus also gives a dire warning, of which Friedrich pays great heed: Do not dig too deep, for deep beneath the earth, beneath even Mantus's domain, the murderous god is kept in his prison, and if he escapes he will realize his true ambition and end everything. Change Elsass Religion VI to Elsass Religion VII, gain 1 favor and gain 1 happiness token.
It appears Samson has done it again. The training methods of Elsass have become even more refined and perfected, and the troops are fighting even better than before. Truly Samson is a genius when it comes to training men. Change Elsass Military Training II to Superior Elsass Military Training III and change troop strength to +16 for every 100 troops.
Indeed the people of Elsass do find something good within the earth, plenty of red gems that, like the sapphires also found within the mountains, are of great value and will surely add wealth to the coffers of Elsass. Gain the Mining III tech and gain the Rubies luxury resource. Also gain 1 happiness and 1 favor.
>>47830
>czeched
The smiths get to work, pounding furiously to make a new, superior blade unique to Rome and a terrifying new addition to their military might to boot. The new swords are not only easy to use but have a simple yet effective design as well. The smiths call the new blade a "Gladius", a name that will likely become synonymous with Roman military might. Change Swords I to Swords II (Roman Gladius) and change troop strength to +19 to combat rolls for every 100 troops.
The new armor, dubbed "Lorica Segmentata", is also completed, and proves to be an effective replacement for past armor. Now the troops will be far more protected, much to their delight. Change Armor I to Armor II (Lorica Segmentata) and change troop strength to +20 to combat rolls for every 100 troops.
The explorers push north into the foothills of the mighty northern mountains, finding plenty of possible spots for iron mines should the Romans choose to invest in some there. Gain 4 territories and 1 favor.
As the smiths start their day, they are met with a sudden vision, a divine revelation telling them not to pick up their hammers and begin their research, for to do so will mean their deaths. They then can do naught but praise Apollo as it appears that their revelation would have come true - a part of a Roman forge was broken off and would have likely burned down half of Rome if the forge was lit. The Roman smiths instead endeavor to repair it while singing their praises to Apollo for sparing them from a fiery end. Lose 3 favor.
>>47841
>czeched
Though not the most impressive start to the expansion efforts of Ludzie Konia it is a start nonetheless, and at the end of it 3 more territories lie under the control of the Horse People. Gain 3 territories.
The people unfortunately are too preoccupied with other projects to bother with gearing up for war, despite the Konia chieftains' prodding.
One of those ventures is the notion of fishing, as someone has managed to snag a tasty fish with the use of a string tied to a pole with a worm and hook on the end. Indeed, fishing becomes a popular hobby amongst the Konia, perhaps only second to horseback riding. And the people are better off for it as their food larders are full of fish. Gain the Fishing I (Pole) tech, add Fish to your food resources and change food production to 16,000.
>You have a great surplus of food! Population growth is doubled while the surplus lasts.
>The leaders of Ludzie Konia toss and turn in their sleep as they hear whispering in their dreams, murmurs calling out to them. Perhaps the gods may pay them a visit soon…
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562496 No.49566
>>47847
The new wheat farms prove to be a great boon to Konigsberg as plenty of wheat is farmed and milled into flour. The farms quickly grow famous for the quantity and quality of the wheat they produce, and they become a cultural treasure of Prussia. Gain the Prussian Wheat Farm (Konigsberg) building, change Wheat to Wheat++ and change food production to 15,500.
Many brave explorers volunteer to explore and settle the western frontiers, but none of them return, leading the Prussian leadership to wonder what happened…lose 200 population.
This gives the people plenty of motivation to join the army, with the uncertainty and possible danger that lurks outside the walls enough to provide a strong incentive to boost the Prussian defenses. 250 troops are trained and are ready to fight for their homeland. Gain 250 troops (+14 to combat rolls for every 100 troops) -note that these can be divided between archers and swordsmen as you see fit-
Though the Prussians find that it's a bit more inaccurate than they'd like and it doesn't always work properly, when it does work their new ammunition is quite deadly indeed. This new catapult ammo will definitely have its uses. Change Siege Weapons II to Siege Weapons III (Catapults, scatter ammo) and change troop strength to +15 to combat strength for every 100 troops.
>Your people have an abundance of food, resulting in a surplus! Population growth is doubled while the surplus lasts.
>The leaders of Prussia toss and turn in their sleep as they hear whispering in their dreams, murmurs calling out to them. Perhaps the gods may pay them a visit soon…
>>47875
The Cogotasi, eager to make use of their new seaside holdings, take to the waves and learn to use a woven net to capture plenty of fish and the like, allowing the Cogotasi to eat well and banishing fears of a possible food shortage. Gain the Fishing I (Net) tech, gain the fish food resource and change food production to 15,000.
However the people find that net fishing is more effective in deeper waters, and in order to avoid drowning they come up with a suitable solution - rowboats to allow them to drop their nets in much deeper waters and carry their catch home to boot! This will definitely be a useful invention. Gain the Shipbuilding I (Rowboats) tech.
To facilitate this further a fine harbor is built in Adros to help meet the ever-growing demand for more rowboats as well as to give them a place to safely dock. Gain the Harbor (Adros) building.
>>47884
The people get to work and before long plenty of apples are growing and thriving in the orchards of Ville Riviere. The people will surely appreciate the extra food in their coffers. Gain the Apple Orchard (Ville Riviere) building, change food production to 18,000 and change apples to apples+.
Seeing the need to keep their prisoners securely locked away, the first bricks of Le Grand Donjon are laid, and before long a nice, sturdy and secure structure is built to imprison the scum of Francisian society. Surely this will help with maintaining order in the realm. Gain the Le Grand Donjon (Portes du Paradis) building and gain 1 happiness.
The ballistae are built and placed atop the already intimidating walls of La Porte de la Mer, adding greatly to the defensive strength of the structure. Portes du Paradis will now be even more secure from sea attacks. Gain the La Porte de la Mer Ballista Emplacements (Portes du Paradis) building.
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562496 No.49567
>>47903
The Babylonians spread out and safely expand their influence over Cyprus, easily bringing the entire island in their fold while still having time to settle and consolidate some of their other territories as well. Gain 8 territories.
Unfortunately disaster strikes when a massive storm strikes the coast, sinking the boats of the fishermen and ravaging the coastal territories of Babylon! The ordeal leaves many dead or missing, and the people can unfortunately do naught but pick up the pieces. They'll have to try again, hopefully in nicer weather. Lose 700 population.
However, progress into mathematics goes much better, and many new theorems are developed to aid the people in their studies and in their daily lives as well. Change Babylonian Mathematics III to Babylonian Mathematics IV.
>There is a food shortage in Babylon! Population growth is halved while the shortage lasts.
>>48121
First roll is for your (ill-fated) combat
The military leaders report that they've made a breakthrough in their amphibious training development, fixing a key weakness in the training program and making it more effective! Change Mediterran Amphibious Assault Training I to Mediterran Amphibious Assault Training II and change troop strength to +14 for every 100 troops and +17 for every 100 elite troops.
To compliment the new training the Mediterrans improve their weapons as well, developing new bows and new tridents alike for use against the enemies of Salacia. Change Bows II to Bows III (Mediterran Bows), change Spears II to Spears III (Iron Tridents), and change troop strength to +15 for every 100 troops, +18 for every 100 elite troops and +12 for every 5 ships.
>>48157
Tabukvik does indeed find a new trick for fishing, using his nets to capture many tasty shrimp for the Skraeli to eat. Though they are small they are nutritious and plentiful, which will help greatly with keeping the populace healthy and well-fed. Change Fishing VII to Fishing VIII and change food production to 24,000. Also add the Shrimp food resource.
Tabukvik also manages to finish a new boat design, a larger version of the quadrireme which is tougher and can sail for greater distances. Change Shipbuilding V to Shipbuilding VI (Quinquiremes) and change ship strength to +11 for every 100 troops.
Lastly Tabukvik makes some more quinquiremes which will help defend Skrael's shores. Gain 25 ships.
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562496 No.49568
>>49563
(need to beat by 50 or greater to tame)
MEDITERRANS' ROLL: 1 + 240 / 4 = 80.33
KRAKEN ROLL: 66 + 70 = 136
Though the Mediterrans are confident that the sheer number of their ships would be enough to subdue the beast, they didn't count on a fierce storm to begin raging overhead, turning the battlefield into disarray. Then it comes. In its element, the kraken uses the storm to its advantage, using its tentacles to grab and crush ships as they're being tossed around on the waves. Over half the fleet is sunk and countless many are lost to the seas before the admiral orders a retreat. The admiral's report to the king is as follows: "It's untamable, sir!"
MEDITERRAN SHIPS REMAINING: 55
KRAKEN HEALTH: 98%
>Note: Kraken can no longer be tamed
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562496 No.49569
>>49568
Also note that I meant to divide that by 3 and typoed, math reflects that
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63c0ea No.49570
| Rolled 99, 78 = 177 (2d100) |
>>49564
GOTLAND
>Population:
14,896
>Food production:
18,500
>Population growth:
3.25% (6.5)
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 7
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows II, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I
>Buildings:
[Visby](Capital)
Clan Hall
Extra Housing
Harbor
Barracks
Stone Walls
Tavern
Lettuce Farm
Wheat Farm
Temple of Thor
[Skydda](Outpost)
[Terassydan](city)
Teras Sielu (Damaged)
Extra Housing (Damaged)
The Skyforge (Legendary
Iron Mine (Damaged)
Tavern (Damaged)
>Standing Army:
420 Jute Shieldbearers (+16 to combat rolls for every 100 troops)
200 Jute Archers (+16 to combat rolls for every 100 troops)
25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
>Resources:
Food: Gotland Wheat++, Lettuce+, Potatoes, Sheep, Pigs, Fish, Tuna, Onions, Cow
Luxury: Marble, silver,
Industrial: Copper, Tin, Wood, Stone, Iron++, Limestone,Coal
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
10
—–
1. In the small town of Visby a massive storm has heralded the birth of a child bore by the divine seed of Thor. This child would be blessed with a destiny that would shape the future of the Jutes.
-10 Divine Favor
2. Cooperating with the warriors of Skrael the Shieldbearers of Gotland shall sail out to put down the undead menace on the Western shores. With sharp blades, new armor from the forges of Terassydan they would set up trenches and fires to lure the undead into while focus on destroying them. The archers would take support positions to suppress the undead as they mindlessly attack.
420 Jute Shieldbearers (+16 to combat rolls for every 100 troops)
200 Jute Archers (+16 to combat rolls for every 100 troops)
25 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
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ce974f No.49571
| Rolled 47, 41, 25 = 113 (3d100) |
>>49565
FREE CITY OF ELSASS
>Population:
12,187
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
5
>Outposts/towns/cities:
1 Capitol City
>Happiness:
10 (+5)
>Happiness Tokens:
2
>Technologies:
Bronzeworking, Ironworking, Forges II, Animal Husbandry III, Farming II, Mining III, Swords I, Elsass Religion VII ("God Below"), Medicine I, Police Force I, Armor II (Iron), Terraced Farms I, Shields I, Spears II, Superior Elsass Military Training III, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Elsass)
Iron Mines (Elsass)
Sapphire Mines (Elsass)
Temple of Mantus (Elsass)
Statue of Mantus (Elsass)
Barracks (Elsass)
Academy (Elsass)
Elsass Terraced Lettuce Farm (Elsass)
>Standing Army:
1200 Elsass Swordsmen (+16 for every 100)
>Resources:
Food: Wheat, lettuce++, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver, Rubies
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 7
1. How deep was too deep? Friedrich needed to know. He would have to be very selective about whom he would teach of the world ender trapped below, but most importantly he had to ensure that his people knew when they were no longer welcome to continue to dig deeper, for they could see in the Darkness but their sight only extended to the mountains rocky womb. Another day in his life would be spent conversing with Mantus, to learn more of the God hidden beyond the realm of the God Below and how far his prison stretched and perhaps even what the people of Elsass could do to keep him bound.
+ Spend a happiness token (already removed from stats)
2. Samson was a great warrior, the greatest the people of Elsass had ever seen perhaps, yet even he was growing old. Perhaps cause for concern, but perhaps only the natural order of things. For now he would leave the troops as they were, though not any less ambitious than he used to be, and let Julius ponder as to how to further improve the shields of the men as they were not up to standard to the various other advances that had taken place.
3. Hot metals were in the blood of the people of Elsass. Their forges however did not resemble this sufficiently. Though through their many years working relentlessly on crafting metals the forges were sure to improve eventually, though surprisingly enough it would appear no dedicated smith had joined the ranks of the city's elite just yet. However, what not was could always become.
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8a3a7f No.49572
| Rolled 42, 10, 24, 74 = 150 (4d100) |
>>49567
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
23,469
>Population growth:
6%
>Food production:
24,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VIII (Spear, Net, Clamdigging, Line, Cage), Shipbuilding VI (Quinquiremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)
>Standing Army:
572 Skraeli militia (+7 to combat for every 100)
94 War Quadriremes (+11 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: None
Industrial: Copper, Iron (traded), tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (90 yrs old)
>Other:
Chronicles of Ataninnuaq
1. Improve fishing
Ecstatic, Tabukvik, I, Shipbuilding V, Fishing VII, Harbor (Inuksuk)
2. Improve Ships
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V, Harbor (Inuksuk)
3. Improve Philosophy
Ecstatic, Skræli Alphabet, Music III, Philosophy I
4. Assist the Gotlanders against the abominations
Ecstatic, Tabukvik, 572 Skraeli militia, 94 War Quadriremes
"Tabukvik efforts have born fruit and the Skraeli people are flourishing. His adventures and stories are parables that resonate within all layers of society and represent what it means to explore and fight the unknown. While the Skraeli take up their weapons against the abominations of Hel they are reassured that this will be another epic adventure for the skraeli people as a whole."
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d16843 No.49573
| Rolled 86, 4, 48 = 138 (3d100) |
>>49564
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
11,295 (1050 SA)
>Food production:
14,500 (13,395 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
7
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training IV (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Wallachian Architecture II, Engineering I, Wallachian Shields II, Siege Weapons I, Unarmed Combat I (Pankration)
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
First Church of Yeshua (Curtea de Danube)
Iron Mine (Curtea de Danube)
>Standing Army:(1050) +13 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron+
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 3
1 Upgrade our First Church of Yeshua with Wallachian Architecture II to make it a more popular and appealing building which in turn will favor the followers of Yeshua. Everything must switch to the new aesthetic of our signature architectural style. We will make people happy to live in such beautiful buildings, and eager to join Wallachia as a place that can appreciate culture.
2 Research Military Training V. We break down the men and then build them back up again into Righteous Warriors under the King, Country, and Yeshua.
3 Research Siege Weapons II. If we have to break down walls, gates and keeps we will need more then ladders.
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bf28b2 No.49578
The Han (Bazrael)
>Population:
26724
>Food production:
36,750
Feeding: Civilian 26723+Military (2666) = 29389
>Population growth:
5.75%.base (x2 SURPLUS)
>Hunger:
Content
>Territory:
32
>Outposts/towns/cities:
Xinyang (Capital City)
Xi'iang (City)
Shènglì (Outpost)
Suzhou (Town)
>Happiness:
7 (+Code of Laws)(+Jade)
the Great Wall of the Han (Xinyang, Xi'iang, Shengli)
The Forbidden Fortress (Xinyang) (Legendary)
>Technologies:
Bronzeworking, Animal Husbandry II, Farming IV, Fishing I (crawfish pots), Crop rotation I, Architecture II, Code of Laws I, Conscription I, Education II, Surveying I, Han Alphabet, Medicine I, Construction Tools I (Bronze), Military Training II, Optics I, Spears II (Han Spears, Han Pikes), Crossbows I, Han Nationalism I, Poetry I, Magical Training II, Religion I (Xi Wangmu), Scholar Caste, Han Water Purification I, Han Pottery I (Han Porcelain)
>Buildings:
The Red Fortress capitol building (Xinyang)
+Extra Housing (Xinyang)
Xi Wangmu Academy - Legendary Barracks (Xinyang)
Xi Wangmu Temple (Xinyang)
University (Xinyang)
Honor and Virtue District (Xinyang)
Han Magic Academy (Xinyang)
Han Rice Terraces (Xinyang)
Cattle Ranch (Xinyang)
Potato Farm (Xinyang)
Orange Grove (Xinyang)
Salt Mine (Xinyang) building
Rice Farm (Xi'iang)
Potato Farm (Xi'iang)
Ox Ranch (Xi'iang)
Orange Grove (Xi'iang)
Rice Farm (Suzhou)
Cattle Ranch (Suzhou)
Potato Farm (Suzhou)
Orange Grove (Suzhou)
>Standing Army:
798 Elite Soldiers +12 to combat rolls for every 100 troops
535 Standard Han Crossbowmen (+9 to combat for every 100)
>Resources:
Food: [+extra food resources x4] Rice+++++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+++++, potatoes++++, Oranges +++
Luxury: Jade, Han Porcelain
Industrial: Wood, Copper, tin
>Magic:
Minor Plant Growth Spell
Han Dragonthorn spell
Minor Guidance of Xi Wangmu (Protection) spell
Divine Inspiration (6)
Minor Scrying (3)
>Divine Favor:
Xi Wangmu (Earth, metals, plants, protection)
>Other
Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
Stat Post
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ce974f No.49580
>>49571
Is me! White Death!
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ac8f8f No.49582
| Rolled 44, 14, 37 = 95 (3d100) |
>>49565
>Nation name: Ludzie Konia
>Color: Salmon
>Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.
—
>Population:
10,200
+Food Surplus
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<Jelenia Góra> (Capitol City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II, Fishing I (Pole)
>Buildings:
Pieskowa Skała (Capitol)
Extra Housing (<Jelenia Góra>)
Barracks (<Jelenia Góra>)
Stone Walls (<Jelenia Góra>)
Radish Farm (<Jelenia Góra>)
Stables (<Jelenia Góra>)
Forge (<Jelenia Góra>)
Tavern (<Jelenia Góra>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses, Fish
Luxury: Silver, diamonds
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1-2. Territory must be further expanded upon if we are to compete with our neighbors
3. Strange dreams eh? It would be worthwhile to take a look into this
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8b4bd2 No.49583
| Rolled 62, 48, 37, 88 = 235 (4d100) |
>>49563
TROYA
>Population:
14,383
>Food Production
19,250
>Population growth:
4%
>Hunger:
>Territory:
29
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
>Happiness:
5
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I, Spears I (Dories), Horse Equipment I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables, Private Schools (Troy)
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard
Perga:
>Standing Army:
250 Trojan Light Hoplites, 55 Trojan Armoured Net Militia (+17 for every 100), 310 Trojan Armoured Clubmen (+17 for every 100), 100 Chariots (+17 for every 50), 250 Slingers (+17 for every 100)
56 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, Grapes+, Onions+
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat)
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 6
1. With the makings of proper cavalry now we need to start on making our career soldiers sturdier than the treated leathers they currently wear, The Hoplites, Chariot Riders, and the cavalry we are building towards need equipment that can turn away enemy blows. We must see about turning our mastery of metalwork into creating protective armour for our warriors. [Metallurgy II, Armor I, Ironworking, Bronzeworking, Forges II]
2. Our newly claimed land needs to be made safe from any powers of the cult and a presence of Poseidon's worship must be there to guide it's people, we will construct a temple to Poseidon in the new outpost of Perga to ensure it remains safe. [Masonry II, Architecture I, Religion I (Poseidon), Slavery I]
3. A shipment of Pearls will be sent to the elite of Babylon along with some of our journeymen metalworkers to teach the secrets of handling metal to the smiths of Babylon (Giving some pearls to Babylon and Metallurgy I as agreed on for war efforts}
4. The people of Troy are not ones to go back on their words, a contingent of our priests will travel south to the lands of The Eternal Nile and call upon rain to fill their fields with life and spread the glory of Poseidon (Casting Minor Rainstorm on Eternal Nile farms as agreed on for war efforts)
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bf28b2 No.49585
| Rolled 5, 45, 49, 93 = 192 (4d100) |
>>49578
TARGET: SHENGLI.
The liberation begins today. We will free the town.
1. The Han begin big bronze telescope observatory building in the Capital University. It will boost many things, from our own local sight range, and scientific understanding. But most of all,we will prepare it to use the new Scrying Spell and firmly discover what has befallen Shengli.
This building will also boost our combat effectiveness within our own territory by giving us excellent local intelligence, especially when used with the spell.
>Buildings:
+University
>Tech:
+Construction Tools I (Bronze)
+Architecture II
+Bronzeworking
+Optics I
+Surveying I
+Scholar Caste
2. Our people are numerous. Now must come the ability to quickly make soldiers of them. We shall work hard to improve our Conscription capabilities so that we can easily and very quickly raise soldiers en masse. Improve conscription!
>Buildings:
+Xi Wangmu Academy
+Legendary Barracks (Xinyang)
>Tech:
+Conscription I
+Code of Laws I
+Military Training II
+Han Nationalism I
3. "Nationalism will bring us victory!"
The people must be instilled with absolute belief in the Han nation and government, and be inspired to serve its country. The council practices its oratory skills with the new blessing of Xi Wangmu to dole out posters and make speeches and bolster the people's belief in the Han empire. Improve nationalism!
>Buildings:
+The Red Fortress capitol building
>Tech:
+Han Nationalism I
+Poetry I
+Education II
+Scholar Caste
+Han Alphabet
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bf28b2 No.49586
>>49585
Also:
+Minor Guidance of Xi Wangmu (Protection) spell
For action 4
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bf28b2 No.49588
>>49585
It occurred to me that one of my actions was deleted when editing the post.
4. Keep building Suzhou into a City.
+Peacetime Soldierly Employ +5 to Construction Actions
+Architecture I
+Surveying I
+Han Alphabet I
+Construction Tools (Bronze) tech I
+Han Nationalism I
+Han Water Purification I
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63c0ea No.49589
>>49570
420 Jute Shieldbearers (+16 to combat rolls for every 100 troops)
200 Jute Archers (+16 to combat rolls for every 100 troops)
Forgot to change to:
420 Jute Shieldbearers (+18 to combat rolls for every 100 troops)
200 Jute Archers (+18 to combat rolls for every 100 troops)
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6fc63a No.49597
| Rolled 9, 35, 67, 74 = 185 (4d100) |
>>49567
>Nation name:
Babylon (Kingdom Of The Babylonians)
>Color: Blue
>Fluff:
The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
~~~~
>Population: 18,295
>Food production:
20,250 (+ Recordkeeping III)
>Population growth:
4.75% (2.375% Food Shortage)
>Hunger: None
>Territory: 51
>Outposts/towns/cities:
Babylon(Capital)
Alu-Marduk(Shrine Outpost)
Alu-Sarrum(Southern Capital/City)
Alu-Tiamatu(Coastal City)
Dimtu(Outpost)
>Happiness: 0 (Neutral)
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics IV, Recordkeeping III, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Babylonian Shields II, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus), Swords I (Babylonian Swords)
>Buildings:
[Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
>Standing Army:
[1156/350 Disciplined Babylonian Militia Infantry/Bowmen (+19 to combat rolls for every 100)]; [50 Babylonian Galleys (+9 to combat rolls for every 100 troops)
>Heroes: [Nabonassar (General, +1 to combat rolls per 100 troops)]
>Resources:
Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
Luxury: Silver, Babylonian Gold
Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
>Magic:
None (yet)
>Divine Favor:
(Marduk (Air, protection, life, metals) - 6)
1; We have stores for food, but evidently not enough. Research "storage" containers and techniques to more efficiently store grain and such in cases of shortages as we have now.
2-3; Trade with Mari. They are a merchant city state, they may be able to negotiate grain shipments to alleviate our shortage.
4; Form a coastal city in the deepest part of the Cypriot bay(where Salamis was) called Alu-Barīrītu
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7bba08 No.49600
| Rolled 75, 15, 6, 48 = 144 (4d100) |
>>49564
>Population:
16192
>Food production:
20,500 (feeding 15570civ+700mil=16892)
>Population growth:
4%
>Hunger:
None
>Territory:
25
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Voronezh (Town)
Tula (outpost)
>Happiness
8
4 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion II (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Rus Engineering II, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)
>Buildings:
Paved Roads (Moskva to Lipin Bor, Moskva to Tula, Tula to Voronez)
>Moskva
Palace of the Royal Family - also capital building
Temple of Svarog
School
Forge [III]
>Lipin Bor
Town hall
Rus Fisheries
>Voronez
Rus Lord's Palace
Church of Svarog
>Tula
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
6
>Religion
Svarog - fire, metals, life, protection
>corrected some building locations
#1 as with every new settlement, the Tsar demands complete control. the small outpost of Tula, our southernmost frontier outpost, will have a town hall built where a boyar will report directly to Moskva. now we can build with better engineering.
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#2 with the new Synod, a church will be built in Tula as well, in honor of Svarog, using the new engineering techniques.
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#3 the church at Lipin Bor has been delayed for far too long. we will now build one at last.
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#4 onward to the south, the Tsar commands the drive southerly towards fertile lands and warm sun. with new engineering techniques, this should be much easier.
>+5 Happiness
>Spend 1 Token +5
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
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a0d7f2 No.49602
| Rolled 67, 60, 8 = 135 (3d100) |
>>49563
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 11884
>Food production: 18,500
>Population growth: 1.75% SURPLUS MEANING 2X GROWTH
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:5
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor II(cloth armor), Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding III, Mining I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge II (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 100 Qarthakian Spearmen (+9 to combat rolls for every 100 troops)
100 Qarthakian Archers (+9 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+9 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth, Hardwood
>Magic: None
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 6
(Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
1. Scout out the bandits, find their origin and their numbers.
2. Recruit more soldiers to handle the bandit issue.
3.Using our improved forges and great linen making, improve the armor of our soldiers.
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9cc943 No.49604
| Rolled 57, 9, 8 = 74 (3d100) |
>>49572
AISEIRIGH
Population: 17,933
Food production: 21,000
Population growth: 4
Hunger:
Territory:
60
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 6 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming III, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm, Sheep Farm, Wheat Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 30 War Galleys [+11 for every 5], 50 Elite War Galleys (+14 to combat for every 5 elite ships)
Resources:
Food: Wheat++, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+, Carrots
Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 4, Brigid: Fire, Metals, Life, Strength
1. Build a Carrot Farm in Leicester
2. Build more Ships!
3. Recruit more Swordsmen.
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c7c572 No.49612
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
15,282
>Food production:
20,250 (+extra food resources x2)
>Population growth:
3%
>Hunger:
None
>Territory:
60
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Really Fucking Happy) and 1 Token
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords II (Roman Gladius), Military Training I, Armor II (Lorica Segmentata), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts II, Medicine I, Cement I (Roman Pozzuoli Cement)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Grand Colosseum Foundation and Framework]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Mausoleum]
+ [Superior Roman Statue of Apollo]
>Standing Army:
1000 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
60 Roman Galleys (+9 to combat rolls for every 5 galleys, naval unit)
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 12
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c7c572 No.49613
| Rolled 54, 81, 27, 82 = 244 (4d100) |
1. The glory of Roma must stretch to every corner of the world, but for that to happen she will need strong men with strong weapons to enlighten the barbarians of this world. For this we will need iron, and there's iron in the mountains of Cisalpina, so they shall be ours.
2. But as we expand north, we shall fortify the south as well, the ever-growing harbor of Naples is lacking a wall, and that simply shall not do.
3. Further work in Roma on the Great Colosseum shall continue. It shall not be built in day, but we shall see it finished before the world itself ends. Surely.
4. Finally, our naval forces could do with some refitting and modernization. Roman might has always been on the land, not at sea, but that does not mean we can make the decks of the enemy's ours! A ramp able to be set on the front of roman ships, with large hooks on the end of it, so our troops may directly board enemy vessels, is the newest through to emerge amongst the Admiralty. A working design is to be constructed at once!
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637468 No.49623
| Rolled 66, 13, 58, 46 = 183 (4d100) |
>>49564
Kingdom of the Eternal Nile (Javmoj)
>Population:
17,954
>Food production:
18,500
>Population growth:
7.25%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing II (Nile nets), Medicine IV, Babylonian Alphabet, Shields I, Tactics II
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
765 total Nile Spearmen (+10 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish, Shrimp
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 11 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer feels that his time will soon come. The time for him to leave this world like the Pharaohs before him. However, he has one last issue that needs to be resolved, the Sphinx, the being that his arrogance gave birth to, the one they call the Destroyer. It needs to be found. It might be further arrogance, but Kanefer has decided that he will not rest until the Destroyer he destroy it, or find a way to make it serve its original purpose as a guardian of the People of the Nile.
1) More soldiers must be trained, a mere 700 won't stop the Destroyer (Train Nile Spearmen)
2) Send out people to scour the desert for the Destroyer (Search for the Sphinx)
3) New methods of farming must be found, we need new ways of feeding out people (Improve Farming III)
4) Spears alone will not win the day, develop a weapon capable of fighting a creature of stone (Invent Siege Weaponry)
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3f0a7b No.49628
| Rolled 15, 2, 67 = 84 (3d100) |
>>49566
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
15,707
>Food production:
18,000
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
7
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils), Fishing I
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
Apple Orchard (Ville Riviere)
Le Grand Donjon (Portes du Paradis)
Ballista Emplacements (Portes du Paradis)
>Standing Army:
281 Francisian Swashbucklers (+14/100)
140 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat+, Cabbage+, Cows, Apples+, Sheep, Fish
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 9
+5 to rolls for 4 turns
1. To support our continuous population growth, we shall develop our farming skills. Perhaps we could look at possible nutrients found in the ground after a rotation of crops (develop farming (crop rotation))
2. Maybe we could enrich the soil further by using the nutrients found in dung, minerals, and left over food scraps. (develop farming (fertilizer))
3. We have impressive defence infrastructure but we don't have the man power to back it up. Encourage more people to join our armed forces with propaganda and promises of glory
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a53631 No.49642
| Rolled 21, 23, 23, 23 = 90 (4d100) |
>>49567
Mediterrans (Tansen)
>Population:
16961
>Food production:
17,250
>Population growth:
4%
>Hunger:
None
>Territory:
20
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
Tabulaterra (outpost) (Sicily)
>Happiness:
+2
>Technologies:
Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows IV (Mediterran Bows) Mediterran Amphibious Assault Training II, Spears III (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
Cloth Workshop (Mediterra),
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
55 Mediterran Triremes (+13 to combat for every 5 triremes, naval unit)
>Ground; 951 regulars +17, 497 elites+20
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
Special: Mediterran Sailcloth+, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 8)
1000 prisoners
Upgrade technology
1. Farming II
2. Fishing III (Mediterran Nets)
3. Animal Husbandry II
4. Execute all 1000 captured heretics their souls will be sacrificed directly to Salacia to punish them for their transgressions against her.
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a53631 No.49643
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3f0a7b No.49644
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4705f2 No.49646
| Rolled 47, 88, 14, 49 = 198 (4d100) |
>>49566
>Nation name:
Prussia
>Color:
Dark grey
>Fluff:
As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.
—
>Population:
9996
>Food production:
15,500
>Population growth:
2% (4%)
>Hunger:
Surplus
>Territory:
1
>Outposts/towns/cities:
Konigsberg (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor II, Mechanisms I, Physics I, Siege Weapons III (Catapults, scatter ammo), Military Training II, Shipbuilding I, Bows II, Code of Laws I, Masonry I
>Buildings:
Burg Hohenzollern
Extra Housing (Konigsberg)
Barracks (Konigsberg)
Stone Walls (Konigsberg)
Cucumber Farm (Konigsberg)
Iron Mine (Konigsberg)
Forge (Konigsberg)
Prussian Wheat Farm
>Standing Army:
250 troops (175 infantry, 75 archers) [+15 per 100 troops]
>Resources:
Food: Wheat++, Cucumbers+, Onions, Cows, Pigs, Fish
Luxury: Gold, sapphires
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1. Hold a memorial ceremony for those lost in our quest for exploration. Perhaps one day they will return, and from now we shall consider the West to be sacred to whatever wrathful thing took them.
2. Push stowards the warmer south, perhaps we shall find providence there.
3. Perhaps whatever took them is planning vengance against us. Continue our recruitment. +Military Training II, +Iron, +Forges I, +Ironworking
4. With our forces being small as they are, we must make up for our size in discipline. Drill the men into acting as one, living thing. +Military Training II
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9d1ffa No.49648
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5dee38 No.49651
| Rolled 1, 41, 21 = 63 (3d100) |
>>49566
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
13,963
>Food production:
15,000
>Population growth:
2.75%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
Adros (Outpost) (Southern shore)
>Happiness:
1 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I, Shipbuilding I (Rowboats)
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Sheep Farms (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
Harbor (Adros)
>Standing Army:
345 Cogotasi Horsemen (+10 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep+, horses
Luxury: Silver, Marble, Emeralds
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
1. Research Balista.
2. Research Tactics
3. Research better methods of construction.
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74c6b4 No.49704
>Nation name:
Amiculum Bellum
>Color:
Dark Gold
>Fluff:
Originating from a land of cold grassy plains are the people of Amiculum Bellum. Their ancestors were once the men and women of two rival cultures, the vastly war-like Bellumites and deeply spiritual Amiculians. Both groups were perpetually in conflict, neither showing mercy to one another as they constantly waged war. The quality yet limited resources of their land, coupled with the high birth rate of twins, meant was as much for population control as it was for idealogical reasons and resources. It wasnt until generations later that the two groups managed to negotiate and, through extensive trade and agreements, come to put aside their differences and unite as one. As part of their agreement, one identical child from each set of twins is given over to the opposite group, to create peace and harmony between them equally. The two groups are now symbiotic, the Bellumites holding control over the military and related means like resource management, while the Amiculians wield power over things such as art, culture, and more. The nation is therefore led by two symbiotic kings, the Lord of War and the Maestro of Culture, who must perpetually act together if they wish to maintain and advance the nation.
In terms of culture the people of Bellum Somnium deeply value the aspects of their cultural identity, emphasizing a life of equal parts discipline and self expression. Bellumite equipment is often decorated and personalized within key limitations, while Amiculian food and drink is often created in relation to certain concepts and ideals. This complex pattern of thought is integrated into all aspects of life, seemingly byzantine to outsiders as they act upon their beliefs and legends in every aspect of their lives.
The Amiculum Bellum military is made up of men organized into units known as "Aegis". These Aegis are made up of men wielding a staff weapon of short length known as a Salis(one head is a mace and the other a spear/blade tip)and a dagger for . Each Aegis is categorized and named after a metal or significant cultural concept(1st Iron Aegis, 12th Gelded Aegis, 119th Aegis of Iron Will, 289th Grand Master Aegis). These Aegis are meant to be full military formations, and each drills extensively for the various assigned duties it will engage in(frontline, skirmishers, guard duty).
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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562496 No.49706
>>49704
STAT POST
>Population:
10,000
>Food production:
15,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Medicine II, Forges I, Spears II (Salis), Blunt Weapons I, Armor II, Military Training II, Masonry I, Surveying I, Art II (Painting, Sculpting), Shields I
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Forge (<insert Capital City name here>)
Granary (<insert Capital City name here>)
Potato Farm (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Carrots, Cabbage, Pigs, Cows
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
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562496 No.49707
>>49706
Food production should be 15,500 and potatoes should be potatoes+
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a53631 No.49709
>>49704
>>>>>>joining a dead game
Lulz
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4f9343 No.49710
| Rolled 87 (1d100) |
>Nation name:
Amiculum Bellum
>Color:
Dark Gold
>Fluff:
Originating from a land of cold grassy plains are the people of Amiculum Bellum. Their ancestors were once the men and women of two rival cultures, the vastly war-like Bellumites and deeply spiritual Amiculians. Both groups were perpetually in conflict, neither showing mercy to one another as they constantly waged war. The quality yet limited resources of their land, coupled with the high birth rate of twins, meant was as much for population control as it was for idealogical reasons and resources. It wasnt until generations later that the two groups managed to negotiate and, through extensive trade and agreements, come to put aside their differences and unite as one. As part of their agreement, one identical child from each set of twins is given over to the opposite group, to create peace and harmony between them equally. The two groups are now symbiotic, the Bellumites holding control over the military and related means like resource management, while the Amiculians wield power over things such as art, culture, and more. The nation is therefore led by two symbiotic kings, the Lord of War and the Maestro of Culture, who must perpetually act together if they wish to maintain and advance the nation.
In terms of culture the people of Bellum Somnium deeply value the aspects of their cultural identity, emphasizing a life of equal parts discipline and self expression. Bellumite equipment is often decorated and personalized within key limitations, while Amiculian food and drink is often created in relation to certain concepts and ideals. This complex pattern of thought is integrated into all aspects of life, seemingly byzantine to outsiders as they act upon their beliefs and legends in every aspect of their lives.
The Amiculum Bellum military is made up of men organized into units known as "Aegis". These Aegis are made up of men wielding a staff weapon of short length known as a Salis(one head is a mace and the other a spear/blade tip)and a dagger for . Each Aegis is categorized and named after a metal or significant cultural concept(1st Iron Aegis, 12th Gelded Aegis, 119th Aegis of Iron Will, 289th Grand Master Aegis). These Aegis are meant to be full military formations, and each drills extensively for the various assigned duties it will engage in(frontline, skirmishers, guard duty).
—
Do not fill out:
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Laus (Capital City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Medicine II, Forges I, Spears II (Salis), Blunt Weapons I, Armor II, Military Training II, Masonry I, Surveying I, Art II (Painting, Sculpting), Shields I
>Buildings:
Player-named capitol building
Extra Housing (Laus)
Barracks (Laus)
Stone Walls (Laus)
Forge (Laus)
Granary (Laus)
Potato Farm (Laus)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes+, Carrots, Cabbage, Pigs, Cows
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1. A proper army needs proper armor. Begin research into full body armor that can adequately protect our troops, built to be durable.
2. A nation without words is not a nation at all. Begin the development of a proper system of language and writing, filled with soft consonants and powerful expressions.
3. Survey the land around us, so that we know the nature of our surroundings and how best to use them.
4. Research cloaks and capes, as they are excellent clothing and grand for designs and heraldry.
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4f9343 No.49711
| Rolled 5, 10, 15 = 30 (3d100) |
>>49710
Other three rolls lmao
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9d1ffa No.49712
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ad7d4d No.49738
>Nation name: Lietuva
>Color: Sky Blue
>Fluff: Hailing as the descendants of nomadic pastoralists in the Dnieper river valley, Lietuvans are a traditional folk keeping to old customs and retaining the tongue of their ancestors better than most. However they are not beyond change, settling in the forested, marshy lands around Vilnius (starting location) which offers insulation from an outside threats and allows them to settle down and utilize resources the land has to offer.
—
Do not fill out:
>Population:
10,000
>Food production:
11,000
>Population growth:
1%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
>Magic:
>Divine Favor:
N/A
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2da621 No.49740
>Nation name: Lakedaimon
(Self-explanatory, please pick something smart)
>Color: Orange
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff:
The people of Lakedaimon have taken pride to their martial prowess. Their talent in the field of battle is unmatched, as its Spartiates ruling class dedicates itself solely to increasing their military knowledge and abilities. They are divided into a strict, usually racial caste system, whence the Spartiates, a race of invaders, rule over all other classes, the middle class of the Periokoi, natives to first conquered lands, live their lives as free men and the Helots, natives of lands conquered after the initial landing, are slaves to the Spartiates' will. At times, Periokoi and Helots have chances to rise to the next caste through feats of the greatest valor, and with the approval of at least ten Spartiates.
The government is composed of a Diarchy, made up of two Spartiate Kings of the bloodline of Agis the Great, the founder of Lakedaimon. The family of Agis is expansive, and often has fit and shrewd candidates that grab the throne through good wits and expert oratory skills.
Most of their lands depend on the grand city of Sparta, where the Spartiates make their home. There, they drill themselves into competent soldiers and commanders, selecting the most extraordinary of them as governors for the towns and villages of Periokoi and Helots that they conquered over time.
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
Player-named capitol building
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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562496 No.49742
>>49738
STAT POST
LIETUVA
>Population:
10,000
>Food production:
18,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges I, Axes III, Armor I, Military Training II, Crop Rotation I, Surveying I, Bows I, Brewing I (Beer)
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Granary (<insert Capital City name here>)
Strawberry Farm (<insert Capital City name here>)
Amber Mine (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Broccoli, Strawberries, Peas, Cows, Pigs, Horses
Luxury: Silver, Amber+
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
>>49740
LAKEDAIMON
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears II, Armor I, Military Training IV, Slavery I, Surveying I, Shields I, Code of Laws I
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Granary (<insert Capital City name here>)
Forge (<insert Capital City name here>)
Iron Mine (<insert Capital City name here>)
Olive Farm (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, olives+, grapes, cabbage, sheep, chickens, pigs
Luxury: Gold, emeralds
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
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2da621 No.49746
| Rolled 16, 35, 22, 86 = 159 (4d100) |
>>49742
>>49742
LAKEDAIMON
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Sparta (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears II, Armor I, Military Training IV, Slavery I, Surveying I, Shields I, Code of Laws I
>Buildings:
Hill of the Spartiates (Capitol Building)
Extra Housing (Sparta)
Barracks (Sparta)
Stone Walls (Sparta)
Granary (Sparta)
Forge (Sparta)
Iron Mine (Sparta)
Olive Farm (Sparta)
>Standing Army:
None
>Resources:
Food: Wheat, olives+, grapes, cabbage, sheep, chickens, pigs
Luxury: Gold, emeralds
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
>Actions:
1. Claim the lands around us in the Pelloponese Peninsula.
2. Build homogeneous pens for our animals in order to increase production.
3. Recruit the beginnings of a standing army from the Spartiate elite.
4. Research Armor befitting of the elite.
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ad7d4d No.49747
| Rolled 10, 47, 24 = 81 (3d100) |
>>49742
LIETUVA
>Population:
10,000
>Food production:
18,000
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Vilnius (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges I, Axes III, Armor I, Military Training II, Crop Rotation I, Surveying I, Bows I, Brewing I (Beer)
>Buildings:
Player-named capitol building
Extra Housing (Vilnius)
Barracks (Vilnius)
Stone Walls (Vilnius)
Granary (Vilnius)
Strawberry Farm (Vilnius)
Amber Mine (Vilnius)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Broccoli, Strawberries, Peas, Cows, Pigs, Horses
Luxury: Silver, Amber+
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
1. Claim lands to the northwest of Vilnius
2. Better forges to make more and higher quality tools
3. Improve crop rotations for higher food output
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ef7d58 No.49765
>Nation name: The Moors
(Self-explanatory, please pick something smart)
>Color: Ocean Blue/Light Blue
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff: The Moors are a proud people, hailing from the desert lands they are relatively resilient. They are good camel breeders and are good with animal husbandry, they rely on it heavily to provide for their food, although farming is still present. They are excellent shipbuilders and also excellent traders.
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
—
Do not fill out:
>Population:
10,000
(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)
>Food production:
11,000
(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)
>Population growth:
1%
(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)
>Hunger:
None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)
>Territory:
1 (The amount of land you control)
>Outposts/towns/cities:
1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)
>Happiness:
0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.
>Buildings:
The Al-Taria Edifice (Where the ruler of the Moors lives)
>Standing Army:
None
>Resources:
(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)
>Magic:
(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)
>Divine Favor:
N/A (haven’t discovered any gods yet)
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562496 No.49767
STAT POST
>>49765
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Swords II, Shipbuilding IV, Armor I, Mining I, Masonry I, Moorish Currency, Bows I
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Harbor (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Stables (<insert Capital City name here>)
Salt Mine (<insert Capital City name here>)
Camel Ranch (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, dates, onions, goats, camels+, Horses, sheep
Luxury: Gold, salt+, sapphires
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
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ef7d58 No.49768
| Rolled 26, 97, 92 = 215 (3d100) |
>Nation name: The Moors
(Self-explanatory, please pick something smart)
>Color: Ocean Blue/Light Blue
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff: The Moors are a proud people, hailing from the desert lands they are relatively resilient. They are good camel breeders and are good with animal husbandry, they rely on it heavily to provide for their food, although farming is still present. They are excellent shipbuilders and also excellent traders.
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
<Al-Tarima> (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Swords II, Shipbuilding IV, Armor I, Mining I, Masonry I, Moorish Currency, Bows I
>Buildings:
Player-named capitol building (The Great Edifice of Al-Taria)
Extra Housing (<Al-Tarima>)
Harbor (<Al-Tarima>)
Stone Walls (<Al-Tarima>)
Stables (<Al-Tarima>)
Salt Mine (<Al-Tarima>)
Camel Ranch (<Al-Tarima>)
>Standing Army:
None
>Resources:
Food: Wheat, dates, onions, goats, camels+, Horses, sheep
Luxury: Gold, salt+, sapphires
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
ACTION 1: Begin to create a formal navy, constructing ships meant for war
ACTION 2: Create a trade fleet to trade with all the other nations
ACTION 3: Expand our Animal herds so that we may feed our nation better
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483129 No.49820
>>46071
>Nation name:
Elysia
>Color:
Surprise me
>Fluff:
War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.
—
>Population:
10,000
>Food production:
11,000
>Population growth:
1%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
1 Capitol City
>Happiness:
0
>Technologies:
Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming
>Buildings:
>Standing Army:
None
>Resources:
>Magic:
>Divine Favor:
N/A
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562496 No.49825
>>49820
STAT POST
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
<insert name of capital here> (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears III, Armor II, Military Training II, Mounted Combat I, Surveying I, Shields I, Code of Laws I
>Buildings:
Player-named capitol building
Extra Housing (<insert Capital City name here>)
Barracks (<insert Capital City name here>)
Stone Walls (<insert Capital City name here>)
Stables (<insert Capital City name here>)
Watchtowers (<insert Capital City name here>)
Tomato Farm (<insert Capital City name here>)
>Standing Army:
None
>Resources:
Food: Wheat, olives, tomatoes+, onions, cows, chickens, horses
Luxury: Gold, emeralds
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
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562496 No.49826
>>49825
Change luxury resources to Gold, Marble
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4b7490 No.49883
| Rolled 81, 35, 95 = 211 (3d100) |
>>49825
>Nation name:
Elysia
>Color:
Surprise me
>Fluff:
War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.
STATS
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Alexiopolis (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears III, Armor II, Military Training II, Mounted Combat I, Surveying I, Shields I, Code of Laws I
>Buildings:
Player-named capitol building
Extra Housing (Alexiopolis)
Barracks (Alexiopolis)
Stone Walls (Alexiopolis)
Stables (Alexiopolis)
Watchtowers (Alexiopolis)
Tomato Farm (Alexiopolis)
>Standing Army:
None
>Resources:
Food: Wheat, olives, tomatoes+, onions, cows, chickens, horses
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
TURNS
1. Recruit several units of heavy spearmen.
2. Put extra effort into farming.
3. Expand to neighboring unclaimed territories.
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562496 No.49886
| Rolled 55 (1d100) |
>>49570
>>49572
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562496 No.49887
>>49570
>don't forget to change your troop strength or I might not remember to remind you next time
One fateful day in the halls of Visby a fierce storm picks up, and as the rains pour and the winds race throughout the town a lone bolt of lightning strikes a maiden caught outside, who clenches her stomach and doubles over. The town healers rush to the scene to find out that she is in fact pregnant! Such an immaculate conception could only be the work of the divine, and it seems as though the great god of the Gutes, Thor himself, has blessed Gotland with his child. Already from a very young age the young child has proven himself as a strong, wise and resourceful boy, however the boy would not stay young for long. Indeed, the divine work in mysterious ways, as the child of Thor has grown from boy to man in five short years! However, that's not all the new demigod has up his sleeves. He bears the mark of the storm, which gives him some father's talent over fierce and mighty tempests which he can use to ravage his enemies, in addition to being a capable warrior. Add the following to your character sheet:
>Heroes: <insert name of new demigod here> (Demigod) (10) (Health: 100%) (+38 to combat rolls as long as he's present in battle) (Special Ability: Herald of the Tempest - 1.3x boost to combat rolls for 1 turn, 3 turn cooldown after use)
1st roll is for combat results vs. the Zombie Horde
>The jarl of Gotland is once again greeted by the visage of the mighty hero Thor, who is pleased with their growth and progress. "Indeed you have proven yourselves capable of great growth indeed, but the journey for betterment is and should be a neverending pursuit. Your people are now strong, and it is time for your empire to reflect that. Spread your empire long and far across the sea and over the hills and plains. Show to me Gotland's might by doing this and you shall be rewarded. (Extra favor condition changed to expanding to/capturing new territory)
>>49571
"How deep is too deep?" Mantus can only be amused by this quandary, as he too knows of the curiosity of wondering what treasures may lie deep beneath the earth. However, it is a tone of seriousness that Mantus takes when answering the question of Friedrich the Prophet. "Indeed mortal, I have been there myself but once, and I would not wish to return, but it lies leagues below these caverns. It would take decades, if not centuries, for mere humans to be able to dig that deep, and it is likely that the heat and pressure that keeps the Cursed One imprisoned deep within the earth would turn even the most intrepid souls away. Though the truly determined might yet reach him in his hellish prison, it is not something one would accidentally do. What can you do, you might ask? Nothing, for now. While the dark one rests all is well."
Friedrich says his thanks to the God Below for imparting his knowledge and emerges once more from the hallowed caverns with a feeling of a deeper connection to Mantus and a greater knowledge of the world of the divine. Indeed, he is eager to share with the people what he learned. Change Elsass Religion VII to Elsass Religion VIII, gain 1 happiness token and gain 1 favor.
Though not the grandest work of the Great Inventor Julius, the shields that Julius creates are nonetheless a definite improvement over the other, more simpler design and will definitely ensure that the troops are better protected. Change Shields I to Shields II and change troop strength to +17 to combat rolls for every 100 troops.
Though it is the hard work of many rather than one great smith that pushes Elsass's knowledge of forging along it still trudges forward, slowly but steadily, and the smiths are blessed with many new techniques to make smithing much easier as a reward for their efforts. Change Forges II to Forges III.
>Friedrich is greeted by the God Below once more in his dreams, and though Friedrich is not nearly as shocked as he was in the past due to their regular conversations he still bows in reverence, to which the God Below chuckles as the shadowy form hunches over his pickaxe. "It would seem as though you and I are growing quite familiar with each other, and you have done well in discovering the hidden treasures of the earth as well. You have done well enough with the task given, and so I have a new task for you. You have many things from the earth, but finding such treasures is only half the task. Turn these treasures into great structures, great buildings and great works of art, be they under the mountains or above, and I will share more of my great power with you." (Extra favor condition changed to building/upgrading new buildings)
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562496 No.49888
>>49572
Tabukvik is able to find a new way for the Skraeli fishing boats to spear even more fish, including large tuna which can feed many people. This will surely help to keep the people fed. Change Fishing VIII to Fishing IX and change food production to 26,000. Also gain the Tuna food resource.
Shipbuilding and efforts to improve philosophy don't go so well, however, as most people have focused on the war effort and in clearing out the various hordes of zombies that plague their new ally Gotland.
First roll is for combat results
>Although Tabukvik is a legend in his own right, even legends must meet their end eventually. Tabukvik is growing quite frail and weak and those close to him fear that he doesn't have long to live. (Tabukvik will die at the end of next turn)
>>49573
The reworking of the Church of Yeshua goes even better than expected, and the building stands as a true testament and prime example of the wonders of Wallachian architecture and craftsmanship. Many flock from across Wallachia to see the new structure and feel closer to Yeshua than ever. Change First Church of Yeshua to Wallachian Remodeled First Church of Yeshua (Curtea de Danube), gain 2 favor and gain 2 happiness.
Unfortunately the men's training is interrupted by a sea monster attack! The giant beast thrashes and rages offshore, creating mighty waves which pound the shores of Curtea de Danube and destroy many structures. Many lives are claimed before the end of the struggle. Lose 200 population.
However the people do come up with a fitting siege weapon better than mere ladders, a wooden log with a ram's head attached by ropes and operated by swinging it to and fro, each swing building momentum to knock down enemy gates. The military leaders of Wallachia theorize that this will be perfect for getting through troublesome gates that would be risky to climb over. Change Siege Weapons I to Siege Weapons II (Siege Ladders, Battering Rams) and change troop strength to +14 for every 100 troops.
>Yeshua returns to the dreams of Vlad III, content with the work that he has done. "Indeed you have brought happiness to all and few in your realm remain unhappy. This is all excellent work. Now I have a new task for you, to leave lasting monuments that will stand the test of time. These will undoubtedly bring happiness as well, and in building great things you will only grow and prosper. I look forward to seeing what you can accomplish." (Extra favor condition changed to building more buildings)
>>49582
At the behest of the king the people of Ludzie Konia venture forth and claim many new territories along the Vistula and elsewhere in the name of their homeland. Their territory has greatly increased now, though there’s plenty more to grab. Gain 5 territories.
The wisemen of Konia gather around the fire with flasks of fine Konia beer and spend the night discussing many things regarding the true nature of the rumored whispers in the dreams. They postulate about the nature of the gods that they believe speak such murmurs and what the gods could possibly want from them. Come sunrise they construct a number of tenets regarding the divine and feel as though they have the beginnings of a religion that can easily be applied to whatever god comes out of the woodwork for them. Gain the Religion I tech and gain 1 happiness. (Also gain 1 favor when you get a god)
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562496 No.49889
>>49583
Though the soldiers do like their leather armor for its simplicity, ease of use and light weight they’re quick to get behind the idea of something more protective. They come up with a novel idea - improving the leather armor by adding sturdy metal plates to vital points. The armor is definitely an improvement over the leather armor, though this doesn’t mean it can’t be improved further. Change Armor I to Armor II (Leather, Iron) and change troop strength to +18 for every 100 troops.
The priests and builders consecrate the lands around the once-menacing temple of Chthonius and clear the rubble to make way for a grand new temple to Poseidon which stands triumphantly over the cursed ruins of the old temple, a testament to the final victory of the Trojans over the Chthonian menace. Gain the Temple of Poseidon (Perga) building, gain 1 happiness and gain 1 favor.
>don’t roll for trade
The pearls are sent to Babylon, making that end of the deal complete.
As for the other end, the ritual is complete in the Kingdom of the Nile and much-needed rain is delivered to the ever-thirsty desert fields of the Nile.
As an agreement has been reached the former lands of Chthonius now belong to Troya, and the new village of Perga is shifted over to Trojan control. Gain 4 territories, gain Perga (village) and change population growth to 4.5%.
>While the council of Troya drifts to sleep amidst the sound of the waves he is greeted in his dreams by the visage of the great and mighty Poseidon, Lord of the Seas. “Excellent, you’re making good progress with mastering the animal world. But now I have another task for you. Feeding your people is of the utmost importance, as a well-fed nation is a prosperous nation. Whether by cultivating lush crops or utilizing your mastery over animalkind fill your larders and keep improving your ability to feed your people, and through this you will find strength.” (Extra favor condition changed to improving food production)
>>49585
>Surplus has ended
>Gonna have to ask you to stop splitting up your stat/action/whatever else posts, or if you have to do it that way post them one right after the other because scrolling up and down all the time between your stats and your actions/rolls with like 2-3 other posts in between is getting tiresome
As the Han begin the groundwork for their great telescope, a scandal breaks loose! Apparently traders from Shengli have reported that everything in Shengli is just fine, and after investigation it is revealed that a group of pranksters have been telling everyone that there are giant monsters attacking the town! In the chaos the people put down their tools in a fury and spread across the streets looking for the pranksters, eager to find the boys who cried wolf. They eventually find them and they are punished accordingly, however much of the land is still in an uproar about the hoax along with the other pranks the group has pulled off. Lose 1 happiness.
However the Han also make progress with their conscription tactics, and they theorize that they’ll be able to recruit and train more with these methods than they could before. Change Conscription I to Conscription II.
On a related note the Han also make progress with improving their posters and speeches regarding Han nationalism, and with furthering the ideas of nationalism amongst the people of the Han. Change Han Nationalism I to Han Nationalism II.
Lastly as the lands of the Han fill with people more and more people long for an escape from the overcrowded cities of Xinyang and Xi’iang and a return to a more peaceful life away from the hustle and bustle of the bigger cities. As a result it’s no surprise that when the Council begins promoting the smaller town of Suzhou people flock there immediately, migrating there en masse and transforming it into a large and prosperous city to rival Xinyang and Xi’iang, and building plenty of extra housing to accommodate the new arrivals on top of that. Change Suzhou (Town) to Suzhou (City), gain the Extra Housing (Suzhou) building and change population growth to 6.75%.
>Once more the Guardian of the West returns to the dreams of the Council, this time with a pleased smile on her face. “You have done much to feed your people and grow in tune with the earth, and for that I am grateful. As such I have a new task for you, to grow your empire far and wide and bring the lands further under your control. Do this and success and power will surely come to you, as will my favor.” (Extra favor condition changed to expanding your domain and gaining new territory)
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562496 No.49890
>>49597
The wisemen of Babylon get to work researching new containers to store food in. Many things are tried, and most end up failing, however one inventor manages to inadvertently create a container that is in the shape of an icon the Babylonians find offensive and disgusting, and on top of that it doesn’t even hardly hold anything. The inventor quickly destroys the defective and offensive container and apologizes profusely but not before the scandal spreads across Babylon, causing unhappiness and unrest amongst those who hear of it. Lose 1 happiness.
>don’t roll for trade, see trade rules >>47152
The people of Mari thank you for kindly ridding them of the vicious rebels and come to you with a trade offer - their barley for your dates. (Trade offered: their Barley+ for your Dates+, you will gain 1500 food production for accepting, accepting is a free action)
The brave Babylonian settlers venture across the sea and indeed they come across a perfect bay for establshing the beginnings of a great city. For now it is an outpost but if properly nurtured it may be a great Eastern Mediterranean port in the making. Add Alu Bariritu (outpost) to your Outposts/Towns/Cities tab and change base population growth to 5.25%.
>Once more the form of Marduk, gleeful at the progress his chosen people have made, returns to the people of Babylon in their dreams on a hot summer night. “Excellent work, your armies truly grow mighty under your watchful eye. Now I will grant you a new task to bestow even more strength upon you. A nation moves on its stomach, and yours is no different. Find many things to grow, cultivate and harvest and many animals to domesticate. Fill your foodstores and gain the knowledge needed to keep the people well-fed. Do this and not only will you find strength on your own but I will lend you my support as well.” (Extra favor condition changed to increasing food production)
>As part of their deal the Trojans grant you shipments of choice Trojan pearls, much to the delight of the people who take great joy in adorning themselves with the new treasures. They also deliver unto you the promised captives with which you can do as you see fit. Gain the Pearls (T) resource, gain 1 happiness and gain 1500 population (should you accept them into the fold)
>>49600
The people of Tula rejoice as the town hall is finally completed and a boyar, a respected local noble, is appointed with no trouble at all. The boyar and town hall will do much to bring the new outpost to order and bring stability to the greater realm as well. Gain 1 happiness and gain the Town Hall (Tula) building.
Unfortunately due to a combination of general incompetence, poor management and logistical discrepancies the construction of both churches doesn’t go so well and progress is delayed considerably. They’ll have to wait even longer, not to mention the people of Lipin Bor have been waiting quite some time already…
Luckily these setbacks aren’t enough to stop the wave of southerly expansion, and the Rus are able to claim 4 additional territories in the south as their own. Gain 4 territories.
>On a cold winter’s night as the royal family is sound asleep, the hearth seems a little warmer as Svarog greets them with a pleased smile. “Ah, good, you have done much indeed to learn my craft. However metal isn’t the only thing you can make well. Show me your ingenuity by making many wondrous buildings, and not only will your people reap the benefits but I will bestow a reward upon you as well.” (Extra favor changed to building new buildings)
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562496 No.49891
>>49602
The Qarthakian scouts find the desert bandits camped along a small oasis in a fortified tent camp deep within the sweltering southern deserts. They outnumber the Qarthakians, though not overwhelmingly so, and they’re armed with what appears to be stolen Qarthakian gear. They have many unarmed slaves amongst their number as well. While the lead scout posits that the enemy may be dangerous if taken lightly he also thinks that with proper preparation victory can still be grasped.
To remedy this the Qarthakian generals begin recruiting and before long 200 able Qarthakian men are trained and await orders. Now the fields are about even, though more troops would make for some excellent insurance. Gain 200 troops.
The armormakers make a suitable piece of armor based on the specifications given to them, however when a prominent general wears the armor it comes apart on him, leaving him nude in public and horribly embarrassed. In a rage he orders the armormakers to scrap this faulty design and return to the drawing board, stating if this happened on the field of battle that soldier would be dead. Lose 1 happiness.
>On a hot summer night the Qarthakian king is greeted by the guardian of the land, Baal Haamon, who beams with pride. “Great job, you’ve done well at learning how to make the fields green and prosperous. Now I have a new task for you, to grow your people as you grow your crops. Strong militaries make prosperous nations, and if you make yours prosper I will bestow my blessing upon you.” (Extra favor condition changed to increasing your troop strength)
>>49604
Much to the joy of the people of Leicester the carrot farm is a success, and the harvest adds greatly to the foodstores of Aiseirigh. Gain the Carrot Farm (Leicester) building, change food production to 21,750 and change carrots to carrots+.
The new ships depart on their maiden voyage, searching the Aiseirigh coasts for trouble, but unfortunately trouble finds them when a vicious storm hits, sinking the ships and slamming into the coastal cities, bringing death and devastation with it. Lose 700 population.
All these storms have really killed recruitment efforts, and when an overeager drill instructor goes door to door berating people for not having any balls to sign up and defend the country it creates quite the problem as everyone complains back to the Aiseirigh leadership. Lose 1 happiness.
>The hearths grow brightly and warm up the cold winter night as Brigid makes her presence known in the dreams of the Aiseirigh leadership. “Good job, you’ve done well in making your men strong, now you must also strengthen their numbers as well. Create a vast army to show your strength and I will extend my blessings to you as well.” (Extra favor condition changed to recruiting troops/ships)
>>49612
>You have Surveying I, put it in your sheet please or I’ll forget that you have it
The Romans expand further north, claiming much of the mountains that were once on the horizon as their own. Surely underneath these mighty peaks there’s plenty of iron and other resources to be found. Gain 5 territories and 1 favor.
A fine wall is built in Naples as well to give the increasingly important port city the same protection as mighty Roma or any other city in the great and powerful land of Rome deserves. And indeed, the architects are able to use state-of-the-art Roman techniques to do one better, making a grand wall worthy of the Roman name. Gain the Roman Stone Wall (Naples) building.
Indeed, it seems the Colosseum won’t be built for many days. Delays from inclement weather and poor planning stymie the progress of the Great Colosseum for a while longer.
These delays do nothing to stop the shipbuilders, however, and the ramp idea proves to be a success for the most part. The fine Roman craftsmanship makes this invention an essential in Roman ship design and a symbol of Roman naval strength. This invention will also allow the Romans to capture ships in battle, provided the ship survives and the boarding is successful (small chance of gaining some enemy ships if you win a naval battle). Gain the Ship Weapons I (Roman Boarding Ramps) tech and increase ship strength to +11 for every 5 ships. Also add the [Boarding] tag to your ships.
>On a balmy summer night Apollo swoops down from the heavens in the dreams of the Roman consul, beaming with delight at all the territory Rome has acquired. “Excellent work indeed, your empire has grown vast indeed and power may soon be yours. Now I think you are more than worthy of handling this next task, which is to bring glory to your people by strengthening your military further and turning them into an unstoppable force. Do this and you shall find strength from me as well.” (Extra favor condition changed to increasing troop strength)
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562496 No.49892
>>49623
Indeed more soldiers are trained, and before long 200 more soldiers are ready to face the onslaught of the Destroyer, provided he can be found..gain 200 troops.
The scouts don’t report back, and people fear the worst - that the Destroyer Sphinx may be lurking somewhere out there, enjoying its snack for now but nonetheless biding its time until it brings its destruction to the Nile once more. Fear has grasped the hearts of the people and it doesn’t seem to want to let go until the beast is dealt with. Lose 1 happiness.
Luckily fear doesn’t seem to distract the farmers from their mission, and they find a new crop that can be grown. This new crop is resilient to the desert heat and makes for a nutritious and convenient snack. Gain the Farming IV tech, gain the Dates food resource and change food production to 20,000.
The researchers also perfect their newest weapon, a stone thrower they call a “catapult” that can launch large stones for great distances using the power of papyrus reed ropes connected to a scoop mechanism and powered by wheels. This may have other uses besides sphinx hunting, and may be used to bring down walls and the like, and perhaps it could be mounted on ships as well…gain the Siege Weapons I (Catapult) tech and change troop strength to +11 to combat rolls for every 100 troops.
The Guardian of the Dead Osiris appears once more in the dreams of the pharaoh, content at his achievements thus far. “Good, you have done well to show your respect for the dead. However, just as I am a god of death I am also a god of life, and as such I would like you to show me your respect for life as well. Thus I assign you a new mission: to grow many plants and raise many heads of cattle, to master the fields of farming so that your people may grow well-fed and mighty. Do this and I shall lend you even more of my power.” (Extra favor condition changed to improving food production)
>As part of their agreement the Trojans send a priest of Poseidon to cast a mighty spell to call the rain clouds and water the thirsty fields, which greatly improves the harvest. Change food production to 21,500 (+1500 for 3 turns).
>>49628
Though the Francisians try to develop a system of crop rotation, they can’t quite seem to get the process down right, resulting in many failed harvests. Thankfully not much is affected regarding the bottom line but the Francisians will have to go back to the drawing board and work the bugs out before they can proceed.
The Francisians hear about the wonders of dung and how it can revitalize the fields, however their constant exposure to the dung and other nasty things in their experiments makes them a prime target of a vicious disease that comes forth and wipes out much of the farmers who come into contact with the nasty stuff. Lose 500 population.
With a little encouragement the ranks of the Francisian military grows a bit stronger as many soldiers join to defend noble Francisia. Gain 200 troops.
>On a misty autumn night the Francisian leaders are greeted by the visage of the Lady of the Deep, Melusine. “Oh, what a lovely gate you have there. I think with that you’ll be more than able to handle the next task I have for you. While your kingdom is quaint it is also small, maybe you should expand your influence so that all may know how great it is. Do this and I’ll give you a nice reward.” (Extra favor condition changed to expanding)
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562496 No.49893
>>49642
>tripz czeched
Though beleaguered from the recent incidents with the kraken and confused on what to do next the people manage to find divine inspiration through prayer and worship. This allows them to escape the mental fog that might have otherwise eclipse them and create many new innovations, the first being in the area of farming. This time they discover the benefits of farming the grape, a sweet fruit endemic to the region that can be used in all sorts of things, from juice to raisins to regular grape eating and more. Change Farming II to Farming III and change food production from 17,250 to 18,750. Also gain the grapes food resource.
The Mediterrans also make advances in fishing, trading their nets for shovels to dig up tasty clams found all around the shores of the various Mediterran isles. Change Fishing III to Fishing IV, change food production from 18,750 to 20,250 and gain the clams food resource.
Lastly the Mediterrans manage to domesticate the sheep, allowing them to harvest wool and be well-fed on mutton to boot. Change Animal Husbandry II to Animal Husbandry III, change food production from 20,250 to 21,750 and gain the sheep food resource.
The Mediterrans begin the glorious sacrifice of the accursed Tabulaterrans and the people cheer as the devils are flung from the cliffs to the watery depths. Lose the 1000 prisoners, gain 1 happiness and gain 1 favor.
>The lady of the sea, Salacia, comes to the Mediterran king in his sleep as the waves gently wash against the shore. “Hmm, it seems as though you were unable to expand much, however given your circumstances I can hardly blame you. Thus I have a new task for you, which will hopefully empower you and give you the strength to rise against any threat that may arise. Go now, and find new ways to strengthen your brave warriors, be it through weapons, training, or whatever else may give strength to the brave souls willing to fight for you. Do this and I shall lend more of my strength as well.” (Extra favor condition changed to improving troop strength)
>>49646
The ceremony is largely a success as the people thank Bulslav I for his kindness in giving the people a chance to remember and grieve the fallen. Gain 1 happiness.
After they finish their mourning the Prussians resolve themselves to avenge the lost souls by succeeding where they had failed, and many new southern territories fall under Prussian control. The once tiny nation begins to expand and secure its foothold upon the southern lands, much to the delight of King Bulslav. Gain 5 territories.
Unfortunately recruitment stalls as it seems the people’s fears of the unknown western threat hasn’t subsided yet. They shake in their boots, telling all kinds of stories and tall tales about what may lurk out there, from cannibals to monsters and whatever else their wild imaginations come up with. Lose 1 happiness.
However the Prussian military leaders, not to be discouraged by this, decide to put quality over quantity as they invent new troop drilling methods that streamlines the process and increases the discipline of the Prussian forces. Change Military Training II to Military Training III and change military strength to +16 to combat rolls for every 100 troops.
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562496 No.49894
>>49651
As the people explore they hear tales of great inventions, of a great bow machine that can shatter walls and skewer lines of people with giant arrows and stones. They look into these rumors and attempt to build their own creation, although it ends in disaster as at the grand device’s unveiling it backfires horribly, ripping itself apart and sending its ammo flying wildly into the crowd, its unfortunate target being none other than the chieftain himself! The chieftain dies almost instantaneously as the stone crashes through his brain and his son, the rightful heir to the throne, is made chieftain soon after, although a faction of Cogotasi led by the new chieftain’s uncle takes control of some of the people, planning to remake Cogotas in his own image and rule it as king! The chieftain must act quickly, as rumor has it that the usurper king Gorgothas has hired not only Cogotan warriors but also survivors of the Mauri to aid him in his conquest! Cogotas has now entered a state of civil war! Lose 1000 population, lose 3 happiness and gain a pissed off and strong rebel faction led by Gorgothas and holed up in a fortified outpost to the north.
Thankfully all the chaos going on doesn’t stop the loyalist generals of Cogotas from inventing new tactics which will hopefully be put to generous use in stopping the Gorgothan rebellion. They improve troop synergy greatly and allow for new formations and tactics, a welcome blessing indeed. Change troop strength to +11 for every 100 troops and gain the Tactics I tech.
However it does distract the wisemen from discovering any new methods of construction, not many people are all that willing to take any risks and invent anything new after the last fiasco..
>Though the young chieftain tosses and turns with the thought of all the disasters that have happened recently he finds a moment of solace when Bandua, Lord of Banners and god of war, appears to comfort him in his sleep. “You have gone through many trials, young chieftain, and it is likely that you will go through many more, but trust in me and I shall give you the strength to defeat any who oppose you. But first there is much to do to strengthen yourself. Forge mighty tools, train the troops well, and strengthen them for the times ahead. This is the advice I will give to you. Do this and I shall reciprocate and grant you more of my strength so that you may crush your enemies underfoot.” (Extra favor condition changed to increasing troop strength)
>>49710
The smiths report back with good news! Great armor has been forged using a series of small metal plates tied together in rows to form a lightweight and versatile set of armor that doesn’t sacrifice protection in the process. They call this new form of armor “lamellar” and it becomes an icon of Amiculum Bellum’s craftsmanship and military prowess. Change Armor II to Armor III (Amiculum Bellum lamellar).
The rest of Amiculum Bellum’s ventures don’t go well at all, however. It seems that chaos has erupted over the language discussions, the Amiculans wanting an expressive, free-flowing script while the Bellumites wanting something more spartan, short and to the point without all the unnecessary frill. The debates drive a rift between the Amiculans and Bellumites, something the kings will have to try and mend. Lose 1 happiness.
On top of that the people sent to explore have gone missing! Who knows where they may have went or what happened to them, but it’s clear they aren’t coming back. Lose 200 population.
It appears that the situation with the capes has aggravated the rift between the Amiculans and Bellumites, with the Amiculans preferring aesthetics over practicality and the Bellumites holding the opposite opinion. More arguments are had and more headaches for the kings as well. Lose 1 happiness.
>You have a surplus of food! Population growth is doubled while the surplus lasts.
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562496 No.49895
>>49746
As the explorers leave the winds pick up ominously and a storm blows through the area, killing many. Though the storm eventually moves on, however, the travelers are nowhere to be seen. Lose 200 population.
The pen construction is delayed as well as logistical errors and confusion over the purpose of the pens prevents any real progress from taking place. The ranchers and builders will have to try again at a later date.
Similarly no men are recruited either, with all the able-bodied population committed to other projects temporarily such as searching for the lost travelers, cleaning up the mess from the pen construction and other important matters.
However the Spartiates still manage to construct a superior suit of armor befitting of the mighty Spartiate warrior and a vast improvement over the old armor. This will make them well-protected indeed and perhaps it will even be just the thing to inspire the people to join the mighty Lakedaimon military forces. Change Armor I to Armor II (Lakedaimon iron armor).
>You have a surplus of food! Population growth is doubled while the surplus lasts
>>49747
The Lietuvan expedition departs but unfortunately none return….the people’s imagination goes wild at the thought of what might have happened to them…bandits, natural disasters, or perhaps they just deserted? Lose 200 population.
However the Lietuvans back at home are able to make some advances in the smithing department, inventing new and better forges which can smith iron much more efficiently. Change Forges I to Forges II.
Crop rotations don’t go as planned, apparently one of the farmers made a mistake and now the order is all messed up. Thankfully the harvest isn’t affected much but nevertheless they can’t really call this an improvement…
>You have a surplus of food! Population growth is doubled while the surplus lasts
>>49768
The Moors’ progress is stopped as an overzealous shipmaster orders the current production scrapped due to the ships produced being too low quality. He states that these ships would very likely sink if they’re ever taken on long journeys and orders the builders to start over.
>FYI you don’t need to build ships just to trade with others
However the overzealous shipmaster proves that he also knows what he’s doing when he gets to work personally overseeing the construction of 30 fine ships. A fine start to the Moorish naval forces. Gain 30 Quadriremes (+9 to combat rolls for every 100 troops).
The herds are also expanded with the addition of a new animal to the flocks of the Moors - the venerable cow, used for milk as well as meat. A fine addition indeed that will ensure that the Moors remain well-fed. Change Animal Husbandry IV to Animal Husbandry V, change food production to 16,500 and gain the cows food resource.
>You have a surplus of food! Population growth is doubled while the surplus lasts.
>>49883
The Elysians send their recruiters out to establish the beginnings of the grand Elysian military and indeed they return with 250 strong and able soldiers, a fine start for Elysia’s new army. Gain 250 troops (+13 to combat rolls for every 100 troops) (these can be divided amongst troop types i.e. horsemen, spearmen as you wish)
The Elysian farmers also find success in the fields as their efforts have been rewarded with a new crop discovery! Although these green fruits are sour they are very nutritious and are good for keeping the dreaded scurvy away. addition to the Elysian diet indeed. Change Farming III to Farming IV, change food production to 16,500 and gain the limes food resource.
The Elysians begin a great expansion campaign, increasing the size of the Elysian kingdom from a tiny city-state to a good chunk of central and northern Greece. This is indeed a good start for this burgeoning empire. Gain 7 territories.
WORLD NEWS (for those tagged)
>>49572
>>49570
The civil war in Ylfing is over, with the rightful heir Asgrim Ylfingson finally uniting the Jarldom and executing his half-brother Ingvar Einarrson for the high crime of treason.
All new players that joined this turn -
The leaders of your respective nations each hear murmurs and whispers in their dreams, as if something is calling out to them. What could this mean? Could this be the enigmatic gods calling out to them? What form will the whispers take? Find out soon!
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562496 No.49896
>>49582
As the people of Ludzie Konia drift off to sleep the rumors make themselves manifest into two gods.
The first takes the form of a giant, greybearded and mighty warrior who is taller than any human and bears armor with eagle motifs throughout. “Greetings young one, I am Svetovid, god of war, fertility and abundance. Through me your burgeoning civilization will find strength, might and prosperity, but only if you are worthy of the great powers I can give you. What say you? Will you follow me to glory?” (Domains available: Earth, plants, fire, war)
Shortly after that another figure steps forward, this one taking the form of a thin, beautiful woman with fair skin as white as snow. An aura of coldness emanates from her, and the closer she steps the colder it gets, yet she does not seem to be hostile. “Don’t listen to him, young one. He only knows of war and is bound by honor, he doesn’t know the truth of finding TRUE power. I am Marzanna, the personification of winter itself. Join me and I will grant you the might of the winter storm, if you feel you are worthy that is.” (Domains available: Ice, storms, darkness, protection)
Both these gods will lend you their power, but the gods are fickle creatures and a man can only serve one master. Who will you choose?
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562496 No.49898
After a hard day’s work the king of Prussia drifts off to sleep as the warm fire comforts him. To his surprise he is greeted by two gods, the first a beautiful woman with bright red hair. She emanates a calming warmness like the sun itself and She curtseys and introduces herself. “Greetings mortals, I am Saule, the lady of the sun. You have quite the interesting civilization here, it amuses me greatly to watch you grow. If you’ll allow me, I will help you to realize your true potential and bestow my heavenly powers upon you, and your future will be as bright as the sun itself. However, such power doesn’t come free, but if you conquer my trials supreme success will surely find you.” (Domains available: Fire, plants, life, protection)
The second figure scoffs at the proposal. He is a stronger looking man, with a mighty crackling staff and long beard. “Hah, what a joke. You don’t need to follow the peaceful route to win, if you do your enemies will most definitely crush you. I am Perkunas, the Skylord, and if you follow me I will show you true power able to crush any who would oppose you. However, I dislike weaklings, and people who aren’t deserving of my powers will receive none. So, what say you? Do you feel up to the challenge? (Domains available: Air, storms, war, light)
Both these gods will lend you their power, but the gods are fickle creatures and a man can only serve one master. Who will you choose?
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562496 No.49899
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562496 No.49900
>>49570
>>49572
GOTLAND ROLL: 78 + 108 + 50 + 36 = 272
SKRAEL ROLL: 74 + 35 + 198 = 307
TOTAL ATTACKING FORCES ROLL: 579
ZOMBIES ROLL: 55 + 390 x 1.2 = 534
Though the zombie horde is not to be underestimated, dwarfing even the combined Skraeli and Gotland forces as it seems the whole of what was once Helheim has been turned into the great zombie horde. However the zombies are dumb and unarmed aside from their cursed claws and teeth, and although they take some losses doing so the new demigod of Gotland, partaking in his first battle, comes up with a scheme to lure the horde to the sea where they are laid low with attacks from the Gotland and Skraeli navies. Although the job is not yet over the Gutes and Skraeli have won a key victory today. Zombies still lurk further inland but their numbers have been decimated. As the zombies' true strength is in their numbers the cleanup effort should be easy but beware, for the Skraeli and Gotlanders will have to conduct the final battle without their ships…
Gotland loses 31 ground troops and 2 ships.
Skrael loses 28 ground troops and 4 ships.
ZOMBIES REMAINING: 4,420
<insert Gotland demigod name here> health: 100%
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7e884e No.49901
| Rolled 55, 33, 30 = 118 (3d100) |
>>49900
GOTLAND
>Population:
15,380
>Food production:
18,500
>Population growth:
3.25%
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
Visby (Capital)
>Happiness: 7
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows II, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I
>Buildings:
[Visby](Capital)
Clan Hall
Extra Housing
Harbor
Barracks
Stone Walls
Tavern
Lettuce Farm
Wheat Farm
Temple of Thor
[Skydda](Outpost)
Wheat Farm
[Terassydan](city)
Teras Sielu (Damaged)
Extra Housing (Damaged)
The Skyforge (Legendary
Iron Mine (Damaged)
Tavern (Damaged)
>Standing Army:
400 Jute Shieldbearers (+18 to combat rolls for every 100 troops)
189 Jute Archers (+18 to combat rolls for every 100 troops)
23 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
Heroes: <Magni> (Demigod) (10) (Health: 100%) (+38 to combat rolls as long as he's present in battle) (Special Ability: Herald of the Tempest - 1.3x boost to combat rolls for 1 turn, 3 turn cooldown after use)
>Resources:
Food: Gotland Wheat++, Lettuce+, Potatoes, Sheep, Pigs, Fish, Tuna, Onions, Cow
Luxury: Marble, silver,
Industrial: Copper, Tin, Wood, Stone, Iron++, Limestone,Coal
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
0
—–
1. Research Bows III
2. Research Shields I
3. Move with Skraeli to wipe out the zombie menace completely with Magni leading the army and summoning the power of the Storms to help wipe out the disgusting creatures.
400 Jute Shieldbearers (+18 to combat rolls for every 100 troops)
189 Jute Archers (+18 to combat rolls for every 100 troops)
<Magni> (Demigod) (10) (Health: 100%) (+38 to combat rolls as long as he's present in battle) (Special Ability: Herald of the Tempest - 1.3x boost to combat rolls for 1 turn, 3 turn cooldown after use)
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ef7d58 No.49902
| Rolled 24, 78, 78, 96 = 276 (4d100) |
>Nation name: The Moors
(Self-explanatory, please pick something smart)
>Color: Ocean Blue/Light Blue
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff: The Moors are a proud people, hailing from the desert lands they are relatively resilient. They are good camel breeders and are good with animal husbandry, they rely on it heavily to provide for their food, although farming is still present. They are excellent shipbuilders and also excellent traders.
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
>Population:
10,400
>Food production:
16,500
>Population growth:
4%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
<Al-Tarima> (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry V, Farming II, Medicine II, Forges I, Swords II, Shipbuilding IV, Armor I, Mining I, Masonry I, Moorish Currency, Bows I
>Buildings:
Player-named capitol building (The Great Edifice of Al-Taria)
Extra Housing (<Al-Tarima>)
Harbor (<Al-Tarima>)
Stone Walls (<Al-Tarima>)
Stables (<Al-Tarima>)
Salt Mine (<Al-Tarima>)
Camel Ranch (<Al-Tarima>)
>Standing Army:
Navy: 30 Quadriremes (+9 to Combat rolls for every 100 troops
Army: Nothing
>Resources:
Food: Wheat, dates, onions, goats, camels+, Horses, sheep, Cows
Luxury: Gold, salt+, sapphires
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
Actions:
1. It is time to find other people, to trade with of course! The new quadriremes are sent out to explore and find other nations.
2. It is time to create an army to protect ourselves with, while we are not the best on land, we shall use our Horses and Camels to make Cavalry, in specific they shall be called the Mamlukes, a fast and hard hitting force meant to break the enemy quickly. (500 Mamlukes) They shall be equipped with swords and good armor!
3. Research Military Training I.
4. Construct a Cow ranch.
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9cc943 No.49903
| Rolled 85, 14, 1 = 100 (3d100) |
>>49891
AISEIRIGH
Population: 17,950
Food production: 21,750
Population growth: 4
Hunger:
Territory:
60
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming III, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm, Sheep Farm, Wheat Farm, Carrot Farm
Standing Army: 250 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 30 War Galleys [+11 for every 5], 50 Elite War Galleys (+14 to combat for every 5 elite ships)
Resources:
Food: Wheat++, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+, Carrots
Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 4, Brigid: Fire, Metals, Life, Strength. Favor Condition: Recruiting Troops/Ships
1. These storms shall not impede us! Our army must SWELL! Recruit more men! +[Warrior Lodge]
2. Build a Carrot Farm in Achaidh. +[Farming III]
3. The large, green isle to our west has long been a source of wonder and fascination for our people: tales tell that it is teeming with massive stags and that not a viper can be found within its thick forests. We will send some of our settlers there, and colonize it! +[Surveying II]
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9cc943 No.49904
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ac8f8f No.49905
| Rolled 69, 33, 88 = 190 (3d100) |
>>49888
>>49896
Nation name: Ludzie Konia
Color: Salmon
Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.
—
>Population:
10,400
+Food Surplus
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
<Jelenia Góra> (Capitol City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges I, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II, Fishing I (Pole), Religion I
>Buildings:
Pieskowa Skała (Capitol)
Extra Housing (<Jelenia Góra>)
Barracks (<Jelenia Góra>)
Stone Walls (<Jelenia Góra>)
Radish Farm (<Jelenia Góra>)
Stables (<Jelenia Góra>)
Forge (<Jelenia Góra>)
Tavern (<Jelenia Góra>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses, Fish
Luxury: Silver, diamonds
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
1 (Svetovid)
The morning after the event, there is a mss of cheers among the people of Jelenia, they have truly been bless this day! Several elders convene with the king in a shot, but heated debate about just who their new patron should be. Many consider Marzanna to be the better option, however after a small speech about the value of honor and loyalty by the king, Kwiatosław, the majority decide Svetovid to be the greater choice.
1. Only a few days ago we debated the merit of religion among out people, and now we have found our God. It is time for widespread, organized, worship to be adopted across settlements and towns within the Konian lands. And in the Capital, we shall start on the construction of a temple to Svetovid.
2. Second on our agenda is to start research into more advanced Forges, as our current ones are barely efficient in their use of metal provided.
3. Third and last of our current agenda is to look into cloth weaving methods, if we are to truly carry ourselves with honor, we must not continue to wear simple sack-cloth and other petty clothes.
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8a3a7f No.49906
| Rolled 60, 12, 70, 63 = 205 (4d100) |
>>49903
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
8 (Ecstatic)
>Territory:
20
>Population:
24,877
>Population growth:
6%
>Food production:
26,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing IX (Spear, Net, Clamdigging, Line, Cage), Shipbuilding VI (Quinquiremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)
>Standing Army:
546 Skraeli militia (+7 to combat for every 100)
90 War Quadriremes (+11 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish, Tuna, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: None
Industrial: Copper, Iron (traded), tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (95 yrs old)
>Other:
Chronicles of Ataninnuaq
1. Improve fishing. Through Human ingenuity we have mastered the ocean and Tabukvik's long life shows that despite its dangers we can claim dominion of the ocean and reap its bounty freely.
Ecstatic, Tabukvik, I, Shipbuilding V, Fishing VII, Harbor (Inuksuk)
2. Improve Ships. Tabukvik's efforts of disseminating his knowledge of the sea has been a great success and already a new generation of sailors and shipwrights have been hard at work innovating the fleet.
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V, Harbor (Inuksuk)
3. Build more ships. While the zombies are the threat now they are currently being beaten back by our superior forces. We must continue to prepare against the much more difficult threat, the leviathan.
Ecstatic, Tabukvik, Carpentry I, Shipbuilding V, Harbor (Inuksuk), Superior Skraeli Warrior's Lodge, Inuksuk Forge
4. Assist the Gotlanders against the abominations
Ecstatic, Tabukvik, 546 Skraeli militia, 90 War Quadriremes
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a71a59 No.49907
| Rolled 38, 3, 1, 48 = 90 (4d100) |
>>49889
TROYA
>Population:
15,030
>Food Production
19,250
>Population growth:
4.5%
>Hunger:
>Territory:
30
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Perga (Village)
>Happiness:
6
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor II (Leather, Iron), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I, Spears I (Dories), Horse Equipment I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables, Private Schools
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon, Paved Roads, Lumberyard, Grape Farm
Perga:
Temple of Poseidon
>Standing Army:
250 Trojan Light Hoplites (+18 for every 100), 55 Trojan Armoured Net Militia (+18 for every 100), 310 Trojan Armoured Clubmen (+18 for every 100), 100 Chariots (+18 for every 50), 250 Slingers (+18 for every 100)
56 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, Grapes+, Onions+
Luxury: Pearls, Gold
Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat)
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 7
1. We must never grow lax in our duty to protecting our lands, new soldiers must be trained. A call will be sent out to every family of wealth in the lands to send their sons to swell the ranks of an elite unit of medium cavalry taking advantage of our powerful horses to load them with heavier armour than normal so
blows may be cast aside. (train some elite cavalry) [Armor II (Leather, Iron), Shields I, Trojan Mounted Combat I, Spears I (Dories), Horse Equipment I, Caste System I, Stables, Trojan Horses, Trojan Iron+]
2. With the lands of Perga cleansed we will look to building it up so that our people may continue to thrive, we have many places to grow plants and fine stables to raise beasts of war but lack pastures to raise cattle animals. The untamed lands of the region will be converted and fenced off to allow sheep and cows
to roam and grow strong and healthy (build pastures in Perga) [Animal Husbandry I, Farming III, Wood+]
3. The Outpost of Percote must be expanded into a proper town to support it's industries and allow further expansions (upgrade Percote to Town) [Masonry II, Architecture I, Slavery I, Lumberyard, Wood+, Roads I, Surveying I]
4. We must never be lax in the pursuit of improving our nation we currently use simple shields to defend our men and their ability to surviving enemy fire is key to prevailing in battle. Weight must not slow our men down but the quality needs to improve, the hard working men of the metalworks shall be tasked with
creating a sturdy frame of metal for our shields to reinforce the weaker wooden and leather parts (research improved shields) [Ironworking, Forges II, Metallurgy I, Shields I, Improved Trojan Metalworks, Trojan Iron+]
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04c5e1 No.49908
| Rolled 32, 42, 19 = 93 (3d100) |
>>49887
FREE CITY OF ELSASS
>Population:
12,430
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
5
>Outposts/towns/cities:
1 Capitol City
>Happiness:
10 (+5)
>Happiness Tokens:
3
>Technologies:
Bronzeworking, Ironworking, Forges III, Animal Husbandry III, Farming II, Mining III, Swords I, Elsass Religion VIII ("God Below"), Medicine I, Police Force I, Armor II (Iron), Terraced Farms I, Shields II, Spears II, Superior Elsass Military Training III, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Elsass)
Iron Mines (Elsass)
Sapphire Mines (Elsass)
Temple of Mantus (Elsass)
Statue of Mantus (Elsass)
Barracks (Elsass)
Academy (Elsass)
Elsass Terraced Lettuce Farm (Elsass)
>Standing Army:
1200 Elsass Soldiers (+17 for every 100)
>Resources:
Food: Wheat, lettuce++, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver, Rubies
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 8
1. Friedrich awoke remembering Mantus words. Truly they had been blessed with a God who so clearly stated what he wished for. He sought for them to create works of architectural marvel and Friedrich had the perfect idea. A large hall would be struck into the mountain, far larger than anything they had done until now. Its walls and floor would be perfectly smooth. There would be no light, and nothing would be stored within it. To any observer a large room without purpose or meaning. However, far above, all across the ceiling they would create great carvings, depicting the history of the people of Elsass and their God. Their fates and history. Encompassed in the blackness of the mountain womb where no torches light could touch it, for the hall was too monstrous in its size. A place of silent contemplation and worship, a place to observe and remember the history of Friedrich's people and the only ones who would be able to see it were the people of Elsass themselves.
+ Make a seemingly empty History Hall
2. The Soldiers of Elsass were well trained and equipped, however Samson sensed that the further his people expanded into the Mountain and the more territories their traders expanded into the more soldiers would be required to keep everyone safe and affairs in order. Once more he would train a new generation of proud warriors, to carry on their father's legacy.
+ Train Soldiers
3. While Mantus was a God of Protection he had not been particularly forthcoming in terms of medicine, Julius thought to himself while handling yet another experimental mix. Fair enough he had been steering clear of the mines and he too had received Mantus' gift of Darksight, yet he had never taken the time to speak with the being himself. A man of science the existence of a creature so incredibly powerful was something that unsettled him more than he liked to admit.
+ Develop Medicine
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a0d7f2 No.49909
| Rolled 51, 35, 97 = 183 (3d100) |
>>49891
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 12256
>Food production: 18,500
>Population growth: 1.75% SURPLUS MEANING 2X GROWTH
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:4
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor II(cloth armor), Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding III, Mining I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge II (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 200 Qarthakian Spearmen (+9 to combat rolls for every 100 troops)
200 Qarthakian Archers (+9 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+9 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes, cows, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth, Hardwood
>Magic: None
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 6
(Extra favor condition: Recruiting troops/ships)
1. Recruit more soldiers
2. Beseech Baal Hamon for a spells that would let us tame bulls enough to ride. So we can ride the bulls like him into battle against those who would challenge his chosen people.
3. Study animal riding.
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c7c572 No.49910
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
15,740
>Food production:
20,250 (+extra food resources x2)
>Population growth:
3%
>Hunger:
None
>Territory:
65
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
>Happiness:
+ 10 (Really Fucking Happy) and 1 Token
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords II (Roman Gladius), Military Training I, Armor II (Lorica Segmentata), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts II, Medicine I, Cement I (Roman Pozzuoli Cement), Surveying I, Ship Weapons I (Roman Boarding Ramps)
>Buildings:
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Grand Colosseum Foundation and Framework]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Mausoleum]
+ [Superior Roman Statue of Apollo]
+ [Roman Stone Wall]
>Standing Army:
1000 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
60 Roman Galleys (+11 to combat rolls for every 5 galleys, naval unit) [Boarding]
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 13
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c7c572 No.49911
| Rolled 68, 47, 100, 48 = 263 (4d100) |
>>49910
1. As our god commands, a new legions is to be raised. The Legio I Italia shall be stationed on the homefront, and our newest cities shall be the target of a vast recruiting campaign of the new Legio II Cisalpina, who shall be the first legion to be raised from the northern cities and villages, and granted the lands they claim for the Republic as their own!
2. At Roma, construction on the Grand Colosseum continues, the new concrete being quick to pour and quicker to dry, but vulnerable to water. To combat this, active construction sites shall have large swathes of tanned leather overlain them, so no inclement weather shall impede our progress.
3. In order to wage war farther from our developed lands, we shall have to reinforce and develop strong supply lines. The backbone of these shall be roads. In the place of dedicated construction cores for this task, the legions shall build the roads they march upon as they march, so that every soldier shall be an engineer as well as a soldier. The Army, its a rough life!
4. On the eastern side of Italia, a new colony shall be started so that the glory of Roma can access all parts of the Mare Nostrum without having to sail around Italia. It shall be a great harbor, constructed in our newly conquered lands in the great Lacus Veneta (Venice)
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c7c572 No.49912
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324003 No.49913
| Rolled 46, 26, 4 = 76 (3d100) |
>>49888
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
11,293 (1050 SA)
>Food production:
14,500 (13,395 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
9
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training IV (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Wallachian Architecture II, Engineering I, Wallachian Shields II, Siege Weapons II (Siege Ladders, Battering Rams), Unarmed Combat I (Pankration)>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
Wallachian Remodeled First Church of Yeshua (Curtea de Danube)
Iron Mine (Curtea de Danube)
>Standing Army:(1050) +14 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron+
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 5
1 Siege Weapons III (Siege Ladders, Battering Rams). Our Engines of war expand, and they must to break the bastions of evil.
2 Military Training V (Officer Training), Elite Training. Our soldiers are righteous warriors who do not stray from the orders of their respected officer class. If we train our soldiers to be able to defeat the enemy together and individually then we need only wait for our enemies to take a misstep for us to take a glorious victory. A strong core of our crusading forces must be establish so that the foul enemy is not only overwhelmed but beaten in both quality and quantity.
3 The Hanging Gardens of Yeshua. A majestic hall where the work of feeding the people can done right here in the city defended by the walls and the hearts of the people. Halls supported by beautiful pillars, hundreds of them, a display of our engineering abilities. Flowing water and reflected light everywhere that dazzle the viewer and draw their attention to the beauty and strength of life. Weights apparently supported by vines and trees. We can feed the people in our city and do so for eternity.
Wallachian Mathematics III, Wallachian Architecture II, Engineering I, Farming II
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324003 No.49914
>>49913
+5 each from happiness
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a567bd No.49917
| Rolled 9, 65, 53, 17 = 144 (4d100) |
Mediterrans (Tansen)
>Population:
17640
>Food production:
21,750
>Population growth:
4%
>Hunger:
None
>Territory:
20
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
Tabulaterra (outpost) (Sicily)
>Happiness:
+3
>Technologies:
Food: Farming III, Fishing IV (Mediterran Nets), Animal Husbandry III
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows IV (Mediterran Bows) Mediterran Amphibious Assault Training II, Spears III (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
Cloth Workshop (Mediterra),
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
55 Mediterran Triremes (+13 to combat for every 5 triremes, naval unit)
>Ground; 951 regulars +17, 497 elites+20
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen, Grapes, Clams, Sheep
Special: Mediterran Sailcloth+, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron, Wool
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 9) (Extra favor condition changed to improving troop strength)
1. Upgrade Bows IV (Mediterran Bows)
2. Upgrade Mediterran Amphibious Assault Training II
3. Upgrade Spears III (Iron Tridents)
4. Upgrade Military Training I
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ac8f8f No.49918
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af98ab No.49919
| Rolled 54, 67, 73, 71 = 265 (4d100) |
>>49893
>>49898
>Nation name:
Prussia
>Color:
Dark grey
>Fluff:
As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.
—
>Population:
10,396
>Food production:
15,500
>Population growth:
2% (4%)
>Hunger:
Surplus
>Territory:
6
>Outposts/towns/cities:
Konigsberg (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor II, Mechanisms I, Physics I, Siege Weapons III (Catapults, scatter ammo), Military Training III, Shipbuilding I, Bows II, Code of Laws I, Masonry I
>Buildings:
Burg Hohenzollern
Extra Housing (Konigsberg)
Barracks (Konigsberg)
Stone Walls (Konigsberg)
Cucumber Farm (Konigsberg)
Iron Mine (Konigsberg)
Forge (Konigsberg)
Prussian Wheat Farm
>Standing Army:
250 troops (175 infantry, 75 archers) [+16 per 100 troops]
>Resources:
Food: Wheat++, Cucumbers+, Onions, Cows, Pigs, Fish
Luxury: Gold, sapphires
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
Saule
1. We have been blessed by Saule, Lady of the Sun! Convert the memorial to a shrine to Her. We shall respect our dead in honor of Her. (Masonry I)
2.Continue our southern expansion to warmer lands.
3. As we expand, recruitment becomes more difficult. Create forts in each territory to act as recruitment centers and as territory control ( Siege Weapons III, Military Training III, Masonry I)
4. Create standard-issue overlapping plate and chain armor sets for each infantryman (Bronzeworking, Ironworking, Forges I, Armor II)
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ad7d4d No.49920
| Rolled 8, 23, 88 = 119 (3d100) |
>>49895
>Population:
10,200
>Food production:
18,000
>Population growth:
4%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Vilnius (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges II, Axes III, Armor I, Military Training II, Crop Rotation I, Surveying I, Bows I, Brewing I (Beer)
>Buildings:
Player-named capitol building (Governing Hill of Vilnius)
Extra Housing (Vilnius)
Barracks (Vilnius)
Stone Walls (Vilnius)
Granary (Vilnius)
Strawberry Farm (Vilnius)
Amber Mine (Vilnius)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Broccoli, Strawberries, Peas, Cows, Pigs, Horses
Luxury: Silver, Amber+
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
Actions
1. Send another group of Lietuvans to settle the northwest
2. Also send some Lietuvans to settle the southeast
3. Upgrade forges
4. Upgrade axes
5. Build horse stables for a stable number of horses
6. Try riding horses
7. Train warriors with axes for a standing army
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bf28b2 No.49921
| Rolled 73, 17, 56, 62 = 208 (4d100) |
>>49889
https://pastebin.com/TMLkKPAY
1. There are many paths to expansion. But where the south is dusty and dry, the east is wasteland, and the west is cut off by the sea where once dwelt a fearsome monster, the north offers vast expanses of greenery and wildlands untamed.
There is a great river to the north, whose full breadth and width is not yet known, but we know it empties into the western sea. Rivers are an excellent place to expand, offering water for farmland and the possibility of river travel, and a safe path to follow back home.
We shall expand along this great river!
Tech:
Architecture II
Surveying I
Han Nationalism II
Optics I
Construction Tools I (Bronze)
Magic:
Minor Scrying (3)
Peacetime Soldierly Employ +5
2. Develop river barges, this will make river transport and thus movement easier.
Tech:
Architecture II
Construction Tools I (Bronze)
Scholar Caste I
Education II
Xi Wangmu Academy
University (Xinyang)
3. Improve surveying, this will make exploration and expansion easier.
4. Improve Architecture, this will help with expansion and settlement construction
Tech:
Architecture II
Construction Tools I (Bronze)
Scholar Caste I
Education II
Xi Wangmu Academy
University (Xinyang)
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5dee38 No.49927
| Rolled 95, 5, 66 = 166 (3d100) |
>>49894
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
13,320
>Food production:
15,000
>Population growth:
2.75%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
Adros (Outpost) (Southern shore)
>Happiness:
-2 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I, Shipbuilding I (Rowboats), Tactics I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Sheep Farms (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
Harbor (Adros)
>Standing Army:
345 Cogotasi Horsemen (+11 to combat for every 100 troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep+, horses
Luxury: Silver, Marble, Emeralds
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
1. Sends scouts to find out the strength of Uncle Gorgothas's rebels.
2. Recruit more horsemen. More soldiers will be needed to put down this rebellion.
+Military Training I
3. Hold a funeral and day of remembrance for the late king and all those who died in the freak accident.
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637468 No.49928
| Rolled 56, 22, 34, 11 = 123 (4d100) |
>>49892
Kingdom of the Eternal Nile (Javmoj)
>Population:
19,255
>Food production:
21,500 (+1500 for 3 turns).
>Population growth:
7.25%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming IV, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing II (Nile nets), Medicine IV, Babylonian Alphabet, Shields I, Tactics II, Siege Weapons I (Catapult)
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
>Standing Army:
965 total Nile Spearmen (+11 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish, Shrimp, Dates
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 11 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer is confident. This new weapon gives him hope against the monster he created, even if his people seem worried that he seeks it. However, he also cannot shake the dream he had, Osiris sees the people's need for food as well as he has, and has reminded him that if he ensures the bounty of the Nile remains, then his people will be rewarded, he will not disappoint.
1) Create a fishing fleet in the hopes of claiming more of the sea's hidden bounty of food (Construct Fishing Fleet)
2) Send out people to scour the desert for the Destroyer (Search for the Sphinx)
3) Send people far and wide searching for new animals that can be used to produce food (Improve Animal Husbandry II)
4) The catapults are promising, but they are still too unrefined, try out various designs in the hopes of slowly improving its power and reliability (Improve Siege Weaponry I)
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f093e8 No.49931
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2da621 No.49935
| Rolled 73, 47, 88 - 1 = 207 (3d100) |
>>49895
LAKEDAIMON
>Population:
10,200 (+400 from pop growth, -200 from expedition failure)
>Food production:
15,500
>Population growth:
2% (+2% due to surplus)
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Sparta (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears II, Armor II, Military Training IV, Slavery I, Surveying I, Shields I, Code of Laws I
>Buildings:
Hill of the Spartiates (Capitol Building)
Extra Housing (Sparta)
Barracks (Sparta)
Stone Walls (Sparta)
Granary (Sparta)
Forge (Sparta)
Iron Mine (Sparta)
Olive Farm (Sparta)
>Standing Army:
None
>Resources:
Food: Wheat, olives+, grapes, cabbage, sheep, chickens, pigs
Luxury: Gold, emeralds
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
>Actions:
1. Claim the lands around us in the Pelloponese Peninsula.
2. Build homogeneous pens for our animals in order to increase production.
3. Attempt to increase the happiness of the freemen through raises and land grants.
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3f0a7b No.49961
| Rolled 84, 31, 54 = 169 (3d100) |
>>49892
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
15,717
>Food production:
18,000
>Population growth:
3.25%
>Hunger:
None
>Territory:
14
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
7
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils), Fishing I
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
Apple Orchard (Ville Riviere)
Le Grand Donjon (Portes du Paradis)
Ballista Emplacements (Portes du Paradis)
>Standing Army:
401 Francisian Swashbucklers (+14/100)
220 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat+, Cabbage+, Cows, Apples+, Sheep, Fish
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 9
+5 to rolls for 4 turns
1. Melusine wills us to expand so expand we shall. Conquer the coasts and surrounding lands so that if we are attacked, lands on the outskirts aren’t cut off from trade with the rest of our great nation
2. It seems our smartest men were right about crop rotation in theory. We just need to get the science down. Continue researching and we shall overcome any future overpopulation problem
3. Working with filth spreads disease. This isn’t new information but it has never been a problem before we started incorporating it in our daily lives. Begin spreading the use of porous rocks, like pumice, to scrub off dead skin and dirt. When used in conjunction with our essential oils, the filth will be barely noticeable.
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3f0a7b No.49962
>>49961
should be +5 to rolls for 3 turns
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7d5eeb No.50007
| Rolled 28, 63, 5 = 96 (3d100) |
>>49895
>Nation name:
Elysia
>Color:
Surprise me
>Fluff:
War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.
STATS
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
8
>Outposts/towns/cities:
Alexiopolis (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges I, Spears III, Armor II, Military Training II, Mounted Combat I, Surveying I, Shields I, Code of Laws I
>Buildings:
Player-named capitol building
Extra Housing (Alexiopolis)
Barracks (Alexiopolis)
Stone Walls (Alexiopolis)
Stables (Alexiopolis)
Watchtowers (Alexiopolis)
Tomato Farm (Alexiopolis)
>Standing Army:
250 spearmen
>Resources:
Food: Wheat, olives, tomatoes+, onions, cows, chickens, horses, limes
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
TURNS
1. Begin expanding south towards Athens.
2. Recruit more troops.
3. Begin extensive military drilling, hiring renowned officers from other parts of Greece to train our own officers and troops.
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0360ea No.50011
| Rolled 31, 41, 3, 21 = 96 (4d100) |
>Population:
16839
>Food production:
20,500 (feeding 16839civ+700mil=17539)
>Population growth:
4%
>Hunger:
None
>Territory:
29
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Voronezh (Town)
Tula (outpost)
>Happiness
9
4 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion II (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Rus Engineering II, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)
>Buildings:
Paved Roads (Moskva to Lipin Bor, Moskva to Tula, Tula to Voronez)
>Moskva
Palace of the Royal Family - also capital building
Temple of Svarog
School
Forge [III]
>Lipin Bor
Town hall
Rus Fisheries
>Voronez
Rus Lord's Palace
Church of Svarog
>Tula
Town Hall
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
6
>Religion
Svarog - fire, metals, life, protection
#1 in reverence to Svarog, begin building a major project at the capital. the Kremlin Fortress will be a series of fortress walls, towers, and battlements which will surround and connect the Palace of the Royal Family and the Mosvka Temple of Svarog
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#2 upgrade the Temple of Svarog in Mosvka. it shall be remade into the grand St. Basil's Cathedral, after one of the prophets of Svarog
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#3 upgrade the School in Svarog to the Tsar's Acadamy, where the best and brightest minds in the Tsardom will be brought under one roof, where all books shall have a copy and all knowledge have a place, safe behind the walls of the new Kremlin Fortress
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#4 build a new town to the southern edge of our territory. we shall name it pavlovsk
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
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74c6b4 No.50018
| Rolled 24, 5, 90 = 119 (3d100) |
>>49894
>Nation name:
Amiculum Bellum
>Color:
Dark Gold
>Fluff:
Originating from a land of cold grassy plains are the people of Amiculum Bellum. Their ancestors were once the men and women of two rival cultures, the vastly war-like Bellumites and deeply spiritual Amiculians. Both groups were perpetually in conflict, neither showing mercy to one another as they constantly waged war. The quality yet limited resources of their land, coupled with the high birth rate of twins, meant was as much for population control as it was for idealogical reasons and resources. It wasnt until generations later that the two groups managed to negotiate and, through extensive trade and agreements, come to put aside their differences and unite as one. As part of their agreement, one identical child from each set of twins is given over to the opposite group, to create peace and harmony between them equally. The two groups are now symbiotic, the Bellumites holding control over the military and related means like resource management, while the Amiculians wield power over things such as art, culture, and more. The nation is therefore led by two symbiotic kings, the Lord of War and the Maestro of Culture, who must perpetually act together if they wish to maintain and advance the nation.
In terms of culture the people of Bellum Somnium deeply value the aspects of their cultural identity, emphasizing a life of equal parts discipline and self expression. Bellumite equipment is often decorated and personalized within key limitations, while Amiculian food and drink is often created in relation to certain concepts and ideals. This complex pattern of thought is integrated into all aspects of life, seemingly byzantine to outsiders as they act upon their beliefs and legends in every aspect of their lives.
The Amiculum Bellum military is made up of men organized into units known as "Aegis". These Aegis are made up of men wielding a staff weapon of short length known as a Salis(one head is a mace and the other a spear/blade tip)and a dagger for . Each Aegis is categorized and named after a metal or significant cultural concept(1st Iron Aegis, 12th Gelded Aegis, 119th Aegis of Iron Will, 289th Grand Master Aegis). These Aegis are meant to be full military formations, and each drills extensively for the various assigned duties it will engage in(frontline, skirmishers, guard duty).
—
Do not fill out:
>Population:
10,192
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Laus (Capital City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Medicine II, Forges I, Spears II (Salis), Blunt Weapons I, Armor III (Amiculum Bellum lamellar), Military Training II, Masonry I, Surveying I, Art II (Painting, Sculpting), Shields I
>Buildings:
The Duality(Capital Building, Laus)
Extra Housing (Laus)
Barracks (Laus)
Stone Walls (Laus)
Forge (Laus)
Granary (Laus)
Potato Farm (Laus)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes+, Carrots, Cabbage, Pigs, Cows
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
N/A (haven’t discovered any gods yet)
1. Considering the spectacular failures, effort is put towards the better development of ceremonial and cultural cloaks, tapestries of art meant to be appreciated by all and encourage one another. They display such things as occupations, bloodlines, mythos, and so much more. But specifically they are designed in a stripe pattern meaning "hazard"
2. City infrastructure research begins. A city is only as strong as its people and its foundations, and so effort is put forth to make it smoother both for the people and for the government to traverse, understand and mold it.
3. Armor Research, specifically Shields. A move towards larger and more powerful dense shields is preferred, to protect the average soldier against any and all foes.
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562496 No.50127
| Rolled 11 (1d100) |
Combat rolls
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562496 No.50128
>>49901
The Gotlanders work to perfect their mighty bows further, and succeed, crafting a sturdy new bow design out of the sturdy northern pines. The bow is both flexible and sturdy, proving to be a valuable addition to Gotland’s military might. Change Bows II to Bows III, change troop strength to +19 for every 100 troops and change ship strength to +11 to combat rolls for every 5 ships.
The Gotlanders also work to prepare their protective equipment, but instead of new armor they opt to develop shields to block enemy blows and arrows. Able to be used with spears and swords alike, this new invention will prove invaluable to the Gotlanders. Gain Shields I and change troop strength to +20 to combat rolls for every 100 troops. Change Magni’s strength to +40 as well.
First roll is for combat results
>>49902
>czeched
The sailors sail for a long time before finally reaching a fabled continent that isn’t choked in sand and heat, a land inhabited by a nation of people worshipping a great god of war by the name of Bandua. They excel in their horsemanship and pottery, although right now they seem to be embroiled in a bitter civil war between the heir to the throne and his uncle. Will this new people be friend or foe? (You have met Cogotas!)
The Moors back home begin the mobilization of a defense force, for when the Moors become rich and wealthy there will doubtless be those who come knocking on their door coveting what they have. 300 strong men are given the finest in Moorish weaponry and await orders. Gain 300 troops (+8 to combat rolls for every 100 troops).
Seeing the steady influx of new troops, the Moors decide to write down which training strategies work the best and discover a very effective new method of training troops that is unique to their people. This will only help the Moors build up their military into a mighty force to be reckoned with.. Gain the Moorish Military Training I tech and change troop strength to +10 to combat rolls for every 100 troops.
The Moors seem to have a knack for raising cattle as well as troops, and this shows through their new artfully crafted cattle ranch, fenced off with the finest of sandstone bricks and complete with a veritable mansion for housing the cattle. The cattle here are numerous and healthy, adding to the Moorish foodstores greatly. Gain the Moorish Cattle Ranch (Al-Tarima) building, change cows to cows++ and change food production to 17,500.
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562496 No.50129
>>49903
The storms eventually pass and the Aiseirigh warriors get to recruiting, and this time many more soldiers are recruited and trained, now the Aiseirigh will grow closer to finally retaking THEIR isles. Gain 300 troops and 1 favor.
Unfortunately the carrots don’t take as well as they did in Leicester, although on further inspection one of the farmers finds that it’s just the seeds that are bad. Perhaps they can try again when they get more seeds.
The expedition to the western isle is a failure as the explorers and settlers are ambushed by reports of frightening people, some with giant swords, others with giant bows…and perhaps most disturbingly of all, an overabundance of crows and crow feathers. The mysterious crow raiders send the leadership of Aiseirigh a message is relayed to the lone survivor they send back, the rest of his kin having been taken as slaves. The survivor says the following: “We’re the Ríocht éan Dubh, and our demands are simple: Pay us tribute in food and stay off our sacred isle or face the consequences!” They specify a fortified port city by the name of Béal Feirste and all reports indicate that the city is well-defended. A fight with these guys won’t be easy, it seems, and more disturbingly it seems like they’ve already struck - people have been disappearing in the night, with naught but the black feathers to show for it. People also fear the involvement of the Morrigan, a foe long thought forgotten. Ill times indeed for Aiseirigh, but first comes the question of how to handle this new threat. Will the Aiseirigh capitulate to the Ríocht éan Dubh, buying their safety for now, or will they go to rescue the captured citizens and reclaim their honor? Lose 1500 population and 3 happiness, also lose 6 of your food resources and 3000 food production if you choose to give into their demands, otherwise you risk attacks (This can be cancelled and the food resources/production returned in full at any time, but the Riocht ean Dubh will attack immediately upon doing so)
>>49905
In no time at all a suitable temple is completed in Jelenia Gora, with the finest Konia stone and silver adorning the walls. A priesthood is also established in the temple using the tenets already conceived which will allow the people to have a dedicated place to worship their new god Svetovid and priests to listen to their concerns as well. Svetovid will indeed be pleased by this. Gain the Temple of Svetovid (Jelenia Gora) building, gain 1 happiness and gain 1 favor.
The forgemasters of Ludzie Konia also develop a new and innovative forge design that proves to be a great improvement over the overly simplistic forges of old. This will allow metal to be smelted much easier and will definitely help in affairs related to metalcrafting. Change Forges I to Forges II.
Lastly the Konia look for fine fabrics to wear and use for other things as well, and one lucky soul comes across a green, seven-leafed plant with soft fibers that can easily be woven into fabric that’s much better than the old rags and furs that the Konia wore before. And indeed the Konia take to this material quite well, developing an especially well-crafted fabric that is not only strong enough to be used in things like rope but soft and elegant as well. Gain the Hemp industrial resource, gain the Clothmaking I (Konia Hemp Fabric), and gain 2 happiness.
The form of Marzanna fades away with naught but a scoff as the triumphant form of Svetovid steps forward. “You have made a good choice this day, now let me get you started down the road to power. First off I would like to see you make your troops the best they can be, be that by equipping them with powerful weapons, refining their training methods, or anything else you may think of. Make your fighting men more effective and help them reach their fullest potential and you will indeed be rewarded.” (Add Svetovid (Earth, plants, fire, war) (Extra favor condition: Increase troop strength) to your Divine Favor tab)
>While working on their fields the Konia farmers spot strange explorers of another land! The explorers tell of their land, named Prussia, and its skill with military affairs and siegecraft. Their siege machines are strong and marvelous indeed and their troops are hardened and disciplined as their strong military culture dictates. They have recently begun worshipping Saule, Lady of the Sun, as their patron god and enjoy seafaring on the Baltic Sea when they aren’t training and developing new weapons and armor. You have met the Prussians!
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562496 No.50130
>>49906
The Skraeli once again invent a new net that helps greatly in getting more fish for the people. This will definitely help keep the people fed, something the Skraeli will need. Change Fishing IX to Fishing X, change Fish to Fish+ and change food production to 28,000.
Sadly no improved ships are constructed, most of Tabukvik’s followers are currently devoted to caring for his ailing form to be thinking about anything new.
However they do get around to building some more of the existing ships, 20 to be precise. These will indeed help keep the shores safe. Gain 20 war quadriremes.
First roll is for combat results
Though Tabukvik, like his predecessor Ataninnuaq, has lived an exceptionally long life, it appears that he too is mortal and eventually passes away at the ripe age of 100. The people are of course saddened by his loss but when going through his things they find a series of tablets detailing all of his findings as well as insight for things that can be improved upon in the future. The people treasure these chronicles and give them an honored place alongside the Chonicles of Ataninnuaq. Add the Chronicles of Tabukvik to your Other tab.
>>49907
The Trojans sound the call for recruitment and the people answer! Though not as many as the King of Troya might like the multiple barracks do help improve turnout. Gain 250 troops.
As the people of Perga begin constructing the pastures of Perga the ground shakes violently and the foundations of weaker buildings, including the construction site, are toppled, killing many. Still, it appears Perga has avoided the worst of the damage..lose 600 population.
This is because the worst of the quake has struck in the town of Percote! The great earthquake, which seems to have shaken almost everything on Anatolia, is strong enough to open a great fissure in the center of Percote, swallowing a large chunk of the city as well as toppling buildings and claiming the lives of many people. It is a great disaster indeed! Lose 1500 population, lose 3 happiness, and add the (damaged) tag to the Temple of Poseidon (lose 1 happiness until repaired), the paved roads (lose 1 happiness until repaired) and the lumberyard (lose 1 wood resource until repaired).
Despite all the chaos the Trojan smiths are able to perfect a new shield using metal frames to support the shield’s frame and give it extra stability to absorb greater blows. A small victory in a time of hardship but a victory nonetheless. Change Shields I to Shields II (Metal-framed shields) and change troop strength to +19 to combat rolls for every 100 troops.
>>49908
The Elsasser once more venture into the earth and carve out a great chamber with which to fill with their history, a pitch black room where only the Elsasser could appreciate the true majesty of which lies within the darkness. They fill the great chamber with all sorts of historical items and there’s still plenty of space to fill it with things to come. Gain the Hall of History (Elsass) building, gain 1 happiness token and gain 1 favor.
Samson also gets to training more troops to defend Elsass, and 200 fresh and bright-eyed troops are raised to protect the homeland from any who would seek to harm it. Gain 200 troops.
Lastly the people try to uncover the secrets of new medicine, even beseeching their lord Mantus for assistance, but unfortunately they come up empty-handed, Lord Mantus being oddly absent from the caverns when Julius makes his visit. Perhaps he will return and share some insight later, but for now the Elsasser are on their own and don’t seem to be getting anywhere.
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562496 No.50131
>>49909
In response to the ever-looming threat of the desert raiders more and more citizens take arms and join the fight against the bandit swine. Gain 200 troops and 1 favor.
Baal Haamon answers the call of the Qarthakians and grants them a mystical orb of green light that explodes with a bright yet harmless blast over the cattle of the Qarthakians. Before long people try to ride the bulls, and they find that the once impossible bulls are tame as a horse and can be ridden with ease! The bulls’ sharp horns and powerful charges will indeed come in handy in times of war. Add Minor Bulls of Baal Haamon (3) to your spells list and change cows to Bulls of Baal Haamon. Lose 3 favor. Change troop strength to +11 for every 100 troops.
With their new gift to inspire them, the Qarthakians have no trouble learning how to ride their new bulls, gaining a unique riding and fighting style fitting of their great and mighty god. Gain the Qarthakian Mounted Combat I tech and change combat strength to +13 for every 100 troops.
>>49910
The Republic calls for more troops, and the Roman citizens answer! From the North, the South and all over people join the armies of Mighty Roma. Gain 350 troops.
Finally progress continues on the Great Colosseum as the workers are blessed with fair weather and take the opportunity to lay great quantities of Pozzuoli, covering the framework and forming the walls of the great Colosseum. It won’t be long now until the great colosseum reaches its final completion! Change Great Colosseum Foundation and Framework to Great Colosseum Foundation, Framework and Walls.
Far away from home the Romans work on building roads wherever they go, and before long mighty Roma is left with what can be easily said to be the greatest road network in all of Europa. Indeed, all roads lead to Rome, and the soldiers can indeed be proud of what they’ve accomplished today. Gain the Legendary Roman Roads (Roma - Florentia - Naples), gain 3 happiness tokens and gain 1 favor (Note: Because the roads are legendary new roads will be automatically built to all new cities!)
The people heed the call of the Republic and move eastward to establish a brand new outpost by the name of Lacus Veneta in the new eastern lands. This new outpost is still but an outpost and not a great and mighty city like the City of Seven Hills from whence the people came, but its key position in the lands of Cisalpina bring the fledgling outpost great promise, if the Romans decide to invest further in it. Add Lacus Veneta (outpost) to your outposts/towns/cities tab and change population growth to 3.5%.
>>49913
The Wallachian siege inventors have come up with a new discovery! A stone thrower that can throw mighty wall-shattering boulders from a distance! Though the design is simple and not quite as accurate or long-ranged as the inventors might like it is nonetheless a great start. Change Siege Weapons II to Siege Weapons III (Siege ladders, battering rams, catapults) and change troop strength to +15 for every 100 troops.
The Wallachians also manage to improve their knowledge of military training further, adding many new successful methods and practices to their regimes. Change Military Training IV to Military Training V and change troop strength to +16 for every 100 troops.
Lastly the Wallachians embark on a truly epic monument to Yeshua, the mighty Hanging Gardens of Yeshua, truly an epic construction project that may even be called a great wonder of the world when finished, but sadly the people are confused as to just how the mighty building should be built. Some say there should be a great statue in the middle, while others say it’ll just get in the way of the gardens. The disputes drag on and unfortunately nothing gets done.
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562496 No.50132
>>49917
Another day, another argument about bow design…this time there’s a camp that’s saying that the bows are good enough as they are, and arguing that the troops don’t have the time to learn how to shoot a new bow all over again when the enemy’s breathing down the Mediterrans’ necks. There is much arguing and unrest from both sides over this new development. Lose 1 happiness.
However for all the fuss that the bowyers are making the amphibious assault training seems to be proceeding rather swimmingly. New innovations revolutionize the methods and make them even more effective than before. Change Mediterran Amphibious Assault Training II to Mediterran Amphibious Assault Training III and change troop strength to +18 to combat rolls for every 100 troops, +21 to combat rolls for every 100 elite troops and +14 to combat rolls for every 5 ships. Also gain 1 favor.
The Mediterrans also see the need for better arms, and their tridents are refined into a less clumsy and more deadly design, much to the delight of the soldiers. Change Spears III to Spears IV (Iron Tridents) and change troop strength to +19 to combat rolls for every 100 troops and +22 to combat rolls for every 100 elite troops. Also gain 1 favor.
Sadly however the people just don’t have the time for inventing new military training methods when they’re too busy with war preparations and helping out with other projects. They’ll have to try again later.
>>49919
The Prussians embrace their new goddess heartily and build unto her a great temple where the dead can be remembered in her name and worship to Saule could be done as well. It’s a great hit, and the people flock to the temples to engage in solemn remembrance and joyful and passionate worship alike when each is appropriate. Gain the Temple of Saule (Konigsberg) building, gain 1 happiness and gain 1 favor.
The expansion efforts once more prove fruitful, and four new southern territories lie firmly under Prussian control. Gain 4 territories.
>You can only build one building per city, also unless they’re things like roads and stuff connecting cities you can only build things in cities
The Prussians invest in building small stone fortlike buildings in which troops gather to be sent to the capital in a network surrounding the city which they call the “Canton System”. This new advancement will allow the Prussians to have a solid recruitment network and bring even more soldiers into the folds of the Prussian army. More will have to be established to cover other cities once they’re built but this is a fine start indeed. Gain the Canton Posts (Konigsberg) building.
Lastly the Prussians invent a new form of armor using small metal plates linked together with sturdy chains of metal. This new armor, which they call “lamellar” armor, will serve the Prussians well indeed in their coming military struggles. Change Armor II to Armor III (Lamellar armor) and change military strength to +17 to combat rolls per 100 troops.
Perkunas gives a disgruntled snort as he abruptly takes his leave from the world of dreams, leaving the elated sun goddess Saule in his place. “Ah, excellent that you have seen the light. Now, to start I’ll ask that you show me your craftsmanship and construct great buildings for the benefit of all. Doing so will show your civilization’s might to the world and undoubtedly make it a better place as well. Do this and I shall lend you some of my power.” Add Saule (Fire, plants, life, protection) (Extra favor condition: Build or upgrade buildings) to your Divine Favor tab
>While the Prussian explorers are busy scouting out the southern lands they spot another people further to the south! These people are a strong and valiant people, with a culture based heavily around horses and horseriding. They are excellent fabric makers as well, discovering the many uses of the green-leafed hemp plant’s fibers and have a strong military tradition based around their mighty cavalry as well. They have also recently started worshipping a warrior god named Svetovid. Will these people, who call themselves the Ludzie Konia, be friend or foe?
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562496 No.50133
>>49920
>not sure what happened here but I’m using the first 3 actions because 3 dice
The Lietuvans are angered by the leaders’ insistence to go expand in the face of danger and refuse to leave the city in protest. Maybe try again sometime? Lose 1 happiness.
Despite their failures to expand the Lietuvans do develop new forges, exemplary forges unique to the Lietuvan people. With these forges the Lietuvans are able to smelt much more efficiently and will have much less difficulty with projects involving metallurgy. Change Forges I to Lietuvan Forges II.
>>49921
The Han take the initiative given to them and expand upriver in search of green pastures along a large and flowing river, claiming 5 new territories as their own. The people wonder what possibilities these new lands may hold. Gain 5 territories and 1 favor.
Unfortunately the river currents are unexpectedly swift in spots and the river barges sink quickly as it’s clear that these designs aren’t up to the task. Luckily no one is hurt but the shipbuilders will have to try again.
However the Han are able to make grounds with surveying, finding methods to get their task done quicker and easier and thus streamlining the process allowing for more territory to be claimed in less time. Change Surveying I to Surveying II.
The Han also do the same with their architecture styles, making the process much easier along with making their buildings stronger and more sturdy to boot. With this the Han will be able to build swiftly and efficiently. Change Architecture II to Architecture III.
>>49927
The Cogotasi manage to give an expert scouting of Gorgothas’s forces, expertly infiltrating within the camp itself under the guise of fellow defectors. This allows them to see many details that ordinary scouts would not see, and most of the news they bring is rather disturbing. With the rebel army combined with the Mauri mercenaries the total enemy force totals over 1,000 troops strong with some of the finest Cogotan and Mauri weapons available. This will be no easy feat, but fortunately the scouts are able to find something else…observing the training regimens of the Gorgothan troops they notice many similar patterns…these Gorgothan troops have largely adopted Mauri fighting tactics, which is great news for the Cogotans because the Cogotans know these techniques well and have many ways of countering them. Gain +1 to combat rolls for every 100 troops when fighting Mauri because of this.
However attempts to train more troops quickly go sour as the Gorgothan propaganda machine has been going strong and the new recruits are influenced by Gorgothan rhetoric, being promised wealth, fame and glory for serving Gorgothas and crushing his enemies. Much of the population is influenced as well, creating a bit of a fiasco for the young Cogotan chieftain to clean up. Lose 360 population.
Despite the propaganda the memorial is nonetheless a great success, with countless true Cogotasi attending to mourn their beloved chieftain and give hope to the young new chieftain that no matter what happens his people are with him. Gain 1 happiness.
>The Cogotan scouts report trading vessels to the south of Adros! Hailing from across the sea, these people, calling themselves the “Moors” are cousins of the Mauri but instead of violence and warfare these people prefer to focus on trade. They have a proud seafaring tradition and their cavalry isn’t to be underestimated either as they ride into battle on horses and desert camels alike. What will you make of these new people?
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562496 No.50134
>>49928
The people of the Nile build some fine ships indeed for the purposes of fishing and gathering much needed food for the people. The new fish will be a great and nutritious addition to the foodstores stemming the tides of famine, at least for now. Gain the Fishing Fleet (Rhakotis) building change Fish to Fish+ and change food production to 23,000.
The scouts are sent out but they return empty-handed, there’s no sign of the Sphinx around, any footprints or trails or anything quickly being covered by the shifting desert sands. They’ll have to try again if they want to get anywhere.
Likewise the people have trouble taming any new livestock, or farming any livestock for that matter. They’ll need to figure out another approach to this whole thing to have any luck with it.
The new catapult is ready, but it turns out that it’s worse than the ones before, and the people find this out the hard way when it sends a rock wildly off-target and into several buildings. The rock shoots through the buildings, collapsing some and causing fires as well which kill many. Lose 1400 population.
>>49935
This time the people try again to expand and do so successfully, claiming much of the Peloponnesian Peninsula and gaining a solid foothold in the area. There’s even a good spot for a second city in the southeasternmost corner of the new lands if they wish to. Gain 5 territories.
Seeing the need for more food the people of Lakedaimon decide to build new sheep pens in their capital city of Sparta so that they may reap the benefits of increased sheep and wool production. With this they’ll be able to feed the people much easier. Gain the Sheep Pens (Sparta) building, change the sheep food resource to sheep+ and change food production to 16,000.
The new policy of land grants and raises for the freemen does wonders to appease the people and improve morale, so much so that a statue is built by a local craftsman to honor the one who proposed the idea. The statue sits proudly in the center of Sparta for all to see, a wonderful present to the leadership of Lakedaimon for all to see. Gain Statue of <insert person here> and gain 2 happiness.
>>49961
The Francisians hear of good land along the coasts to the north and move to take them, obtaining many prime territories and many potential good spots for cities in the process. Gain 5 territories.
The Francisians think on their past failures with crop rotation and are able to come up with a suitable solution to the problems they encountered. With a little more thought they’ve perfected a basic system for crop rotation that’ll allow them to get much more out of their foods! Gain the Crop Rotation I tech and change food production to 19,500.
The disease problem seems to be much less with the advent of bathing, as people make the process of cleansing themselves a daily habit. They also smell better and are more attractive, boosting the birthrate and leading to more Francisian babies being born. Gain the Hygeine I tech and change population growth to 3.5%.
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562496 No.50135
>>50007
The Elysians manage to spread out further southwards, claiming many excellent territories along the Aegean Sea for themselves. Gain 4 territories.
>keep track of troop strength on your sheet, right now it’s +13 for every 100 troops
The Elysians also recruit for themselves 300 bright-eyed and capable men to serve in the army as honored protectors of Elysia. Indeed they will come in handy in defending the lands against all who would dare wish them harm. Gain 300 troops.
However the military training brings disaster, apparently the Elysians found a bit of a madman said to be “a great teacher” to drill the new recruits, however apparently he did more beating than teaching and the troops eventually turn on their new tutor and kick him out after it all becomes too much. The military leadership agrees with the decision but the damage has already been done and troop morale has been lowered quite a bit. Lose 1 happiness.
>>50011
Though admittedly a massive undertaking the Kremlin Fortress is eventually underway. Though it is but a simple foundation for now, when the Kremlin is completed it will undoubtedly provide excellent defenses and secure the city of Moskva well from those who would dare invade. Gain the Kremlin Fortress Foundation (Moskva) building.
In addition to the Kremlin Fortress another massive undertaking is underway - the Church of St. Basil. Though this will also be slow, the designs for the building are great indeed and it will likely be a great wonder of the world when completed. Gain the Church of St. Basil Foundation (Moskva) building.
However despite the initial success of the two great projects the Tsar’s Academy construction meets resistance from the school workers and construction workers as well who argue that the building is already good enough as it is and there’s no need to build a better academy when the school is meeting the people’s demands fine enough as is. The arguments cause quite a bit of unrest and controversy in Moskva as many people are upset over it. Lose 2 happiness.
Likewise no city building is done, most builders are too busy with the two major projects going on to worry about anything else. Maybe later they might get other things done.
>>50018
>You have a surplus of food! Population growth is doubled while the surplus lasts. This started last turn but I forgot
While the people of Amiculum Bellum finally settle on a proper design they find that unfortunately the cow and animal hides they’ve collected make shoddy cloaks that fall apart and aren’t all that luxurious at all. Maybe if the people of Amiculum Bellum could find a suitable material to make fabric out of they could start making their cloaks…
The people are unfortunately not sure where to start, there are so many areas to consider when planning infrastructure that it’s only natural that even more arguments break out between the practical Bellumites and the artistic Amiculans over what to prioritize. Lose 1 happiness.
Despite their failures the people of Amiculum Bellum have found one thing that they excel at, and that is their armorcraft. This time, they decide to work on their shields, perfecting a new sleek design that turns away weapons and blocks arrows with ease. The new shields, along with the armor, become a cultural symbol of Amiculum Bellum and a symbol of Amiculum Bellum’s military might for all to see. Change Shields I to Amiculum Bellum Shields II.
NEWS: As Borbograd has been dormant for 3 turns it has officially been NPC’d.
Babylon gets one make-up turn (please post as separate turns)
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562496 No.50136
>>49902
The leader of the Moors tosses and turns in his sleep on a cold desert night as the whispers he has been hearing lately grow stronger and stronger before materializing into two distinct shapes. The first is that of a mighty dark-skinned warrior whose body ripples with vitality and the crackle of lightning. “I am Shango, mighty god of storms. I am the raging heat of the wildfire, the howling wind of the tempest. Join me and I shall give you dominion over these things, but be warned that I do not accept the weak into my fold. However should you prove yourselves worthy you shall have the power to rule the world.” (Domains available: Fire, animals, storms, war)
The other form is quite distinct from the warrior, a beautiful equally dark-skinned female form with her mighty lion by her side. She bears a great oyster with the most beautiful and valuable pearl inside that the leader had ever laid eyes upon and the sounds of the sea can be heard emanating from her. “Do not listen to him, unless you wish a path of aimless bloodshed. I too will help you grow successful, but you need not swing your blade constantly to do so. I am the one called Ashiakle, Lady of Wealth and guardian of the seas. Join me and I shall grant you prosperity and wealth untold.” (Domains available: Water, wealth, plants, life)
Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?
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562496 No.50137
>>49920
On a cold winter night the whispers in the dreams of the Lietuvan king grow ever louder, until finally they crescendo and from the mists of the mind steps two figures. The first is a man, a proud-looking man riding a strong and hardy divine steed. As he walks, plantlife grows from his footsteps and the plants of the dreamworld droop down as if bowing to him. “Greetings mortals, you have been good caretakers of the earth thus far. I am the one named Cerklicing, long have I guarded these and many other fields around this area, protecting them from harm. I can do the same for you, and grant you my strength as well, bringing you prosperity beyond your wildest dreams, but not just everyone can partake in such boons, I will need to see if you’re worthy of these things first. So what say you then? Are you willing to take the first step on the road to glory?” (Domains available: Earth, plants, animals, protection)
Then the second figure steps forward, a women with hair ablaze in bright orange flames, who radiates heat and leaves naught but soot in her wake. “Do not be tempted by such honeyed words. Yes, the foolish farmer does have power, but his is nothing compared to mine. Why just grow things when you can make all before you tremble before your mighty flames? I am Gabija, the Lady of the Purifying Flame, and with my flame I will set you on the path to greatness…if you feel up to the task, that is…” (Domains available: Fire, life, metals, war)
Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?
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562496 No.50138
>>49935
On a cool autumn night the Spartiate leaders hear the whispers once more, growing louder and louder before eventually the source of the whispers make themselves evident. Two mighty figures step forward from the mists of the subconscious. The first is a great and feared warrior, an embodiment of war itself with sword and spear in hand. “I am Ares, and I am here to teach you how to truly wage war, although my services do not come cheap. Together, we may bring all of the world under our heels, but not before you can truly show me the your worth.” (Domains available: Fire, war, strength, metal)
The second figure is an equally mighty warrior with a great bow in hand and a massive wolf following behind her. “Do not be so hasty with your choice, mortal, as there are other ways to find strength as well. I am Artemis, Goddess of the Hunt, and with me you will always find your prey for I shall lend to you my great and mighty powers. However nothing is free, and I will expect you to prove your worth before I entrust you with such mighty abilities.” (Domains available: Air, earth, plants, animals)
Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?
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562496 No.50139
On a blustery spring night the mystery of the whispers that the people have been hearing is finally revealed as the owners of the whispers make themselves apparent. Two figures step from the shadows of the mind and into the light to greet the leaders of Elysia in their sleep.
The first is a mighty warrior goddess with spear in hand and wise owl in the other. From her emanates an aura of strength and power yet appears to be somehow solemn and contemplative at the same time. “Greetings mortals, my name is Athena, and I am the goddess of heroes, strategy, law and wisdom. I will show you the path to supreme victory, but only if you can prove that you have what it takes to achieve such a lofty goal. Would you accept my proposal and begin the journey to greatness, or refuse and reject such awesome power? (Domains available: Air, strength, protection, life)
The second is an intimidating man clad in tattered robes and ancient, faded regalia. He radiates a terrifying power from his pale, gaunt body and he smells of an odd mixture of embalming oils, the earth and the dead. “Are you really going to waste your time like that? Sure, that is one way to power but I can grant you so much more…wealth beyond your wildest dreams and the power of the underworld itself. I am Hades, the lord of the dead and master of all which lies beneath the earth. I would be happy to share my wealth with you and my power as well, but you’ll have to uphold your end of the deal as well. What do you say? (Domains available: Earth, wealth, metals, darkness)
Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?
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562496 No.50140
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562496 No.50141
>>50018
On a bitterly cold Winter night, the twin kings of Amiculum Bellum toss and turn under their covers as they are revisited by the whispers, which grow in intensity before finally culminating in the appearance of but a single form, though it seems there is more to this form than meets the eye. Indeed, it appears as though this form is an amalgamation of two forms, switching in appearance between a hardened and mighty warrior, the most skilled the twin kings have ever seen and the most beautiful woman the two have ever seen. These forms, distinct yet oddly still one being, reach out to the leaders and offer their assistance. The male form is the first to speak. “Greetings noble mortals, I am the one known as Mars, Lord of War. I will lead you to strength, though my divine essence has been fused with this…other half…I will assure you that I have not lost an ounce of my strength, and by following me you will find strength unparalleled.” The form then suddenly switches to the female form. “And I am Venus, the Mistress of love, fertility, creativity and inspiration. Follow us and we will both lead you to greatness. What do you say? Show your devotion to us and we will make you mighty.” (Domains available: Fire, war, water, life)
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562496 No.50142
>>49901
>>49906
GOTLAND COMBAT ROLL: 30 + 100 + 40 x 1.3 = 221
SKRAEL COMBAT ROLL: 63 + 35 = 98
ZOMBIES’ COMBAT ROLL: 11 + 88 x 1.2 = 119
With the aid of mighty Magni wiping up the rest of the zombies proves to be child’s play, the zombie getting blown around like paper and incinerated left and right by lightning. That’s not to discount the efforts of the brave Skraeli and Gotlander soldiers, as they definitely played their roles in mopping up the zombie hordes. The day belongs to the Skraeli and Gotlanders, though now they have a daunting task ahead of them…dividing up the spoils of Old Helheim that the zombies have left behind!
UP FOR NEGOTIATION:
Helheim (City) - will boost population growth by 1.5%
-Fisheries (damaged)
-Stone Walls (damaged)
-Extra Housing (damaged)
-Temple of Hel (damaged)
1,000 old Helheim survivors
4 territories
The following resources: Wheat, potatoes, onions, cows, fish, broccoli, silver
Spoils will be given once a suitable compromise between the two victor nations has been reached, or if one party seizes one or all of the spoils as their own.
Gotland and Skrael both lose 5 troops each.
MAGNI HEALTH: 100%
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324003 No.50143
| Rolled 5, 94, 65, 97 = 261 (4d100) |
>>50131
Nation Name: Wallachia
Color: Dark-Red/ Burgundy
Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
>Population:
11,293 (1050 SA)
>Food production:
14,500 (13,395 in use)
>Population growth:
1.75%
>Hunger:
None
>Territory:
12
>Outposts/towns/cities:
Curtea de Danube (capital)
>Happiness:
9
>Technologies:
Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training V (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Wallachian Architecture II, Engineering I, Wallachian Shields II, Siege Weapons III (Siege ladders, battering rams, catapults), Unarmed Combat I (Pankration)
>Buildings:
The Court over Danube (Named Capital Building)
Orphanage (Curtea de Danube)
College of Curtea de Danube
Extra Housing (Curtea de Danube)
Barracks (Curtea de Danube)
Stone Walls (Curtea de Danube)
Wheat farms (Curtea de Danube)
Wallachian Remodeled First Church of Yeshua (Curtea de Danube)
Iron Mine (Curtea de Danube)
>Standing Army:(1050) +16 for every 100 troops.
500 Wallachian Swordsmen
500 Wallachian Horsemen
25 Wallachian Engineers
25 Wallachian Officers
>Resources:
Food: Wheat+, carrots, garlic, cows, pigs, horses
Luxury: Furs
Industrial: Copper, tin, wood, stone, iron+
>Magic:
Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)
>Divine Favor:
Yeshua, Lord of Hosts.
(Water, life, protection, light) - 5
1 Train the standing army into an elite core with Military Training V. +5.The First Banner of Wallachia, The Righteous Force. A thousand men and 50 officers and engineers ready to lead them. They are the best of the best of the best. And they have Yeshua on their side.
2 Expand. +5
3 Research Siege IV. +5. Perhaps we can put our engineering to use in undermining an enemy's walls.
+Wallachian Mathematics III
+Engineering I
+College of Curtea de Danube
4 Hanging Garden of Yeshua +5
+Wallachian Mathematics III
+Engineering I
+Masonry I
+Wallachian Architecture II
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7e884e No.50144
>>50142
Skraeli shall get 200 population, Silver and Fish
Gotland will take the Rest
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324003 No.50145
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8a3a7f No.50146
>>50142
>>50144
The Skraeli agree with their payment in food and precious metals and are grateful to the Gotlanders for letting the survivors choose their destiny.
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9cc943 No.50147
| Rolled 18, 94 = 112 (2d100) |
>>50129
AISEIRIGH
Population: 17,108
Food production: 21,750
Population growth: 4
Hunger:
Territory:
60
Outposts/towns/cities:
Loch Iarainn (Capital), Achaidh (City), Leicester (City)
Happiness: 2 (Slightly Happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
>Technologies:
Ironworking, Animal Husbandry II, Farming III, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)
>Buildings:
Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor
Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
Leicester: Potato Farm, Cabbage Farm, Sheep Farm, Wheat Farm, Carrot Farm
Standing Army: 550 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)
Navy: 30 War Galleys [+11 for every 5], 50 Elite War Galleys (+14 to combat for every 5 elite ships)
Resources:
Food: Wheat++, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+, Carrots
Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth
Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
Magic:
Divine Favor: 5, Brigid: Fire, Metals, Life, Strength. Favor Condition: Recruiting Troops/Ships
The news of freakish, feathered raiders to the West was unsettling– moreso the reveal that they had already been stealing away citizens during the nights, dragging them off into slavery. And the final straw upon the sheep's back– their demands of food and capitulation! The nerve– nay– the AUDACITY of these creatures incensed the petty kings of the Aiserigh Assembly, who had gathered within Talla-ard to discuss the news.
"This is an AFFRONT!" roared King MacDanagauh, slamming his fists atop the longtable. "They dare steal our kin?!? They dare slaughter our men?!? This will not stand!"
"It SHALL not stand!" cried King Reid, fist flying into the air, looking with outrage to his countrymen. "We shall not meet this insolence with cowardice! We will not bow to these feathered freaks!"
"No true man born to the Aiseirigh would disagree," croaked old King Woad, who was much respected for his age and his wisdom but also for the battle prowess of himself and his eight sons. "And when our people hear of these things in full, one word will be on their lips. War. And we will GIVE them war! They shall know NOTHING but war! Let them understand the depths of their folly when they are bent and bleeding beneath our swords and spears! Let us SLAUGHTER them like lame sheep! To war, my kinsmen! War! WAR!"
Bellows and chants of "WAR" rung up and down Loch Iarainn, and in due time, the forces of the Aiseirigh were on the march.
1. Recruit more soldiers for the coming offensive. Our people yearn for vengeance; they will have it. +[Warrior's Hall].
2. Move our ships into position to blockade the crow-folk's hovel of a port while our army prepares to bridge the channel between the two islands and make landfall. This should also keep them from razing the nearby coasts.
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5dee38 No.50148
| Rolled 71, 11, 93 = 175 (3d100) |
>>50133
>Nation name: Cogotas
>Color: Gold
>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
>Population:
13,296
>Food production:
15,000
>Population growth:
2.75%
>Hunger:
None
>Territory:
16
>Outposts/towns/cities:
Cogotas (capitol city)
Vindras (outpost)
Adros (Outpost) (Southern shore)
>Happiness:
-1 (Content)
>Technologies:
Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I, Shipbuilding I (Rowboats), Tactics I
>Buildings:
Warchief's Hold
Extra Housing (Cogotas)
Sheep Farms (Cogotas)
Wheat Farms (Cogotas)
Temple of Bandua (Cogotas)
Harbor (Adros)
>Standing Army:
345 Cogotasi Horsemen (+11 to combat for every 100 troops) (+1 vs Gorgothian troops)
>Resources:
Food: Wheat++, grapes, carrots, cows, sheep+, horses
Luxury: Silver, Marble, Emeralds
Industrial: Copper, tin, iron
>Magic:
Minor Shape Metal
>Divine Favor:
Bandua (Fire, War, Air, Minerals) - 0
Unless they come to talk to us they can be dealt with later.
1. Create our own propaganda, decrying those that follow Gorgoth as cowards for hiring mercenaries instead of fighting as real men., and traitors willing to destroy all the Cogotasi have built for their own gain.
2. Recruit more horsemen. We will need more soldiers to fight. There must be some men loyal out there.
3. Have the blacksmiths work on creating armor for the horses. Make sure it is light enough to allow them to continue moving with minimal loss of speed and maneuverability, yet sturdy enough to deflect blows from a spear or arrow.
+Iron Working
+Forges I
+Armor I (Iron)
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562496 No.50149
>>50142
>>50144
>>50146
An accord has been reached!
SKRAEL
Gain 200 population
Gain the Silver luxury resource and 1 happiness
Change Fish+ to Fish++ and change food production to 27,000
GOTLAND:
Add Helheim (city) to your outposts/towns/cities tab and change population growth to 4.75%.
Gain 800 population
Gain the Fisheries (damaged), Stone Walls (damaged), Extra Housing (damaged) and Temple of Hel (damaged) buildings.
Gain 4 territories
Change Wheat to Wheat+, change Fish to Fish+, change Potatoes to Potatoes+, change Cows to Cows+, gain the Broccoli food resource, change Onions to Onions+ and change food production to 23,000.
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a71a59 No.50151
>>50130
TROYA
>Population:
13,606
>Food Production
19,250
>Population growth:
4.5%
>Hunger:
>Territory:
30
>Outposts/towns/cities:
Troy (City)
Rhodes (City)
Percote (outpost)
Perga (Village)
>Happiness:
1(3)
>Technologies:
Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I
Military: Armor II (Leather, Iron), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields II (Metal-framed shields), Trojan Mounted Combat I, Spears I (Dories), Horse Equipment I
Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)
>Buildings:
Troy:
The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables, Private Schools
Rhodes:
Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
Percote:
Temple of Poseidon(Damaged), Paved Roads(Damaged), Lumberyard(Damaged), Grape Farm
Perga:
Temple of Poseidon
>Standing Army:
500 Trojan Light Hoplites (+19 for every 100), 55 Trojan Armoured Net Militia (+19 for every 100), 310 Trojan Armoured Clubmen (+19 for every 100), 100 Chariots (+19 for every 50), 250 Slingers (+19 for every 100)
56 Quadriremes (+10 for every 5)
>Resources:
Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, Grapes+, Onions+
Luxury: Pearls, Gold
Industrial: Copper, Tin, Wood, Rope, Stone, Leather, Trojan Horses, Trojan Iron+
>Magic:
Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat)
>Divine Favor:
Poseidon (Water, Storms, Animals, Life) - 7
1. The loss of life in Percote is tragic but also an opportunity, men will be sent into this fissure to see if the damage has revealed anything of value (we got survey tech let's use it) [Surveying I, Metallurgy I, Pickaxes I (Bronze)]
2. While we look to the future we must also deal with the present, the workers of Troya will go to Percote and begin repairs first to the Lumber Yard so that it's product may be put to replacing parts of damaged buildings (repair lumberyard) [Slavery I, Masonry II, Architecture I]
3. The Metalworks of Troy must be kept fired and working and as such a new task will be brought before them, Their workshops are vast and their hands are skilled but the equipment lacks a point of quality, the forges themselves must be improved to allow the fires to burn hotter and longer and to improve the longevity of the equipment (get that Forges III) [Pottery I, Forges II, Architecture I, Masonry II]
4. While the simple workers are put to the task of rebuilding the outpost of Percote our more skilled hands will turn to bringing our fleet up to par, we need speed and mobility and as such our ability to move must be improved, the fleet needs to be able to outpace our foes and as such our ability to turn needs to be made as simple as possible, some kind of object at the rear that through force of strength can be pushed against the tide to force a turn (I wanna invent the Rudder) [Shipbuilding IV, Legendary Trojan Harbour]
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a71a59 No.50152
| Rolled 62, 85, 37, 9 = 193 (4d100) |
>>50151
forgot muh dice
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800d8a No.50153
| Rolled 27, 63, 14, 38 = 142 (4d100) |
>>50133
https://pastebin.com/TMLkKPAY
1. Build a new settlement to our northern territory, this will help with expansion. Surveying helps with selecting good choice ground for building.
Call it Wuhan
Tech:
Architecture III
Surveying II
Han Nationalism II
Optics I
Construction Tools I (Bronze)
Magic:
Minor Scrying (3)
Peacetime Soldierly Employ +5
2. Expand along the river some more, now with better surveying and better architecture.
Tech:
Architecture III
Surveying II
Han Nationalism II
Optics I
Construction Tools I (Bronze)
Magic:
Minor Scrying (3)
Peacetime Soldierly Employ +5
3. Try the river barges again
Tech:
Architecture III
Construction Tools I (Bronze)
Scholar Caste I
Education II
Xi Wangmu Academy
University (Xinyang)
4. Keep improving surveying.
Tech:
Surveying II
Scholar Caste I
Education II
Xi Wangmu Academy
University (Xinyang)
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8a3a7f No.50154
| Rolled 63, 48, 27 = 138 (3d100) |
>>50142
>Nation name: Skræl
>Color: Green
>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
—
>Happiness:
9 (Ecstatic)
>Territory:
20
>Population:
26,582
>Population growth:
6%
>Food production:
30,000
>Hunger:
None
>Outposts/towns/cities:
Inuksuk(capital)
>Technologies:
Bronzeworking, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing X (Spear, Net, Clamdigging, Line, Cage), Shipbuilding VI (Quinquiremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I
>Buildings:
Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)
>Standing Army:
546 Skraeli militia (+7 to combat for every 100)
110 War Quadriremes (+11 to combat rolls for every 5 ships).
>Resources:
Food: Wheat, fish++, Tuna, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams
Luxury: Silver
Industrial: Copper, Iron (traded), tin, wood, Yak/Sheep Wool Cloth
>Magic:
None
>Hero Pantheon:
Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
Tabukvik (+5 to actions relating to boats and fishing) (Died at 100 yrs old)
>Other:
Chronicles of Ataninnuaq
Chronicles of Tabukvik
1. Improve Ships. While Tabukvik himself is not with us, he still has left a generation of shipwrights inspired by his teachings.
Ecstatic, Chronicles of Tabukvik, Carpentry I, Shipbuilding VI, Harbor (Inuksuk)
2. Build more ships. We have just received word from our scouts that the Aiseirigh were recently repelled from the second largest island. While we do not know much about these people, we do know that they have made an enemy they cannot hope to defeat alone as Aiseirigh cowardice demands a quick attack on those whom they perceive as too small to defend themselves. If we hope to add them to the coalition then we must rally up more ships.
Ecstatic, Chronicles of Tabukvik, Carpentry I, Shipbuilding VI, Harbor (Inuksuk)
3. Meet/defend the Irish. While our navy is prepared we know nothing of the people whose independence we are championing. While our navy protects the channel we will need to discuss about our common enemy and see if they are willing to join the coalition.
Ecstatic, Chronicles of Tabukvik, 110 War Quadriremes
Trade
1. After the crusade of Helheim both the Skraeli and Gotlanders found much to admire in one another. Gotlander combat prowess was legendary with their advanced training while the medicine of the Skraeli had saved many lives. It is only natural that such things would form the basis of future exchanges. Trade Medicine of Ataninnuaq for Gotland Military Training
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ac8f8f No.50155
>>50129
Nation name: Ludzie Konia
Color: Salmon
Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.
—
>Population:
10,600
+Food Surplus
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
9
>Outposts/towns/cities:
<Jelenia Góra> (Capitol City)
>Happiness:
8
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges II, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II, Fishing I (Pole), Religion I, Clothmaking I (Konia Hemp Fabric)
>Buildings:
Pieskowa Skała (Capitol)
Extra Housing (<Jelenia Góra>)
Barracks (<Jelenia Góra>)
Stone Walls (<Jelenia Góra>)
Radish Farm (<Jelenia Góra>)
Stables (<Jelenia Góra>)
Forge (<Jelenia Góra>)
Tavern (<Jelenia Góra>)
Temple of Svetovid (<Jelenia Gora>)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses, Fish
Luxury: Silver, diamonds
Industrial: Copper, Tin, Wood, Stone, Iron, Hemp
>Magic:
>Divine Favor:
Svetovid (Earth, plants, fire, war) (Extra favor condition: Increase troop strength)
1/2. As our god has asked of us, so we shall do! Muster as many men as we can into our first standing army.
3. To cope with the influx of new soldiers, we will begin research into Metallurgy and the inner workings of metal itself!
4. Finally, we will look for a location to build a second town, Jelenia is beginning to get crowded with recent additions, both immigrants and newborns
+Surveying II
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ac8f8f No.50156
| Rolled 6, 5, 70 = 81 (3d100) |
>>50155
Whoops, strike that 4th point, I am very retarded
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e83537 No.50157
| Rolled 48, 75, 43, 48 = 214 (4d100) |
>Nation name: The Moors
(Self-explanatory, please pick something smart)
>Color: Ocean Blue/Light Blue
(Your color on the map, no black, white or grey please. Also see the terrain tab)
>Fluff: The Moors are a proud people, hailing from the desert lands they are relatively resilient. They are good camel breeders and are good with animal husbandry, they rely on it heavily to provide for their food, although farming is still present. They are excellent shipbuilders and also excellent traders.
(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)
>Population:
10,816
>Food production:
17,500
>Population growth:
4%
>Hunger:
None
>Territory:
>Outposts/towns/cities:
<Al-Tarima> (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry V, Farming II, Medicine II, Forges I, Swords II, Shipbuilding IV, Armor I, Mining I, Masonry I, Moorish Currency, Bows I, Moorish Military Training I
>Buildings:
Player-named capitol building (The Great Edifice of Al-Taria)
Extra Housing (<Al-Tarima>)
Harbor (<Al-Tarima>)
Stone Walls (<Al-Tarima>)
Stables (<Al-Tarima>)
Salt Mine (<Al-Tarima>)
Camel Ranch (<Al-Tarima>)
>Standing Army:
Navy: 30 Quadriremes (+9 to Combat rolls for every 100 troops)
Army: 300 Mamlukes (+10 to combat rolls for every 100 troops)
>Resources:
Food: Wheat, dates, onions, goats, camels+, Horses, sheep, Cows++
Luxury: Gold, salt+, sapphires
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
Actions:
1. We shall start to expand into the territories around us, gain more land for our people to live in.
2. We will research Naval Training, to make our navy a force to be reckoned with on the high seas!
3. Construct more Quadriremes.
4. Continue to expand the ranks of our mamlukes.
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ac8f8f No.50158
| Rolled 44 (1d100) |
>>50155
>>50156
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c7c572 No.50159
Name: The Romans (Formerly Villanovans)
Color: Purple
>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
—
>Population:
16,291
>Food production:
20,250 (+extra food resources x2)
>Population growth:
3.5%
>Hunger:
None
>Territory:
65
>Outposts/towns/cities:
Roma - Capitol city
Florentia - Outpost
Naples - Outpost
Lacus Veneta - Outpost
>Happiness:
+ 10 (Really Fucking Happy) and 4 Token
>Technologies:
Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords II (Roman Gladius), Military Training I, Armor II (Lorica Segmentata), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts II, Medicine I, Cement I (Roman Pozzuoli Cement), Surveying I, Ship Weapons I (Roman Boarding Ramps)
>Buildings:
>Roads: Legendary Roman Roads (Roma - Florentia - Naples - Lacus Veneta)
>>Roma
+ [Senatusconsultum] - capitol building
+ [Small Temple of Apollo]
+ [Simple Stone Walls]
+ [Wheat Farm]
+ [Improved Villanovan Barracks]
+ [Amphitheater]
+ [Great Statue of Scruffitius Gaius Servillius]
+ [Great Colosseum Foundation, Framework and Walls]
>>Florentia
+ [Winery]
+ [Cow Farms]
+ [Barracks]
+ [Simple Stone Walls]
>>Naples
+ [Roman Harbor]
+ [Mausoleum]
+ [Superior Roman Statue of Apollo]
+ [Roman Stone Wall]
>Standing Army:
1350 Roman Legionnaires (+17 to combat rolls for every 100)
475 Roman Velites (+17 to combat rolls for every 100)
350 Roman Equites (+17 to combat rolls for every 100)
60 Roman Galleys (+11 to combat rolls for every 5 galleys, naval unit) [Boarding]
>Resources:
Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce
Luxury: Marble, Wine
Industrial: Roman Pozzuoli Cement, Iron
>Magic
None
>Divine Favor:
Apollo (Fire, light, life, protection) - 14
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1bb3c8 No.50160
| Rolled 30, 45, 3, 90 = 168 (4d100) |
>Population:
17512
>Food production:
20,500 (feeding 17512civ+700mil=18212)
>Population growth:
4%
>Hunger:
None
>Territory:
29
>Outposts/towns/cities:
Moskva (capital city)
Lipin Bor (city)
Voronezh (Town)
Tula (outpost)
>Happiness
7
4 tokens
>Technologies:
Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion II (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Rus Engineering II, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)
>Buildings:
Paved Roads (Moskva to Lipin Bor, Moskva to Tula, Tula to Voronez)
>Moskva
Kremlin Fortress Foundation (Moskva)
Church of St. Basil Foundation (Moskva)
Palace of the Royal Family - also capital building
Temple of Svarog
School
Forge [III]
>Lipin Bor
Town hall
Rus Fisheries
>Voronez
Rus Lord's Palace
Church of Svarog
>Tula
Town Hall
>Standing Army:
150 tatar horsemen +17 to combat rolls for every 100 troops
200 cossacks +17 to combat rolls for every 100 troops
>Resources:
Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
Luxury: Gold, Marble, Furs
Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
>Magic:
Minor Shape Metal
Minor Reinforce Metal
Minor Firebolt
>Divine Favor:
6
>Religion
Svarog - fire, metals, life, protection
#1 construction of the Kremlin fortress is not only of defensive importance, it will define the Tsar's people as a nation. the people of Rus, who will be known for their mighty Kremlin. the Rus'ians. build up from its foundations
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#2 keep building up the Church of St. Basil, it too will provided identity to the people of Rus.
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#3 the Tsar will use his influence and press for the upgrading of the school in Mosvka to the Tsar's Academy
>+5 Happiness
+Pickaxes III (Steel)
+Farming Equipment II (Rus ploughs)
+Roads II (Gravel roads)
+Messenger Service I
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
+Administration I
+Rus Engineering II
+Pumps I
#4 we have ve spent too long in isolation. send out riders to explore the lands around us, we known not if friend or foe be but beyond the hills and mountains and forests nearby. let them go with wagons of food and rations for long voyages afar
+Animal Husbandry III
+Roads II (Gravel roads)
+Messenger Service I
+Animal Training II (Falcons)
+Horse Equipment II (Rus Steel Horseshoes)
+Wagons II (Spoked wheels)
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ad7d4d No.50161
| Rolled 73, 54, 80, 38 = 245 (4d100) |
>>50133
>Population:
10,608
>Food production:
18,000
>Population growth:
4%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Vilnius (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges III, Axes III, Armor I, Military Training II, Crop Rotation I, Surveying I, Bows I, Brewing I (Beer)
>Buildings:
Player-named capitol building (Governing Hill of Vilnius)
Extra Housing (Vilnius)
Barracks (Vilnius)
Stone Walls (Vilnius)
Granary (Vilnius)
Strawberry Farm (Vilnius)
Amber Mine (Vilnius)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes, Broccoli, Strawberries, Peas, Cows, Pigs, Horses
Luxury: Silver, Amber+
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
Cerklicing (Earth, plants, animals, protection)
1. Try expanding northwest again
2. Research better beer
3. Build a big shrine or place of worship to Cerklicing in Vilnius
4. Train warriors with axes
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c7c572 No.50166
| Rolled 77, 86, 46, 56 = 265 (4d100) |
>>50159
1. With the new soldiers come the need for new land for said soldiers to call their own when their service comes up. The lands of Cisalpina are ripe for settlement/conquest, and we shall expand along the western shores of upper Italia and into the bottom of Narbonensis.
+ 1 Happiness token
2. Work continues on the Great Colosseum, with an order put in with Rome's finest craftsmen to make no less then 20 statues of Apollo, cast in Bronze, to decorate the top of the Structure.
+ 2 Favor
3. As the First of the Colonies established, Florentia shall now be fully embraced as a full Roman city, with all the rights granted to the citizens of Rome (upgraded to a city)
+ 1 Happiness token
4. With increasing troops come an increased need to better develop our military might. We need to advance the level of our siege technology. We have simple catapults, but a greater idea enters the minds of one great inventor and statesmen, the man known as Marcus Vipsanius Agrippa, who utilizing ancient ideas from the Greeks with Roman innovation, theorizes the harpago, a evolution of the catapult combined with what amounts to a giant bow on its side.
+ 3 Favor
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a0d7f2 No.50167
| Rolled 88, 13, 18, 99 = 218 (4d100) |
>>50131
>>Nation name: Qarthak
>Color: Pink
>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.
>Population: 12256
>Food production: 18,500
>Population growth: 1.75% SURPLUS MEANING 2X GROWTH
>Hunger: None
>Territory: 9
>Outposts/towns/cities:Qarthak (Capital)>Happiness:4
>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor II(cloth armor), Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding III, Mining I, Qarthakian Mounted Combat I
>Buildings:Hall of Colors
Extra Housing (Qarthak)
Harbor (Qarthak)
Stone Walls (Qarthak)
Fig Farms
Dyer's Shop (Qarthak)
Forge II (Qarthak)
Jeweler's Workshop (Qarthak)
Harbor (Qarthak)
Dye Farms (Qarthak)
Barracks (Qarthak)
Quarry (Qarthak)
>Standing Army: 400 Qarthakian Troops (+13 to combat rolls for every 100 troops)
10 Qarthakian War Galleys (+9 to combat rolls for every 5 ships)
>Resources:Food: Wheat, figs+, grapes,Bulls of Baal Haamon, sheep, fish, olive
Luxury: Dyes++, Rubies
Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth, Hardwood
>Magic: Minor Bulls of Baal Haamon (3)
>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 3
(Extra favor condition: Recruiting troops/ships)
1. Recruit more soldiers for the coming combat. We will need many men to end the bandits rightly.
2.Contiue to refine and improve our ability to do mounted combat, we will not shame our god with poor riding!
3. Build a set of barns/stables for our bulls to breed them better and house them properly as befitting blessed beasts of our God.
4. Just because things have been quite at sea, does not mean they always will be. Build more galleys!
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637468 No.50168
| Rolled 39, 36, 45, 31 = 151 (4d100) |
>>50134
>Wasn't improving food production a way to get favour? (>>49892) Did the fishing fleet not count?
Kingdom of the Eternal Nile (Javmoj)
>Population:
19,149
>Food production:
23,000 (+1500 for 2 turns).
>Population growth:
7.25%
>Hunger:
None
>Territory:
37
>Outposts/towns/cities:
Giza (CAPITAL!)
Qoseir (City)
Benben (City)
Rhakotis (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming IV, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing II (Nile nets), Medicine IV, Babylonian Alphabet, Shields I, Tactics II, Siege Weapons I (Catapult)
>Buildings:
Palace of the Pharaoh (Capital Building)
Nile Granary
Pyramid of the First Builder, Pyramid of the First Pharaoh
Great Pyramid Of Khufu (The Second Pharaoh)
Tombs (Southern Border)
Hospital (Giza)
Great Library Foundation (Rhakotis)
Fishing Fleet (Rhakotis)
>Standing Army:
965 total Nile Spearmen (+11 to combat rolls for every 100)
>Resources:
Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish+, Shrimp, Dates
Luxury: Gold
Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron
>Magic:
None
>Divine Favor:
Osiris 11 (Extra favor condition changed to improving food production)
(Domains available: Earth, metals, life, protection)
Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer is desperate. His time grows shorter every day, and yet he feels no closer to finding the monster he helped create he send more people out demanding that the Destroyer is found.
1) The Nile is rich, but with new crops it can be richer (Improve Farming IV)
2) Send out more people to scour the desert for the Destroyer (Search for the Sphinx)
3) Send people far and wide searching for new animals that can be used to produce food (Improve Animal Husbandry II)
4) The catapults are promising, but they are still too unrefined, try out various designs in the hopes of slowly improving its power and reliability (Improve Siege Weaponry)
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be3074 No.50169
| Rolled 51 (1d100) |
>>50141
>>50135
>Nation name:
Amiculum Bellum
>Color:
Dark Gold
>Fluff:
Originating from a land of cold grassy plains are the people of Amiculum Bellum. Their ancestors were once the men and women of two rival cultures, the vastly war-like Bellumites and deeply spiritual Amiculians. Both groups were perpetually in conflict, neither showing mercy to one another as they constantly waged war. The quality yet limited resources of their land, coupled with the high birth rate of twins, meant was as much for population control as it was for idealogical reasons and resources. It wasnt until generations later that the two groups managed to negotiate and, through extensive trade and agreements, come to put aside their differences and unite as one. As part of their agreement, one identical child from each set of twins is given over to the opposite group, to create peace and harmony between them equally. The two groups are now symbiotic, the Bellumites holding control over the military and related means like resource management, while the Amiculians wield power over things such as art, culture, and more. The nation is therefore led by two symbiotic kings, the Lord of War and the Maestro of Culture, who must perpetually act together if they wish to maintain and advance the nation.
In terms of culture the people of Bellum Somnium deeply value the aspects of their cultural identity, emphasizing a life of equal parts discipline and self expression. Bellumite equipment is often decorated and personalized within key limitations, while Amiculian food and drink is often created in relation to certain concepts and ideals. This complex pattern of thought is integrated into all aspects of life, seemingly byzantine to outsiders as they act upon their beliefs and legends in every aspect of their lives.
The Amiculum Bellum military is made up of men organized into units known as "Aegis". These Aegis are made up of men wielding a staff weapon of short length known as a Salis(one head is a mace and the other a spear/blade tip)and a dagger for . Each Aegis is categorized and named after a metal or significant cultural concept(1st Iron Aegis, 12th Gelded Aegis, 119th Aegis of Iron Will, 289th Grand Master Aegis). These Aegis are meant to be full military formations, and each drills extensively for the various assigned duties it will engage in(frontline, skirmishers, guard duty).
—
Do not fill out:
>Population:
10,599
>Food production:
15,500
>Population growth:
4%
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Laus (Capital City)
>Happiness:
2
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Medicine II, Forges I, Spears II (Salis), Blunt Weapons I, Armor III (Amiculum Bellum lamellar), Military Training II, Masonry I, Surveying I, Art II (Painting, Sculpting), Amiculum Bellum Shields II.
>Buildings:
The Duality(Capital Building, Laus)
Extra Housing (Laus)
Barracks (Laus)
Stone Walls (Laus)
Forge (Laus)
Granary (Laus)
Potato Farm (Laus)
>Standing Army:
None
>Resources:
Food: Wheat, Potatoes+, Carrots, Cabbage, Pigs, Cows
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
Mars and Venus(Fire, war, water, life)
1. The Twin Kings of Amiculum Bellum awaken with their minds aflame, inspiration and vision and purpose running through their veins. As always the two meet together, but today they meet and find their minds agreeing with one another in their own ways. Telling their servants and administrators, they quickly gather the planners and resources necessary to show the gods that they have found a worthy people. From gold, marble, and iron, they fashion a temple that is both beautiful and strong, a place for soldiers and intellectuals. They make the Grand Temple-Workshop, where all work under the eyes of the gods.
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7e884e No.50171
| Rolled 97, 79, 72 = 248 (3d100) |
>>50142
GOTLAND
>Population:
16,441
>Food production:
23,000
>Population growth:
4.75%
>Hunger:
None
>Territory:
13
>Outposts/towns/cities:
Visby (Capital)
Skydda (Outpost)
Terassydan (City)
Thorheim (City)
>Happiness: 7
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows III, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I, Shields I
>Buildings:
[Visby](Capital)
Clan Hall
Extra Housing
Harbor
Barracks
Stone Walls
Tavern
Lettuce Farm
Wheat Farm
Temple of Thor
[Skydda](Outpost)
Wheat Farm
[Terassydan](city)
Teras Sielu (Damaged)
Extra Housing (Damaged)
The Skyforge (Legendary
Iron Mine (Damaged)
Tavern (Damaged)
[Thorheim] (City)
Fisheries (damaged)
Stone Walls (damaged)
Extra Housing (damaged)
Temple of Hel (damaged)
>Standing Army:
400 Jute Shieldbearers (+20 to combat rolls for every 100 troops)
184 Jute Archers (+20 to combat rolls for every 100 troops)
23 Gotland Quadriremes (+10 to combat rolls for every 5 ships)
Heroes: <Magni> (Demigod) (10) (Health: 100%) (+40 to combat rolls as long as he's present in battle) (Special Ability: Herald of the Tempest - 1.3x boost to combat rolls for 1 turn, 3 turn cooldown after use)
>Resources:
Food: Gotland Wheat++++, Lettuce+, Potatoes+, Sheep, Pigs, Fish, Tuna, Onions+, Cow+, Broccoli
Luxury: Marble, silver
Industrial: Copper, Tin, Wood, Stone, Iron++, Limestone, Coal
>Magic:
None
>Divine Favor: Thor, Domains: Air, storms, light, war
1
—–
1. Trade Gotland Military Training IV to Skraeli for Medicine of Ataninnuaq V
2. Expand south from Terassydan along the coast
3. Expand south from Skydda along the coast
4. Research the how to properly take down cities, the Jutes may be the master of both land and sea but they lack the ability to tear down walls and crack open cities.
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a567bd No.50172
| Rolled 91, 87, 8, 38 = 224 (4d100) |
>>50132
Mediterrans (Tansen)
>Population:
18345
>Food production:
21,750
>Population growth:
4%
>Hunger:
None
>Territory:
20
>Outposts/towns/cities:
Mediterra (capital)
Ferrumterra (Outpost) (Sardinia)
Aureumterra (outpost) (Corsica)
Tabulaterra (outpost) (Sicily)
>Happiness:
+3
>Technologies:
Food: Farming III, Fishing IV (Mediterran Nets), Animal Husbandry III
Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
Military: Bows IV (Mediterran Bows) Mediterran Amphibious Assault Training III, Spears IV (Iron Tridents), Military Training I
Science: Mediterran Alphabet
Cultural: Brewing II (Mediterran beer)
Magic: Blessed medicine II
>>Buildings:
>Capital
Mediterran court of the king and his people
Mediterran Temple of Salacia (Iron, Marble, Bronze)
Harbor (Mediterra)
Barracks (Damaged)
Taverns (Mediterra)
Cloth Workshop (Mediterra),
>Ferrumterra
Mediterran Temple of War
Ornate Buildings
>Standing Army:
>Naval;
55 Mediterran Triremes (+15 to combat for every 5 triremes, naval unit)
>Ground; 951 regulars +19, 497 elites+22
>Miscellaneous;
1 Messiah (Scipio di Salacia)
>Resources:
Food: Fish, wheat, chickens, Shrimp, Oranges, oxen, Grapes, Clams, Sheep
Special: Mediterran Sailcloth+, Mediterran Figureheads, Blessed Medicine
Luxury: Mediterran Beer, Marble, Gold
Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron, Wool
>Magic:
Blessed Medicine
>Divine Favor:
Salacia, the Queen of the Seas.
(Domains available: Water, storms, life, protection)- 11) (Extra favor condition changed to improving troop strength)
1. Upgrade Bows IV (Mediterran Bows)
2. Upgrade Mediterran Amphibious Assault Training III
3. Upgrade Spears IV (Iron Tridents)
4. Upgrade Military Training I
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4705f2 No.50174
>>50132
>Nation name:
Prussia
>Color:
Dark grey
>Fluff:
As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.
—
>Population:
10,812
>Food production:
15,500
>Population growth:
2% (4%)
>Hunger:
Surplus
>Territory:
10
>Outposts/towns/cities:
Konigsberg (City)
>Happiness:
4
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor III (Lamellar armor), Mechanisms I, Physics I, Siege Weapons III (Catapults, scatter ammo), Military Training III, Shipbuilding I, Bows II, Code of Laws I, Masonry I
>Buildings:
Burg Hohenzollern
Extra Housing (Konigsberg)
Barracks (Konigsberg)
Stone Walls (Konigsberg)
Cucumber Farm (Konigsberg)
Iron Mine (Konigsberg)
Forge (Konigsberg)
Canton System (Konigsberg)
Temple of Saule (Konigsberg)
Prussian Wheat Farm
>Standing Army:
250 troops (175 infantry, 75 archers) [+17 per 100 troops]
>Resources:
Food: Wheat++, Cucumbers+, Onions, Cows, Pigs, Fish
Luxury: Gold, sapphires
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor: 1
Saule (Build and improve buildings)
1. A scout comes with a wild story. While camping on the coast, he was almost struck by lightning, turning the sand he was camping on into this reflective, translucent material, and hands us a shard as proof. This is truly quite the interesting find. Let us research the possibilities of this material. (Research Glass)
2. Anyone can make a claim of land, but you need to keep it as well. Construct an outpost on the southwestern-most tip of our land. +Masonry I
3. A standardized sword ought to make training and equipping the army easier. The seax, a one-handed sword with a single-edge blade, has been used by our people for generations. Make it a standard arm for all troops, with a shorter blade for the archers to act as a back-up weapon. +Forges I, Swords II, Military Training III
Send an envoy to greet these Konians, send with him a gift of gold and sapphires.
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4705f2 No.50175
| Rolled 95, 21, 24 = 140 (3d100) |
>>50174
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141e0c No.50176
>>50174
The Konians will accept the Prussian's gift and return the gesture with one of our own. We will send the Prussians a set of our finest horses along with some of our newly woven hemp clothing
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84c6b3 No.50180
| Rolled 76, 65, 12 = 153 (3d100) |
>>50130
FREE CITY OF ELSASS
>Population:
12,430
>Food production:
16,000
>Population growth:
2%
>Hunger:
None
>Territory:
5
>Outposts/towns/cities:
1 Capitol City
>Happiness:
10 (+5)
>Happiness Tokens:
4
>Technologies:
Bronzeworking, Ironworking, Forges III, Animal Husbandry III, Farming II, Mining III, Swords I, Elsass Religion VIII ("God Below"), Medicine I, Police Force I, Armor II (Iron), Terraced Farms I, Shields II, Spears II, Superior Elsass Military Training III, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)
>Buildings:
Schloss Graustein
Extra Housing (Elsass)
Iron Mines (Elsass)
Sapphire Mines (Elsass)
Temple of Mantus (Elsass)
Statue of Mantus (Elsass)
Hall of History (Elsass)
Barracks (Elsass)
Academy (Elsass)
Elsass Terraced Lettuce Farm (Elsass)
>Standing Army:
1400 Elsass Soldiers (+17 for every 100)
>Resources:
Food: Wheat, lettuce++, sugar beets, cows, chickens
Luxury: Gold, Sapphires, Silver, Rubies
Industrial: Copper, tin, wood, stone, iron+, coal
>Magic:
Darkvision (strength 5)
>Faith: 2
>Divine Favor:
Mantus (Earth, Metals, Darkness, Protection): 9
1. Julius would direct his attention to medicine once more. Certainly he could succeed where lesser men had failed to yield any results.
+ Improve Medicine
2. Extra Housing within the rocky mountain womb would have to be expanded. Seeing as he had overseen the construction of the barracks though it was not his strong suit Samson would overlook the construction, occasionally checking in on the architects.
+ Enhance Extra Housing
3. With Mantus absent Friedrich had to turn his attention elsewhere. What seemed to be a lifetime ago Friedrich had been a tunnel worker and thereafter made his money refining the metals brought forth by others. The further enhance these refined metals for military and other benefits would certainly prove a good time investment for the people of Elsass.
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3f0a7b No.50183
| Rolled 65, 31, 97 = 193 (3d100) |
>>50134
>Nation name:
Francisia
>Color:
Blue
>Fluff:
Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
>Population:
16,267
>Food production:
19,500
>Population growth:
3.5%
>Hunger:
None
>Territory:
19
>Outposts/towns/cities:
Portes du Paradis (capitol city)
Fercollines (Iron mining/Limestone quarry outpost)
Ville Riviere (City)
>Happiness:
7
>Technologies:
Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils), Fishing I, Crop Rotation I, Hygeine I
>Buildings:
Le Palais du Peuple (capitol building)
Salle De Compétition (Portes du Paradis)
La Porte de la Mer (Portes du Paradis)
Wheat Farm (Ville Riviere)
Statue of Melusine (Portes du Paradis)
Apple Orchard (Ville Riviere)
Le Grand Donjon (Portes du Paradis)
Ballista Emplacements (Portes du Paradis)
>Standing Army:
401 Francisian Swashbucklers (+14/100)
220 Archers (+14/100)
40 Francisian galleys (+10 to naval combat rolls/5 ships)
>Resources:
Food: Wheat+, Cabbage+, Cows, Apples+, Sheep, Fish
Luxury: Francisian Linen+
Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
>Magic:
None
>Divine Favor:
Melusine (water, darkness, war, ice) 10
See attached image
+5 to rolls for 2 turns
1. Our navy is small. In comparison to that of others’ and to our own army. We must bolster it. Build more galleys
2. If we are attacked from land, our borders are thin and supply lines would be cut. Expand south in our most Eastern territories (see attached image)
3. By mixing the essential oils of our linseed with ground limestone, we can create a binding agent that makes canvas easier to paint on and more durable to the elements. This binding agent is called gesso
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2da621 No.50184
| Rolled 60, 36, 85 = 181 (3d100) |
LAKEDAIMON
>Population:
10,600 (+400 from pop growth)
>Food production:
16.000
>Population growth:
2% (+2% due to surplus)
>Hunger:
None
>Territory:
1
>Outposts/towns/cities:
Sparta (City)
>Happiness:
5
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears II, Armor II, Military Training IV, Slavery I, Surveying I, Shields I, Code of Laws I
>Buildings:
Hill of the Spartiates (Capitol Building)
Statue of Agis I (Sparta)
Extra Housing (Sparta)
Barracks (Sparta)
Stone Walls (Sparta)
Granary (Sparta)
Forge (Sparta)
Iron Mine (Sparta)
Olive Farm (Sparta)
Sheep Pens (Sparta)
>Standing Army:
None
>Resources:
Food: Wheat, olives+, grapes, cabbage, sheep+, chickens, pigs
Luxury: Gold, emeralds
Industrial: Copper, tin, wood, stone, iron+
>Magic:
>Divine Favor:
>Actions:
1. Seeing the great success in the expansion of his subjects in the peninsula. King Eurypon XXIII commands his fellows to continue their efforts. (Continue expanding)
2. Send off excess people to try and settle the southeasternmost point of the peninsula. Send them supplies and whatever else they may need.
3. Expand and modernize our gold mines to bring their production up.
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2da621 No.50185
>>50184
Forgot to include, I now have 6 territories.
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4b7490 No.50186
| Rolled 81, 51, 3 = 135 (3d100) |
>>50135
>Nation name:
Elysia
>Color:
Surprise me
>Fluff:
War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.
STATS
>Population:
10,000
>Food production:
15,500
>Population growth:
2%
>Hunger:
None
>Territory:
8
>Outposts/towns/cities:
Alexiopolis (City)
>Happiness:
3
>Technologies:
Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges I, Spears III, Armor II, Military Training II, Mounted Combat I, Surveying I, Shields I, Code of Laws I
>Buildings:
Player-named capitol building
Extra Housing (Alexiopolis)
Barracks (Alexiopolis)
Stone Walls (Alexiopolis)
Stables (Alexiopolis)
Watchtowers (Alexiopolis)
Tomato Farm (Alexiopolis)
>Standing Army:
450 spearmen 100 cavalrymen +13
>Resources:
Food: Wheat, olives, tomatoes+, onions, cows, chickens, horses, limes
Luxury: Gold, marble
Industrial: Copper, tin, wood, stone, iron
>Magic:
>Divine Favor:
TURNS
1. We need to take advantage of Mediterranean to Black Sea trade! We will expand towards the Bosporus.
2. Begin building trade posts in certain coastal territories to increase cash flow.
3. Train more men.
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e83537 No.50189
>>50136
I shall choose to worship Ashiakle, Lady of Wealth and Guardian of the Seas.
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4b7490 No.50190
>>50186
Athena seems pretty cool.
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562496 No.50212
| Rolled 43 (1d100) |
Combat roll
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562496 No.50224
NEW THREAD
>NEW THREAD
NEW THREAD
>NEW THREAD
NEW THREAD
https://8ch.net/builders/res/50213.html#q50213
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