New Kapaplo
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.
Roll: 17
Outcome: Only shortly after leaving the coast, you find out that you share your new home with a furry large neighbor: a tree climbing, 5-legged mammal with a long purple tongue seems to be very common around here. Thankfully it has a mild temperament, because it is roughly three times as large as your Ctahs and apparently immensely strong, as one of your scouts allegedly watched them tear whole threes apart to reach a blue gel the trunks are filled with. While it’s size and power scares the scouts, the round head and the large eyes give the animal a cute look and so your people don’t fear to come close to them.
Power: 1
Stability: 0
Economic power: 1
National details
Cities: New Kapaplo ( 1000/1000)
Damaged Units: none
Population : 1500
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: search the entirety of the PUSR, both population and government for possible quinn influences and REMOVE THEM
Roll: 13
Outcome: you close several news outlets and censor others in order to filter out foreign propaganda. While efficient, this doesn’t sit well with your people who are calling for a free press.
vote 2: we require more more anti-quinn propaganda to fuel hate for those invasive swines. keep printing
Roll: 4
Outcome: lol sorry printer is broken
vote 3: in order to turn the tables in the war, we need a new type of weapon. something interesting. something rapid. something that feels and rains fire like a machine. in other words, we need more gun
Roll: 2+4
Outcome: according to your best scientists the weapon the regime has in mind is not possible for at least 5 more years of research.
vote 4: encourage our people to have faith in their country. we are not like the USSR. we provide freedom of speech, we help the population and try our best to keep on living in this world of hate and lies
also gulags are not a thing
Roll: 1
Outcome:
While the secret service closes or censors one news outlet after the other your ministry of propaganda tries to make the people believe that the PUSR press is the freest in the world. Sadly the population of the Union is the best educated in the world and rumours about heavy censorship spread like a plague. An overwhelming movement develops and organises protests and marches all over the country, often ending in violent rampages. To combat this existential threat the communist party ratifies one of the most controversial laws in PUSR history: the opening of three labour camps, all in the north. Political opponents are immediately deported and the revolts suddenly stop. While this action scared the people enough to obey again, it also turned the PUSR into a totalitarian autocracy, and fear is the only thing keeping it from collapsing for now.
vote 5: try to improve conditions for factory workers in order to ease down revolts and make them happy
Roll: 19
Outcome: while the labour camps had a disastrous effect on the people’s trust in the government, labour conditions for factory works are drastically improved, restoring some of the faith in the communist party.
vote 6: create a weapon that could penetrate the skies from the ground and take down the quinn’s imperators
Roll: 19
Outcome: anti air cannons are developed, reducing the Imperators efficiency by 50%.
war votes:
-
deploy ground troops into the quinn harbors we’ve taken and let them push further into the heart of the nation
Roll: 13
Outcome: You annex more land and can successfully defend against imperator defences.
-
send a few zeppelin units into the east to defend the navy and help with our soldiers’ advances
Roll: 2
Outcome:
The wind forces your zeppelin to land in the middle of Au Tachard, where Quinn authorities are already awaiting the pilots.
-
attempt to push the quinn forces that are attacking our lands back into their nation
Roll: 14
Outcome: after long fights you manage to keep the enemy forces at distance for now.
Power: 5+ 1
Stability: -3 (Near collapse
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 (1)
Resources: Iron (massive amount), sulfur (medium amount), coal (large amount)
Traits : Warmonger (3)
Pacifist (-3)
Domesticated: Elaik, Ctah, T. Immanemque
Quinn
Vote 1: Adopt Ausirana’s religion, to unite the people under it in these ties of conflict and distress, and against the greater evil of communism.
Roll: 17
Outcome: In a completely unexpected move, the government declares ausirism as the new state religion. This is surprisingly successful as a way to unite the people, but at the same time makes you very dependent on Ausiran priests.
Vote 2: Decentralize the goverment, allowing each community under the Quinn and Pohjoisen goverments to have a high degree of autonomy, so that citizens can rule themselves as they see fit.
Roll: 9
Outcome: decentralising the government turns out to work rather well and you gain stability back.
Vote 3: that sexual deviant thing
Roll: 12
Outcome:
You spread rumours all over the world that the PUSR commander in chief had a sexual encounter with an Elaik once. These disgusting rumors could lead to the president being forced to resign, but your spies have a hard time transmitting any information to the PUSR public.
War update:
Your forces are able to hold on their position but cannot push any further due to the strong PUSR defenses.
Power: 3
Stability: -1
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: From the top of the Great Temple, from every temple and place in the known world dedicated to Au and Sir, the Rokh will condemn all forms of secular extremism. Fascism and the socialism of the PUSR are to be considered a sin against the will of Au and Sir for they only lead to violence and destruction. And those who have fomented it, the PUSR and the Quinn, are to be considered the same.
Roll: 16
Outcome: in a highly anticipated speech in front of a million Ausirists, the Rokh declares that socialism and facism are a path not protected by the gods, and those who follow it are to be considered heathens. With the Quinn authorities recently giving in to the one true religion, the words of the Rokh bear power in a dimension never known to pilaurea. Is this the start of an Ausiran hegemony ?
Vote 2: In this vein the priestly and secular councils are hereby demoted to mere advisory roles. The Rokh shall take full control of the government from here on in. We shall be known as the Ausiric Rokhara!
Roll: 11
Outcome: the aboslishment of the democratic and priestly councils causes protest in the former government, forcing the holy army to imprison most members of the old council. The Rokh looses support from the cleric class, but as long as he can hold on his power there’s not much they can do for now.
Vote 3: To solidify control, all troops and ships shall be deployed to retake our southern lands at once!
Roll: 13
Outcome: the highly motivated holy army prepares for one final strike against the rebels in the south - ready to attack as soon as the Rokh gives the permission.
Vote 4: Our missionaries shall venture out into the world once more, calling upon all those dissatisfied with their current government, whether faithful to Au and Sir or not, in nations both rebel and otherwise to unite with us as one nation to restore order to the continent!
Roll: 4+ temple
Outcome:
Your missionaries get stopped and killed at the Bariyan border.
Power: 4
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
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.
Roll: 11
Outcome:
You manage to somewhat stabilise the sultanate again, but some aristocrats refuse to leave their home.
Vote 2: Expand the western colony. Name it after whatever the natives call it.
Roll: 3
Outcome:
Your generals push the expansion efforts further without too much resistance at first. This changes however, when your army arrives at an ancient seemingly abandoned city. The closer your colonists get to the city, the more nervous the indigenous people get. After one bariyan settler decides to enter the city, he can take a look at a giant clock-like structure that seems to almost point at the last symbol. Only seconds after, a spear hits his chest and he dies on the spot….
Meanwhile, the indigenous population is starting to revolt against the colony by poisoning food and attacking the police or army.
Vote 3: Improve boats to be faster
Roll: 2+2
Outcome:
No progress is done, and the research is starting to become costly.
Power: 2
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, the dumb one: Even somewhat isolated, we can see the chaos and conflict currency can cause. The Ithoral we have no part in that. We shall abolish any kind of currency we have, both foreign and our own. Farmers will be asked to deliver food to the state, which in turn spreads it to the rest of the people. Simply tell them that if they will not farm for profit, their farm will be confiscated and gifted to more ‘loyal’ farmers.
Roll: 6
Outcome:
The abolishment of currency turns out to be a difficult task. Calculating the amount of food each farm has to deliver without any form of weight measurement is seemingly impossible, as the crops vary drastically in form, size and worth. It also makes saving up for bad times impossible as food spoils comparably quick.
Vote 2: Instead of working for money, the people shall work to fill a work quota. Government appointed overseers shall see to it that people do the required amount of work. Those failing to fill their quota will get less food and in repeated cases, sent to jail.
Roll: 16
Outcome: unlike the first action, this new law is working out rather well. Unemployment shrinks to zero and workers not being dependant on private companies prevents poor labour conditions and too low wages. While the punishments seem to be a bit unforgiving at first, after a few weeks the people are used to the new system and the Ithoral thrive again, now not being dependent on the highly inflating zorion.
Power: 3
Stability: 3
Economic Power: 4
National details
Cities: City 3
Damaged Units: none
Population : 200000
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: invent cannons
Roll: 7
Outcome:
Completely unrelated to the scientific discoveries of chemical weaponry in the old world, your people discover an explosive mixture of minerals. While large yellow veins provide enough of these metals, there are few concepts about how to actively weaponise the explosion yet.
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:
Wudogran
The trading senate of Wudogran is a small and primitive tribe living on a small island in the northwest of the deadly zone. The tribe members use different animals and plants to produce a high variety of colours, which they use to Color the wool of a domesticated quadrupedal animal.
The clothes and artworks found in Wudogran are more colourful than in any other nation of Pilaurea and they have access to a wide range of spices.
Your people live close to a lake that has provided them with fish for centuries. Recently however, that lake has been visited by a large flying creature with a long filter beak. This animal is not unknown to your fishers, their size however is: instead of the 1 meter height the one spotted lately reached a size of about 3 ansloc. Additionally, the temper of these reptiles seems to have changed, with them attaching any larger animal at sight. Your tribe members are concerned about this situation, and some consider the arrival of the beasts as a bad sign from the gods.
Power: 1
Stability: 1
Economic Power: 1
National details
Cities: City ( 1000/1000)
Damaged Units: none
Population : 6000
Points: 2
Factories: Standard
Recruitment rate : 10 %
Soldiers :
Weapon(s): Spears, bows
Ground vehicles: none
Ships: none
Resources: Color (small ) spices (small)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: