Pilaurea

Please stay neutral… please stay neutral… For the love of Sybil.

Vote: Retry looking for a thrall species.

3 Likes

Salo Reich (warmonger)

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!
Roll:8

Outcome: you declare (Name plz) as the next ruler of your nation for unlimited time. She still hasn’t recovered and thus needs to stay in the hospital for two more rounds.

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

Roll: 3

Outcome: you fail to make any progress

Extra: Your city has been attacked by Yajutah troops using stolen artillery !

Power: 1+ 1

Stability: -3

Economic Power: 4

National details

Cities: Kapaplo (700/1000)

Damaged Units: none

Points to spend: 0

MPs: 15

Factories: Shipyard (4) , Standard, Ground

Population: 5000000 - stagnating

Colony: 300000 - stagnating

Recruitment Rate : 15 %

Soldiers : 4 Ctah riders, 3 Artillery, 6 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: Remind our friends at Yajutah about that favor they said they owed us. i could definetely use some help here.
Roll: 19

Outcome: The Yajuta send a group of soldiers and weapons to your nation.

Vote 2: We’re at war, so let’s draft our population to increase my recruitment rate
Roll: 7

Outcome: you increase the recruitment rate by 5%

Vote 3: Make the Zorion the official currency of the Bariyas
Roll: 8

Outcome: You expand the Zorion zone over the Bariya.

Vote 4: Meet with the Bariya scientists and exchange tech (i get all their tech, they get all my military tech).
Roll: 13

Outcome: You successfully trade your gun and artillery design with their gasoline engines and railroads.

Vote 5: Everybody has intelligence agencies so let’s have a counterespionage network to keep them out of my property.
Roll: 2

Outcome: you fail dramatically, and will have a hard time finding spies in the next 3 rounds.

Vote 6: Research bayonets.

Roll:7 + 10

Outcome: Your infantry units get 50 percent stronger.

Extra: the Ausirana have embargoed you.

Extra: Your city has been attacked by Alithei zeppelins.

Power: 5 + 1

Stability: 3

Economic Power: 8

National details

Cities: Aur Tachard ( 670/1000)

Damaged Units: none

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 : 10

Factories: Standard, Shipyard (2), Research Facility (5)

Recruitment Rate : 10 %

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: 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.
Roll: 19

Outcome: You successfully establish a secret Underground Railroad. Many slaves use it to escape and join the 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.
Roll: 13

Outcome: you slightly expand north.

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

Roll: 5

Outcome: Your settlers attack bariyan troops and get killed. Your people demand to get revenge .

Power: 3

Stability: -1

Economic Power: 6

National details

Cities: Ausirkhara (1000/1000)

Damaged Units: none

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 : 3400000 - stabilizing

Points to spend: 9

MPs: 11

Factories: Standard (2), Shipyard (2)

Recruitment Rate : 5 %

Soldiers : 5 infantry, 2 chariots

Ships: 4 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: deploy crabs
Roll:-

Outcome: you send two crabs from your colony

Vote 2: poison drinking water
Roll: 15

Outcome: You kill a few thousand people, damaging the city by 30 HP

Power: 2

Stability: 1

Economic Power: 3

National details

Cities: City 1 (1000/1000)

Damaged Units: none

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: The imperial heir is to take over immediately and calm down/take back the other half of our empire.
Roll: 15

Outcome: supported by Quinn and Yajutan troops and weapons, you’re not able to defeat the rebel forces.

Vote 2: Ask what this basilisk is n stuff - may not be a leviathan, but eh. close enough
Roll: 6

Outcome: little progress is done.

Vote 3: Start printing some anti Quinn propaganda
Roll: 17

Outcome: You manage to blame the war on the Quinn and their allies, and your recruitment rate rises
Vote 4: Start a mass search for Quinn spies within our nation

Roll: 12

Outcome: you don’t find any spies.

Extra: An Imperator attacks one of your Zeppelins

Extra: Your city has been blocked by a Yajutan Voitto

Power: 4

Stability: -3

Economic Power: 8

National details

Cities: Arkalo (1000/1000)

Damaged Units: Zeppelin ( 150/250)

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: 3

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

Recruitment rate : 10 %

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

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: With the new “support” money from the Quinn’s government, give everyone a base wage of 1 Azanzi/0.7 Zorions.

Roll: 6

Outcome Little progress is done
Vote 2: Place our gas engines into the wall breakers.

Roll: 20

Outcome: You create industrial wall breakers, making them 100% stronger
Vote 3: Expand west again, with the railroads.

Roll: 9

Outcome: Your troops protecting the settlers kill an Ausiran settler.

Power: 3

Stability: 3

Economic Power: 4

National details

Cities: City 2 ( 1000/1000)

Damaged Units: none

Population : 900000

Points: 6

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

Recruitment rate : 10 %

Soldiers : Voitto (1) Bahar (1)

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: Retry looking for a thrall species.

Roll: 10

Outcome: you domesticate a species of giant moles, able to carry and find huge loads of ores and gems.

Power: 2

Stability: 3

Economic Power: 3

National details

Cities: City 3

Damaged Units: none

Population : 150000

Points: 7

Factories: Standard, shipyard

Recruitment rate : 10 %

Soldiers : 5 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, giant moles

2 Likes

While my people might be clamoring for revenge, we cannot risk antagonizing the Bariya and their Quinn overlords now. We must prepare for when the proper time comes. Thanks for the new round Serial. :smiley:

Vote 1: Begin experimenting once more with creating gunpowder weapons. Specifically a type of arquebus or musket in a similar pattern to those used by the other nations.

Vote 2: Continuing our experiments with gunpowder, we shall try to create cannons after those of the other nations.

Vote 3: Secret sent via DM.

2 Likes

Moles! Hurray for moles!

Vote 1: Send out some scouts to the Ausirana and gather as much possible information regarding other civilizations.

Vote 2: See if we can find some kind of cacao-like plant. I’m going to be Swiss in more then one way.

3 Likes

Vote 1: secret

Vote 2: secret

War Vote: attack with crabs at the Quinn capital

3 Likes

Vote 1: Equip the troops with the new guns, and the Voittos with the new artillery.
Vote 2: Decommision the catapults and use mobilized artillery instead.
Vote 3: Begin research on using our gas engine to make electricity.

Extra: If the capital doesn’t have a name, call it Birari.

3 Likes

O rly? Crabs?

Regular votes:
Vote 1: secret
Vote 2: since the Maurathia picked the wrong side of this conflict, maybe we can convince the Maurathian separatists to be more reasonable and join the correct side (i mean my side btw).
Vote 3: start repairing Aur Tachard.
Vote 4: research explosive shit we can throw from the imperators
Vote 5: Send more funds to the Alithei rebels.
Vote 6: Start playing propaganda songs from the great flute

War votes:
Vote 1: deploy all the Bariya infantry and send them towards the Alithei city, conquering shit as they go.
Vote 2: send an imperator to shoot down a zepellin
Vote 3: send the yajutah troops and one of my infantry units to attack those annoying crabs and protect my city. :crab::gun:
Vote 4: keep the rest of my land units fortified, blocking the advance of the Alithei scum.
Vote 5: send my jordals to block the sea between the mainland and the Maurathian archipielago (and maybe pirate a little bit?)
Vote 6: if the yajutah units in enemy land are under my control, make them attack the enemy cities.

Extra: buy 5 military points, and use them to buy 5 imperator riders.

3 Likes

Votes posted secretly.

3 Likes

what he said ^

3 Likes

PUSR

Vote 1: Unite the Salo and the Alithei
Roll: 5
Outcome: The Salo and Alithei unite and form the great Salothei Union. The heavy wealth gap between the north and the south however cause heavy instability and revolts. A group of intellectuals come up with an idea that quickly gains popularity in the whole empire: a giant union formed out of independent republics- for the people, not monarchs and elites. A revolution quickly gets rid of the old rulers and nobles and the People’s Union of socialist Republics is formed. It claims to be a democracy, but only the future can tell whether it can hold this promise.

Meanwhile the wealth situation shifts in the union as large parts of the Alithei impoverish and the open market causes a rise of the northern wealth. The south is still significantly richer but the union still declares Kapaplo as the new capital.

The war, meanwhile, loses support from the people. The communist ideals spread to the Quinn and the Bariya, and calls to turn them into socialist republics under the flag of the PUSR become louder.
Vote 2: Convince the rebels that the union is good for them.
Roll: 2
Outcome: the rebelled on the other hand declare independence and form the constitutional monarchy of Pohjoisen. Their army is young and weak, and an invasion should be easy.
Vote 3: calm down the rebels.
Roll: 6
Outcome: you withdraw your army from the occupied territory as a symbol of good will. Unfortunately the new monarchy is not giving in and uses this move to stabilise its borders.
Vote 4: armor up the zeppelins
Roll: 20
Outcome: you double the health of the zeppelin units.
Vote 5: develop snake gas bombs
Roll: 6
Outcome:
You fail to make any progress.

Extra: Your units defeat the YLO troops.
Extra: an attacking Zeppelin has been shot down by a new destructive Quinn weapon.

Power: 6 + 1
Stability: -1
Economic Power: 10

National details

Cities: Kapaplo (400/1000)
Arkalo (700/1000)

Wonders:

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

Damaged Units: none

Points to spend: 9

MPs: 0

Factories: Shipyard (8) , Standard (2), Ground (4) , Research facility (1+1) ,
Aircraft (1)

Population: 35000000 - stagnating

Recruitment Rate : 10 %

Soldiers : 4 Ctah riders, 7 Artillery, 14 infantry

Weapons: 5 Voitto-Fleets , 1 Velidah, 5 Kore Units , Iosto (4) Emki-Denisi (3) Zeppelin (2)

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

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik, Ctah, T. Immanemque

Quinn

Vote 1: assassinate the Maurathian leader
Roll: 20
Outcome: you manage to kill every single person that could rule Maurathia and the nation once again enters a civil war, leading to the inevitable implosion of the Maurathian kingdom.
Vote 2: since the Maurathia picked the wrong side of this conflict, maybe we can convince the Maurathian separatists to be more reasonable and join the correct side (i mean my side btw).
Roll: 1
Outcome: Your ambassador is killed in the chaos and no deal with any side can be made. The old kingdom is lost forever.
Vote 3: start repairing Aur Tachard.
Roll: 8
Outcome:
You restore 50 HPs.
Vote 4: research explosive shit we can throw from the imperators
Roll: 11+10
Outcome: You develop a devastating bomb that can destroy a Zeppelin with one hit.
Vote 5: Send more funds to the Alithei rebels.
Roll: 15
Outcome: You start trading with the Pohjoisen Kingdom and they ask you for protection from the PUSR. The monarchy becomes a part of your territory as your vassal.
Vote 6: Start playing propaganda songs from the great flute
Roll: 19
Outcome: the spirit of your soldiers and workers skyrockets after hearing the powerful sound of the greatest instrument of the world. Your units have a 50 percent attack bonus.

Extra: foreign spies have infiltrated your country ! The southwest declares independence as a socialist republic and joins the PUSR.
Extra: A popular newspaper demands the united proletariat of all nations to overthrow the bourgeoisie and stop this senseless war.
Extra: Your advisers propose to annex the Bariyan Sultanate as an answer to the imperialistic northwest.
Extra: Your Imperator Rider shoots down an attacking zeppelin.

Power: 5 + 1
Stability: -1
Economic Power: 8

National details

Cities: Aur Tachard (570/1000)

Damaged Units: none

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 : 10

Factories: Standard, Shipyard (2), Research Facility (5)

Recruitment Rate : 10 %

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: Begin experimenting once more with creating gunpowder weapons. Specifically a type of arquebus or musket in a similar pattern to those used by the other nations.
Roll: 15
Outcome:
You finally modernise your military with modern light muskets.
Vote 2: Continuing our experiments with gunpowder, we shall try to create cannons after those of the other nations.
Roll: 2
Outcome:
After the great success of the muskets, you develop plans to create heavy gunpowder based weapons. First prototypes however already cost more than the construction of a temple. As a solution, the Rokh gets rid of a minimum wage law and several labour condition regulations to produce the materials much cheaper. Thousands of workers face poverty to an extend they’ve never seen before, and intellectuals denounce the Quinn’s capitalism as the root of all evil. The revolutionary ideals of the socialists finally spread to the south, and while it isn’t much of a problem right now, calls to overthrow the Rokh to create a new republic for the people become louder.
Vote 3: develop rockets
Roll: 12
Outcome: you copy the firework design from the Quinn, but without a light metal like their aluminium you cannot weaponise it.

Power: 3
Stability: -2
Economic Power: 6

National details

Cities: Ausirkhara (1000/1000)

Damaged Units: none

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 : 3400000 - stabilizing

Points to spend: 9
MPs: 11

Factories: Standard (2), Shipyard (2)

Recruitment Rate : 5 %

Soldiers : 5 infantry, 2 chariots

Ships: 5 Indulathias , 5 Andunas

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

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Maurathia

A series of assassinations makes your nation sink into ultimate despair and chaos. The great Maurathian kingdom, once the most powerful nation of all, has fallen.

(You are free to rejoin, if you decide to do please DM me your nation details)

Power: -
Stability: -
Economic Power: -

National details

Cities: City 1 (1000/1000)

Damaged Units: none

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

Bariya Sultanate (Vassal of Quinn)

Vote 1: Equip the troops with the new guns, and the Voittos with the new artillery
Roll: 12
Outcome: You successfully modernize your military.
Vote 2: Decommision the catapults and use mobilized artillery instead.
Roll: 1
Outcome: malfunctioning production has caused the newly arrived artillery to be broken. Your nation is currently almost defenceless against heavy weapons.
Vote 3: Begin research on using our gas engine to make electricity.
Roll: 2
Outcome: an explosion destroys your research facility.

Power: 3
Stability: 3
Economic Power: 4

National details

Cities: City 2 ( 1000/1000)

Damaged Units: none

Population : 900000

Points: 6

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

Recruitment rate : 10 %

Soldiers : Voitto (1) Bahar (1)

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: Send out some scouts to the Ausirana and gather as much possible information regarding other civilizations.
Roll: 12
Outcome: You study the social structure of the other nations and find out that capitalism seems to be an important destabilising factor for large economic powers. You learn from the mistakes of the others and introduce several labour laws, boosting your economy and your stability.
Vote 2: See if we can find some kind of cacao-like plant. I’m going to be Swiss in more than one way.
Roll: 8
Outcome: you cultivate a giant cacao tree and produce the world’s first chocolate.

Power: 2
Stability: 3
Economic Power: 4

National details

Cities: City 3

Damaged Units: none

Population : 150000

Points: 10

Factories: Standard, shipyard

Recruitment rate : 10 %

Soldiers : 5 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, giant moles

Capillatus

The kingdom of Capillatus is a small country on the smallest continent of Pilaurea. Your people have cultivated olives and wheat, but you haven’t expanded your farms outside of the small subtropic valley close to the coast. Earlier expansion efforts have ended in the encounter of terrible giant beasts, larger than the biggest building in your entire kingdom.

Recently, a giant, black ship has stranded on your coast, decorated with elk-like symbols, resembling a small animal that you have domesticate a few centuries ago. Your people are nervous about the fact that somewhere out there, a Civilization that can build ships as huge as this one must exist.

Power: 1
Stability: 1
Economic Power: 1

National details

Cities: City 4( 1000/1000)

Damaged Units: none

Population : 60000

Points: 2

Factories: Standard

Recruitment rate : 10 %

Soldiers :

Weapon(s): muskets, bajonetts

Ground vehicles: none

Ships: none

Resources: iron (small ) sulfur (small)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals:

3 Likes

Vote 1: Given the recent rise in political desire amongst the masses. It is only fair that they get a voice if that is what they wish. Establish a Secular Council whose members will be elected by the general populace. This council will have a say in the selection of the new Rokh, and will share a power of a vote of no confidence with the priest council should a Rokh prove unsatisfactory.

Vote 2: Begin further industrializing the industries of our nation. From farming to mining, all industries shall have steam-powered equipment to make their jobs easier.

Vote 3: Send missionaries to all known nations, preaching peace on the continent regardless of political views, we are all children of Au and Sir, we should not fight without need like this.

1 Like

ok lets do this
Vote 1: expand farm land east and try to tame this mysterious beast or at least identify what it is.

1 Like

Vote 1: Fix the artillery
Vote 2: Rebuild research facility
Vote 3: Send an envoy west through the wall with lots of supplies, some oil, and a bit of gold to trade with whoever the Alithei discovered past there

Extra: Ask to become part of Mother Salo the PUSR, under the condition that we remain mostly-autonomous considering our distance from the “main” cities of the union and the situation between us and the Quinn

A minute of silence for Mr. Krabs…



Minute’s over, let’s proceed

General votes:
Vote 1: Secret
Vote 2: Secret
Vote 3: Secret
Vote 4: Assure the citizens they have freedom of speech, even the communists. In these dark times, the one thing that separates the quinn from its primitive barbaric neighbors is FREEDOM!
Vote 5: Invite the wealthy and influential aristocrats and capitalists and politicians from the PUSR to get assylum in Quinn lands
Vote 6: Research rockets

War votes:
Send the Bariya infantry to fight against the PUSR troops defending Arkalo
Make the Artillery bombard Arkalo
Send the imperators to attack Arkalo
send the Quinn infantry to defend Pohjoisen

1 Like

Alright, looks like things have taken a different turn. but that’s ok

slams vodka on desk

it is komunizm time, my comrades :hammer_and_pick: (close enough)

Vote 1 - Do not give up and keep trying to create the snake poison gas bombs - i shall call them SPG’s… that is, if we can actually get them this time

Vote 2 - since we now have salo tech that we can mix with alithei tech, let us try to create the first REAL tanks

Vote 3 - try to create firebombs (in a good isolated area where fire can’t spread a lot) and if it is successful, arm our zeppelins with them

Vote 4 - print some more anti Quinn propagander and distribute it among our people as to make em support the fight - maybe even try to spread it to some more of our enemies and so they can get introduced to our socialist viewpoints

Vote 5 - begin helping out the impoverished areas of our nation - let’s try to not fuck up where stalin did

Vote 6 - Heavily enhance and upgrade the fortification of our borders - also maybe increase the amount of soldiers guarding it

Vote 7 - try to further upgrade our flammenwerfers for more strength and range - fwoosh :fire:

Extra: Allow the Bariya to join the PUSR as long as they decide to join the fight against the quinn


:crossed_swords: wartime shittery:

Vote 1: use 3 EP’s to obtain 15 more MP’s and use a few of said points to obtain what infantry and naval units we can get from that. move the infantry to arkalo as to defend the city along with our artillery and one zeppelin unit. send the ships to the eastern side of the quinn empire and attack them there (and maybe annex their land while we’re doing that)

1 Like

Righty o, let’s do something nice for a change.

Vote 1: Send out free batches of chocolate to all nations we know. The next batches however will have their price of gold.

Vote 2: See if we can domestice the moles to the point we can keep them as pets.

1 Like

New Kapaplo

Roll: 17

I’m the dead of night, a large fleet of Voittos filled with hundreds of people starts the journey to a new, free life.

After weeks of travel the ships finally find land: a huge foggy forest greets the pioneers. Your people settle down and quickly learn to work with the wood that’s so plenty in their new home. With the help of the Ctah and Elaik they brought with them, a small colony grows on the northern coast of a newly discovered continent.

Your nation is young, needs a name and has to discover what this new land may provide. They also need to decide if they want to allow entrance to the other people trying to flee from the old empires to find a better life free of war and oppression.

Power: 1
Stability: 0
Economic power: 1

National details

Cities: New Kapaplo ( 1000/1000)

Damaged Units: none

Population : 1000

Points: 2

Factories: Standard

Recruitment rate : 10 %

Soldiers :

Weapon(s): muskets, bajonetts

Ground vehicles: none

Ships: none

Resources: wood

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals:

PUSR
Vote 1 - Do not give up and keep trying to create the snake poison gas bombs - i shall call them SPG’s… that is, if we can actually get them this time
Roll: 2
Outcome:
The protein responsible for the deadly effect of the poison seems to stop working when exposed to extreme heat, which seems to make explosive poison bombs are hard task.
Vote 2 - since we now have salo tech that we can mix with alithei tech, let us try to create the first REAL tanks
Roll: 19
Outcome: While your nation faces dangerous revolts in the factories, your scientists have greatly improved their work since the unification. A newly developed vehicle made entirely out of steel and powered by gasoline is produced in high numbers and could decide many future battles with the east.
Vote 3 - try to create firebombs (in a good isolated area where fire can’t spread a lot) and if it is successful, arm our zeppelins with them
Roll: 19
Outcome: your Zeppelins are now able to turn whole cities into a sea of flames in mere hours. Truly a powerful if morally questionable
weapon.
Vote 4 - print some more anti Quinn propagander and distribute it among our people as to make em support the fight - maybe even try to spread it to some more of our enemies and so they can get introduced to our socialist viewpoints
Roll: 10
Outcome: your propaganda machine fails to successfully combat the Quinn’s attempts to influence your population. The support for the east grows in your union.
Vote 5 - begin helping out the impoverished areas of our nation - let’s try to not fuck up where stalin did
Roll: 18
Outcome:
Poverty makes one vulnerable to right wing propaganda and so your government starts many welfare programs aimed to improve the poor people’s lives dramatically. While costly at first, your investment seems to be a social and financial success as demand and productivity raise in the poor south.
Vote 6 - Heavily enhance and upgrade the fortification of our borders - also maybe increase the amount of soldiers guarding it
Roll: 9
Outcome: you prepare your border for a possible invasion, though the danger seems to be coming from within.
Vote 7 - try to further upgrade our flammenwerfers for more strength and range
Roll: 6
Outcome: While your tanks are a huge success, your flamethrower design cannot be improved in any way.

War update:

Your units are able to defend Arkalo for now, but their use is limited as most of your weapons are too destructive to be used in your own capital unless you decide to sacrifice the life of your people for the greater good.

Meanwhile, your strike on the eastern coast is mostly successful, and you manage to take over important harbours.

Power: 5 + 1
Stability: -1
Economic Power: 10

National details

Cities: Kapaplo (400/1000)
Arkalo (500/1000)

Wonders:

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

Damaged Units: none

Points to spend: 9

MPs: 0

Factories: Shipyard (8) , Standard (2), Ground (4) , Research facility (1+1) ,
Aircraft (1)

Population: 35000000 - stagnating

Recruitment Rate : 10 %

Soldiers : 4 Ctah riders, 7 Artillery, 14 infantry

Weapons: 5 Voitto-Fleets , 1 Velidah, 5 Kore Units , Iosto (4) Emki-Denisi (3) Zeppelin (2)

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

Traits : Warmonger (3)

Pacifist (-3)

Domesticated: Elaik, Ctah, T. Immanemque

Quinn

Vote 1: secretely fund the old salo nazi newspaper, it shall become an underground beacon of revolution and hate
Roll: 15
Outcome: The facist wing of the political spectrum is getting a voice thanks to you, causing dangerous instabilities in the young republic.
Vote 2: put propaganda in south ausirana about their wealth being reduced to support lazy salos who hate them (literally just plagiarize some trump speech)
Roll: 18
Outcome: Ausiran Citizen become more and more hostile towards the Bariyan and Yajutan immigrants. These people came as slaves, so why waste an infinite source of cheap labour to free these terrorists ?
Vote 3: contact the craziest fundamentalist group in ausirana that hates communism and fund them as well
Roll: 17
Outcome: You manage to transfer millions of Zorkans to various militaristic antireligious freedom groups, initiating a civil war in south Ausirana
Vote 4: Assure the citizens they have freedom of speech, even the communists. In these dark times, the one thing that separates the quinn from its primitive barbaric neighbors is FREEDOM!
Roll: 1
Outcome: Your nation is now aggressively influencing the political situation in every nation, but ironically you comeplety failed to align your peoples views with that of the Emperor. Revolutions and autonomy areas appear all around the empire and reuniting the nation is essential for the Quinn’s survival.
Vote 5: Invite the wealthy and influential aristocrats and capitalists and politicians from the PUSR to get assylum in Quinn lands
Roll: 13
Outcome: You allow the wealthiest nobles and entrepreneurs asylum in Aur Tachard. This high density of aristocrats seems to be a good opportunity to gather as much nobles ( and their soldiers ) and redefine the government and the borders of the Quinn empire. The old world lies in shatters and it’s on you to collect the pieces and form a new empire….
Vote 6: Research rockets
Roll: 2+10
Outcome:
While the empire sinks in chaos, the elite funds a new institute of rocketry in Au Tachards University. First prototypes of ballistic carriers are developed and ready to be tested.

Extra: Using the chaotic circumstances you found yourself in, the Sultanate declares full independence after the death of the 26. Sultan of Bariya.

War update:

You attack arkalo with a powerful strike, but the border is well fortified and the city is well protected. Your Imperators seem to be more successful than your troops on land.

The east on the other hand is surprised by the PUSRs mighty navy. They manage to take over multiple important harbours.

Power: 3
Stability: -3 (Crumbling)
Economic Power: 8

National details

Cities: Aur Tachard (570/1000)

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

Factories: Standard, Shipyard (2), Research Facility (5)

Recruitment Rate : 10 %

Soldiers : Infantry, Artillery, 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: Given the recent rise in political desire amongst the masses. It is only fair that they get a voice if that is what they wish. Establish a Secular Council whose members will be elected by the general populace. This council will have a say in the selection of the new Rokh, and will share a power of a vote of no confidence with the priest council should a Rokh prove unsatisfactory.
Roll: 8
Outcome: while the step towards a democracy helps you to prevent a violent revolution, the growing fascist wing of the council will pose as a threat to the religious fundamentalists in the long run.
Vote 2: Begin further industrializing the industries of our nation. From farming to mining, all industries shall have steam-powered equipment to make their jobs easier.
Roll: 13
Outcome: Large machines make your industries more effective than ever as your GDP and population grows.
Vote 3: Send missionaries to all known nations, preaching peace on the continent regardless of political views, we are all children of Au and Sir, we should not fight without need like this.
Roll: 16 + holy temple
Outcome:
Your missionaries are shocked to find out about the chaos that this world has sunken in. Nations shattered like glass, horrible war scenes wherever they go. The people they meet on their journey welcome them wholeheartedly and listen closely to the comforting words of Au.

After returning, the missionaries propose to unite the world through the power of religion and create a new holy empire with the Rokh as the worlds spiritual and physical leader.

Extra: extreme political viewpoints gain lots of importance and a civil war starts in south Ausirana.

Power:
Stability: -3
Economic Power: 6

National details

Cities: Ausirkhara (1000/1000)

Damaged Units: none

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 : 3400000 - stabilizing

Points to spend: 9

Factories: Standard (2), Shipyard (2)

Recruitment Rate : 5 %

Soldiers : infantry, chariots

Ships: 2 Indulathias , 2 Andunas

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

Traits : Warmonger (-1)

Pacifist (1)

Domesticated animals: Sirokha, Auronkha, Kaslathi

Bariya Sultanate (Vassal of Quinn)

Vote 1: Fix the artillery
Roll: 13
Outcome: your artillery is finally able to be used in combat.
Vote 2: Rebuild research facility
Roll: /
Vote 3: Send an envoy west through the wall with lots of supplies, some oil, and a bit of gold to trade with whoever the Alithei discovered past there
Roll: 20
Outcome: The indigenous population welcomes you with open arms and you manage to gain control over large amounts of territory with only a few demonstrations of your power.

Extra: After the death of Sultan Saiyf, 26. Sultan of Bariya, revolutionaries help his daughter to take the throne and reform your nation to a constitutional socialist sultanate. This is regarded as betrayal by the northern relatives of the sultan and a coup takes place, splitting your nation into three parts.

Power: 3
Stability: 3
Economic Power: 4

National details

Cities: City 2 ( 1000/1000)

Damaged Units: none

Population : 900000

Points: 6

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

Recruitment rate : 10 %

Soldiers : Voitto (1) Bahar (1)

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

Vote 1: Send out free batches of chocolate to all nations we know. The next batches however will have their price of gold.
Roll: 9
Outcome: all Quinn trade ports are blocked by large ships so you can only trade with the Ausirana and Bariya. This limits your GDP growth.

Vote 2: See if we can domestice the moles to the point we can keep them as pets.
Roll: 11
Outcome:
While the animals don’t seem to be too friendly, some progress towards domestication is done by catching a few young moles and finding a use for them in the mines. They don’t listen to commands too well but seem to be intelligent enough to be domesticated.

Power: 2
Stability: 3
Economic Power: 4

National details

Cities: City 3

Damaged Units: none

Population : 150000

Points: 10

Factories: Standard, shipyard

Recruitment rate : 10 %

Soldiers : none

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, giant moles

Capillatus

Vote 1: expand farm land east and try to tame this mysterious beast or at least identify what it is.
Roll: 1 (I’m sorry)
Outcome:
A drought forces your farmers to expand their farmland to the eastern wetland. Crops coming from this soil grow extremely tall and are very resistant which pleases the farmers a lot, and soon almost all people overcome their initial fear and expand east more and more.

And for a few days everything works out just fine and except for a few huge insects that resemble the ones you know from home, just much larger, no animal attacks occur. However, as always, nothing gold can stay. A rich farmer trying to expand his land over a large waterbody (due to your people fearing what might hide under the mud the small channels and lakes have been avoided at all cost before) orders the construction of a large wooden bridge.

On day two of the construction, a worker notices something large moving on the ground of the lake. Attempts to flee from the water fail as the animal jumps out of the water and swallows the poor soul only seconds later. The other horrified workers have to watch their coworker being swallowed by a weirdly shaped yellow-red amphibian with no skin on its massive skull. Unfortunately this not only results in a dead worker, but the beast learns what a snack ansloc apparently are. Soon about half of your farmers end up in the stomach of giant killer amphibians.

Power: 1
Stability: -1
Economic Power: 1

National details

Cities: City 4( 1000/1000)

Damaged Units: none

Population : 50000

Points: 2

Factories: Standard

Recruitment rate : 10 %

Soldiers :

Weapon(s): muskets, bajonetts

Ground vehicles: none

Ships: none

Resources: iron (small ) sulfur (small)

Traits : Warmonger (0)

Pacifist (0)

Domesticated animals:

4 Likes

Vote 1: Round up the two other parts of the Bariya. Tell them we just got new colonies in the west. If the other relatives don’t like it here, go there. They could be official governor of that state there.

Vote 2: Expand the western colony. Name it after whatever the natives call it.

Vote 3: Improve boats to be faster

Extra: Learn about the new peoples that we discovered past the wall.

1 Like

Vote 1: Seems like we need to explore this place. Send 10 people in groups of 2 scouting around our main camp, and tell them to look for any large and hairy animals.

1 Like

Damn you Quinn. You will pay for this. :rage:

Votes sent via PM.

1 Like