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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: b411db29ca52b74⋯.png (305.31 KB,1105x719,1105:719,Empire 5.png)

488cba No.48333 [View All]

You are Lord of a Province of the Great Empire, the first to ever unify all three continents.

Until suddenly, the Emperor died for unknown reasons.

Now you and the other Lords must decide on the new Emperor while also managing the entire Empire.

However, relationships between races are strained and only the Emperor had the ability to pacify all these different type of cultures.

Now you can either continue the Emperor's legacy or make your own.

Post the statsheet and please wait until your post has been replied too.

—Fill—

>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

—Do not Fill Below—

>Currency: 5 Coins

>Industry: 1/Pop

>Science: 1/Pop

>Pop: 3 (10 Max)

>Food: 5

>Military: 2 Soldiers

>Buildings:

>Technology / Magic:

>Storage:

>Bonus:

Advisers only fill

>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

659 postsand123 image repliesomitted. Click reply to view. ____________________________
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5a175a No.49249

Dice rollRolled 90, 24 = 114 (2d100)

Lord's Name: Caius Servilius

Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.

Province's Name: Aruile

Color: Orange any spot with heavy woods (preferably 11,3)

Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.

—Do not Fill Below—

>Currency:

15 Coins (+ 9/phase)

>Industry:

14.24 (1.36/Pop) + 2 (From the Emperor)

+ 1 Per Trade route (2)

>Science:

11 (1/Pop)

+ 1 per Trade route (2)

>Pop:

8 + 1 Shiwan (20 Max)

>Food

15

>Military:

3 Soldiers

1 Pikemen (2)

1 Crossbow Solider(2)

1 Schattenjägers (2)

1 Servilian Guard

>Buildings:

+ Wall(3) [Hexes :13,3, 12,4, 13,2]

+ Lumber Mill

+ Farm (2)

+ Mine (3) [+2 Coin/Income]

+ Trading Port (2) [1/2 Trading Route Max]

+ Lone Castle(13,3) [(Increases Defenses, +2 Coin/Income, +1 Food] in one hex)]

+ Storage (1) (Prevents Spoilage)

>Technology / Magic:

+ Servilian Guard (7 Coins, 1 Pop)

+ Military Might(1)

+ Pikemen(2) (Cost 3 Coin & 1 Pop)

+ Crossbow Soldiers(2) (Cost 3 Coin & 1 Pop)

+ Armor (2)

+ Schattenjägers (5 Coins, 1 Pop)

>Storage:

+ 5 Blood Orichalum Metal (*-Tier) (Free Action to meld this into an item)

>Bonus:

+ [Monster Raid] - Gets raided by the monster up north. Battles won give big loot and reward.

>Quests

+ Lone Wolf: [Talk to No One] (Completed)

+ Golden Defender: Status unknown

>>Other Stuff:

Wall(4) 3 / 5

Farm(3) 3.75 / 15

Expansion(3) (14,3) 13.78 / 40

Crossbow(3) 5 / 15

Mine(4) 6.9 / 10

Trading Port(3) 1.13 / 7.2

Storage(2) 6.53 / 9

Schattenjägers(2) 2 / 10

Lumber Mill 3 3 / 15

1. The Shiwans are shown the life of an Aruilian, and far from the fields and the industry of their homelands and its neighbors, they are shown the dense forests that surround Aruile, and aid its people in expanding their lumber industry.

2. Meanwhile, expansion into the north is continued as well, the land will be claimed by Aruile, no matter the cost.

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b34e4d No.49251

File: d7f034d3b85e8c7⋯.jpg (43.99 KB,564x897,188:299,e4c2148be1a10822ddcfd63148….jpg)

>>49234

Because Bello wanted it in the thread

The room was dark, only the flickering of the small torch gave away the positions of the group, five men, four of them representative of each limb the Eye overwatched, the army, the drug supply, the mercenaries and the bandits. The room was eerily quiet save for the moving of people and destruction of buildings outside.

The fifth man, the leader of the group looked at his gathering, time slowed down to halt and a voice rung out to him.

A compulsion dragged him to speak. >>"It's time to put an end to the lords and their arrogant reign of power. through terror and corruption we'll force them out of their cozy castles. The empire is a dying and it's best we put it out of its misery".<<

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5df72d No.49252

File: 892a4fdfbf9a54e⋯.jpg (143.84 KB,580x399,580:399,23073888063_d23c400511_b.jpg)

Dice rollRolled 19, 7 = 26 (2d100)

>Name: Pheng Zhuhuai

>Allegiance: The People's Republic of Shiwa

>Fluff: A man of the old aristocracy, Pheng became a division general in the Qin Shiwan army. His wealthy family sent him to military academy where he graduated to become a division commander. In the wars against enemies of the empire and monsters, he was disillusioned when he saw the poverty and stagnation of the common people by the old regime. Learning about the rebellion, he believed in its ideals and goals and joined them, forswearing all noble titles. Unlike Zao Meuing's farmer background, Pheng as an educated noble and military trained brings his experience to the new republic.

Coin: 2

Industry Points: 0.9

>Skills:

[Commander(2) - Can boost a unit]

[Manager(5.7) - Can boost workers of either builders or scientist]

[Teacher(2)]

>Bonus:

[Commander of the People]

[Jack] (one time use)

+2 Pneumatic Bolters

>Troops:

+1 Shiwa Kong(+Pneumatic Bolters)

>Inventory:

+2 Pneumatic Drills

>Manpower (from my bonus):

+1

>>49231

1. as last, the opportunity for the former nobles and aristocrats I had been looking for. many of them have experience in leadership and organizing, and now they can be put back to work in this new guild. they will of course, have to learn to work with the great number of former common folk who have proven their intelligence to. but there is no more common folk and no more noble in the Republic, all are copatriots. Join in the development of the Guild of Workers!

+[Manager(5.7) - Can boost workers of either builders or scientist]

+[Teacher(2)]

2. I will put all my effort into helping make this guild.

+[Manager(5.7) - Can boost workers of either builders or scientist]

+[Teacher(2)]

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2a2dec No.49258

Dice rollRolled 35, 4 = 39 (2d100)

>>49217

Lord's Name: Bob Hexxus

Province's Name: Epidemica

Color/Location: White, 20.6

Fluff: "The Spymaster" is a notoriously crafty individual, with a knack for plotting and counter plotting. Though his true motives remain relatively shrouded behind curtains of smoke and mirrors, he has served his lord faithfully throughout the years, only recently having truly risen to prominence after the death of the Emperor.

Coin: 8

Skills:

Alchemy 3

Assassin 3

Spy 2

+Bonus:

[Favors] - Modifier for your bonus

+[Favors From High Places]

+Importance:

[Okay Spy Network] - 2 Spies

- Network 2 / 10

1 Assassin

Side Business [+2 Coin/Income]

3 Industry Points

[General Research Tools]

Training Assassins 4 / ???

1 Slight Healing Potion (Low heal)

1 Demon's Rest (Calms down unit and slowly kill them)

1 Dark Temptation (Constantly makes unit compulsive to suicide)

1. The Spy network must continue to be expanded upon.

2. Send what spies I do have to infiltrate the realm of The Eye

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309010 No.49261

Dice rollRolled 89, 11 = 100 (2d100)

>>49220

>Lord's Name: Molric Assurn

>Province's Name: Desolace

>Color/Location: Silver, 5.4

>Fluff:https://pastebin.com/defStzMu

—Do not Fill Below—

>Currency: 7 Coins

>Industry: 1.88/Pop = (1.73x(6+(2x2))) 18.8 Industry

>Science: 2/Pop =(6x2)12 Science

>Pop: 6, 2 C(10 Max)

>Food: 20 (12 from Baz)

>Military: 2 Soldiers(Pneuamtic Bolt Throwers)

>Buildings:

Mine4 (+4 Coin/Income) (Increased Chance of Stronger Ores)

Mine5 (4.9 / 35)

Forge(3) (Researching Tools 30% Decrease)

Lab(5)

Lab (6) .2/45

Clockwork Manufactory3 (30% Reduce Tech Units)

Clockwork Manufactory4 10.3//25

Tradining Port(2) [2 Max Trade Route] {SHIWA}

Tradining Port3 0.6 / 7

>Technology / Magic:

Metalworking Tools2

Metalworking Tools3 4 / 11.5

Clockwork 3

Architecture 1

Pneumatics(1)

Pneumatics 1.5 / 20

Logistics(3)

Logistics 4 3/35

Desolater Dragon [10 Coins, 1 C.Pop]

Clockwork Soldiers(1) [7 Coins, 1 C.Pop]

Clockwork Soldiers(2) (15.5 / 20)

Pneumatic Bolt Thrower(2) - (1 Industry Point)

>Storage:

1 Pneumatic Bolt Thrower

2 Decent Metalworking Tools (1-3 Point Boost of Industry or Science)

expanded to(5.3)

>Bonus:

[No Magic Zone] - Magic can’t be used in your starting hex

[Golden Era of Tech] - Every 5 turns, grant a bonus tech

[Molric - Tinkers Innovation]

Clockwork Dragon ready on turn 16

Troops arriving turn 16 to fight bandit lord

Your C.Pop will be ready [Turn16]

Free: 2 coins to Alric to fund his work

Free: 2 coins to the Duchy of Blackwater to give them aid in the face of the bandits hordes

Free: Apply Decent metalworking tools to our combat clockwork project which ahs stalled, hopefully this will finish them in short order.

Free: Molric sends a letter to every inventor, scientist and tinkerer he has had good dealing with along with all the ones he knows of with good repute. The letter is as follows.

"The empire is going through a tumultuous time with the death of the Emperor. Banditry is on the rise as tensions between the major duchies begin too boil. In order to make a better future to every the innovators, thinking and creators must be given room to converse and work. To that end I am asking you all to come to Desolace where we may make a scientists guild for the exchange of ideas and to work together on projects big and small. - Sincerely, Molric Assurn."

+[Charming - One Time Use. Possibly convert NPC or players units/Pop]

1. Continue to improve and refine our metalworking tools, we will need them for our clockworks soon.

+Forge3

+Lab5

+12 Science output

2. I cannot make idle promises, being working on the construction, of the guild as well as accommodating all the guests and working on the rules of the guild.

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309010 No.49262

>>49220

Claiming

Lucky Helping Hand : [Never rolled a 100]

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bb102e No.49267

>>49220

Militaristic : [Kill 2 Bandits] Completed

Don't Need Help : [Have No Advisers] Completed

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bb102e No.49269

>>49249

Trading 4 Food for 4 coin

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8ce565 No.49290

>>49220

Don't Need Help : [Have No Advisers]

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8ce565 No.49291

Dice rollRolled 17, 62, 88 = 167 (3d100)

>>49217

>Fluff:

https://pastebin.com/djtLxZnF

~~~~

>Hexes: Marshland, Plains, Mountains, Ocean

>Currency: Coins

>Industry: 1.5/Pop

>Science: 1.1/Pop

>Pop: 9 (15 Max)

>Food: 24{-1 Spoilage}

>Military: [3 Crow Class Attack Warship(1)];[3 Naginata Footmen(2)];[1 Dragon Class Warship(1)];[1 Shinobi(1)];[Commander Akio(1)];[Ashikaga Azura]

>Buildings:

[Mine(4)12.7/22.5(+2 Coin/Income)];[Port(3)1.5/15(20% Reduced Coin and Turns For Naval Unit)];[Hunting Camp(3)];[Fishing Huts(4) 14.5 / 25];[Storage(2)5.8/10(Prevent Spoilage)];[Lone Castle(*)[Increases Defenses, +2 Coin/Income, +1 Food}Hex 7,11];[Barracks(3)11/15{Reduce Infantry 20% Coins and 20% Turns}]

>Technology / Magic:

[Crow Class Warship(1)1.5/10{Cost 5 Coins, 1 Pop}];[DragonRoyal Class Warship(1){Cost 8 Coins, 1 Pop}];[Naginata Footmen(3)7/15{Cost 3 Gold, 1 Pop}];[Genbu Class Warship(*){Cost 10 Coins, 1 Pop, +3 Def, +3 Mov}];[Shinobi Corps(2)5.7/10(5 Coins, 1 Pop)];[Ashikaga Azura(10 Coins, One Time Use)];[Hwacha(1)]

>Storage: [Iron]; [Good Ship Design Blueprints]

>Bonus:

[Dragon's Demand II];[Better Tools]; [Charming - One Time Use. Possibly convert NPC or players units/Pop]

1; Improve Barracks! 11/15

2; We have the blueprints and frame, now we must finish the Hwacha! 4.9/10

Continue our investigation of the peddlers and inciters

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5a175a No.49292

File: 29f82223449d10c⋯.png (102.33 KB,512x512,1:1,1519878388568.png)

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bb102e No.49293

File: e48cb8c2e0c9e8e⋯.jpg (210.6 KB,992x1351,992:1351,57c74c0fefd8a592a105e00555….jpg)

Dice rollRolled 36, 28, 100 = 164 (3d100)

>>49220

Lord's Name: Duke Allister Shelby

Province's Name: Duchy of the Black River

Color/Location: 3,8 Black

Fluff: The Duchy of Black River was created out of the former Black River Horde, a fearsome orcish nation which threatened to overwhelm the fledgling Empire with it only being broken when a knight by the name of Sir Calvin Shelby slew the Orc Warlord in single combat routing the Horde. For his service to the Empire he was given the lands of Black River to rule as his own and the task to uplift the orcs from their savage ways. He proceeded to marry the vanquished Warlord’s daughter and set about rebuilding the savage lands into a more modern state in line with the imperial heartlands.

In the years past the Duchy has slowly begun to take form as a proper imperial province with a slow influx of skilled human migrants, orcish labour and a flourishing new class of educated half-orcs helping it’s progress. Culturally the old orcish tenets of strength above all have begun to mesh with the Imperial vision of honour though duels and brawls are more common than elsewhere in the Empire. The young Duke Allister Shelby has taken over after his fathers death of illness with great passion and fortitude to finish his fathers vision of bringing advancement and prosperity to the Black River.

—–

Hexes: Plains, Dunes, Mountain, River, Forest Hills, Forest Hills

>Currency: 6 Coins

>Industry: 1.75/Pop

>Science: 1.35/Pop

>Pop: 4 (25 Max)

>Food: 21 (-5)

>Military:

1 Calvary ((3,9), +Atk)

1 Commander(1) - [Makes it a free action to deploy armies. This unit must be in the deployed army.]

1 Earthshaker Knights

>Buildings:

City(3,8) [+1 Coin/Income]

City(2,7) (+1 Coin/Income)

The Heart Tree [2,8] (Grants Heart Fruit)

Tower of the First Prophet (Heart Fruit grows [Turn 15]

Farm(2)

Lumber Mill (2)

Hospital(2) (Recovers Unit 10% Faster If Unit Is In Your Hex)

>Technology / Magic:

Shipping (1)

Storage (1)

Tourism (1)

Horse Breeding(2)

Earthshaker Knights (7 Coins, 1 Pop)

Men-At-Arm(1) (3 Coins, 1 Pop)

>Storage:

2 Heart Fruits [Grows a Heart Tree in a Hex, One Time Use]

>Bonus:

[Black River Power] - Creating settlements near the Black River gives increase Food, Industry, and Science

Progress:

Farm(3) 6.5/ 15

Hospital(3) (1.2 / 15)

Expansion 6 (3,10) (2.7 / 60)

Men-At-Arm(2) 0.2 / 10

Storage(2) 9 / 10

—–

-2 Coins -1 Pop for Militia(1) in 2’7

-2 Coins -1 Pop for Militia(1) in 2’7

-2 Coins -1 Pop for Militia(1) in 2’7

—–

[Free Action]

1 Calvary (+Atk)

1 Commander Org’Shal(1)

1 Earthshaker Knights

Shall ride out to attack the invaders launching a series of lightning strikes on the 2 Soldiers(1) and 2 Mercenary(1) ripping open the lightly armed troops and low morale mercs. They shall also use their knowledge of the terrain to more effectively launch strikes and destroy the invaders while in close knit marching formation.

—–

1-2. Begin production of better weapons and armor for the Militia allowing the to fight better.

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bb102e No.49294

Dice rollRolled 52, 74 = 126 (2d100)

>>49293

Here's the real dice because am tard

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5a175a No.49295

File: bf9d527602b5dee⋯.webm (227.89 KB,480x360,4:3,its not funny.webm)

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bb102e No.49307

Dice rollRolled 18, 19 = 37 (2d25)

>>49293

Knight/Cav Rolls

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bb102e No.49308

Dice rollRolled 21, 18, 10, 24, 15, 4 = 92 (6d25)

>>49293

Militia Rolls

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488cba No.49360

>>49226

Birth Clinic 11.6 / 15

-3.4 Industry Points

Wall(3) 1.6 / 5

+Building:

Birth Clinic [Increase Pop Growth]

Wall(2) [(x,y) (x,y)]

Please put two hexes in where you want your walls to be

>>49227

-2 Coins

+Inventory:

3 [Improved Research Tools]

Investors are interested in your works!

+2 Coins

>>49231

Workers Guild 11.8 / 30

>>49232

Magic Guild 8.9 / 30

-9 Coins

3 Ratswarms next turn

3 Ratswarms next next turn

3 Ratswarms next next next turn

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488cba No.49362

>>49234

Done.

>>49240

City(2) 27.8 / 35

+Building:

Wall(1) [x,y]

Please place the wall in any hex

-3 Coins, -1 Pop

City Guard will be created next turn

>>49242

Mill(4) 2 / 25

Magic Guild 10.2 / 30

+Building:

Mill(3)

+0.3 Industry

+Bonus:

[The Heart of Indraza]

+1 Food

>>49244

Wharf(5) 1.2 / 35

+Building:

Wharf(4) [+20 Coins/Income]

>>49249

Lumber Mill(4) 4.54 / 25

Expansion 20.94 / 40

+Building:

Lumber Mill(3)

+0.15 Industry

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488cba No.49367

>>49252

-2 Coins

You begin talks with two people that are known for their impressive building skills.

One is skilled in creating artistic pieces and the other is skilled in compact, utilitarian purposes.

They told you that they are interested in working for your guild but does not wish to be in the same guild as the other.

They leave the choice to you in who should best benefit your guild.

[Decide what to do. Free Action]

-Choose the Utilitarian Builder

-Choose the Artistic Builder

-Other

>>49258

Network 4 / 10

Your spy will reach the Eye in Turn 16.

Ordering this spy is now a free action and you can pm what actions you want for this spy.

>>49261

Metalworking(4) 7.5 / 18.5

+Technology:

Metalworking(3)

+0.1 Industry

Science Guild 2.5 / 30

>>49291

Barracks 4 / 25

+Building:

Barracks(3) {Reduce Infantry 30% Coins and 30% Turns}]

Hwacha(2) 2.1 / 15

+Technology:

Hwacha(1) [2 Industry to Make Hwacha]

+Storage:

1 Hwacha

>>49293

Militia Warfare(2) 6.8 / 10

+Technology:

Militia Warfare(1) [1 Militia cost no Coin. 5 Turn Cooldown. Improve Militia]

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488cba No.49369

>>49233

+1 Enemy Bandit(2) [Undead. Die After Battle]

Your siege is successful!

Bandit Defenses 50 / 150

1 Bandit (Critically Injured, Cursed)

1 Bandit (Injured)

>>49308

>>49225

>Calvary and Soldiers/Merc is next turn. Rolls will be kept the same

>The Battle of the Lows at 2,7

The bandits, now more cautious, did not use a more direct manner towards the city.

Instead, they started harassing from a distance and broke the defenses slightly.

-30 Defenses

Black River Defenses 170 / 300

Both sides got some lucky shot towards one another.

1 Militia (Healthy) -> Slightly Injured

1 Militia (Injured) - > Critically Injured

1 Militia (Critically Injured) -> Dead

(Hospital)

1 Militia (Critically Injured) -> Injured

1 Bandit (Slightly Injured) -> Injured

1 Bandit (Health) -> Slightly Injured

Hex 2,7 is now a corrupted hex.

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488cba No.49370

File: e88108e6de40fdd⋯.png (339.68 KB,1101x715,1101:715,Empire13.png)

>The site for the map is broken

If you are in combat and wish to attack now, please roll Xd25 where X is the number of units participating.

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b34e4d No.49371

Dice rollRolled 20, 23, 11, 5 = 59 (4d25)

>>49370

Normal soldiers and mercs

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b34e4d No.49372

Dice rollRolled 19, 15 = 34 (2d25)

>>49371

Forgot dice, banditos here. Same strategy as before.

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488cba No.49373

Dice rollRolled 78, 100, 31, 32, 56 = 297 (5d100)

some stuff

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b34e4d No.49374

Dice rollRolled 62, 36 = 98 (2d100)

>>49362

>Lord's Name: The Eye

>Province's Name: Herald's End

>Color/Location: Purple/3.11

>Fluff: The lands long lost to the corruption laid by the foul energies from a foreign being lost to the woes of time. The lands long left by its original inhabitants. Now only inhabited by the lost and the damned, people discarded from the rest of the world. But things are turning around, something's causing the trees to grow at an increasing rate, a boost for whatever remains of the economy. But the tree's are deranged in color, starting black and turning purple, within them lies a rich liquid addicting to those who dare consume it.

The lands are hostile to any who enter it. And it's ruled by an organization known as the Eye, the control what little trade that flows through and exports the liquid.

>Currency: 11 Coins

>Industry: 1.6/Pop

>Science: 1.4/Pop

>Pop: 6 (15 Max)

>Food: 6

>Military:

2 Soldiers

2 Mercenary (Cost 4 Coins For Battle)

2 Awakened tree

>Buildings:

Liquid Factory(3) (+11 Coins, Potentially Kill A Pop)

Lumber Mill(2)

Trade Ports(1) [1 Max Trade Route]

Lone Castle(*) (Increases Defenses, +2 Coin/Income, +1 Food] (Hex 4,11)

>Technology / Magic:

[Free Action - Cost 5 Coins if you wish to hire Drugged Up People and 7 more if you wish to make heavy]

Network(2)

[Awakened Tree] (10 Coins, 1 Corrupted Hex)

The creature for millennia had been asleep, but now the ancient tomes had been rediscovered, it was only a matter of time before they would start awakening them.

>Storage:

1 Industry points

>Bonus:

[Creeping Corruption] - Randomly convert an adjacent tile into a Corrupted Forest. Each Corrupted Tile grants bonus industry.

[Awakening Conditions] [Secret]

Action 1: The new tree shuddered as the ground screamed as the roots would slowly rise up, the ground trembles and quakes, as it looks north, towards the Black River, where it's brother would be fighting

Action 2: Use the network to start sabotaging the supplies off the Black river army, decreasing their food supply would demoralize the peasant army they're using.

1 Bandit Injured

1 Bandit Slightly Injured

1 Awaken Tree Turn 16

Heavy Infantry 4.4 / 10

Lumber Mill3 3 / 15

Liquid Factory (8.5 / 25)

Expansion 7 / 40

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785b81 No.49375

Dice rollRolled 96, 28 = 124 (2d100)

Lord’s Name: Gillian Reed

Province’s Name: Joule

Location: Tropical Coastline (14.9), Ocean

Fluff: Joule is a prosperous and diverse city-state of mostly frogfolk and humans that produces sugar, rum, tobacco, fish, coffee, chocolate and tropical fruits for the Empire. Gillian Reed is a sea trader and master sailor.

Pop: 7 (10 Max)

Food: 29 [-7 Spoilage]

Currency: 0 Coins

Industry: 1.05/Pop

Science: 1.05/Pop

Industry Bank: 5

Science Bank: 0

Trade Routes: 6/6

> Military:

The Jewel of Bellonia, Gillian Reed's Ship: Man of War (2*) [+Atk, Sea Tools]

High Admiral Cornelius Frogsworth XIV

1 Man of War (2*) (+Atk) [Turn 16]

2 Galleon (1)

1 City Guard (1) [Pneumatic Bolt Thrower]

> Buildings:

City (1) (14,9) [+1 Coin/Income]

Wall (1) (14,9)

The Trade Center (*) [Increased Coin Income]

Shipyard (1) [Reduce Ship Units Coin 10% and Turns]

Sugarcane Farm (3) [+10 Coins Income]

Cigar Factory (3) [+10 Coins Income]

Rum Distillery (2) [+4 Coins Income]

Tobacco Farm (1) [+2 Coin Income]

> Technology:

Trader (1): for every trade route you have, you get an additional +1 Coin as income

Sailing (1) [Increases Income of Trade Routes and Movement Speed of Ships]

Man of War (2*) [+Atk, 10 Coins, 1 Pop]

Galleon (1) [5 Coins, 1 Pop]

City Guard (1) [3 Coins, 1 Pop]

> Bonus:

Tropical Trader: Selling 5 Food, gets you +2 Coin

Specialized Trader: is the only nation that can buy/sell industry and science points from other nations,

Map Of Prosperity

> In-Progress:

City (2) 27.8 / 35

Sugarcane Farm (4) 0.15 / 25

Cigar Factory (4) 0.15 / 25

Rum Distillery (3) 7.05 / 13.5

Tobacco Farm (2) 3.3 / 10

Sailing (2) 0/ 10

City Guard (2) 6.4 / 10

> Storage:

3 Pneumatic Bolt Thrower

Turn 15

> Joule expands their Rum Distillery (3) 7.05 / 13.5

> Joule upgrades and expands the city. City (2) [ 27.8 / 35 ]

> Spend up to 5 Industry Points to finish the City (2)

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a3c817 No.49398

Dice rollRolled 4, 8, 4, 16, 15 = 47 (5d25)

>>49370

>>49369

1. Enemy Bandit(2) [Undead. Die After Battle] Utilize as aggressively as possible to attack the healthier bandit

2. Soldiers with Ring and Blade, focus healthier soldier together with revived bandit, try to use Bandit as shield

3. Undead Buny (Injured) finish off critically injured Bandit

4. Ratswarm finish of critically injured Bandit

5. Soldier (Injured), finish off critically injured Bandit

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2a2dec No.49404

Dice rollRolled 98, 94 = 192 (2d100)

>>49367

Lord's Name: Bob Hexxus

Province's Name: Epidemica

Color/Location: White, 20.6

Fluff: "The Spymaster" is a notoriously crafty individual, with a knack for plotting and counter plotting. Though his true motives remain relatively shrouded behind curtains of smoke and mirrors, he has served his lord faithfully throughout the years, only recently having truly risen to prominence after the death of the Emperor.

Coin: 8

Skills:

Alchemy 3

Assassin 3

Spy 2

+Bonus:

[Favors] - Modifier for your bonus

+[Favors From High Places]

+Importance:

[Okay Spy Network] - 2 Spies

- Network 2 / 10

1 Assassin

Side Business [+2 Coin/Income]

3 Industry Points

[General Research Tools]

Training Assassins 4 / ???

1 Slight Healing Potion (Low heal)

1 Demon's Rest (Calms down unit and slowly kill them)

1 Dark Temptation (Constantly makes unit compulsive to suicide)

1. Continue expansion of the spy network

2. Train the assassins

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743bd7 No.49411

Dice rollRolled 2, 78, 50, 21 = 151 (4d100)

>Lord's Name: Lord Manakhaten III

>Province's Name:

The Immortal City of Solpherion

>Color/Location:

Blue, 16, 4

>Fluff:

Long ago, thousands of years before the rise of the Great Empire, there was another grand empire which spanned the isles, with its seat of power in the mighty city of Solpherion. Indeed it can be said that Solpherion was once the center of the world, and it thrived militarily, economically, culturally and scientifically until it suddenly just disappeared. Now the mighty city of Solpherion has resurfaced, although in ruins from a thousand years of disrepair, and its citizens have awoken as well, some as spectral forms of their past lives and others as mummified walking corpses, perfectly preserved in their ancient burial rituals. However the people of Solpherion are not mindless, evil abominations as most think but merely people seeking to restore their home to its former glory, and for that they turn to their former king Manakhaten III, a warrior-king who is eager to restore his empire, even if he must abide by the times for now and serve under another one. Still, one way or another, Manakhaten is determined to see Solpherion rise again, in all its splendor and might. But first he must pick up the pieces left by 1,000 years of decay.

—Do not Fill Below—

>Currency:

2 Coins

>Industry:

1.4/Pop

>Science:

1.3/Pop

>Pop:

6 (10 Max)

>Food:

4

>Military:

2 Solpherian Footsoldiers

2 Solpherian Hoplites (2) (Orichalcum Weapons)

1 Solpherian Archers (3)

1 Solpherian Cavalry (1) (Orichalcum Weapons)

>Buildings:

Great Academy of Solpherion (3)

Orichalcum Mines (3) (+1 Coin/Income)

Port of Pharosia (3) (+2 trade routes)

Lone Castle [16, 4] (+defenses, +2 coin/income, +1 food)

>Technology / Magic:

Necromancy (3)

Solpherian Hoplites (2) [1P 3C]

Solpherian Archers (2) [1P 3C]

Solpherian Cavalry (1) [1P 5C]

Solpherion Colossus (1) [15C]

Solpherian Ghost Ship (1) [1P 5C]

Wraithwatch (1) [1P 5C]

>Storage:

Orichalcum Ore (B+ Metal)

1 Student

>Bonus:

[Waking the Dead] - Population growth is based on Necromancy level not on food

>Leader Bonus: [City of Lost Glory]

>Trade Routes (0/3 remaining)

Aruile

Epidemica

Roa

>In Progress:

Expansion (16, 3) 28.2/30

Mine (4) 7/25

Academy (4) 15.4/25

Necromancy (4) 14.4/25

Solpherian Hoplites (3) 0/15

Solpherian Archers (4) 0.45/15

Trade Port (4) 3.5/15

Solpherian Cavalry (2) 11/20

Solpherian Ghost Ship (2) 1.75/10

Wraithwatch (2) 4.85/10

1 Solpherian Archers [TURN 15]

Great Colossus of Solpherion [TURN 19]

Solpherian Ghost Ship [TURN 17]

>Point Bank

7 Industry Points

6 Science Points

MAKE UP TURN:

FREE: Spend 2 industry or science points (whichever will work) to complete expansion into 16, 3

1-2. Indeed, a guild for magicians would be an ideal addition to the Great Academy of Solpherion, and it's best that the guild does not fall into the hands of unsavory individuals.

CURRENT TURN:

1-2. Construction continues on the Magicians' Guild, we must build it first before the scum of the world can finish it.

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a3c817 No.49413

Dice rollRolled 20, 49 = 69 (2d100)

>>49360

>Lord's Name: The Grachek

>Province's Name: Fen Fires

>Color/Location: Put me in some swamp, any bleached out color will do

>Fluff:

The Grachek is a creature of ill repute and rightfully so. A twisted monster, its skin barely spanning over bones its long and spindly arms bear surprising strength, ending in long claw shaped hands. Its hair hangs from its head in thin strands, its teeth disgustingly long and sharp. Wherever it goes a stench of death follows.

After being a horror story for children for decades or perhaps centuries even the Grachek was finally offered an end to the many raiding parties sent forth to take its head. In return it would have to stop preying on unsuspecting travellers who passed through and obviously swear the obligatory service to the Emperor. Though it agreed many years ago those who journey into the Fen Fires still go missing with suspicious frequency.

Grachek lives a lonesome existence, often referred to as the Corpse Eater it does not feast on the dead, but reanimates them to serve its questionable purposes. Over the years the Grachek has greatly advanced its understanding in the magics of death and unlife.

Fen Fires, the swamp within which the Grachek houses, is inhospitable to most and only populated by very few unlucky souls who live off the other eery creatures inhabiting the swamp. Those who suffer their daily lives in the Fen Fires often have a past as criminals or slaves and are simply unable to go anywhere else for fear of being recognized and persecuted. Its confusing terrain and everlasting fog combined with its various other environmental hazards makes it a dangerous territory to traverse even without the Grachek and most are best advised to avoid the area altogether.

>Currency: 11 Coins

>Industry: 1.5/Pop

>Science: 1.4/Pop

>Pop: 14 (22 Max)

>Food: 13 (-3 Spoilage) (-8 trading to Joule)

>Military:

+ 1 Soldiers

+ 1 Soldier (Injured)

+ 5 Ratswarm

+ 1 Undead Bunny (1) (Injured)

+ 1 Necromancer Spirit(1)

>Buildings:

+ Magic Shop (3) [+8 Coin/Income]

+ Corpse Collection Lab (3)

+ Lost Farm

+ Lost Lumber Mill (3)

+ Necromancy? [5, 3]

+ Lone Castle(*) (Increases Defenses, +2 Coin/Income, +1 Food] in one hex) (1,7)

>Technology / Magic:

+ Necromancy (5)

+ Husk (2) (7 Coins, 1 Pop)

+ Undead Small Animals (1 Coin)

+ Improved Control(1) (Overall Improved Control and Pop Max)

>Storage:

+ Golden Era Tome of Secrets (10% Bonus - Dark Arts, ???)

+ 2 Death Enchanted Ring (Prevents Pop/Unit Death. Very Weakened. One Time Use)

+ 1 Death Enchanted Dagger [Wounding a Unit will kill them slowly instead]

+ 1 Death Enchanted Shovel (Turns a Hex into Dead Land. 5 Units/Pop must be dead in Hex. One Time Use)

+ 3 Death Enchanted Eyeball (Finds a Dead Pop/Unit. One Time Use)

>Bonus:

[Reanimation] - Pop growth is reduced 50%. Pop is not based on food.

[Hazard Swamp] - Tiles you claim turn to dangerous swamp hexes

[Returning Corruption]

>In Progress:

+ Corpse Collection Lab (4) 1.9/25

+ Expansion 3 (2, 5) 30/40

+ Husk (3) 9.93/20

+ Necromancy (6) 11.75/60

+ Lost Lumber Mill(4) 15.4 / 25

+ Magic Shop (4) 6 / 25

+ Improved Control(2) 4.56/ 20

1. The Grachek's progress had not been as swift as it had hoped. It would seem not enough men and women had flocked to its call. But perhaps there was something else to be done. Perhaps the Grachek would have to expand its power by drawing upon more.. lively specimen. It would offer gold for those who brought forth their children. Naturally those who agreed to sell their children would be eaten by the rats, but the spawn themselves would be corrupted by Grachek's powerful Necromantic energy and made to subsume its will. Not quite dead and not quite living, they would make disciples worth teaching. Or they would perish.

+ Magic Guild 8.9 / 30

+ Necromancy (5)

+ Golden Era Tome of Secrets (10% Bonus - Dark Arts, ???)

2. Important matters were keeping the Grachek occupied, however it would still have to find the time to enhance its Magic Shop and peddle goods to passerbys. It found a primitive joy in selling goods with unforseen powers to those who dared enter its swamp.

+ Necromancy (5)

+ Golden Era Tome of Secrets (10% Bonus - Dark Arts, ???)

+ Magic Shop (4) 6 / 25

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1d5919 No.49415

Dice rollRolled 86, 63 = 149 (2d100)

>>49360

>Lord's Name: Bob Hexxus

>Province's Name: Epidemica

>Color/Location: Green 20.6

>Fluff: https://pastebin.com/7hFg7JdK

Province Fluff

https://pastebin.com/6yYFipBa

>Currency: 0

+2 River Hex

+4 Dunes Hex

+3 Trade Routes (where X is the amount of Trade Routes)

+37 Building

>Industry: 1.7/Pop

>Science: 1.1/Pop

>Pop: 6 (15 Max)

>Food: 24 (-2 Spoilage)

>Military: 2 Inquisition(3)(+ Fire Enchanted Swords)(Pneumatic Bolt Throwers)(+Cotton Bandages Available to heal) On Boat

2 Inquisition(3) At Home

Emperor's Chosen (+4 Mastercraft Fire Enchanted Swords)(+4 Mastercraft Pneumatic Bolt Throwers)(Figher, Wizard, Ranger, Cleric)

>Buildings: [Cotton White House]

Wharf(2) (+4 Coins/Income) +2 Coins, +1 Industry Point for every X

Port(2) (20% Reduced Coin and Turns For Naval Unit)

Cotton Plantation(4) (+18 Coins)

Wine Distillery(4) (+15 Coins)

Wheat Plantation(3)

TradePort(1) [1 Maximum Trade Route]

Mine(1)

Lumber Mill(2) +0.6 Industry

3 Trade Routes Max; Epidemica-Joule, Epidemica-E.Front, Solpherion

Counter-Espionage Buildings

Lumber Mill(2)

Academy(1)

Birth Clinic [Increase Pop Growth]

Wall(2) [(20,6) (20,7)]

>Technology / Magic: [Cotton(1) (+1 Coin)], [Cotton White House Season], Inquisition(3) (Cost 1 Pop, 3 Coins)

The Emperors Champions [10 Coins, One-Time]

The Emperors Champions will sometimes act independent of your orders to fit their own goals and aspirations.

>Storage:

1 Unit of Fire Enchanted Swords (Sent to Imperial Force)

1 Mastercraft Pneumatic Bolt Throwers to be sent to my Adviser

1 Units of Pneumatic Bolt Throwers (Sent to Imperial Force)

+4 Cotton Bandages (Heals while in/out of Battle) (1 sent to the Imperial Force)

>Bonus:

[Light To The Empire]

[Better Tools]

[Jewel Deal]

[Cotton House Blueprints] -,

[Specialized Trader]

Can no longer win [Capitalist Quest]. Is the only nation that can buy/sell industry and science points from other nations.

Industry Bank:12.6 -5

Science Bank: 0

Expansion (2) 3/30

Wharf(3) 0/15

Port(3) 0/15

Cotton Plantation(5) 7.06 / 31.5 +5

Inquisition(4) 0.6/???

The force of Imperial Force of 2 Warships(2) and 3 Soldiers(1) with 1 Fire Enchanted Swords, 1 Bolt, 1 Bandages was sent. Will arrive [Turn15]

Lumber(3) 8.7 / 13.5

Academy(2) 0.6 /9

Wall(3) 2.6 /4.5

Have a unit of Inquisition(3) deployed in 20,7 to man the walls there, with orders to hold it if an enemy appears. The other will hold the walls of 20,6.

(Birth Clinic and the 2 levels of Walls would have had [Better Tools], forgot to mention it myself though. Saving 1.5 on the Clinic and 1 total on the walls which I added to the pool and the next tier of walls respectively)

1 Build Storage, [Better Tools]. The Cotton White House must have the best facilities needed to store food and goods. There are all manner of trade coming through. Fruit from Joule, rice from Ponni and Shiwa etc.

2 Fund Expedition, The Emperor's Champions. Into the sands of Lower Epidemica they go in search of the Temple of Light. Built in the time of Old Epidemica and the Divine Sun Kings, it surely holds lore and artifacts of the past. Lines of communication to keep in contact, supplies and personnel to help the Champions find, explore and understand the Temple.

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21cf1b No.49430

Dice rollRolled 44 (1d100)

>>49360

>>Name: Reynard Rastiik

>>Allegiance: The Eye

>>Fluff: An old artificer-turned-sage who found himself capped in terms of skill early on, and resorted to enhancing his body and mind through previously learned artifice. Now he's undoubtedly better than before, though if he's retained his sanity… Well that's a question that no one has the answer to. Recently, he's taken an extreme interested in the corruption that the Eye has been using, pledging himself to allegiance in their name and offering his vast - though limited in use - knowledge, just to study and use said liquid. Whether that is a worthwhile trade for either party remains to be seen.

>>Coin: 2

>>Skills:

>[Scientist(*) - Grants a bonus in Science]

>[Scholar(3) - Can find lost information]

>>Inventory:

>1 [Shabby Workshop]

>2 [General Research Tools]

>3 [Improved Research Tools]

>>Importance:

>[Crippled - Left Hand]

>[Absolute Scientific Theory]

>[Deadly Drug Strain]

>[Combat Drugs2 Research 0/10]

>[Blue-skies Abjuration Research 3/10]

1: Continue working on the blue-sky Abjuration research.

2: Reynard keeps his secrets…

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bfdfcd No.49434

Dice rollRolled 60, 69 = 129 (2d100)

>>49362

>Lord's Name: Aric Bryne

>Province's Name: Roa

>Color/Location: Grey, 10-3

>Currency: 22 Coins, +22/Income

>Industry: 1.3/Pop +1, (8.8)

>Science: 1.2/Pop (7.2)

>Pop: 9 (15 Max)

>Food: 19

>Military: 3 Raider (2), 1 Warship

>Buildings: Wharf 4 [+20 Coins/Income], Shipyard(4) [40% decrease ship coins and turn], Trading Port 2 [2 Trade Route max], Salting Factory (1), Fishing Dock 2 (+3 Food), Market Quarter 1 (+1 Trade Route, increased Route effectiveness)

>Technology / Magic: Raider Tactics II, Fishing II, Warship 1 (1 Pop/Unit, 5 Coins)

>Units [Raiders(2) - 3 Coins, 1 Pop], [Riptide Marines - 7 Coins, 1 Pop]

>Storage:

>Bonus:

[SSS Marian Blueprints] - Blueprints from the capital. A ship so massive that it counts as a movable city.

[Bryne - Silver Defender]

Progress: Wharf (5) 1.2/35, Expansion 3 18/40, Shipyard 5 1.2/35, Fishing 3 3/15, Salting Factory 2 5.25/10, Market Quarter 2 2.2/10, Fishing Dock 3 7.6/15 Trading Port 3 3/7

1. Improve our Raider Tactics.

2. In these turbulent times, Lord Bryne seeks out those Roani that are, like him, exemplary paragons of the province's strength and skill. Chief among these is his first mate, Roan Beggarson, a man who climbed his way out of abject squalor and poverty to become a fearsome warrior, exceeding even Aric's own martial skill. Notable for carrying 9 swords into battle and wielding a blade in each hand, Beggarson would be a fine addition to the Roani military– if only Aric can find him again.

FREE: Construct a Warship. +[Shipyard 4 (40% decrease ship coins/time)] -5 Coins?

FREE: Construct a Warship. +[Shipyard 4 (40% decrease ship coins/time)] -5 Coins?

FREE: Recruit a unit of Raiders. +[Raider Tactics 2, -3 Coins, -1 Pop]

FREE: Recruit a unit of Raiders. +[Raider Tactics 2, -3 Coins, -1 Pop]

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5a175a No.49452

Dice rollRolled 100, 83 = 183 (2d100)

Lord's Name: Caius Servilius

Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.

Province's Name: Aruile

Color: Orange any spot with heavy woods (preferably 11,3)

Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.

—Do not Fill Below—

>Currency:

15 Coins (+ 9/phase)

>Industry:

15.59 (1.51/Pop)

+ 1 Per Trade route (2)

>Science:

11 (1/Pop)

+ 1 per Trade route (2)

>Pop:

8 + 1 Shiwan (20 Max)

>Food

15

>Military:

3 Soldiers

1 Pikemen (2)

1 Crossbow Solider(2)

1 Schattenjägers (2)

1 Servilian Guard

>Buildings:

+ Wall(3) [Hexes :13,3, 12,4, 13,2]

+ Lumber Mill (3)

+ Farm (2)

+ Mine (3) [+2 Coin/Income]

+ Trading Port (2) [1/2 Trading Route Max]

+ Lone Castle(13,3) [(Increases Defenses, +2 Coin/Income, +1 Food] in one hex)]

+ Storage (1) (Prevents Spoilage)

>Technology / Magic:

+ Servilian Guard (7 Coins, 1 Pop)

+ Military Might(1)

+ Pikemen(2) (Cost 3 Coin & 1 Pop)

+ Crossbow Soldiers(2) (Cost 3 Coin & 1 Pop)

+ Armor (2)

+ Schattenjägers (5 Coins, 1 Pop)

>Storage:

+ 5 Blood Orichalum Metal (*-Tier) (Free Action to meld this into an item)

>Bonus:

+ [Monster Raid] - Gets raided by the monster up north. Battles won give big loot and reward.

>Quests

+ Lone Wolf: [Talk to No One] (Completed)

+ Golden Defender: Status unknown

>>Other Stuff:

Wall(4) 3 / 5

Farm(3) 3.75 / 15

Expansion(3) (14,3) 20.94 / 40

Crossbow(3) 5 / 15

Mine(4) 6.9 / 10

Trading Port(3) 1.13 / 7.2

Storage(2) 6.53 / 9

Schattenjägers(2) 2 / 10

Lumber Mill(4) 4.54 / 25

1. With our forces arrived at the bandit lair, we shall continue the expansion into the new land on the homefront, our boys fighting away while we secure new homesteads for them at the homefront.

2. And a second expansion effort into the land of (12,3) shall be made as well, the resources of the mountains to be claimed for the glory of Aruile once more!

>Military forces loiter along with Roan forces outside of the bandits lair, awaiting Solpherian reserves.

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5a175a No.49454

File: c1ea0b4c432a9d4⋯.png (193.46 KB,366x323,366:323,1528848918566.png)

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9ae16f No.49455

Dice rollRolled 50, 18 = 68 (2d100)

>Lord's Name: 'Copatriot' Zao Meiung

>Province's Name: 'The People's Republic of Shiwa'

>Color/Location: Crimson Red/ 6.5

Forest, Ocean, Beach

>Currency: 7 Coins

>Industry 1.9/Pop

>Science: 1.6/Pop

>Pop: 8 (37 Max) [1 on loan]

Food 18 (Bonus: Feeds 22.5)

>Military:

2 Soldiers

+1 Shiwa Kong(+Pneumatic Bolters)

>Buildings:

CAPITAL

(6.5)

-Improved Housing City [+Boost Pop Growth][+5 Max Pop]

-Farm(3) [Food]

-Storage(4) [Food]

-Enchanted Farmland [MAGIC Food]

-Lumber Mill (3) [Industry]

-School(1) [Science]

-Trade Port(1) [1 Max Route] {DESOLACE} [Industry]

(5.4)

-Improved Housing City [+Boost Pop Growth][+7 Max Pop]

-Enchanted Farmland [MAGIC Food]

(4.6)

-Wall (Divides forest and river) [Military]

>Technology:

Farming(1)

Architecture(1)

Metalworking(1)

Logistics(3)

[Shiwa Kong] (7 Coins, 1 Pop)

>Storage:

>Bonus:

Agriculturist: One Time Use

[Magical Crops] - Hexes near you turn into fertile lands giving more food

[Meiung - People's Basket]

worth 1.25x more than regular food

Consuming 5 Food permanently changes a Hex into Farmland Hex

Farmland Hex grants bonus Pop

Terraforming is free but will take time

PROGRES/BANK:

Industry: 1.2

Science: 1

Expanding (4.4) 7.75 / 50 (Industry Points)

AUTOMATIC STUFF:

Terraforming (4,5) to Enchanted Farmland [Turn16]

Terraforming (4,6) to Enchanted Farmland [Turn18]

TURN THIS POST: 15

STAT POST

1+2. Keep working on the Workers Guild

Workers Guild 11.8 / 30

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2c427c No.49456

Dice rollRolled 97, 42 = 139 (2d100)

>>49369

Lord's Name: Duke Allister Shelby

Province's Name: Duchy of the Black River

Color/Location: 3,8 Black

Fluff: The Duchy of Black River was created out of the former Black River Horde, a fearsome orcish nation which threatened to overwhelm the fledgling Empire with it only being broken when a knight by the name of Sir Calvin Shelby slew the Orc Warlord in single combat routing the Horde. For his service to the Empire he was given the lands of Black River to rule as his own and the task to uplift the orcs from their savage ways. He proceeded to marry the vanquished Warlord’s daughter and set about rebuilding the savage lands into a more modern state in line with the imperial heartlands.

In the years past the Duchy has slowly begun to take form as a proper imperial province with a slow influx of skilled human migrants, orcish labour and a flourishing new class of educated half-orcs helping it’s progress. Culturally the old orcish tenets of strength above all have begun to mesh with the Imperial vision of honour though duels and brawls are more common than elsewhere in the Empire. The young Duke Allister Shelby has taken over after his fathers death of illness with great passion and fortitude to finish his fathers vision of bringing advancement and prosperity to the Black River.

—–

Hexes: Plains, Dunes, Mountain, River, Forest Hills, Forest Hills

>Currency: 6 Coins

>Industry: 1.75/Pop

>Science: 1.35/Pop

>Pop: 4 (25 Max)

>Food: 21 (-5)

>Military:

1 Calvary ((3,9), +Atk)

1 Commander(1) - [Makes it a free action to deploy armies. This unit must be in the deployed army.]

1 Earthshaker Knights

>Buildings:

City(3,8) [+1 Coin/Income]

City(2,7) (+1 Coin/Income)

The Heart Tree [2,8] (Grants Heart Fruit)

Tower of the First Prophet (Heart Fruit grows [Turn 15]

Farm(2)

Lumber Mill (2)

Hospital(2) (Recovers Unit 10% Faster If Unit Is In Your Hex)

>Technology / Magic:

Shipping (1)

Storage (1)

Tourism (1)

Horse Breeding(2)

Earthshaker Knights (7 Coins, 1 Pop)

Men-At-Arm(1) (3 Coins, 1 Pop)

Militia Warfare(1) [1 Militia cost no Coin. 5 Turn Cooldown. Improve Militia]

>Storage:

2 Heart Fruits [Grows a Heart Tree in a Hex, One Time Use]

>Bonus:

[Black River Power] - Creating settlements near the Black River gives increase Food, Industry, and Science

Progress:

Farm(3) 6.5/ 15

Hospital(3) (1.2 / 15)

Expansion 6 (3,10) (2.7 / 60)

Men-At-Arm(2) 0.2 / 10

Storage(2) 9 / 10

—–

3 Militia (Healthy)

1 Militia (Slightly Injured)

1 Militia (Critically Injured)

1 Militia (Injured)

—–

[Free Action]

1 Calvary (+Atk)

1 Commander Org’Shal(1)

1 Earthshaker Knights

Shall return after combat

—–

1. Repair defenses

2. Continue Militia Warfare(2) 6.8 / 10

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8f4699 No.49467

Dice rollRolled 27, 44 = 71 (2d100)

>>49362

>Lord's Name: Setros Indrazi

>Province's Name: Indraza

>Color/Location: White 15,11

>Fluff: The city of Indraza sits upon the fertile mouth of the river that cuts through the southern continent. Home of the elves; a tall, lithe, tan skinned race with pointed ears and sharp features. Hundreds of years ago the elves settled the river valley due to it's abundance of food, but found the river water to be dangerous to drink due to the ash from the volcanoes in the north. That is when the Shapers came to be. The Shapers borrowed the power of the world to shape the sands and the life around them. They began to manipulate the melons that grew naturally around the river to hold greater amounts of pure water. The shapers' influence began to grow as they aided the city, aiding in creating beasts of war and burden as well as increased crop yields. When the Empire came to Indraza the elves fought bitterly and lost much.

Setros is the third ruler of Indraza and the first of the Indrazi line. The noble line of Indraza was eradicated during the war with the Empire and a weak puppet was put on the throne afterwards. As the gaze of the emperor slipped a shadow war began in the city on who would become the true lord of Indraza. Setros was a peasant who rose in the ranks rapidly after learning both martial combat and shaper magic. He was in favor of the Empire and gained power through his reputation as a veteran of the war and as a leader who looked after his men. Many of his opponents either found themselves executed for treason or assassinated by shaped creatures. Recently Setros solidified his power and declared himself the lord of Indraza and resolved to make the city great once again with the aid of the Empire.

>Currency: 8 Coins

>Industry: 1.15/Pop

>Science: 1.25/Pop

>Pop: 3 (10 Max)

>Food: 14

>Military: 2 Soldiers

1 Sand Worms (2)

>Buildings:

Farm (1)

Storage(2) (Prevents Spoilage) (3: 1/15)

Shaper Academy(2)

Market (2 Trade Routes) (2 5/7)

Mill (2) (3 2/15)

>Technology / Magic:

Sand Worms Taming(2)

Sand Worms Plating(2) (1 Industry to make)

Sand Worms Unit(2) (7 Coins, 1 Pop)

Changeling (2) [5 Coins, 1 Pop]

>Storage:

>Bonus:

[Shapers] - Deserts give +1 Coin Income and +1 Food

[The Heart of Indraza]

In progress: Expansion (17,10) 7/30

Market (2) 5/7

Mill (3) 2/15

1. Continue work on the Magic Guild 10.2/30

2. Begin construction of a dockyard along the river.

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a8f066 No.49483

Dice rollRolled 37, 23, 4, 99 = 163 (4d100)

>name: Alric Schmeid

>allegiance: Desolace

>fluff: a Gnomish inventor, Alric Schmeid was born to a family of Gnomish metal workers who invented newer and better metals. his family played a part in development of the first effective iron forge, and then in the first steel producing furnaces. Alric like many others in his family is an inventor, and he believes in a recent theory of clockwork called Pneumatics, a form of clockwork that uses compressed air or heated steam in pipes to power clockwork instead of the more common self-recoiling spring. he intends to use this new technology to make a name for himself.

Coin: 4

Skill:

Builder : 3

Scientist : 3.2*

Inventor : 4.5

Bonus: [Expert - Can improve on one established skill. One time use]

[Blessings/Curse - Intelligence]

Storage:

1 Steam Engine

1 Pneumatic Bolt Thrower

Pneumatic Drill Blueprints

Steam Engine Blueprints

Assembly Theory 7 /10

#1 finish assembly theory 7/10

+Scientist : 3.2*

+Inventor : 4.5

+Lab(5)

#2-3 work on the Steam Tread Engine 4/15

+Scientist : 3.2*

+Inventor : 4.5

+Lab(5)

#4 help with the science guild in Desolace

+Scientist : 3.2*

+Inventor : 4.5

+Lab(5)

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309010 No.49485

Dice rollRolled 56, 71 = 127 (2d100)

>>49367

>Lord's Name: Molric Assurn

>Province's Name: Desolace

>Color/Location: Silver, 5.4

>Fluff:https://pastebin.com/defStzMu

—Do not Fill Below—

>Currency: 3 Coins

>Industry: 1.98/Pop = (1.73x(6+(2x2))) 18.8 Industry

>Science: 2/Pop =(6x2)12 Science

>Pop: 6, 2 C(10 Max)

>Food: 20 (12 from Baz)

>Military: 2 Soldiers(Pneuamtic Bolt Throwers)

>Buildings:

Mine4 (+4 Coin/Income) (Increased Chance of Stronger Ores)

Mine5 (4.9 / 35)

Forge(3) (Researching Tools 30% Decrease)

Lab(5)

Lab (6) .2/45

Clockwork Manufactory3 (30% Reduce Tech Units)

Clockwork Manufactory4 10.3//25

Tradining Port(2) [2 Max Trade Route] {SHIWA}

Tradining Port3 0.6 / 7

Science Guild 2.5 / 30

>Technology / Magic:

Metalworking Tools3

Metalworking Tools4 7.5 / 18.5

Clockwork 3

Architecture 1

Pneumatics(1)

Pneumatics 1.5 / 20

Logistics(3)

Logistics 4 3/35

Desolater Dragon [10 Coins, 1 C.Pop]

Clockwork Soldiers(2) [7 Coins, 1 C.Pop]

Clockwork Soldiers(3) (2.5 / 30)

Pneumatic Bolt Thrower(2) - (1 Industry Point)

>Storage:

1 Pneumatic Bolt Thrower

expanded to(5.3)

>Bonus:

[No Magic Zone] - Magic can’t be used in your starting hex

[Golden Era of Tech] - Every 5 turns, grant a bonus tech

[Molric - Tinkers Innovation]

+Bonus: Will gain random bonuses when creating the Science Guild

Clockwork Dragon ready on turn 16

Troops arriving turn 16 to fight bandit lord

Your C.Pop will be ready [Turn16]

Free: Make 2 bolt Throwers to trade with Epidemica for 4 industry units

1. Continue to work on the scientist guild. There is much to do to get this all set up.

+Bonus: Will gain random bonuses when creating the Science Guild

2. Continue to refine and improve our metalworking tools, we need them to work at peak efficiency if we are too progress our clockwork and setting up our labs.

+Forge3

+Lab5

+12 Science output

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8ce565 No.49486

Dice rollRolled 71, 25 = 96 (2d100)

>>49367

>Fluff:

https://pastebin.com/djtLxZnF

~~~~

>Hexes: Marshland, Plains, Mountains, Ocean

>Currency: Coins

>Industry: 1.5/Pop

>Science: 1.1/Pop

>Pop: 9 (15 Max)

>Food: 24{-1 Spoilage}

>Military: [3 Crow Class Attack Warship(1)];[3 Naginata Footmen(2)];[1 Dragon Class Warship(1)];[1 Shinobi(1)];[Commander Akio(1)];[Ashikaga Azura]

>Buildings:

[Mine(4)12.7/22.5(+2 Coin/Income)];[Port(3)1.5/15(20% Reduced Coin and Turns For Naval Unit)];[Hunting Camp(3)];[Fishing Huts(4) 14.5 / 25];[Storage(2)5.8/10(Prevent Spoilage)];[Lone Castle(*)[Increases Defenses, +2 Coin/Income, +1 Food}Hex 7,11];[Barracks(4)4/25{Reduce Infantry 30% Coins and 30% Turns}]

>Technology / Magic:

[Crow Class Warship(1)1.5/10{Cost 5 Coins, 1 Pop}];[DragonRoyal Class Warship(1){Cost 8 Coins, 1 Pop}];[Naginata Footmen(3)7/15{Cost 3 Gold, 1 Pop}];[Genbu Class Warship(*){Cost 10 Coins, 1 Pop, +3 Def, +3 Mov}];[Shinobi Corps(2)5.7/10(5 Coins, 1 Pop)];[Ashikaga Azura(10 Coins, One Time Use)];[Hwacha(2)2.1/15{2 Industry to make Hwacha}]

>Storage: [Iron];[Good Ship Design Blueprints];[1 Hwacha]

>Bonus:

[Dragon's Demand II];[Better Tools]; [Charming - One Time Use. Possibly convert NPC or players units/Pop]

1; Construct more Hwacha!!

2; Construct a [Shinobi Clan Temple] in the mountains for my Shinobi to train and operate more effectively

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488cba No.49488

>>49374

Deployed and sabotaging

>>49375

Pm me

>>49404

Do you wish to become a nation?

Your actions will be compensated for what you did so far if you wish

>>49411

Expanded (16,3) Mountians

+0.1 Industry

+5 Pop Cap

25.1 / 30 Magic Guild

>>49413

Magic Guild 12.9 / 30

Magic Shop5 2 / 35

+Building:

Magic Shop(4) [+15 Coins]

+Storage:

+1 Death Enchanted Helmet (Increased Command in Controlling the Dead (1d30))

>>49415

[Better Tools has run out]

Storage(2) 4 / 10

+Building:

Storage(1) [Prevent Spoilage]

+1 Food

They will return in 2 turns.

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488cba No.49489

>>49430

Do you wish to become a nation?

Your actions will be compensated for what you did so far if you wish

>>49434

Raider Tactics3 10.8 / 15

Roan Beggarson [10 Coins, Deploying Soldiers Become a Free Action]

-12 Coins

-4 Pop

Warship Turn 16

Warship Turn 16

Raiders Turn 17

Raiders Turn 18

>>49452

Expanded (14,3) Plains

+2 Food

+1 Coin

+5 Pop Cap

Expansion (12,3) 15.59 / 50

Your explorers found an underground lake with magical properties!

+Building:

Magical Lake (14,3) [Every Income Turn, grants X amount of Magical Water]

+Storage:

3 Magical Water [Boost Int, Boost Str, or Heals. One effect is randomly rolled]

>>49455

Workers Guild 26.4 / 30

>>49456

Defenses Repaired

Militia Warfare3 3.4 / 15

+Technology:

Militia Warfare(2)

>>49467

Magic guild 15.6 / 30

Dock(1) 3.75 / 5

>>49483

Do you wish to become a nation?

Your actions will be compensated for what you did so far if you wish

>>49485

Science Guild 12.7 / 30

Metalworking5 2.5 / 32.5

+Technology:

Metalworking(4)

>Bonus:

One person interested of your guild wishes to help join you. She's very reputable in her high intellect and will be sure to be a benefit towards you. However, she has a request. She wishes to start an expedition where she goes around to each nation and teach others and wants to get funding.

>>49486

Constructing a Hwacha is now a free action!

Hwacha(3) 12 / 15

Shinobi Clan Temple 7.5 /10

+Building:

Shinobi Clan Temple(1) (Reduced Spy Training. Increased Spy Effective)

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2a2dec No.49509

>>49488

No I do not

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30d2f9 No.49517

>>49489

I do not wish to become a nation, my ambitions lie elsewhere.

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50996f No.49537

are you taking players? if so, how far behind would I be?

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3fcf12 No.49594

>>49537

I am, and you'll be taking Golden Era turns which will boost you to catch up

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3fcf12 No.49595

>>49374

+11 Coins Buildings

+X Trade Routes (where X is total trade route)

+2 Coins Drugs

>If your trade route is connected to another Trade Market/Port

+X Industry Points

+Y Science Points

>where X+Y is the total amount of your trade routes connected to another Trade Market/Port

>Points add 1 point progress to a project (Ex: Farm 10 / 25 + 3 Industry Point = Farm 13/25)

>>49404

Network 7 / 10

1 Assassin(2)

Your assassins will start as Assassin(2) now!

>>49411

+3 Coins Buildings

+X Trade Routes (where X is total trade route)

>If your trade route is connected to another Trade Market/Port

+X Industry Points

+Y Science Points

>where X+Y is the total amount of your trade routes connected to another Trade Market/Port

>Points add 1 point progress to a project (Ex: Farm 10 / 25 + 3 Industry Point = Farm 13/25)

+3 Pop

[Bonus]

+Building:

Lost Homes(1)

+5 Pop Capacity

>>49413

+17 Coins

+X Trade Routes (where X is total trade route)

>If your trade route is connected to another Trade Market/Port

+X Industry Points

+Y Science Points

>where X+Y is the total amount of your trade routes connected to another Trade Market/Port

>Points add 1 point progress to a project (Ex: Farm 10 / 25 + 3 Industry Point = Farm 13/25)

+4 Pop

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eccfa6 No.49601

>>49489

I do not wish to become another nation right now.

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2a2dec No.49697

Dice rollRolled 79, 57 = 136 (2d100)

>>49595

Lord's Name: Bob Hexxus

Province's Name: Epidemica

Color/Location: White, 20.6

Fluff: "The Spymaster" is a notoriously crafty individual, with a knack for plotting and counter plotting. Though his true motives remain relatively shrouded behind curtains of smoke and mirrors, he has served his lord faithfully throughout the years, only recently having truly risen to prominence after the death of the Emperor.

Coin: 8

Skills:

Alchemy 3

Assassin 3

Spy 2

+Bonus:

[Favors] - Modifier for your bonus

+[Favors From High Places]

+Importance:

[Okay Spy Network] - 2 Spies

- Network 7 / 10

1 Assassin(2)

Side Business [+2 Coin/Income]

3 Industry Points

[General Research Tools]

Training Assassins 4 / ???

1 Slight Healing Potion (Low heal)

1 Demon's Rest (Calms down unit and slowly kill them)

1 Dark Temptation (Constantly makes unit compulsive to suicide)

1. Now, that my assassins are more skilled, I can afford to hire more.

2. Continue expanding the Spy network

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