Pilaurea


(Immortal Dragon) #21

Well, some things could have gone better, but hey, I’m Power 4 now. Woo. :grin: Thanks for the new round serialkiller.

Vote 1: Continue our efforts to modernize our cities with stone buildings, Ausirana’s cities shall be places of majesty and monuments to Au and Sir!

Vote 2: Experiment with utilizing the sands of the rivers or coastlines to make glass akin to our neighbors to the far west.

Vote 3: Send more missionaries to the Bariya, as well as those they are sending their weapons to, they are clearly not the only ones with such aggression in their hearts.

Vote 4: Begin breeding some bigger Kaslathi pigs so that they may haul heavier loads more easily.


(Sound) #22

Vote 1: Try to find more places with the poisonous fish we shall call them Priscral and try to breed more of them

Vote 2: find a large carnivore to tame

Vote 3: advance ship building

Vote 4: build an armory

Ty for the new round :slight_smile:


#23

If I’m not in war with the Children of the Sand, declare war. Dunno if this counts as a vote or not.

  1. Explosives, specifically to take down gigantic walls. We have gunpowder, right?
  2. Begin a government newspaper for the nation detailing what’s going on in the world.
  3. A literacy program so that they can accept the lies read the news
  4. Build better roads

(Skeleton Pope) #24

Marvelous new round I say.

Vote 1: Refine the golden oil into an even better fuel.
Vote 2: Build a great many granaries to store food into.
Vote 3: Make our own newspaper. The Salo propaganda is fine, but we don’t want to lose too much influance.
Vote 4: Send a second expedition out west. Tell them to cross the ocean to see what lies beyond the endless sea.
Construction: Build a Research Facility

Extra: ask the Salo leader if he/she wants to not only demonize the sand people, but praise the Quinn in their propaganda. In return the Salo may have a honor spot in the worldfest we are preparing.


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #25

NORMAL STUFF:

1 - explore this stone formation we seem to have bumped into - come on, let’s see what it’s got (if anything)

2 - start studying paleontology - y’know if we ever managed to find any fossils n shit.

3 - expand east where our borders don’t meet with the quinn’s - remember the alithei checklist.

4 - encourage our citizens to disregard the salo propaganda in the papers since propaganda exaggerates negative traits - thought that would have been obvious to our people

5 - establish a research facility on the western isles - that idea is totally mine and not the quinn’s. ask no questions and move on.


(cerealkiller) #26

Salo Reich (warmonger)

Vote 1: Reverse engineer the Yatujah’s gas - it’ll be much more traumatizing if their own weapon is used against them…
Roll: 6

Outcome:

You understand how the weapon works, but there’s nothing you can put in the tins.
Vote 2: Expand east.
Roll: 3

Outcome: You try to expand east, but the order gets lost in the chaos of the war.
Vote 3: Start sending spies to the Yatujah, instigating the people and spreading pamphlets that directly attack their religion, making them distrust their government and denounce their faith.
Roll: 15

Outcome:

You kidnap a few Yajutah civilianz and force them to translate texts in their language. You print hundreds of pamphlets that attack the decisions of the government and cause a few small revolts inside the wall.
Vote 4: Improve agriculture (more food = more soldiers)
Roll: 6

Outcome:

Little progress is done.
Vote 5: Encourage our people to reproduce more with propaganda, citing the need to make our nation prosper.

Roll: 8

Outcome:

The growth rate is boosted slightly.

War Vote 1: Use Salo mind tricks to get spies inside of Yatujah walls and destroy their ground factory.

Roll: 18

Outcome:

You manage to pressure the guards of the northern wall enough to give up their spots, and are able to send a few assassins to manipulate and sabotage the ground factory. It is not able to produce any more weapons in the future.
War Vote 2: Destroy more of their catapults with our ships.
Roll: 4

Outcome:

You can’t reach any more catapults with your ships.
War Vote 3: Ship in more soldiers please.

Roll: 13

Outcome:

With the current technology you cannot control more soldiers.
War Vote 4: Try smashing down the Yatujah walls with our wallbreakers.

Roll: 18

Outcome:

After many years, finally it happened: the wall breaks and buries soldiers of both sides under rubber and dust. The Salo invasion has officially begun.
War Vote 5: Steal the Yatujah’s chlorine gas from them, and use it on them.

Roll: 19

Outcome:

Not only do you manage to steal tins from them, you conquer one of their gas leaks and are now able to produce them yourself. But even better: you force all the people that originally lived in the conquered area to work in an improvised labor camp.

Power: 4 + 1

Stability: 3

Economic Power: 3

National details

Points to spend: 1

Factories: Shipyard (7) , Standard, Ground

Population: 3600000 - growing

Recruitment Rate : 15 % (Deactivated during war)

Soldiers : 95000 (24000 fighting)

Ships: Voitto Class (25), Velidah Class (2)

Ground Vehicles: Motus Telum (10)

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik

Quinn

Vote 1: Refine the golden oil into an even better fuel.

Roll: 14 + 6

Outcome:

You make gasoline out of the oil, making it burn for much longer and releasing more energie. Large oil lanterns illuminate your streets and houses, and your country is the first one to develop a nightlife.

Vote 2: Build a great many granaries to store food into.

Roll: 11

Outcome:

You’re able to store your food dry and aerobe, boosting your population even further.

Vote 3: Make our own newspaper. The Salo propaganda is fine, but we don’t want to lose too much influance.

Roll: 16

Outcome:

You start your own newspaper and keep your people informed.

Vote 4: Send a second expedition out west. Tell them to cross the ocean to see what lies beyond the endless sea.

Roll: 2

Outcome:

All the pilots are too scared to start a new expedition before the old one returns.

Construction: Build a Research Facility

Power: 5

Stability: 3

Economic Power: 5

National details

Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent

Population : 7200000 - growing

Points to spend : 2

Factories: Standard, Shipyard (3), Research Facility (3)

Recruitment Rate : 5 %

Soldiers : 36000

Weapon(s): Ballista (medium quality)

Ships: Jordal (15)

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Isha, C. imperator

Ausirana

Vote 1: Continue our efforts to modernize our cities with stone buildings, Ausirana’s cities shall be places of majesty and monuments to Au and Sir!

Roll: 8

Outcome:

Your cities are soon full of stone buildings and towers which reach unchallenged heights.

Vote 2: Experiment with utilizing the sands of the rivers or coastlines to make glass akin to our neighbors to the far west.

Roll: 2

Outcome:

All attempts to produce glass fail. Being totally desperate, one of your scientists attempts to steal the secret of glass making out of a Yajutah glass manufactory. Sadly he gets caught and thrown into a prison. How will your government react ?

Vote 3: Send more missionaries to the Bariya, as well as those they are sending their weapons to, they are clearly not the only ones with such aggression in their hearts.

Roll: 19

Outcome:

Your missionaries do great work and can not only convert larger parts of the sultanate but also reach Salo merchants who buy bariyan weapons.

Vote 4: Begin breeding some bigger Kaslathi pigs so that they may haul heavier loads more easily.

Roll: 8

Outcome:

You successfully breed the Kaslathi to be even bigger and stronger, and now they can pull tons of cargo.

Power: 4

Stability: 3

Economic Power: 3

National details

Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.

Population : 1830000 - growing

Points to spend: 7

Factories: Standard, Shipyard

Recruitment Rate : 5 %

Soldiers : 90000

Ships: Anduna (20)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Maurathia

Vote 1: Try to find more places with the poisonous fish we shall call them Priscral and try to breed more of them

Roll: 7

Outcome:

You start the first fish cultivation of the world in a small lake near the capital.

Vote 2: find a large carnivore to tame

Roll: 11

Outcome:

You successfully tame a large black cat climbing the high trees of the rainforest. It is not only used to hunt but also to guard houses.

Vote 3: advance ship building

Roll: 2

Outcome:

Little progress is done.

Vote 4: build an armory

Roll: 10

Outcome:

You can now make even stronger armor.

Power: 4

Stability: 3

Economic Power: 3

National details

Population : 5200000 - growing

Points: 4

Factories: Standard, Shipyard

Recruitment rate : 5 %

Soldiers : 250000

Ships: Traimoat (10)

Weapons(s): large Bolas

, 20 K. princeps

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: K. princeps, Priscral, Cat

Children of Sand

Vote 1: Using our knowledge of the gas weapons, develop some sort of explosive tins to be hurled at our enemies.

Roll: 7

Outcome:

You cannot find a way to make the gas tins explode.
Vote 2: Create a sect known as The Way of The Seven, incorporating the beliefs of Au and Sir into a combination belief that Au and Sir were long-lost relations of The Five.

Roll: 1

Outcome:

Your foolish attempt to reform your religions undermines the last respect your people had for the government. Pamphlets spread in your nation, calling for the overthrow of your government. Many people convert to Ausirism and want to be part of their nation, others demand autonomy.

War Vote 1: Try to destroy the wall breakers again.

Roll: 13

Outcome: Sadly it’s too late to stop the Salo forces from breaking in.
War Vote 2: Hurl Hok’Lar at the ships blockading the sea with any catapults remaining on the western walls.

Roll: 8

Outcome:

You finally manage to break the blockade.
War Vote 3: Continue the hymns and the gas attacks on the Salo!

Roll: 19

Outcome:

Your people have perfected the warfare with chemical weapons, and you win a few battles.
War Vote 4: Combine the flares of our beacon lenses into the gas atatcks to throw the soldiers into even greater agony.

Roll: 12

Outcome:

Hitting moving targets is still too hard for your lenses.
War Vote 5: Continue sniping enemy forces as best we can, be they Salo, or Alithei.

Roll: 5

Outcome: You can’t hit too many soldiers.

Extra: You have captured an ausirana criminal trying to steal your secrets and technologies. He claims that he only wanted to learn how to make glass, but the case gains popularity and those who still believe in your government want to see blood. If you refuse to give in, you may lose the last support you have from your population.

WARNING: YOUR GROUND FACTORY HAS BEEN DESTROYED (2 rounds to fix or replace it)

Power: 2

Stability: -3

Economic Power: 1

National details

Wonder : the temple of Sokra (+4 on every religious vote)

, The great wall (protection from foreign armies)

Population : 580000

Points: 1

Factories: Shipyard, Standart

Recruitment rate : 10 %

Soldiers : 58000

Weapons: Catapult (medium quality)

Ships: Soukass Class (10)

Traits: Warmonger (1)

Pacifist (-1)

Domesticated animals: Cirt-as

Alithei Empire

1 - explore this stone formation we seem to have bumped into - come on, let’s see what it’s got (if anything)

Roll: 19

Outcome:

You explore the high stone formation, and find out that it stretches kilometers in northern and southern direction. You don’t manage to find any passage through it, but you find something else: a gigantic golden structure almost looking like a gate. It is 50 meters high and 40 meters long, and looks too massive to be damaged by your weapons. It looks like there is some kind of mechanism that could open the gate, but if it exists it must be on the other side of the gate.

2 - start studying paleontology - y’know if we ever managed to find any fossils n shit.

Roll: 20

Outcome:

On your many expeditions, you find several fossils and large skeletons of animals you have never seen. You compare them to living species and soon notice that many animals- extinct or living- strongly resemble each other. A lot of research is done until one theory overshadows all the others: the theory of evolution.

Meanwhile, many excavations appear on the whole world, and paleontologists bring home many fossils and skeletons to put them in your museums. In the middle of the Bariyan desert, your people find something extraordinary: A 7 meters long carnivore skull ! All newspapers report the story of the “World-eating monster of the desert”. (Artifact of the Leviathan ⅕

found )

3 - expand east where our borders don’t meet with the quinn’s - remember the alithei checklist.

Roll: 19

Outcome: You expand significantly, leaving you no more room to expand more withouth invading your neighbors.

4 - encourage our citizens to disregard the salo propaganda in the papers since propaganda exaggerates negative traits -thought that would have been obvious to our people

Roll: 20

Outcome: Your people seem to fully understand that propaganda isn’t always true - and yet, even though your educational program is a great success, your people seem to sympathise with the Salo a lot…

5 - establish a research facility on the western isles - that idea is totally mine and not the quinn’s. ask no questions and move on.

Power: 5

Stability: 3

Economic Power: 7

National details

Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.

The great hospital- a new source of income, and gives you power over other nations - if a monarch wants to be healed there, he needs to do the Alithei a favor (bonus for diplomacy)

Population : 4380000

Points: 7

Factories: Shipyard (4) , Standard, ground (4) , Research facility (1)

Recruitment rate : 5 %

Soldiers : 220000

Weapon(s): Catapult (medium quality), Ballista (medium quality), canons (medium quality), mortars (low quality)

Ships: Iosto Class (40)

Ground vehicles: Emki-Denisi (40)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: T. immanemque

Bariya Sultanate

Vote: Explosives, specifically to take down gigantic walls. We have gunpowder, right?

Roll: 17

Outcome:

You invent gunpowder as the second nation of this world, and now have simple cannons. They cannot be compared to the Alithei ones, but they are still very strong and help you to break in the wall from the east.

Vote: Begin a government newspaper for the nation detailing what’s going on in the world.

Roll: 5

Outcome: Your newspaper is far less popular than the Salo one. Perhaps they can help you to make yours more effective ?

A literacy program so that they can accept the lies read the news

Roll: 17

Outcome:

You are the first nation to teach the simple folk how to read and write, and spreading propaganda and information doesn’t rely on people reading the newspaper out to the people anymore.

Vote: Build better roads.

Roll: 1

Outcome:

The outcome is terrible as hundreds of slaves die in the heat of the desert, and no one wants to use these “streets”. What a waste of slaves and time.

Extra: large parts of your population have converted to a faith called Ausirism- these people call for an end of slavery and warmongering. You could either give in to their will, outlaw the religion and force them to convert back to yours, or you could try to reform the religion so that it justifies using slaves. After all, the Ausirana use slaves themselves, right !?

Power: 4

Stability: 3

Economic Power: 3

National details

Population : 740000

Points: 5

Factories: Standard, ground factory (2), shipyard

Recruitment rate : 10 %

Soldiers : 74000

Weapon(s): Catapult (medium quality), wall breaker (high quality)

Ground vehicles: Bahar Class (20)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: S. migrantis


#27

WAR 1: Attack at the walls. Find weak spots, and try to ram or cannon those spots.
WAR 2: If any part of the wall opens up, send in the army to invade. Capture the land by the entrance, and fortify it to hopefully keep the Sand from recapturing.
WAR 3: If no part falls, have the army set up camp by the walls. Continue bombarding them with explosives, cannon, and rams.

Vote 1: Prospect for resources in the desert.
Vote 2: Find some other uses for gunpowder.
Vote 3: Set up public schools
Vote 4: Reform the Ausirism. Make it the official religion, but change it so it’s unrecognizable. And rename it to Bariyism. [EDIT: Implement religious freedom in the sultanate.]

Extra: Send ram and cannon designs to the Salo
Extra: Ask the Salo to set up an embassy, and an alliance
Extra: Accept Ausirana’s offer, and ask to set up an embassy in Ausirana.


(Uncertain Agent) #28

The rest of my votes are secret, but here’s my not as secret extras.

Extras

Extra 1: Accept the Bariya ram and cannon designs, and send them some tips on making a successful newspaper.

Extra 2: Also set up an official embassy in the Bariya Sultanate, and accept an alliance.


(Immortal Dragon) #29

Woo, new round! Thanks serialkiller! :grin:

Vote 1: Set up an official (and guarded) route for those of the Yajutah wishing to join our nation to travel safely.

Vote 2: Send missionaries amongst the Salo ranks to spread the teachings of Au and Sir. This conflict has been going on for far too long and has been far too cruel.

Vote 3: Continue experimenting with glass creation.

Vote 4: Begin experimenting with creating paper or papyrus from trees/ other plants respectively.

Extra: That would-be thief has disgraced our proud nation as well as Au and Sir with his actions. While we plead for his life to be spared, ultimately his fate shall be in the hands of the Yajutah authorities and not our own.

Extra 2: Offer our assistance to the Bariya in their attempts to adapt to Ausirism in exchange for an embassy.


(Uncertain Agent) #30

Wow, just wow.

Extra Extras

Extra Extra 1: Build an embassy in the Ausirana. We need to establish our ideal relations.

Extra Extra 2: Limit some of the foreign contacts coming from the Ausirana - we can’t let foreign missionaries or unofficial diplomats taint our peoples’ image of the Ausirana.


(Sound) #31

Vote 1: Find a safe way to make Priscral into food

Vote 2: advance ship making

Vote 3: Train more soldiers

Vote 4: Have people on the new continent send scouts to go north


(Skeleton Pope) #32

Quality round as always.
The pieces are falling into place, soon my plans will bear their first fruits.

Vote 1: Industrialize the farming and harvesting of the oil trees.

Vote 2: Industrialize the process of the refining the oil.

Vote 3: Send out Isha mounted scouts to see what has happened to the last expedition.

Vote 4: Develop or discover a stronger type of metal.

Vote 5: (Important one) Send out invitations to all leaders and nobles around the world. The worldfest will finally happen!


(Radical Revolutionary) #33

Can i join this game?


(cerealkiller) #34

Sadly not as it is currently full, but I can put you on the waiting list :palm_tree:


(cerealkiller) #35

Only waiting on @That_Dude and @JSpinoraptor


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #36

Oh, ok then. Nice, very nice

VOTE 1 - Send 2 ships to sail around the massive stone structure and attempt to open it from the other side - k then.

VOTE 2 - Carefully search around the are where the massive skull was found - There could be more to this… y know. maybe. who am i to decide. y know. mby. pls.

VOTE 3 - Begin building walls and border stations complete with guards, starting from the
northern mountains and our coasts -
ID n passport pls (also, yes as per alithei tradition, the walls should be covered in steel, i mean. why not?)

VOTE 4 - Begin studying light and it’s properties as well as how it works -
every planet needs it’s own Johann Zahn

VOTE 5 - Organize and archive all of our knowledge and research in one building, accessible only to scientists and researchers - This’l come into play later (Also a heavily guarded underground area is preferred for this)


(cerealkiller) #37

First World Meeting:

All five invited nations send their monarch with a group of their highest government positions. All but one: instead of the dictator, a feldwebel of the Salo military attends the feast to represent the reich. One of his guards attempts to assassinate the Yajutah King, and the whole delegation gets expelled from the meeting.

Apart from that, the party goes well, and many new friendships can be made between the leaders of the world. The Bariya successfully make a trade deal with the Quinn and Alithei empire - including a channel between the Quinn and the Bariya. This channel will be used to trade jewels that originated from a people the Bariya call “Ausirana” , slaves, drugs, food, medicine and spices between the three biggest empires of Pilaurea.

Meanwhile, the Yajutah try to find support against the crimes of the salo, but no one seems to disagree with the actions of the reich enough to intervene.

The Quinn can successfully position themself as the central trading point of the continent and a perfect host for international meetings.


Salo Reich (warmonger)

Vote 1: Use the Bariya cannons, and use our newfound (or, rather, newly rediscovered) knowledge of physics and ballistics to create artillery (artillery that shoots gas caninsters, of course).

Roll: 18

Outcome:

You create a large steel weapon that is able to shoot ballistic gas projectiles. However, this weapon cannot be produced without large amounts of coal and iron- amounts that your nation cannot provide.

Vote 2: Start looking more into the steam engine. This invention could revolutionize our lives…

Roll: 12

Outcome:

Finally, after years of research, you invent the first working steam engine of this world ! However, this invention makes your lack of coal even worse.

Vote 3: Adapt our Voitto and Velidah ships to use cannons.

Roll: 10

Outcome:

You successfully add cannons to your ships.

Vote 4 (New): Start propganda promoting atheism and calling the idea of a higher power as ‘absurd’.(edited)

Roll: 4

Outcome:

Most people are too religious to abandon their faith, and places of worship start to stir up hatred against their pagan government.

Vote 5: Adapt our Molus-Telum (our tanks) to the coming times, upgrading them with cannons and steam engines (if we have them, of course). Also rename it to the "Kore".

Roll: 14

Outcome:

You create the first steel tank of the world, equipped with canons and steam-engined locomotion. However, using coal as a fuel, the tanks are very heavy and slow. Their wheels are often too weak to carry this weight, and you neither have enough coal nor iron to produce and maintain them.

War Vote 1: March towards the city with our cavalry. Now is the time to begin our conquest.

War Vote 2: Use our massive army and technological advantage to march into the Yajutah lands for a quick conquest.

War Vote 3: Gas the Yajutah to death. Gas them all…

War Vote 4: If any Yajutah survive, move them up north to work as slaves in our vodka factories.

War Vote 5: Sever any potential routes for Yajutah refugees. None must survive.

Outcome: Your conquest is very successful, even if it costs many their life. However, you are not able to catch any refugees or soldiers, as they either leave to life in Ausirana or get captured by the Bariya and their professional slave catchers.

The war finally comes to an end, but your labour camps remain- do you want to keep them ? (Either +1 economical power or 3 free factories)

Extra: You exchange embassies with the Ausirana and the Bariya. You also formalize an alliance with the sultanate.

Power: 4 + 1

Stability: 1

Economic Power: 3

National details

Points to spend: 1

Factories: Shipyard (7) , Standard, Ground

Population: 4600000 - growing

Recruitment Rate : 15 %

Soldiers : 700000

Ships: Voitto Class (25), Velidah Class (2)

Ground Vehicles: Motus Telum (10)

Resources: Iron (small amount)

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik

Quinn

Vote 1: Industrialize the farming and harvesting of the oil trees.

Roll: 7

Outcome:

You construct many oil plantages around the lake, maximizing your oil production.

Vote 2: Industrialize the process of the refining the oil.

Roll: 14

Outcome:

You build the first oil refinery of the world, making the gasoline production even more effective.

Vote 3: Send out Isha mounted scouts to see what has happened to the last expedition.

Roll: 6

Outcome:

You send two scouts in the direction of the snowy mountains. The first group finds an empty camp full of blood. A trail of blood leads them to a high tree - the crown is packed with three ansloc bodies. Terrified by this view, the scouts mount their Isha again and flee from the mountain. In the distance, they see the second group being attacked by something from above, but they are too scared to return and help the group.

Vote 4: Develop or discover a stronger type of metal.

Roll: 8

Outcome:

You find deposits of lead ore.

Vote 5: (Important one) Send out invitations to all leaders and nobles around the world. The worldfest will finally happen!

Roll: 13

Outcome:

See event.

Power: 5

Stability: 3

Economic Power: 7

National details

Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent

Population : 9300000 - growing

Points to spend : 8

Factories: Standard, Shipyard (3), Research Facility (3)

Recruitment Rate : 5 %

Soldiers : 50000

Weapon(s): Ballista (medium quality)

Ships: Jordal (15)

Resources: Plant oil (large amount), iron (small amount)

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Isha, C. imperator

Ausirana

Vote 1: Set up an official (and guarded) route for those of the Yajutah wishing to join our nation to travel safely.

Roll: 14

Outcome:

You allow converted refugees to enter your nation and become citizens. Not only does this boost your population, it also saves many lives.

Vote 2: Send missionaries amongst the Salo ranks to spread the teachings of Au and Sir. This conflict has been going on for far too long and has been far too cruel.

Roll: 16

Outcome: while it’s hard for your missionaries to reach higher salo positions, you manage to convert quite a few soldiers. No matter how this conflict will end, the sand nation will most likely always follow au and sir.

Vote 3: Continue experimenting with glass creation.

Roll: 14

Outcome:

Finally you’re able to produce glass, and some of the yajutah immigrants teach you how to make real art out of it.

Vote 4: Begin experimenting with creating paper or papyrus from trees/ other plants respectively.

Roll: 5

Outcome:

You make paper, but it can’t be compared to the type used in the Bariyan lands. They say it comes from the salo reich. Perhaps you should consider importing it from them ?

Extra: You exchange embassies with the Salo and the Bariya.

Power: 4

Stability: 3

Economic Power: 3

National details

Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.

Population : 2330000 - growing

Points to spend: 7

Factories: Standard, Shipyard

Recruitment Rate : 5 %

Soldiers : 110000

Ships: Anduna (20)

Resources: Iron (medium amount), precious metals (large amount)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Maurathia

Vote 1: Find a safe way to make Priscral into food
Roll: 12

Outcome:

You learn how to prepare the fish to make it edible. This makes your cuisine even more exquisite, and boosts your population.
Vote 2: advance ship making
Roll: 12

Outcome:

Your traimoats get larger and stronger.
Vote 3: Train more soldiers

Roll: 12
Outcome:

You can successfully increase your recruitment rate, and your army soon becomes one of the largest of the world.
Vote 4: Have people on the new continent send scouts to go north

Roll: 18

Outcome:

A group of scouts, riding K. princeps, starts travelling north-west. The first empire they make contact with are the Alithei. They are terrified of the beast you ride at first, but later send a few biologists to have a closer look at them. They use many futuristic technologies and while communication is hard, you feel like you could learn a lot from them.

The second nation you make contact with are the Quinn. They seem interested, but not too impressed by your giant mounts. However, your scouts are the ones frightened this time- the Quinn ride giant flying beasts that look like they’ve just escaped from a nightmare. Your scouts are invited to have a feast with the Quinn.

The third nation you meet before you decide to return are the salo. To reach them, your scouts had to pass a terribly cold forest- your crabs don’t care for the cold but sadly a few scouts lose their life.

The salo are impressed by your crabs, but wonder why you haven’t used them in a war yet.

This journey helps you to make contact with many possible friends, allies, and most importantly trading partners.

Power: 4

Stability: 3

Economic Power: 3

National details

Population : 6700000 - growing

Points: 4

Factories: Standard, Shipyard

Recruitment rate : 10 %

Soldiers : 670000

Ships: Traimoat (10)

Weapons(s): large Bolas

, 20 K. princeps

Resources: iron (medium amount)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: K. princeps, Priscral, Cat

Children of Sand

Vote 1: Start a brutal crackdown/inquisition on the Salo propaganda that has breached the walls.

Roll: 2

Outcome: You cannot do anything against the propaganda.
Vote 2: Rebuild the Factory.

Outcome: Your factory is rebuilt.

War Vote 1: Gas the Bariya trying to invade in the east, and the Salo in the north.

Roll: 11

Outcome: You fight against the forces invading from both sides, but the Bariyan forces are unstoppable.
War Vote 2: Have our best marksmen fire into the gas to quicken the dead count of our enemies.

Roll: 14

Outcome: You manage to kill quite a few enemies.
War Vote 3: Send boats through the blockade and gas the Salo sailors.

Roll: 15

Outcome: You terrorize the salo sailors with gas attacks.
War Vote 4: SING OUT WITH ALL THE PRIDE LEFT IN THE NATION! WE WILL NEVER SURRENDER! AS LONG AS WE FIGHT, THE GODS ARE WITH US!

Roll: 11

Outcome:

Whatever happens, you won’t surrender.
War Vote 5: Utilize Cavalry to more quickly skirt enemy forces and spread the gas. Send our holiest of cavalrymen for this mission.

Roll: 9

Outcome:

Most soldiers have deserted, seeing that the battle is almost lost.

Power: DEFEATED

Stability: -3

Economic Power: 1

National details

Wonder : the temple of Sokra (+4 on every religious vote)

, The great wall (protection from foreign armies)

Population : —

Points: 1

Factories: Shipyard, Standart

Recruitment rate : 10 %

Soldiers : —

Weapons: Catapult (medium quality)

Ships: —

Traits: Warmonger (1)

Pacifist (-1)

Domesticated animals: Cirt-as

Alithei Empire

VOTE 1 - Send 2 ships to sail around the massive stone structure and attempt to open it from the other side - k then.
Roll: 16

Outcome: The stone formation doesn’t seem to end anywhere. Your ships have to return to restock supplies.
VOTE 2 - Carefully search around the are where the massive skull was found - There could be more to this… y know. maybe. who am i to decide. y know. mby. pls.
Roll: 5

Outcome:

You cannot find anything interesting.
VOTE 3 - Begin building walls and border stations complete with guards, starting from the
northern mountains and our coasts - ID n passport pls (also, yes as per alithei tradition, the walls should be covered in steel, i mean. why not?)
Roll: 2

Outcome:

The work on the northern border has to stop due to wild Isha attacks.
VOTE 4 - Begin studying light and it’s properties as well as how it works -
every planet needs it’s own Johann Zahn
Roll: 8 + 2

Outcome:

A few experiments take place, but they don’t really give you any helpful knowledge. However, you manage to improve the lense technology you once received from the Yajutah.
VOTE 5 - Organize and archive all of our knowledge and research in one building, accessible only to scientists and researchers

Roll: 19

Outcome:

You build a huge research facility combined with a library underground. This facility can only be entered by scientists working directly for the Alithei government, and helps you to save your knowledge from spies. It also improves the speed of new research, granting you a free research facility.

Power: 5

Stability: 3

Economic Power: 7

National details

Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.

The great hospital- a new source of income, and gives you power over other nations - if a monarch wants to be healed there, he needs to do the Alithei a favor (bonus for diplomacy)

Population : 6680000

Points: 7

Factories: Shipyard (4) , Standard, ground (4) , Research facility (1+1)

Recruitment rate : 5 %

Soldiers : 330000

Weapon(s): Catapult (medium quality), Ballista (medium quality), canons (medium quality)

Ships: Iosto Class (40)

Ground vehicles: New class (40)

Resources: iron (medium amount), sulfur (large amount)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: T. immanemque

Bariya Sultanate

Vote 1: Prospect for resources in the desert.

Roll: 9

Outcome: Your search for resources isn’t too successful at first. You almost give up, but finally you find something completely new underground - a thick black fluid starts running out of a hole you digged. That fluid has similar characteristscs to the oil your new trading partner produces, but it burns for much longer. If mined efficently, this could perhaps be the future of fuels for machineries that require a lighter fuel than coal - something your new ally struggles with. Perhaps if the salo give you access to their new machine, you could construct the first oil derrick.

Vote 2: Find some other uses for gunpowder.

Roll: 16

Outcome:

You invent Arquebuses. This new weapon requires much less training than a crossbow or compound bow and is yet much more deadly. You arm your entire army with this inventions and soon control the strongest force of all time.
Vote 3: Set up public schools

Roll: 14

Outcome:

Your new schools make inventions more likely and help spreading knowledge about reading, writing and mathematics.
Vote 4: Implement religious freedom in the sultanate

Roll: 20

Outcome:

The new freedom of the people helps to stop the revolts, and is overall a great success. It makes your country more attractive for traders and tourists, and improves the relations of your sultanate with foreign nations.

WAR 1: Attack at the walls. Find weak spots, and try to ram or cannon those spots.

Roll: 18

Outcome:

You destroy a large part of the wall, and now are able to start your invasion.

WAR 2: If any part of the wall opens up, send in the army to invade. Capture the land by the entrance, and fortify it to hopefully keep the Sand from recapturing.

Roll: 14

Outcome:

You manage to capture some lands, and not even the gas grenades can stop your new weapons.

WAR 3: If no part falls, have the army set up camp by the walls. Continue bombarding them with explosives, cannon, and rams. (Not necessary anymore )

Extra: You exchange embassies with the Salo and the Ausirana.

Power: 4

Stability: 3

Economic Power: 4

National details

Population : 740000

Points: 8

Factories: Standard, ground factory (2), shipyard

Recruitment rate : 10 %

Soldiers : 74000

Weapon(s): Catapult (medium quality), wall breaker (high quality)

Ground vehicles: Bahar Class (20)

Resources: oil (??? amount), sulfur (small amount)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: S. migrantis

WAR OUTCOME :

Finally, the war that has been going for generations comes to an end. The Yajutah authorities refuse to give in or surrender, and they decide to not flee, unlike larke parts of the army. Those soldiers who flew get captured by the sultanate and selled as slaves to the newly contacted northern empires,those who stayed get either killed or arrested. And so the great sand empire comes to an end, inside of the walls that once promised them to survive an eternity.

However, while this war might be over, it will never be forgotten: it introduced the worst weapons Pilaurea has ever seen, and over a million ansloc lost their life. The streets are flooded with blood and huge mountains of corpses block them. And it leaves a big question : was this worth it ?


(Skeleton Pope) #38

The pieces are falling into place. Soon the Quinn will know true peace for now and forever.

Vote 1: Build a research facility.

Vote 2: Lead is nice, but not what I was looking for. Again try to find/research some kind of sturdy, but light metal.

Vote 3: Hire a group of mercenaries to sort out what’s going on with our expedition.

Vote 4: See if we can make some kind of fireworks with our gasoline.

Vote 5: Seek out new land. Within it, we’ll build large excavation sites and mines. We’ll see what’s deep down the earth.


(Immortal Dragon) #39

Well, that messy war has finally come to an end. And it had to end in the destruction of most of a people too. A great shame to waste Sir’s gift to mortals in such travesty. No matter, we must keep moving forwards.

Vote 1: Expand our territory further into the jungles, Au and Sir have blessed us with a great population, and with it, we must have more room to grow.

Vote 2: Send official missionary delegations along this newly opened trade route. While having the Bariya as a middle man for our products isn’t horrible, it would be better if we could transport our goods ourselves to these new peoples.

Vote 3: Continue our experimentation with creating our own paper. Importing it from those who committed such atrocities against others would be to disrespect the gods.

Vote 4: Construct another standard factory.


(Uncertain Agent) #40

Finally, the war is over… but everything is still in chaos.

Votes

Vote 1: Adopt free practice of religion for any Salo citizen.

Vote 2: Expand eastwards on the Salo mainland. We’re very cramped here, and we desperately need resources of some kind.

Vote 3: Mine into the southern mountains in the Salo mainland - we would benefit from some iron and coal.

Vote 4: Keep the Yajutah lands as colonies, and repair their little wall.

Vote 5: Start selling vodka, tea, and maple syrup to the Ausirana. They must be eager to try out the commodities exclusive to the Salo!

Extras

Extra 1: Send an offer to the Bariya asking for arquebuisers and giving them steam engines in return.

The Peace Treaty

I would like to divide up the Yajutah lands/their general region/set up the basis of the borders in the region like this