Extra: behind the wall, a Salo sailor finds a weird device swimming in the water:
Salo Reich (warmonger)
Vote 1: Kick out the Fuhrer, and install proper elections! Long live democracy!
Roll: 15
Outcome: The Salo have the first democratic election in the history of Pilaurea. Two candidates enter the final race: a man who promises to disarm the Salo and to solve issues the Reich has with his neighbors to prevent a world war. He also demands to leave the southern desert once and for all. The second candidate is a woman who wants to reform the economy in order to invest more in modern weapons. The election will be held in two rounds. Currently, candidate A is ahead with 78 percent of the votes.
Vote 2: Keep working on the railroad line - we shall give citizens the transportation they need!
Roll: 4
Outcome: due to the currently unstable government, the work on all state projects has stopped.
Vote 3: Search for an island in the northwest.
Roll: 17
Outcome: Your ship passes the wall through the open gate and heads for the north to find new land. (Supplies: 2/2 )
Vote 4: Promise the YLO their own state within several decades (aka, within a few rounds)
Roll: 8
Outcome: You are not able to make a deal with the rebels. Your settlements are almost destroyed and the activity of the army sinks.
War Vote 1: Hunt down fleets of pirates. They have no right to piracy.
Roll: 1
Outcome: Your ships are easily outmanoeuvred by the Jordals, and 2 Voittos sink 5 kilometres away from the Alithei coast.
War Vote 2: Start a massive raid on the pirate strongholds. They shall not continue on with this.
Roll: 4
Outcome: You cannot stop the pirates. Many sailors and marauders are envious of the success of the pirates, and soon own their own ships. Piracy spreads on the whole south.
Extra: Increased pirate activity is a burden to the international trade, causing your nation to lose one economic point.
Extra: The vandals are sent back from the Ausirana and the Quinn, though those coming from the Quinn don’t seem to remember who or where they are. They have weird injuries.
Power: 2+ 1
Stability: -3
Economic Power: 3
National details
Points to spend: 1
Factories: Shipyard (7) , Standard, Ground
Population: 5000000 - stagnating
Colony: 300000 - stagnating
Recruitment Rate : 15 %
Soldiers : 750000
Ships: Voitto Class (25), Velidah Class (2)
Ground Vehicles: Kore (10)
Resources: Iron (large amount), sulfur (medium amount), coal (medium amount)
Traits : Warmonger (3)
Pacifist (-3)
Domesticated: Elaik, Ctah
Quinn
Vote 1: Using our vast, vast reserves of aluminium, research a way to create light and small cannons. Sayyyy the kind an imperator would be able to carry.
Roll: 19
Outcome: You develop a very light form of cannon and put it on your imperators. These cannons are able to shoot up to 60 times per minute, making them the fastest weapon currently available.
Vote 2: Clearly our citizens want nothing to do with our military, so let’s pull a Carthage and start looking for cannon fodder abroad. Start a large scale mercenary recruitment program.
Roll: 10
Outcome: You can win 5000 people for your army.
Vote 3: Now that the Salo are willing to give the pirates independence, we shall do our part in restoring peace to the region. Send some emisaries to try and stop the pirate activities there.
Roll: 5
Outcome: You cannot make the piracy stop and your people leave the south without achieving anything.
Vote 4: Build a shipwright.
Vote 5: “Interrogate” the Salo criminals, see if they happen to know anything about the stolen Salo weapons.
Roll: 17
Outcome: After an interrogation, the Salo are sent back.
Power: 5
Stability: 3
Economic Power: 8
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 : 4
Factories: Standard, Shipyard (4), Research Facility (5)
Recruitment Rate : 5 %
Soldiers : 50100 + 5000
Weapon(s): Ballista (medium quality), explosives
Ships: Jordal (40)
Resources: Plant oil (large amount+), iron (large amount +), coal (massive amount +), methane gas (small amount) , aluminium (massive amount) , precious metals (medium amount )
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha, C. imperator
Ausirana
Vote 1: We may have the ability to produce goods in large quantities now, but it will be useless if it can’t get where it needs to go. We must combine our simple bulldozers and our stoneworking experience to create new, stone paved roads and stone bridges that will be much easier to use for transporting cargo and people.
Roll: 1
Outcome: Your street network expands rapidly. After a few months, 67 percent of your entire rainforest has disappeared and your farmers have to fight with extreme soil degradation. A famine hits your nation.
Vote 2: In keeping with our gaining of steam engine technology. Let’s experiment with creating new forms of transportation using it. Namely a form of train that can be used for transporting Ansloc and cargo.
Roll: 13
Outcome:
You develop your own train, a smaller variant able to navigate through difficult terrain more easily.
Vote 3: At the same time, we must also improve our nautical propulsion ability as well. We shall experiment with steam-powered paddle wheels to power boats. This will make them much more independent of the wind than before as well as quicker.
Roll: 19
Outcome: You are the First nation to develop a steam-powered form of locomotion for ships. Equipped with this new invention, your ships quickly become more versatile and quicker than any other ship.
Vote 4: Now that we have gunpowder, we must find a way to use it. We must experiment with creating our own arquebuses and muskets for our soldiers to use.
Roll: 1
Outcome: a large explosion causes a terrible fire in on of your cities, killing 100000 people.
Vote 5: Establish a Currency Regulation Commission to ensure that Ausiran goods remain viable in the market by controlling the value of the Stillik in relation to foreign currencies.
Roll: 14
Outcome: You introduce a Stillik central bank that keeps sure the inflation rate never drops under 4 percent.
Power: 3
Stability: -2
Economic Power: 5
National details
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet),
The light theatre
Population : 3800000 - falling
Points to spend: 12
Factories: Standard (2), Shipyard (2)
Recruitment Rate : 5 %
Soldiers : 153000
Ships: Anduna (20) Indulathia (10)
Resources: Iron (large amount), precious metals (large amount), coal (large amount)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Sirokha, Auronkha, Kaslathi
Maurathia
Vote: repair any sort of damage the rebels have caused
Roll: 19
Outcome:
You repair most of the damage inflicted by the civil war. Your labour camps are full of new young workers and your nation finally recovers.
Extra: A ship with Quinn and Bariyan nobles docks on one of your shipyards in the middle of the night.
Power: 2
Stability: 2
Economic Power: 3
National details
Population : 9300000 - stagnating
Points: 7
Factories: Standard, Shipyard
Recruitment rate : 15 %
Soldiers : 1400000
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: Try to improve the engine so that it’s actually effective - work ya fucking piece of scrap
Roll: 6+4
Outcome: You increase the effectiveness by 30 percent.
Vote 2: Let’s go out and explore the western isles. see what it has to offer and exploit the fuck out of it - i’m talking weapons, drugs (that won’t be distributed to the public), medicine, all that nice stuff
Roll: 14
Outcome: You send some explorers to discover the unknown terrain. Your people quickly encounter a rather advanced native civilisation. While they don’t seem to have any modern weapons or transportation methods, their architecture and hygiene is very impressive. Pyramids built out of gold and public baths are stunning the Alithei scientists.
Your doctors successfully isolate a new antibiotic.
Vote 3: Go after the giant underwater shadow - come to papa, leviathan boie
Roll: 9
Outcome: You send two Iostos to follow the shadow, but they never return.
Vote 4: Speaking of underwater stuff, let’s try to build something… submergable
Roll: 15+4
Outcome: You make plans for the first submarine and successfully develop a new kind of weapon that can fire large explosive ammunition at incredible speed underwater. However, it still lacks of an effective locomotion.
Vote 5: Let’s try to create a rather massive armed ship - i shall name it “kabir”… well… y know… if it ends up working
Roll: 2+4
Outcome: The design is a failure and a waste of money.
Vote 6: experiment with flight… again
Roll: 5
Outcome: you don’t make any progress.
Power: 6
Stability: 3
Economic Power: 8
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)
The west gallery
Population : 15000000
Points: 4
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 Staballoy. What kind of stuff can we do with this?
Roll: 2+2
Outcome: Apart from shiny butter knives, you can’t really find a use for your new alloy.
Vote 2: Place a gas engine in the new Voitto ships as propulsion when there is no wind, or when the waters are shallow.
Roll: 13+2
Outcome: You develop your own gas powered locomotion for ships. While your ships can’t reach the speed of the Ausiran ones, they run with gasoline instead of coal making them lighter and enabling more fuel to be transported.
Vote 3: Do something about the rebels at our oil fields.
Roll: 7
Outcome: Your army quickly fails.
Power: 3
Stability: 0
Economic Power: 3
National details
Population : 900000
Points: 2
Factories: Standard, ground factory (2), shipyard (1), research facility
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+ (occupied)), sulfur (small amount) , gold (massive amount) gasoline (large amount (product of oil))
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: S. migrantis
Ithoral
Ithoral
Description:
Vote: Construct as many small ships as we possibly can with the amount of wood we harvested.
Roll: 5
Outcome: You copy the design of the Anduna and build a shipyard.
Power: 1
Stability: 3
Economic Power: 2
National details
Population : 50000
Points: 4
Factories: Standard, shipyard
Recruitment rate : 10 %
Soldiers : 5000
Weapon(s):
Ground vehicles:
Ships: Anduna (20)
Resources: coal (large amount), iron (large amount), silver (small amount), tin (small amount)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: V. cito