Pilaurea


(Santa Corn during not-christmas) #101

Vote 1: Research firearms for our foot soldiers.
Vote 2: Arm our ships with cannons.
Vote 3: Develop Czech hedgehogs.
Vote 4: Try to bribe my way into convincing the pirates to join my mighty fleet.
Vote 5: Secret.


(Sound) #102

Vote 1: Experiment with gunpowder again

Vote 2: Find new uses for my poison


(Skeleton Pope) #103

And thus the plot thickens, I wonder what will happen next.

Vote 1: Let’s actually use the resources we have in our lands. Start building mines to dig up the copper and iron.


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #104

EVRYDE SHITE:

Vote 1: interact with this civilization. trade with them, learn from them. all sortsa nice shit - and if all else fails, resort to genocide (that part’s a joke, don’t kill em)

Vote 2: Crank up the effectiveness on our engines

Vote 3: Search for the two iostos that dissapeared - because let’s face it, if this vote goes well they’l either survive and tell us what happened or we’l just find some wreckage with cryptic hints on what destroyed em.

Vote 4: while we’re trying to crank up the effectiveness on our engines, let’s at least try to make some form of transportation with the 30% ones - vroom vroom

Vote 5: Alright, our last attempt at flight failed so let’s try again. zeppelins/airhips anyone? - quickly before we completely exit the steam power era

Vote 6: Weaponize the stone snek poison in other ways - COUGHturnitintogasanduseitingrenadesorbombsCOUGH


(cerealkiller) #105

Salo Reich (warmonger)

Vote 1: Create an intelligence agency for secret missions. We must be able to respond back when outside forces try to influence us.

Roll: 20

Outcome: you create a new intelligence agency that’s able to perfectly plan new operations and discover spy activity in your borders. You get 8+ on both rolls when doing a secret mission.
Vote 2: Following this interesting new discovery, use the map to search for the nearest landmass.

Roll: ???

Outcome: the device shuts off before you can get any information out of it. The ship is running out of supplies (½).
Vote 3: CALM EVERYONE DOWN! THIS IS NOT THE TIME TO BE ANGRY WITH YOUR GOVERNMENT!
Roll: 17

Outcome: You manage to somehow calm the protesters down.
War Vote 1: Using military force, calm down the former Yajutah lands and liberate settlements. This is getting too out of hand.

Roll: 20

Outcome: you successfully take back parts of the colony.
War Vote 2: Send the entire navy out to destroy these pirates. They’re just disrupting everyone by this point.

Roll: 15

Outcome: You liberate the coast from the pirates and your economy grows again.

Power: 2+ 1

Stability: -1

Economic Power: 4

National details

Points to spend: 4

Factories: Shipyard (7) , Standard, Ground

Population: 5000000 - stagnating

Colony: 300000 - stagnating

Recruitment Rate : 15 %

Soldiers : 15 units available, no units enlisted.

Ships: none

Resources: Iron (large amount), sulfur (medium amount), coal (medium amount)

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik, Ctah

Quinn

Vote 1: Research firearms for our foot soldiers.

Roll: 8+10

Outcome: You develop powerful muskets for your people.
Vote 2: Arm our ships with cannons.

Roll: 14

Outcome:

You put cannons on your ships, making them far more destructive.
Vote 3: Develop Czech hedgehogs.

Roll: 8+10

Outcome: you create spiky metal objects blocking enemy vehicles from entering your border.
Vote 4: Try to bribe my way into convincing the pirates to join my mighty fleet.

Roll: 5

Outcome: you cannot reason with these bloody criminals
Vote 5: fake kultos

Roll: 10

Outcome: you increase the inflation rate of the kultos slightly, and the unexpected worth loss scares many investors. The worth of the kultos grows, slowing down the export growth of the north.

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 : 5 units available.

Weapon(s): none

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: Research ways to combat the soil degradation and get our farms back into proper shape.

Roll: 6

Outcome: you cannot replace the protection the large trees were providing, and so any attempts to add nutrients to the ground fails.

Vote 2: On that front, begin researching ways to better process and preserve food so that our stores last longer.
Roll: 18

Outcome: You improve your food preservation methods to make your food even drier or fermented. Food that isn’t needed can be saved for later, combating the famine.
Vote 3: Begin efforts to preserve and perhaps restore some of the forest we got rid of. Au and Sir are clearly punishing us with this famine for destroying so much of their work.

Roll: 9

Outcome: you start planting new trees, but most of the land is unrecoverable.

Power: 3

Stability: 0

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 : 3000000 - stabilizing

Points to spend: 12

Factories: Standard (2), Shipyard (2)

Recruitment Rate : 5 %

Soldiers : 5 units available

Ships: none

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

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Maurathia

Vote 1: Experiment with gunpowder again
Roll: 2

Outcome: the experiments end, once again, in a large explosion destroying all of your progress.
Vote 2: Find new uses for my poison

Roll: 13

Outcome: you develop a strong poison that can be used for assassinations.

Power: 2

Stability: 2

Economic Power: 3

National details

Population : 9300000 - stagnating

Points: 7

Factories: Standard, Shipyard

Recruitment rate : 15 %

Soldiers : 15 units available

Ships: none

Weapons(s):

Resources: iron (medium amount)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: K. princeps, Priscral, Cat

Alithei Empire

Vote 1: interact with this civilization. trade with them, learn from them. all sortsa nice shit - and if all else fails, resort to genocide (that part’s a joke, don’t kill em)
Roll: 8

Outcome: you can’t figure out how to communicate with the population.
Vote 2: Crank up the effectiveness on our engines
Roll: 12

Outcome: your engine becomes more effective than any other engine in the world.
Vote 3: Search for the two iostos that dissapeared - because let’s face it, if this vote goes well they’l either survive and tell us what happened or we’l just find some wreckage with cryptic hints on what destroyed em.
Roll: 20

Outcome: You find the shipwreck of one Iosto with a few bodies swimming on the surface. The ship seems to have been destroyed while being pulled underwater.
Vote 4: while we’re trying to crank up the effectiveness on our engines, let’s at least try to make some form of transportation with the 30% ones - vroom vroom
Roll: 6

Outcome: you fail to produce a vehicle with the gasoline engine.
Vote 5: Alright, our last attempt at flight failed so let’s try again. zeppelins/airhips anyone? - quickly before we completely exit the steam power era
Roll: 6+4

Outcome: You construct the very first static airship. The current prototype is not able to carry many people and has no weapons, but it flies.
Vote 6: Weaponize the stone snek poison in other ways - COUGHturnitintogasanduseitingrenadesorbombsCOUGH

Roll: 1

Outcome: A terrible explosion has vaporized and released hundreds of liters of the poison, causing a whole 90000-people city to turn into stone. The terrified faces of the children playing on the streets seconds before the aggressive steam turned their skin into stone will be watchable for an eternity.

Power: 5

Stability: 1

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 : 5 units

Weapon(s):

Ships: none

Ground vehicles: none

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

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: T. immanemque

Bariya Sultanate

Vote 1: Attack the rebels again.

Roll: 5

Outcome: you fail again.
Vote 2: Build some ships meant for long journeys at sea for ourselves.

Roll: 19

Outcome: you develop a large ship class equipped with cannons. The Barolin is known to sail much quicker than any other ship on the sea.

Vote 3: Expand east, and bring the railroads with us.

Roll: 13

Outcome: You expand east, but some tribes resist the occupation of your expansive sultanate.

Power: 3

Stability: 3

Economic Power: 4

National details

Population : 900000

Points: 6

Factories: Standard, ground factory (2), shipyard (1), research facility

Recruitment rate : 10 %

Soldiers : 10 units available

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

Ground vehicles: none

Ships: none

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

Vote 1: Let’s actually use the resources we have in our lands. Start building mines to dig up the copper and iron.

Roll: 6

Outcome: You increase the amount of iron you dig up.

Power: 1

Stability: 3

Economic Power: 2

National details

Population : 50000

Points: 4

Factories: Standard, shipyard

Recruitment rate : 10 %

Soldiers : 3 units available

Weapon(s):

Ground vehicles:

Ships: none

Resources: coal (large amount), iron (massive amount), silver (small amount), tin (small amount)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals: V. cito


(Santa Corn during not-christmas) #106

This round my votes will be secret, so look forward to that next round :smiley:


(Uncertain Agent) #107

That was a much-needed burst of good RNG.

Vote 1: Create a Yajutah state, and make them fully independent.
Vote 2: Make concrete and develop a public road system.
Vote 3: Start regulating the inflation rate of the Kulto currency.

War Vote 1: Finish off the pirates. They must not come back.
War Vote 2: Station several Salo troops in the Yajutah lands to ensure that their nation doesn’t collapse immediately after their independence.


(Immortal Dragon) #108

Well, crap. This could have gone a lot better. Thanks for the round Serial. Gotta roll with these punches.

Vote 1: Calling upon our knowledge of glass from the Yajutah, we will construct greenhouses made of glass, which will ideally be used to grow both food and cash crops.

Vote 2: Send weapons and supplies to those desert tribes resisting the Bariyan expansion, especially those we had given our protection to before.

Vote 3: Once more, we will research our own gunpowder weaponry. Hopefully it goes better this time around.

Extra: I’ll convert 4 of my economic points into military ones.


#109

Extra: Call 0.1 Cha’angi an Azanzi.

Vote 1: Consider the upcoming Salo presidential elections and follow their example, through giving everyone a base wage of 1 Azanzi per day, including slaves.
Vote 2: Let the Yatujah-occupied territory go. They can join the Salo Yatujah state.
Vote 3: Load up a few Barolins with a few weeks of supplies and send them east towards the wall, to see what’s behind it.


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #110

FUCK
REGULR VOOTS

Vote 1: Immediately do some damage control on the stone city - fuck you dice gods

Vote 2: Do what the salo did a few rounds back and establish an intelligence agency - :male_detective:

Vote 3: Let’s try to get that damn zeppelin/airship working, moving and bombarding

Vote 4: Let’s try to make a goddamn car already - don’t deny me my speed machines

Vote 5: communicate with the civilization on the western isles by either learning/studying their language, (have dr. knyesh hide in a bush and figure out how their lingo works) or through any other possible means


(cerealkiller) #111

Only waiting on @Soundwave @LordClassyus


(Skeleton Pope) #112

My rolls thus far have been, mediocre. But things are going pretty alright considering.

The Ithoral are of course far too noble and beautiful to work in the mines. Let’s do something about that.

Vote: Find some kind of animal that could potentially be trained to dig up ores and transport them to the surface.


(Sound) #113

Vote 1: repair the buildings destroyed in the explosion

Vote 2: study gunpowder again


(cerealkiller) #114

Salo Reich (warmonger)

Vote 1: Create a Yajutah state, and make them fully independent.
Roll: 12

Outcome: You successfully create a fully independent nation.

Vote 2: Make concrete and develop a public road system.
Roll: 7

Outcome: You develop concrete, but the current chaos prevents any work.

Vote 3: Start regulating the inflation rate of the Kulto currency.
Roll: 11

Outcome: you stop the deflation of your currency.

Extra: candidate A wins the election, but gets assassinated while celebrating his victory. The second candidate will take over, but she was injured and will only recover in 2 rounds. Your nation is without a leader currently.

Power: 1+ 1

Stability: -3

Economic Power: 4

National details

Points to spend: 0

MPs: 0

Factories: Shipyard (7) , Standard, Ground

Population: 5000000 - stagnating

Colony: 300000 - stagnating

Recruitment Rate : 15 %

Soldiers : 3 Ctah riders, 3 Artillery, 2 infantry

Weapons: 5 Voitto-Fleets , 1 Velidah, 1 Kore Units

Resources: Iron (large amount), sulfur (medium amount), coal (medium amount)

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik, Ctah

Quinn

Vote 1: Assassinate the Emperor

Roll: 18

Outcome: You successfully stab the emperor in his palace while everyone is sleeping.

Vote 2: assassinate the Sultan

Roll: 17

Outcome: the Sultan is shot while holding a public speech in the newly acquired land. The deal you made earlier is fulfilled and the Bariya are now a vassal of your mighty empire.

Vote 2: assassinate the candidates

Roll: 10

Outcome: you kill the male candidate 20 minutes after the election. The second candidate, however, survives the attempted assassination and is now in an Alithei hospital.

Power: 5 + 1

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 : 2

MP : 0

Factories: Standard, Shipyard (4), Research Facility (5)

Recruitment Rate : 5 %

Soldiers : 3 Infantry, 1 Artillery, 1 Imperator

Weapons: 4 Jordal Fleets

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: Calling upon our knowledge of glass from the Yajutah, we will construct greenhouses made of glass, which will ideally be used to grow both food and cash crops.
Roll: 15

Outcome: the greenhouses supply your nation with food effectively Andy OJ have enough left to export.

Vote 2: Send weapons and supplies to those desert tribes resisting the Bariyan expansion, especially those we had given our protection to before.
Roll: 17

Outcome: You support the rebelling tribes. The chaotic situation in the newly acquired land is a perfect opportunity for a foreign assassin to kill the sultan.

Vote 3: Once more, we will research our own gunpowder weaponry. Hopefully it goes better this time around.

Roll: 4

Outcome: you fail again, but this time nothing terrible happens.

Power: 3

Stability: 0

Economic Power: 6

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 : 3000000 - stabilizing

Points to spend: 11

MPs: 1

Factories: Standard (2), Shipyard (2)

Recruitment Rate : 5 %

Soldiers : 5 infantry, 2 chariots

Ships: 2 Indulathias

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

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Maurathia

Vote 1: repair the buildings destroyed in the explosion
Roll: 3

Outcome: you break more than you fix.

Vote 2: study gunpowder again
Roll: 15

Outcome: You finally develop gunpowder.

Power: 2

Stability: 1

Economic Power: 3

National details

Population : 9300000 - stagnating

Points: 7

Factories: Standard, Shipyard

Recruitment rate : 15 %

Soldiers : 15 units available

Ships: none

Weapons(s):

Resources: iron (medium amount)

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: K. princeps, Priscral, Cat

Alithei Empire

Vote 1: Immediately do some damage control on the stone city - fuck you dice gods
Roll: 5

Outcome: you tell the population that nothing could be saved, but your people saw that the rescuing group didn’t even enter the city….

Vote 2: Do what the salo did a few rounds back and establish an intelligence agency - :male_detective:
Roll: 8

Outcome: you create your own intelligence agency, providing you with a +3 on each roll.
Vote 3: Let’s try to get that damn zeppelin/airship working, moving and bombarding
Roll: 10+4

Outcome: You finally weaponise the zeppelin. It is a new unit available to produce. You get one aircraft factory.

Vote 4: Let’s try to make a goddamn car already - don’t deny me my speed machines
Roll: 6

Outcome: little progress is done.

Vote 5: communicate with the civilization on the western isles by either learning/studying their language, (have dr. knyesh hide in a bush and figure out how their lingo works) or through any other possible means

Roll: 12

Outcome: you communicate with them. They tell you that the pyramids are temples for the snake god Basilisk

Extra: The emperor has been killed by a Quinn spy ! Half of your nation is rebelling, but they lack a leader.

Power: 4

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: 0

MPs: 7

Factories: Shipyard (4) , Standard, ground (3) , Research facility (1+1) , Aircraft (1)

Recruitment rate : 5 %

Soldiers : Infantry (2), Iosto (4) Emki-Denisi (3) Zeppelin (1) Artillery (3)

Weapon(s):

Ships: none

Ground vehicles: none

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

Traits : Warmonger (1)

Pacifist (-1)

Domesticated animals: T. immanemque

Bariya Sultanate (Vassal of Quinn)

Vote 1: Consider the upcoming Salo presidential elections and follow their example, through giving everyone a base wage of 1 Azanzi per day, including slaves.
Roll: 4

Outcome: the system fails dramatically, causing many revolts.

Vote 2: Let the Yatujah-occupied territory go. They can join the Salo Yatujah state.
Roll: 3

Outcome: the YLO takes more territory than agreed on.

Vote 3: Load up a few Barolins with a few weeks of supplies and send them east towards the wall, to see what’s behind it.
Roll: 15

Outcome: You move your fleet in the direction of the wall.

Extra: the Sultan is dead ! A far relative takes over, and it appears he has been conspiring with the Quinn for a long time. Your nation is now the Vassal of the Quinn. You may declare independence in 10 rounds. Revolting earlier will cause heavy instability.

Power: 3

Stability: 3

Economic Power: 4

National details

Population : 900000

Points: 6

Factories: Standard, ground factory (2), shipyard (1), research facility

Recruitment rate : 10 %

Soldiers : 10 units available

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

Ground vehicles: none

Ships: none

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

Vote: Find some kind of animal that could potentially be trained to dig up ores and transport them to the surface.
Roll: 3

Outcome: you can’t find anything.

Power: 1

Stability: 3

Economic Power: 2

National details

Population : 50000

Points: 4

Factories: Standard, shipyard

Recruitment rate : 10 %

Soldiers : 3 units available

Weapon(s):

Ground vehicles:

Ships: none

Resources: coal (large amount), iron (massive amount), silver (small amount), tin (small amount)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals: V. cito


(Uncertain Agent) #115

We must restore order in the Empire and abroad…

Vote 1: Enact another dictatorship (albeit, temporary) with the runner-up to the election leading the nation. Her decisions must not be doubted, and she will restore order in this nation!

Vote 2: Finish the railroad network. It will transport our troops down south.

Extra: Declare war on the Quinn. They must answer to their crimes!


(Immortal Dragon) #116

New round, and, honestly, I’m more glad my attempts to save my population worked out.

Vote 1: Establish an underground railroad for any slaves and others wishing to flee the chaotic situation in the Bariyan Sultanate as well as attacks by the YLO or others. This trail will lead to Ausirana.

Vote 2: Begin expansion efforts to our north, we must have every possible resource at our disposal if we are to survive the coming tide of conflict. Perhaps we can use our gunpowder to blast our way through the mountains.

Vote 3: Expand to the west along the southern edge of Bariyan territory, in the name of securing Ausirana’s future.

Extra: Cut all trade with the Quinn and the Bariya. And convert two economic points into military points.


#117

what the actual fuck @crodnu

Vote 1: With the new “support” money from the Quinn’s government, give everyone a base wage of 1 Azanzi/0.7 Zorions.
Vote 2: Place our gas engines into the wall breakers.
Vote 3: Expand west again, with the railroads.


(Sound) #118

Votes all secret sent them to Serialkiller


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #119

Alright, enough is enough

Vote 1: The imperial heir is to take over immediately and calm down/take back the other half of our empire.

Vote 2: Ask what this basilisk is n stuff - may not be a leviathan, but eh. close enough

Vote 3: Start printing some anti Quinn propaganda

Vote 4: Start a mass search for Quinn spies within our nation


:crossed_swords::

War vote 1: Use our zeppelins and infantry to bombard and assault the Quinn capital city

War vote 2: Send in some tank divisions to take over other cities/villages and annex the Quinn’s land while the capital is being attacked.


(Santa Corn during not-christmas) #120

Oh boy 6 votes
That’s a lot of mischief i can cause!

Regular votes:
Vote 1: Remind our friends at Yajutah about that favor they said they owed us. i could definetely use some help here.
Vote 2: We’re at war, so let’s draft our population to increase my recruitment rate
Vote 3: Make the Zorion the official currency of the Bariyas
Vote 4: Meet with the Bariya scientists and exchange tech (i get all their tech, they get all my military tech).
Vote 5: Everybody has intelligence agencies so let’s have a counterespionage network to keep them out of my property.
Vote 6: Research bayonets.

War nonsense:
Buy 10 military points.
Buy 10 bahar sandsailors and a Voitto for the Sultanate.
Send my imperator rider to intercept any zepellins
Send my infantry to fortify the border (deploying czech hedgehogs against the tanks)
Send my artillery behind the infantry

Extra:
Close 2 of my shipyards. My ships kinda suck anyway. xD