Salo Reich (warmonger)
Vote 1: Using the Yajutah’s (presumably, as the resources don’t actually show us having any tin or copper despite us having their former territory) vast reserves of tin and copper, we will create a new, bronze currency shared with the Alithei that shall use our standardized system to great success.
Roll: 7
Outcome:
Envious of the great Ausiran coins and in desperate need of a new currency, you open the old desert mines in your colony. However, being covered almost entirely in sand, most mines are not accessible.
Vote 2: Try mining in with explosives. The explosives will help our miners get to mineral lodes faster - and they can be a great trap for any of these mini Ctahs.
Roll: 10
Outcome:
While you do speed up the mining process, mining with explosives is too expensive and wasteful to actually be used by mainstream mines.
Vote 3: Interchangeable parts - this can help stop us from wasting our precious few resources, as well as allow for an easier start of the Industrial Revolution
Roll: 11
Outcome:
You learn to efficiently use the few resources your nation owns.
Extra: The embargo is lifted, but your market lacks money. Without any foreign investments, your economy won’t regenerate (stuck at 2).
Power: 2 + 1
Stability: 0
Economic Power: 2
National details
Points to spend: -2
Factories: Shipyard (7 -2) , Standard, Ground
Population: 5000000 - decreasing
Colony: 210000 - stagnating
Recruitment Rate : 15 %
Soldiers : 750000
Ships: Voitto Class (15), Velidah Class (2)
Ground Vehicles: Kore (0)
Resources: Iron (small amount), sulfur (medium amount)
Traits : Warmonger (3)
Pacifist (-3)
Domesticated: Elaik, Ctah
Quinn
Vote 1: Research lightnings and electricity
Roll: 8+4
Outcome:
You manage to invent lightning rods, protecting your high buildings from storms.
Vote 2: This recession has shown us that our economy is very important, so we shall build a bank
Roll: 7
Outcome:
The bank increases your wealth. However it is said that it only lends money to the rich, increasing disparities by helping the wealthy to get even richer.
Vote 3: Expand to the east, so that we shall add fishies to our glorious banquets
Roll: 19
A new aggressive settlement policy allows your empire to expand massively, dislocating hundreds of native people. Your new borders stretch from the southern Blood River to the eastern desert. Not only do you gain access to the ocean (of limited use due to the desert), you also find many precious resources in your new territory.
Extra: Trade blooms once again, but your old customer, the northern Reich, seems to struggle financially. Perhaps you should offer a credit ?
Power: 5
Stability: 1
Economic Power: 6
National details
Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent
Population : 11000000 - stagnating
Points to spend : -1
Factories: Standard, Shipyard (3 -1), Research Facility (5)
Recruitment Rate : 5 %
Soldiers : 50100
Weapon(s): Ballista (medium quality), explosives
Ships: Jordal (10)
Resources: Plant oil (large amount), iron (large amount), coal (massive amount +), methane gas (small amount) , aluminium (massive amount) , precious metals (medium amount )
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha, C. imperator
Ausirana
Vote 1: Develop a new, medium sized vessel with cargo capacity as a focus. This shall be our new ocean-going vessel for trading with the Maurathia. And it shall be called the Indulathia.
Roll: 17
Outcome:
The Indulathia is a miracle of shipbuilding. It’s sturdiness makes it perfect for ocean traveling. Though it appears very light and small, it’s capacity is the highest of all medium sized ships. Pirates and enemies won’t have a chance against these quick carriers.
Vote 2: Build a new shipyard to maintain these new ships.
Vote 3: Calling upon the expertise of the Yajutan refugees we have taken in, we shall develop lenses of glass for use in our temples.
Roll: 20
Outcome:
Your lenses are used by highly skilled engineers to create beautiful light effects. All kinds of colours and forms can be projected and entering your temples is described to feel like entering the spiritual world. Soon a light theatre is built, and the hauntingly beautiful shows are presented as a new world wonder in the “Nordsalo Zeitung”.
Vote 4: Send settlers to colonize the jungles to the north of our territory. Ideally up to the mountains to our north
Roll: 16
Outcome:
You successfully expand to the mountains. While your mines reveal large amounts of coal, working in the mountains is very dangerous due to attacks of large birds even more aggressive than the pets of the Quinn.
Power: 5
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 : 4000000 - stagnating
Points to spend: 5
Factories: Standard (2), Shipyard (2)
Recruitment Rate : 5 %
Soldiers : 153000
Ships: Anduna (20) Indulathia (15)
Resources: Iron (medium amount), precious metals (large amount), coal (unsecured deposit)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha, Auronkha, Kaslathi
Maurathia
Vote 1: Place cannons on some of my giant crabs to be used in warfare
Roll: 20
Outcome:
Equipped with canons, your crabs become a weapon capable of destroying a city
on its own. What will you do with this power in your hands ?
Vote 2: Rebuild the Armory again!
Roll: 19
Outcome:
You produce many strong steel products. Perhaps you should consider selling them to your allies ?
Vote 3: Create a currency
Roll: 2
Outcome:
Your currency is a disaster and soon the market is flooded with fakes. The Ausirana might be able to help you with this mess.
Vote 4: Try to create a simple explosive weapon
Roll: 16
Outcome:
You make significant progress in bomb development.
Power: 4
Stability: 3
Economic Power: 3
National details
Population : 9300000 - stagnating
Points: 4
Factories: Standard, Shipyard
Recruitment rate : 10 %
Soldiers : 93000
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
Alithei Empire
VOTE 1: examine the strange noises from the massive ocean wall -
Roll: 7
Outcome: Your people fear to enlarge the hole in the wall.
The sounds are to terrifying for most people.
VOTE 2: complete the border wall
Roll: 17
Outcome: the wall protects your empire from large animals migrating from the snowy forests. It also protects you from future invasions.
VOTE 3: Help the salo create the united currency and start using it instead of the quinn’s
Roll:8
Outcome:
The Salo lack of enough metal to print coins.
VOTE 4: attempt to create a sort of primitive FLAMMENWERFER - hans, you know what you must do
Roll: 14+4
Outcome:
You successfully invent a weapon that can burn entire villages, but your lack of gasoline makes it unusable. The Quinn have a lot of potent gasoline to fuel your weapon from hell…
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 : 15000000
Points: 1
Factories: Shipyard (4) , Standard, ground (4) , Research facility (1+1)
Recruitment rate : 5 %
Soldiers : 7500000
Weapon(s): Catapult (medium quality), Ballista (medium quality), canons (medium quality)
Ships: Iosto Class (40)
Ground vehicles: New class (40)
Resources: iron (large amount), sulfur (large amount) , coal (medium amount)
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: T. immanemque
Bariya Sultanate
Vote 1: Research the oil. Again.
Roll: 14
Outcome: You develop a refining process that produces a potent gasoline.
Vote 2: Develop a water-capable vehicle for long-term cruising, and for transporting large armies, or people.
Roll: 10
Outcome:
You develop a mid-sized ship capable of transporting a solid amount of ansloc.
Power: 2
Stability: 0
Economic Power: 3
National details
Population : 900000
Points: 5
Factories: Standard, ground factory (2), shipyard (1)
Recruitment rate : 10 %
Soldiers : 90000
Weapon(s): Catapult (medium quality), wall breaker (high quality)
Ground vehicles: Bahar Class (20)
Ships: new class (15)
Resources: oil (massive amount+), sulfur (small amount) , gold (massive amount) gasoline (large amount (product of oil))
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: S. migrantis