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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 5c8a2298b23fe36⋯.jpg (922.7 KB,1707x1241,1707:1241,ud0.jpg)

7a0645 No.52291

> straight forward and aggressive approach! The game should end in about 12turns(+-4)

> Its not exactly a builder, its a "Game-y" game with competitive elements and strict rules, Civ-Board game hybrid

> Don't need to track your sheet after creation! I have a program that does it automatically

> Sociability is key, I need 8 active players who are willing to negotiate and talk in the discord channel too

Sheet to create a fantasy Nation(6 nations): https://pastebin.com/iEgbR6eq

* Please make sure you have not picked a location someone already took.

> Possible Actions: https://pastebin.com/5T7EgkKm

* This is the actions you can make each turn once the game starts. God rules (you can't pick god, reserved): https://pastebin.com/0Xyg5zBT

How to win

> "Ascension": If both of the gods reached 400 power, they both win the game.

> "The Chosen ": A god reached 360 power and two of his followers build a divine wonder

> "God Breakers": If both gods are broken(their holy land conquered), the two nations who committed the deed win the game.

Basic map information:

Forest: 1 wealth, 30 growth

Plains: 1 wealth, 20 growth

Cliffs: 2 wealth, 20 growth

Barren: Nothing. Attacking a nation from a barren tile causes double attrition penalty

River: You can't own river tiles

Grey tents on the map are Barbaric tribes. You can not start on barbaric tiles. Each tile is defended by a separate army of barbarians, their army strength is 4,000. You can take those tile by declaring "Conquest" war. "Raid" those tiles if you want to get a share from 20,000 gold per tribe(basic raid should grant 2.800 gold). When a tribe loses any kind of war, it vanishes from the map.

____________________________
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161336 No.52293

File: bdc426deb1f450f⋯.jpg (916.43 KB,1707x1241,1707:1241,god start.jpg)

God's name: Auctorius

Fluff: The world is a stage as far as Auctorius is concerned. From grand nations waging continental wars to a farmboy confessing his love; all are tales worthy of song and record. Auctorius knows better than most that what defines a mortal's life is conflict. For conflict leads to growth and with growth comes conclusion which finally results in a story that leaves one fulfilled. When he takes a physical guise he appear to be anything from a wandering scribe cataloguing everything he sees to a critic who offers deep insight. His divine form is actually the inverse of his physical body as rather then acting as a mere witness to an event it is more accurate to say he has become it. With his form reflecting both the greatest achievements and struggles his followers ever faced. His followers come from all walks of life for each has their own personal story and own personal struggle that they must deal with. By appealing to him they may find their own efforts amplified to heroic effect. Of course he may also boost their troubles, but what is victory without a challenge after all…

Virtues: Balance

Power: 0

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4a3592 No.52294

File: 7cfd11b86bc7348⋯.jpg (915.78 KB,1707x1241,1707:1241,Holy Land.jpg)

Name: Causilon

Fluff: Though the world is filled with all manner of strife, Causilon seeks for mortals an enlightenment. One of cooperation between peoples, of effort expended towards the purpose of mutual benefit. His word and laws are such that the combined efforts of his followers result in each of them reaching prosperity. Those that shun his word and refuse to compromise are sure to know only suffering and hardship. Though he can take on nearly any form he pleases, the form he is most known for among mortals is that of a man with myriad arms, used to join with the hands of all his followers.

Virtues: Duty

Power: 0

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7393c8 No.52295

File: 717bdeebc03d898⋯.jpg (57.69 KB,725x400,29:16,cec88a2f0032d07fa443dae5ce….jpg)

File: 7f013087ebcb650⋯.jpg (131.22 KB,852x1000,213:250,698ac8dfbfc19985d697b6b649….jpg)

File: fd0d015347c8d3f⋯.jpg (180.92 KB,1400x756,50:27,steamboy3.jpg)

Dice rollRolled 74, 17, 88 = 179 (3d100)

Fluff: https://www.youtube.com/watch?v=cTIcOmqH1Pg

Victoria is a nation of humans. In the centuries of its existence, it's prospered in the scientific and industrial arts but at a terrible cost. The skies were poisoned with smoke and industrial waste. However, the great mining efforts which excavated the ground presented itself with opportunity. Underneath the surface, the air was untainted, unmolsted by the poisoned clouds above. As such, Victorians have abandoned surface dwelling and have dug vast underground cities, going deeper into the earth every day as their society expands downward. It is considered the pinnacle of scientific and national achievement if one glorious day, we were to breech the very planetary core and unlock the wonders and secrets within.

Victorians are proud of their steam powered technology, the most advanced in the world. With an assortment of clockworkmen, steam tanks, even flying macines and an array of powerful weaponry as well as civilian luxuries as mechanical servants and cars. They still suffer through the groans of an industrial and capitalist society, the majority of the masses toiling away in factories while the rich indulge, but the promise of a better more prosperous future drives all toward the singular goal: to the Center of the Earth.

Nation Name & Color: Victoria. Yellow

Nation level: 3

Nation Perks: Dwellers; [EMPTY SLOT - GOING TO PM BID]

Starting location:

God: [You start as a heathen.]

Population: 1000 - makes wealth and armies

Gold: 5000. (+gain(Population*wealth) more gold per turn]

Progress: [0/4000 Progress is the nation's exp]

Elite Armies: [You start with 3/3]

Faith: [Start with 0. You gain faith each time you build a temple. Having high faith means the god of the game will be more in favor to answer your prayers.]

ROLLING ARMIES

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0ec381 No.52309

File: 0897e04ebb0feac⋯.png (4.32 MB,1707x1241,1707:1241,Bidd Map Spot.png)

>>52291

Fluff: A Nation of dragonspawn. The Covenant of Ancestors inherited from ancient dragons has Three Tenets. 1 Obtain wealth. 2 Protect their sacred mountain nest. 3 Influence the affairs of others to these ends. The dragons once collected gold coins as a favored treasure as beds as they felt like the softest scales of a mate. Collecting gold will enhance virility, longer life, and strength. The Nest expands, but slowly. Rather they prefer that their vassals expand, shielding them from disturbance and harm, and exploiting the land into tribute. A leader has sprung from the brood, born with rare golden eyes which marked him for greatness. He has conceived the notion of developing the vassals into a super state capable of exploiting, protecting, and furthering itself in perfect harmony with The Nest. He has the Gold Tongue and can achieve this if anyone can. The words of dragons turned into rhymes had a great magic power, and he has inherited this through the Golden Tongue. It allows him to sway and strengthen those who listen to him. Some say he can even change a being into something more, or pour his words and will into objects.

Nation Name & Color: The Nest.

Gold Nation level:

3 Nation Perks: Imperial. Mediators.

Starting location:

Population: [Start with 1000. Population is used to generate wealth and create more armies]

Gold: 5000. (Population*wealth) per turn

Progress: 0/4000.

Elite Armies: [You start with 3/3]

Faith: 0

Gold Claws: [Scouts. Light Armor. Thrown Weapon.]

Moon Scales: [Scouts. Light Armor. Thrown Weapon.]

Tooth Tossers: [Scouts. Light Armor. Thrown Weapon.]

Rolled 71, 87, 86 = 244 (3d100) >>52283 (OP)

Following Auctorius

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7a0645 No.52313

File: 964da88a1916e71⋯.jpg (904.22 KB,1708x1248,427:312,ud0-1.jpg)

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7393c8 No.52316

File: 1ed7acbaf396fec⋯.png (2.09 MB,1700x665,340:133,Victoria.png)

>>52295

PERKS:

Dweller

Industrialist

ARMIES:

Strength: 74

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "1st Rifle Regiment"

Strength: 17

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "State Militia"

Strength: 88

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "1st Clockwork Division"

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1c75c9 No.52326

File: bd7a199fc507e57⋯.png (1.48 MB,878x793,878:793,bleu.png)

Dice rollRolled 48, 21, 81 = 150 (3d100)

>>52291

Fluff: A city founded upon liberated slaves, the Free Independent City of Bleu, stands out for its strange customs. After this city being founded no more than 30 years ago, many of its inhabitants still remember the brutality of slavery. Having that mental scar still deeply ingrained in their society, many of its citizens will participate in self-harm rituals such as being hit with a whip as a reminder of the importance of being free. Its people are known for its love and appreciation for this world, and for their quest to bring world peace.

Name: Free Independent City of Bleu

Perks: Mediators, Druids

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1c75c9 No.52327

>>52326

[1st Army LOVE Division]

STR: 21

- Mounted

- Light

- Thrown Weapon

[2nd Army LOVE Division]

STR: 48

- Mounted

- Light

- Thrown Weapon

[3rd Army LOVE Division]

STR: 81

- Mounted

- Light

- Thrown Weapon

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7a0645 No.52345

File: 60d3219cdcaee07⋯.jpg (943.5 KB,1710x1246,855:623,ud0-2.jpg)

mupdate for current nations

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7a0645 No.52346

Update to game objectives:

Because i added a rule on pastebin just after posting the thread, where gods get +10 power for every neighboring nation, im going to update the victory conditions as well(can't edit thread, only pastebin):

> "Ascension": If both of the gods reached 500 power, they both win the game.

> "The Chosen ": A god reached 450 power and two of his followers build a divine wonder

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20a0d4 No.52350

File: 4918d16bc87d933⋯.png (3.28 MB,1930x766,965:383,Starting location2.PNG)

Dice rollRolled 82, 71, 83 = 236 (3d100)

Fluff: The warring clans

Nation Name & Color: The Grand Khanate of Knyashevka, Color: Red.

Nation level: 3

Nation Perks: Imperials, Savages.

Starting location: See Image

God: Heathen

Population: 1000

Gold: 5000

Progress: 0

Elite Armies: [You start with 3/3]

Faith: 0

ROLLING FOR ELITE ARMIES

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20a0d4 No.52351

>>52350

Elite Army 1:

Strength: (Blank, rolled 82)

Upgrades: None

Army Trait:

1. War Clerics

2. Heavy Armor

3. Two Handed Melee

Name: Kara Boga.

Elite Army 2:

Strength: (Blank, rolled 71)

Upgrades: None

Army Trait:

1. Mounted

2. Light Armor

3. Thrown Weapon

Name: The Harvesters.

Elite Army 3:

Strength: (Blank, rolled 83)

Upgrades: None

Army Trait:

1. Mounted

2. Medium Armor

3. One Handed(melee) and shield

Name: The Warbreakers.

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0ec381 No.52377

>>52309

Switching all three armies from scouts to War Clerics and from Light Armor to Medium*

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1fb300 No.52379

File: 9e53d8b6c4aae48⋯.jpg (198.46 KB,843x529,843:529,5c8a2298b23fe363b4f74fb60b….jpg)

Fluff: Forest druids that see anyone living outside of their commune as heathens whose only redemption is serving the forests in the afterlife.

Nation Name & Color:Commune of Kalthor,Purple

Nation level: 3

Nation Perks: Druid,Necromancer

Starting location: The forest one will be the city

God: [You start as a heathen.]

Population: 1000.

Gold: 5000

Progress:0/4000.

Elite Armies: 3/3

Faith: 0

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1fb300 No.52380

>>52379

Rolling for armies

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1fb300 No.52381

Dice rollRolled 19, 78, 11 = 108 (3d100)

>>52380

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4f0531 No.52382

File: 324d6cbeb81cfdf⋯.jpg (939.09 KB,1710x1246,855:623,60d3219cdcaee07cd340b7242e….jpg)

Fluff: On the fertile banks of a great river, a thriving community of monarchic city-states developed, though the cities were little more than walled villages, with a simple nobility system providing protection to the populace, in exchange for minimal taxes, and few restrictions. As the agricultural civilization developed better methods of farming, it slowly started to see people venture outside the profession of farming, as some goods started becoming more valuable than food. village after village extended eastwards, towards a mountain range rich in metal veins, and a healthy circle of trade was quickly established. The wealthier merchants, seeing the impact of trade on daily life, and recognizing the ability of a single half of a percentage to ruin lives, formed a council overseeing, and manipulating the free market, slowly gaining obscene amounts of wealth for themselves, dwarfing that of the petty kings of the cities. As many such cities were outright bought, a single one on the banks of the river, through which the crop trade flowed eastwards, was established as the capital of this fledgeling federation. With artisans and cratsmen of all types flocking to the arbitrary wealth of of the city council, oppulent architecture and gilded streets quickly overcame the natural beauty of the river banks, with every subsidiary guild competing in how much gold it could comfortably throw at its building.

Nowadays, the Ketula Free Federation endures, under the guidance of its guild cometee, ever increasing its reach, and, with it, the flow of trade. Fueled by a never-ending internal contest of wealth and luxury, one can only guess the lengths they'll go to in order to fill their own coffers.

Nation Name & Color: Ketula Free Federation, Brown.

Nation level: 3

Nation Perks: Mediator, Industrial

Starting location: As seen on map, defined by the brown highlighted borders, with the city lying in the red spot.

God: Heathen

Population: 1000

Gold: 5000

Progress: 0/4000

Elite Armies: 3/3

Faith: 0

Army#1:

Strength: tbd

Upgrades: none

Army Trait: Agents, Light Armor, Thrown Weapons

Name: First Peltast Contractees, Penitence Corps

Army#2:

Strength: tbd

Upgrades: none

Army Trait: Agents, Light Armor, Thrown Weapons

Name: Salaried SlingStave Corps

Army#3:

Strength: tbd

Upgrades: none

Army Trait: Agents, Light Armor, Thrown Weapons

Name: Indentured Excellence, Penitence Corps

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4f0531 No.52383

Dice rollRolled 80, 47, 88 = 215 (3d90)

>>52382

Crap, forgot the rolls

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1fb300 No.52384

>>52379

1.

Kalthor's Wraiths

Strenght;78

Upgrades:

Army Traits:

-Scouts

-Medium Armor

-One handed and shield

2.

Forest's guardians

Strenght;19

Upgrades:

Army Traits:

-Scouts

-Medium armour

-Projectile

3.Waste dwellers

Strenght;11

Upgrades:

Army Traits:

-Mounted

-Heavy Armor

-One handed and Shield

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7a0645 No.52409

File: 554cf1581403065⋯.jpg (939.88 KB,1701x1248,567:416,u0-3.jpg)

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7a0645 No.52425

File: b0cc1db52c2f8c8⋯.jpg (736.56 KB,3065x1909,3065:1909,1523804754199.jpg)

File: 9cbc13652e06f6d⋯.jpg (226.68 KB,1700x873,1700:873,9cbc13652e06f6da3951956e78….jpg)

>>52316

'Victoria ' Information:

Nation Perks: Dwellers, Industrial

1000.0 Population (+140/t)

5000 Gold(+5740/t)

1916 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'1st Rifle Regiment ': 696 Strength (Elite, Scouts, Medium-Armor, Projectile)

'State Militia ': 468 Strength (Elite, Scouts, Medium-Armor, Projectile)

'1st Clockwork Division ': 752 Strength (Elite, Scouts, Medium-Armor, Projectile)

'The Nest' Information:

Nation Perks: Imperial, Mediators

1000.0 Population (+140/t)

5000 Gold(+4920/t)

2176 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2200/t, Level 3)

God: Heathen

0 Faith

'Gold Claws': 684 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Moon Scales': 748 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Tooth Tossers': 744 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Free Independent City of Bleu' Information:

Nation Perks: Mediators, Druids

1000.0 Population (+160/t)

5000 Gold(+5000/t)

1800 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'1st Army LOVE Division': 484 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

'2nd Army LOVE Division': 592 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

'3rd Army LOVE Division': 724 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

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7a0645 No.52426

File: 57a02f437dfe2e8⋯.jpg (176.5 KB,1024x512,2:1,57a02f437dfe2e86014ccb2539….jpg)

File: 377f6302ad45a4e⋯.jpg (158.33 KB,2048x1543,2048:1543,1670_a_landscape_with_a_ru….jpg)

'Grand Khanate of Knyashevka ' Information:

Nation Perks: Imperial, Savages

1000.0 Population (+190/t)

5000 Gold(+5000/t)

2144 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+1100/t, Level 3)

God: Heathen

0 Faith

'Kara Boga ': 728 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Harvesters ': 684 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

'The Warbreakers ': 732 Strength (Elite, Mounted, Medium-Armor, One-Handed)

'Commune of Kalthor ' Information:

Nation Perks: Druids, Necromancers

1000.0 Population (+140/t)

5000 Gold(+5000/t)

1632 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'Kalthor's Wraiths ': 712 Strength (Elite, Scouts, Medium-Armor, One-Handed)

'Forest's guardians ': 476 Strength (Elite, Scouts, Medium-Armor, Projectile)

'Waste dwellers ': 444 Strength (Elite, Mounted, Heavy-Armor, One-Handed)

'Ketula Free Federation' Information:

Nation Perks: Mediators, Industrial

1000.0 Population (+140/t)

5000 Gold(+6000/t)

2060 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'First Peltast Contractees, Penitence Corps': 720 Strength (Elite, Agents, Light-Armor, Thrown-Weapon)

'Salaried SlingStave Corps': 588 Strength (Elite, Agents, Light-Armor, Thrown-Weapon)

'Indentured Excellence, Penitence Corps': 752 Strength (Elite, Agents, Light-Armor, Thrown-Weapon)

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7a0645 No.52427

STILL LOOKING FOR 1 MORE NATION!

!!!

..

"The nest" and "Victoria| stats got fudged abit. here is a fix. for >>52425

>>52316

'Victoria ' Information:

Nation Perks: Dwellers, Industrial

1000.0 Population (+140/t)

5000 Gold(+7000/t)

2316 Army strength ( 3/3 Elite Armies. 4 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'1st Rifle Regiment ': 696 Strength (Elite, Scouts, Medium-Armor, Projectile)

'State Militia ': 468 Strength (Elite, Scouts, Medium-Armor, Projectile)

'1st Clockwork Division ': 752 Strength (Elite, Scouts, Medium-Armor, Projectile)

'Ancient Earth Golem': 400 Strength (Golem, Protective)

>>52309

'The Nest ' Information:

Nation Perks: Imperial, Mediators

1000.0 Population (+140/t)

5000 Gold(+6000/t)

2176 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2200/t, Level 3)

God: Heathen

0 Faith

'Gold Claws ': 684 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Moon Scales ': 748 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Tooth Tossers ': 744 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

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eb56bb No.52447

File: d721aad7c3b22f8⋯.png (4.25 MB,1707x1241,1707:1241,Hells Outcasts.png)

File: 6e66a6ec2e175ca⋯.jpg (106.01 KB,550x407,50:37,1 (3).jpg)

File: aefa6d5b0cb5950⋯.jpg (203.62 KB,623x800,623:800,Rob-Zombie-31-Concept-Art-….jpg)

>Name: Hells Outcasts

>Fluff: he tells his minions and victims he returned from the bowels of hell, an outcast, for being too wicked and troublesome for them. the great 'Robber Baron' Zombie rides at the head of a host of undead, half-dead, and the living insane seeking twisted immortality, glory and ecstasy in a roving horde of flaming vehicles, roaring engines spitting hellfire, screaming raiders and shrieking slaves at 96 miles per hour. witches, werewolves, vengeful ghosts and monsters of all kinds flock to his banner as they ride out to and pillage wherever they will, seeking out new slaves and recruits for their ever growing army.

>Perks: Necromancer Savage

https://www.youtube.com/watch?v=PORCw494CCA

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eb56bb No.52448

Dice rollRolled 38, 42, 69 = 149 (3d100)

>>52447

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eb56bb No.52449

File: 0cae1984fa3e2fe⋯.jpg (81.72 KB,1024x576,16:9,title_promo_art_for_crosso….jpg)

File: 9ad827ae9c9a368⋯.jpg (50.41 KB,1280x720,16:9,maxresdefault (21).jpg)

File: eaf44857be27bd2⋯.png (610.02 KB,1065x523,1065:523,Witch Riders.png)

>>52447

>Strength: 38

>Upgrades: Heavy Armor, Two Handed

>Army Trait: Mounted

>Name: "The Greatest Show on Wheels"

>Strength: 42

>Upgrades: Heavy Armor, Two Handed

>Army Trait: Mounted

>Name: "The Meaning of Life"

>Strength: 69

>Upgrades: Medium Armor, Projectile

>Army Trait: Mounted

>Name: "69 Witches"

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eb56bb No.52450

File: 8baa2274e795e18⋯.png (3.37 MB,1707x1241,1707:1241,Hells Outcasts.png)

>>52447

change my location.

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7a0645 No.52453

>>52447

'Hells Outcasts' Information:

Nation Perks: Savages, Necromancers

1000.0 Population (+140/t)

5000 Gold(+5000/t)

1796 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+500/t, Level 3)

God: Heathen

0 Faith

'The Greatest Show on Wheels': 552 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'The Meaning of Life': 568 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'69 Witches': 676 Strength (Elite, Mounted, Medium-Armor, Projectile)

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7a0645 No.52454

File: 71078be550bee5f⋯.jpg (979.36 KB,1724x1240,431:310,u0-4.jpg)

File: 6dba9ae9755d246⋯.png (274.38 KB,900x600,3:2,Court.png)

> Global Events:

* The council of nations

An initiative to create a powerful council who shall influence the fate of global events is formed.

The combined wisdom of the nations shall be dedicated to govern events who concern nations altogether, if such a council shall exist…

>1) enter the council of nations with a tribute of 2500 gold

> 2) We govern our own

*You will still be able to join the council on later turns, but for the cost of 5,000 gold instead

* Joining and leaving the council is a free action. Yet each time you rejoin you have to pay the tribute again.

Remember -

> Actions: https://pastebin.com/5T7EgkKm

> You can only make an amount of actions that equals to your nation level

> First to comment is to first to take action.

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7393c8 No.52455

File: 66432ec97f5a5c7⋯.gif (1.87 MB,500x200,5:2,tumblr_nje2qcfrZY1r9lpmmo6….gif)

File: ef1d49b240b57e5⋯.jpg (44.71 KB,436x480,109:120,e5b95563245b0dac25374584f1….jpg)

Dice rollRolled 25 (1d100)

Fluff: https://www.youtube.com/watch?v=cTIcOmqH1Pg

Victoria is a nation of humans. In the centuries of its existence, it's prospered in the scientific and industrial arts but at a terrible cost. The skies were poisoned with smoke and industrial waste. However, the great mining efforts which excavated the ground presented itself with opportunity. Underneath the surface, the air was untainted, unmolsted by the poisoned clouds above. As such, Victorians have abandoned surface dwelling and have dug vast underground cities, going deeper into the earth every day as their society expands downward. It is considered the pinnacle of scientific and national achievement if one glorious day, we were to breech the very planetary core and unlock the wonders and secrets within.

Victorians are proud of their steam powered technology, the most advanced in the world. With an assortment of clockworkmen, steam tanks, even flying macines and an array of powerful weaponry as well as civilian luxuries as mechanical servants and cars. They still suffer through the groans of an industrial and capitalist society, the majority of the masses toiling away in factories while the rich indulge, but the promise of a better more prosperous future drives all toward the singular goal: to the Center of the Earth.

Nation Name & Color: Victoria. Yellow

Nation level: 3

Nation Perks: Dwellers; Industrialist

1000.0 Population (+140/t)

5000 Gold(+5740/t)

1916 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

ARMIES:

Strength: 74

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "1st Rifle Regiment"

Strength: 17

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "State Militia"

Strength: 88

Upgrades: None

Army Type: Scouts

Armour: Medium

Weapon: Projectile

Name: "1st Clockwork Division"

FREE ACTION: Switch Focus to Industrial

Action 1 - Expand to the tile southeast/lower right of my city

Action 2 - Build a Steam Pipeline to the mountains directly east/right of my city

Action 3 - Build a Steam Pipeline to the mountains two tiles east/right of my city

https://www.youtube.com/watch?v=Yy8MEO_2AYo

It is an auspicious night in Victoria. It is always night in Victoria. Neath black smooth covered ceiling and the twinkling of hundreds of lightbulbs far above, and it is said to mimic the great night sky of the surface in times past.

The time has come to restore out nation to greatness! Miners and clockworkmen shuffle to the great launch stations where fleets of industrial subterrines ready to dril into the earth and begin expansion. New pipelines were to be laid, siphoning heat from underground to provide ample power to the factories churning wealth and supplies, while a new expansion effort to carve out new territory space below ground begins.

Above all is still under the grim tomb like air, but below a flurry of motion and industry, promising prosperity for all.

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7a0645 No.52458

File: f044e250a787da5⋯.jpg (940.4 KB,1712x1246,856:623,ud1-0.jpg)

>>52455

'Victoria ' Information:

Nation Perks: Dwellers, Industrial

1000.0 Population (+160/t)

5000 Gold(+10000/t)

2316 Army strength ( 3/3 Elite Armies. 4 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'1st Rifle Regiment ': 696 Strength (Elite, Scouts, Medium-Armor, Projectile)

'State Militia ': 468 Strength (Elite, Scouts, Medium-Armor, Projectile)

'1st Clockwork Division ': 752 Strength (Elite, Scouts, Medium-Armor, Projectile)

'Ancient Earth Golem ': 400 Strength (Golem, Protective)

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0ec381 No.52459

Dice rollRolled 87, 72, 74 = 233 (3d100)

>>52427

Fluff: A Nation of dragonspawn. The Covenant of Ancestors inherited from ancient dragons has Three Tenets. 1 Obtain wealth. 2 Protect their sacred mountain nest. 3 Influence the affairs of others to these ends. The dragons once collected gold coins as a favored treasure as beds as they felt like the softest scales of a mate. Collecting gold will enhance virility, longer life, and strength. The Nest expands, but slowly. Rather they prefer that their vassals expand, shielding them from disturbance and harm, and exploiting the land into tribute. A leader has sprung from the brood, born with rare golden eyes which marked him for greatness. He has conceived the notion of developing the vassals into a super state capable of exploiting, protecting, and furthering itself in perfect harmony with The Nest. He has the Gold Tongue and can achieve this if anyone can. The words of dragons turned into rhymes had a great magic power, and he has inherited this through the Golden Tongue. It allows him to sway and strengthen those who listen to him. Some say he can even change a being into something more, or pour his words and will into objects.

Nation Name & Color: The Nest.

'The Nest ' Information:

Nation Perks: Imperial, Mediators

1000.0 Population (+140/t)

5000 Gold(+6000/t)

2176 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2200/t, Level 3)

God: Heathen

0 Faith

'Gold Claws ': 684 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Moon Scales ': 748 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

'Tooth Tossers ': 744 Strength (Elite, Scouts, Light-Armor, Thrown-Weapon)

1 Expand into Forest

2 Expand into Northern Plains

3 Pray to God for more land. "The Nest has many eggs, soon we will be overrun with younglings! We need space to grow."

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0ec381 No.52461

>>52459

Give worship to Oneman

'Gold Claws ': 684 Strength (Elite, War Clerics, Light-Armor, Thrown-Weapon)

'Moon Scales ': 748 Strength (Elite, War Clerics, Light-Armor, Thrown-Weapon)

'Tooth Tossers ': 744 Strength (Elite, War Clerics, Light-Armor, Thrown-Weapon)

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4a2a41 No.52465

File: 45d46c821a49439⋯.jpg (122.19 KB,1262x633,1262:633,post_apocalyptic_slave_tra….jpg)

File: 8778a98c0410273⋯.jpg (41.89 KB,350x423,350:423,Marc_Fishman_four_cannibal….jpg)

Dice rollRolled 26, 18, 23 = 67 (3d100)

'Hells Outcasts' Information:

Nation Perks: Savages, Necromancers

1000.0 Population (+140/t)

5000 Gold(+5000/t)

1796 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+500/t, Level 3)

God: Heathen

0 Faith

'The Greatest Show on Wheels': 552 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'The Meaning of Life': 568 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'69 Witches': 676 Strength (Elite, Mounted, Medium-Armor, Projectile)

#1 build a farm "Slave Flesh Pens". plains tile next to the river

https://www.youtube.com/watch?v=9d28Jbx7q9Q

#2 expand to plain tile east

#3 expand to plain tile south

#4free action. expand to plain tile south

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7a0645 No.52488

File: 2d24a5628d1beb6⋯.jpg (940.43 KB,1710x1248,285:208,ud1-1.jpg)

>>52459

'The Nest ' Information:

Nation Perks: Imperial, Mediators

1000.0 Population (+190/t)

5000 Gold(+8000/t)

2176 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2200/t, Level 3)

God: Auctorius

0 Faith

'Gold Claws ': 684 Strength (Elite, War-Clerics, Light-Armor, Thrown-Weapon)

'Moon Scales ': 748 Strength (Elite, War-Clerics, Light-Armor, Thrown-Weapon)

'Tooth Tossers ': 744 Strength (Elite, War-Clerics, Light-Armor, Thrown-Weapon)

>>52465

'Hells Outcasts ' Information:

Nation Perks: Savages, Necromancers

1000.0 Population (+250/t)

650 Gold(+11000/t)

1796 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+900/t, Level 3)

God: Heathen

0 Faith

'The Greatest Show on Wheels ': 552 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'The Meaning of Life ': 568 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'69 Witches ': 676 Strength (Elite, Mounted, Medium-Armor, Projectile)

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1fb300 No.52493

Fluff: Forest druids that see anyone living outside of their commune as heathens whose only redemption is serving the forests in the afterlife.

Nation Perks: Druids, Necromancers

1000.0 Population (+140/t)

5000 Gold(+5000/t)

1632 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'Kalthor's Wraiths ': 712 Strength (Elite, Scouts, Medium-Armor, One-Handed)

'Forest's guardians ': 476 Strength (Elite, Scouts, Medium-Armor, Projectile)

'Waste dwellers ': 444 Strength (Elite, Mounted, Heavy-Armor, One-Handed)

Action 1:Expand to the forest east of the capital

Action 2:Expand to the forest west of the capital

Action 3:Build a farm on the plains tile

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20a0d4 No.52498

Dice rollRolled 25, 92, 34 = 151 (3d100)

'Grand Khanate of Knyashevka ' Information:

Nation Perks: Imperial, Savages

1000.0 Population (+190/t)

5000 Gold(+5000/t)

2144 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+1100/t, Level 3)

God: Heathen

0 Faith

'Kara Boga ': 728 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Harvesters ': 684 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

'The Warbreakers ': 732 Strength (Elite, Mounted, Medium-Armor, One-Handed)

Free Action:expand southwards into the plains

Action 1: Take the left Forest tile that borders my southwestern-most tile

Action 2: Take the right forest tile that borders my southeastern-most tile.

Action 3: Construct a farm on plains.

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7a0645 No.52504

File: e0a34adf84970a8⋯.jpg (962.6 KB,1721x1248,1721:1248,ud1-2.jpg)

>>52493

You forgot to roll 3d100 c:

>>52498

>Rolled over 90 on expansion

[Magical beasts]

This forest tile produces additional 6 wealth

You can spend this resource to create a magical fantasy army of your beasts, the base army is of 500 strength and has a special trait depending on your fluff.

'Grand Khanate of Knyashevka ' Information:

Nation Perks: Imperial, Savages

1000.0 Population (+280/t)

850 Gold(+17000/t)

2144 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+1300/t, Level 3)

God: Heathen

0 Faith

'Kara Boga ': 728 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Harvesters ': 684 Strength (Elite, Mounted, Light-Armor, Thrown-Weapon)

'The Warbreakers ': 732 Strength (Elite, Mounted, Medium-Armor, One-Handed)

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1fb300 No.52505

Dice rollRolled 44, 65, 66 = 175 (3d100)

>>52504

My bad,here are the rolls

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7a0645 No.52506

File: 017df6241a76c82⋯.jpg (962.25 KB,1721x1248,1721:1248,ud1-3.jpg)

>>52505

'Commune of Kalthor ' Information:

Nation Perks: Druids, Necromancers

1000.0 Population (+210/t)

1650 Gold(+10000/t)

1632 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (+2000/t, Level 3)

God: Heathen

0 Faith

'Kalthor's Wraiths ': 712 Strength (Elite, Scouts, Medium-Armor, One-Handed)

'Forest's guardians ': 476 Strength (Elite, Scouts, Medium-Armor, Projectile)

'Waste dwellers ': 444 Strength (Elite, Mounted, Heavy-Armor, One-Handed)

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7a0645 No.52574

Hey,

Im kind of tired of chasing players down.

If I don't get those 2 last comments today I'm closing the game and starting off with different players.

There's a reason why i wrote active players only in the OP

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