Pilaurea


(Santa Corn during not-christmas) #141

The world is truly falling apart in this Great War… just as it should be >:D

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.
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.
Vote 3: Secret

War votes:
-Send the crappy navy to harass and distract the fleets attacking the eastern ports
-Just keep attacking the east xD


(Skeleton Pope) #142

Thanks for the new round!

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.

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.

Extra: Send a message to all other nations wishing to do trade with us, that they should bring materials of worth, instead of their currency or other kinds of trinkets.


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #143

ravioli ravioli all my votes are secretoli


(𝒦𝒾𝓃𝑔 𝑜𝒻 𝒯𝒽𝒾𝓃𝑔𝓈) #144

Happy Birthday!


(cerealkiller) #145

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:

  1. 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.

  2. 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.

  3. 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:


(Uncertain Agent) #146

Vote: We’ve tamed giant things before. Let’s tame these new ones. What could possibly go wrong?


(Immortal Dragon) #147

Alright, new round, with a mixed bag. Thanks for the new round Serial. :grin:

Vote 1: All forces shall attack and retake the lost lands from the rebels at once!

Vote 2: Reestablish the priestly and democratic councils as advisers to the Rokh and reestablish their powers over the succession of the Rokh. Total abolishing was not the intention of this new change. Only centralizing of power to rule in the Rokh.

Vote 3: Hold a religious revival all across Ausirana to reignite the people’s faith in Au and Sir, and reassure them that their nation still holds to the right path despite the turbulence of the world and their own government.

Vote 4: With the Quinn’s embracing of our faith, we must ensure that their own government holds true to AuSir’s given teachings. Send priests to them to urge their people to insist on the wrongness of their war with the PUSR and that they should insist the same to their own government.

Extra: Accept the given deal with the Ithoral. Modern-day technology in exchange for importing Ausirism and Ithoral chocolate.


(Santa Corn during not-christmas) #148

All my votes are secret
Beware


#149

ok wtf settler what are you doing

Vote 1: Quell the revolt in Kanazi Bariya (the West Bariya colony) and leave the ancient city alone, and stop the colony expansion. Seems like they don’t want us there.

Vote 2: Attempt to integrate the natives into Bariya. Make sure they know it’s perfectly fine to keep their own ways.

Extra: Ask the natives about the city.


(Skeleton Pope) #150

Thanks for another round Serial! It’s really awesome that you still make these.

Vote 1: Create a measurement system. It will help us weigh food and in a bunch of other stuff.

Vote 2: Train our moles to better behave themselves and possibly keep them as domestic pets.

Vote 3: Build a temple in the capital dedicated to Au, Sir and Sybil.

Extra: This deal with the Ausirana, plus they get chocolate.


(ፕቿክፕልርረቿ ረዐዪዕ) #151

Vote 1: use our new cannons to exterminate these pests


(ፕቿክፕልርረቿ ረዐዪዕ) #152

My People shall Evolve from being frog food


(cerealkiller) #153

Only if the mighty dice gods want


(⎅☍ ⟒⋔ ⋉⎅ ⌇⎐) #154

m’votes be secreth

no need to be wary


(cerealkiller) #155

Waiting on @Svrangite (no stress)


(Ṁ̴͙͔͒u̴͐͛̓͠ͅś̴̛̮̰̖̑͆͠i̵͚̤̥̝̬̎͋̊c̸̨̛̦̱̯̽̋͛̍ M̴a̸͙̬̐͌̈̄͌ń̸̯̉̃̌̕ ) #156

Action 1: Found a religion called Chrymism (Kr-ihm-ism), It’s a religion based around the belief that the world was created by a powerful mortal tribe that lived on a island in the sky, and that one day they will join them to create and guide new life. There core beliefs are hard work and knowledge, with a priest structure similar to Orthodox Christianity.


(cerealkiller) #157

New Kapaplo

Vote: We’ve tamed giant things before. Let’s tame these new ones. What could possibly go wrong?
Roll: 3
Outcome: turns out a lot can go wrong when one attempts to tame every giant beast they meet in the wild. While the tree climbing neighbors seemed docile at first, this changes surprisingly fast after one scout tries to kidnap a baby in order to raise it by hand. As a response a group of 5 animals chases the scout to the camp and destroys pretty much any building in range.

Your people are left without a shelter when the next disaster hits them: within a timespan of about 3 days, the whole fauna seems to turn against you. Not only are even herbivores turning aggressive, they also seem to grow quite a bit larger than usual.

Your numbers are decreasing rapidly and the survival of the colony is at stake.

Power: 1
Stability: -2
Economic power: 1

National details

Cities: New Kapaplo (800/1000)

Damaged Units: none

Population : 900

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

  1. place some of our new anti-air cannons along our borders to prevent imperators from getting in
    Roll: 4
    Outcome: the expensive air cannons are draining your capital surprisingly quick, and soon you run out of money to replace broken equipment. The troops are incapable of fighting off incoming imperators.
  2. switch back to the free press to calm down the people but make PUSR indoctrination in schools higher
    Roll: 6
    Outcome: the indoctrination seems to fail. The newly acquired freedom is used by some circles to advocate for a return to the old monarchy. This is a considerably imminent threat to the currently ruling communist party.
  3. set up military camps and begin slowly fortifying and protecting the land that we’re annexing in quinnland.
    Roll: 10
    Outcome: you manage to secure the territory you’ve taken in the far east.
  4. have the soldiers that were forced to land in au tachard self destruct the zeppelin and commit sudoku. might as well cause SOME damage
    Roll: 5
    Outcome: Your soldiers are arrested before they can do any damage.
    WAR VOTES

Your remaining Zeppelins start bombarding civil targets. This turns out to be a great decision as these positions are almost defenceless.
Meanwhile, the new strategies your ground troops attempt end up in a disaster, and you loose some territory along your border.

Extra: the people in your labour camps start a revolt and damage expensive equipment!

Power: 4
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: send scouts east and see if they can get some maurathian crabs
Outcome: After a few days of searching, you find a giant crab. Unfortunately it mistakes your scouts for dinner.
Vote 2: Spread propaganda in the bariyya sultanate about the sultana, as a woman, not being fit for a position of power, especially during wartime
Roll: 12
Outcome:
You manage to destabilise the sultanate even more.
Vote 3: secretely send weapons and supplies to the PUSR gulags. It’s time for an insurrection!
Roll: 17
Outcome: you ignite a revolution in the labour camps of the west !
Extra: Your farms are burned by the PUSR, causing a famine in your rural regions !

Power: 3
Stability: -2
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: All forces shall attack and retake the lost lands from the rebels at once!
Roll: 5
Outcome: The army storms the rebel territory with an immense power, but sadly the rebels were prepared. Your soldiers run in traps everywhere and most important stations have been evacuated already. Is there a spy in your ranks ?
Vote 2: Reestablish the priestly and democratic councils as advisers to the Rokh and reestablish their powers over the succession of the Rokh. Total abolishing was not the intention of this new change. Only centralizing of power to rule in the Rokh.
Roll: 12
Outcome: Restoring the councils restores the trust slightly, but the former members still remain in prison.
Vote 3: Hold a religious revival all across Ausirana to reignite the people’s faith in Au and Sir, and reassure them that their nation still holds to the right path despite the turbulence of the world and their own government.
Roll: 19
Outcome:
The rokh travels through all Ausirana in order to hold speeches in even the smallest communities. This humble act inspires all ausiran priests, and they now back the rokh wholeheartedly, uniting your nation again( apart from the rebel territory.)
Vote 4: With the Quinn’s embracing of our faith, we must ensure that their own government holds true to AuSir’s given teachings. Send priests to them to urge their people to insist on the wrongness of their war with the PUSR and that they should insist the same to their own government.
Roll: 6
Outcome:
Most Quinn seem to use their religion as a excuse for hatred and narrow-mindedness. They barely listen to your priests at all.

Power: 4
Stability: 0
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: Quell the revolt in Kanazi Bariya (the West Bariya colony) and leave the ancient city alone, and stop the colony expansion. Seems like they don’t want us there.
Roll: 10
Outcome: you manage to calm down the situation for now.
Vote 2: Attempt to integrate the natives into Bariya. Make sure they know it’s perfectly fine to keep their own ways.
Roll: 15
Outcome: you start teaching Bariyan knowledge and languages to the natives on a voluntary basis.

Extra: the people of Kanzai Bariya talk about a “golden sacrifice” that must be offered to the god of doom, Xuetzalcoatel, when the time is up.

Extra: after additional Quinn attacks, your homeland starts crumbling.

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: Create a measurement system. It will help us weigh food and in a bunch of other stuff.
Roll: 10
Outcome: you successfully invent a simple but effective way to measure weight.
Vote 2: Train our moles to better behave themselves and possibly keep them as domestic pets.
Roll: 18
Outcome:
The moles seem to have a lot of potential as pets due to their curios nature. You start teaching them basic commands and soon they make great farming tools.
Vote 3: Build a temple in the capital dedicated to Au, Sir and Sybil.
Roll: 11
Outcome: you build a small temple dedicated to the new religion, but it’s rather unimpressive.

Extra: new technology floods your nation. Your engineers learn how to create cannons and trains, quickly modernising your infrastructure and military.

Power: 3
Stability: 3
Economic Power: 4

National details

Cities: City 3

Damaged Units: none

Population : 250000

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: use our new cannons to exterminate these pests
Roll: 12
Outcome: you can barely kill any amphibian, but they seem to be scared of the sound of a firing cannon.

Extra: In the far north of your nation, brave scouts spotted a giant wall floating out of the ground ! Completely fascinated by this glowing structure, they were caught off guard by a huge blue salamander. Seconds before the scouts end up as the beats dessert, the wall starts shooting it. Fully confused by the whole situation, your scouts manage to flee the scenery and make it home safe. Was this a sign of the gods ?

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

Action 1: Found a religion called Chrymism (Kr-ihm-ism), It’s a religion based around the belief that the world was created by a powerful mortal tribe that lived on a island in the sky, and that one day they will join them to create and guide new life. There core beliefs are hard work and knowledge, with a priest structure similar to Orthodox Christianity.
Roll: 16
Outcome: the religion helps stabilising your nation and increases growth and the wealth of your people.

Extra: a mysterious round structure rises out of the water in the middle of your lake. Sadly it’s way out of reach to be properly investigated.

Power: 1
Stability: 1
Economic Power: 1

National details

Cities: City ( 1000/1000)

Damaged Units: none

Population : 12000

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: