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Grand Kingdom Game II
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
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8 MB, 4572x4008
Rolled 82 (1d100)

http://pastebin.com/0uWQ2Ee0

Pastebin with the rules, they are the same version as last time

There is no room for new players. Unless however you want to be someones Vassel.

_____________________________________

>imagine if you will

A winded adviser runs into the room clutching a scroll of paper.

"My lord! Are scouts have returned and it turns out there is a strange kingdom to the [North,East,South,West]! What should we do?"

You may choose two nations near you, either the closest or if there are several pick two that appear closest. You have discovered your new neighbor! All other players are currently hidden to you, for now.

So this is how I'd like you to post,

Start with your name then all your stats from population down. Don't fill up your post with old fluff lol, thats the spot for new fluff!

Make sure your newly acquired Techs and Resources are listed in your sheets.

When that is done you can take your three actions as well as respond to the World Event.

If you bought a local map be sure to list it, it'll be used up this turn.

If you have any questions or concerns put a
[Meta] at the end of your post or just ya know post it.

[Meta: Should I make a new general?]
>>
Rolled 60, 34, 1, 16 = 111 (4d100)

Population[20,000](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: [generated by GM]
(You have one
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses: [generated by GM]
Destroyer of Heathans: reroll any 1 battle roll each turn when fighting npc factions that you dont even view as savages/scum whatever
Manifest Destiny: Add+ 5 to any one roll to expand borders each turn
Eccentricities:
Imperialist: Your obvious desire to expand your borders can sometimes cause diplomatic issues with other nations ...im sure itll come up
Military Units: [generated by GM]
50 ships
x2 Human Platoons [x3]

Resources/Quantity: [generated by GM] [amount]
+200 lumber/turn
Saltpeter
Schools of fish

Technologies:
[Weapon Making I]
[Fishing 1]
[Writing-I]
[Survival-I]
[Mining 1]
[Smithing 1]
[Farming 1]
[Printing Press 2]
Stuff:
Wheat Seeds
Corn Seeds
100 Iron Swords
100 Armor
Local Map
100 Medium Ships
Actions:
EXPAND BOARDERS
Plant seeds
Build University in capital city
Research [Printing Press 3]
Also, use map.
>>
>>44245555
Population[20,000](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: [generated by GM]
(You have one HQ Building in your capitol
Library +2 to any one research roll a turn
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Strongest Bookworm: Once a turn you can EITHER re-roll one research roll under 50 OR one combat roll under 3
Eccentricities: [generated by GM]
High Orc: Your lower orc cousins think youre not orc enough and other races will never see you as more then orc, culteral boundaries affect you more then others.

Military Units: [generated by GM]
X3 Orc Platoons [x3]

Resources/Quantity: [generated by GM] [amount]
Rice Farms
Lumber+200/turn
Iron veins
Tin Veins


Technologies:
[Weapon Making I]
[Farming 1]
[Writing-I]
[Survival-I]
[Irrigation-1]
[Herding 1]
[Mining 1]
[Smithing 1]
[Printing Press-1]

Spent Currency on
Double Population for 4 tuns
1 Temple
Wheat Seeds
Herd of Cattle
Potato "Seeds"
100 Medium Ships
>>
Rolled 96, 29, 75, 60 = 260 (4d100)

>>44245555
Population[20,000](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: [generated by GM]
Battleborn Keep- A round stone tower formed of fine black marble with good views of the surrounding locales, built with defense in mind
x3 Iron Mine-basic
Marble Quarry
Limestone Quarry
X1 Temple to the Ancestors

Defenses:
Trade Routes:

Bonuses:
Long Memories: You can attempt to reroll 1 roll a turn that you have failed in a previous turn
Ancient Grudges: You can spend one culture to add +2 to any one attack roll against an enemy unit you have fought before
Eccentricities:
Clan Politics: If your faction leader is ever killed you must wait 1 year to appoint another, unless you spend all 3 actions in one turn to unite the squabbling clans
Military Units:
Hero Unit Oghren Battleborn[x4] [Inspire]
*Special ability "Inspire" add +1 to any battle die roll if your king is fighting alongside them
x2 Kreigerteil[x3]
Each Kriegerteil is divided between spear dwarves and bow dwarves, with 2 speardwarves for every 1 bowdwarf

Resources/Quantity:
+150 Iron/turn (from mines)
Mountain Goat Herd
Limestone +100 lbs/turn
Marble +100 lbs/turn
Potato Seeds

Technologies:
[Weapon Making 1]
-Sword/Axe Making 1
[Herding 1]
[Writing-1]
[Survival-1]
[Mining-1]
[Smithing-1]
-Armour Making 1
[Drum Making-1]

Double Population for 4 Turns


Actions:
I want to have my people search for new veins of ore.
I want to begin training a cadre of priests
I want to raise more Kriegerteil's, ideally 2.
Research: Mining 2

Response to World Event: We shall send some messengers to these new Kingdoms of [West] and [South]. We must determine their intentions, be they honourable or otherwise.

[Meta: Image wont fully load for me so I can't see those guys names sorry]
>>
>>44245736
>1
Damn, son.
>>
>>44245736
[Man, terrible rolls.
Do we really need a general? We know it starts at 11 EST]
>>
>>44245770
Idk its why I was asking lol.
>>
>>44245736
Also, we know of Venicia and Gloiningen.
We do not engage these Kingdoms.
>>44245750
I know.
>>
Rolled 52, 78, 17, 46 = 193 (4d100)

>>44245555
Nice Quads.

Name: Loroen
Ruler: King Teldor
Government Type: Kingdom
Religion: Loroenism
Race: Humans
Fluff: Loroenism does not apply only to sights, but to all experiences. One that is especially evident is taste. The people of Loroen are constantly seeking new things to eat, and new ways to eat them.
Location: 8

Population[20,000](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: Castle on the Palisades
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Fervant Explorers: reroll any 1 roll under 50 each turn to expand your borders
Eccentricities:
none YET

Military Units:
x3 Expeditionary Force [x3]

Resources/Quantity:
Lumber +400 lbs/turn
Iron Veins
Wheat
Cotton

Technologies:
[Weapon Making 1]
[Farming 2]
[Writing 1]
[Survival 1]
[Fishing 1]
[Hunting 1]
[Mining 1]
[Ship Building 1]

With my currency, I bought:
Potato "Seeds"
Rice Seeds
Tomato Seeds
Corn Seeds
Double Population for 4 Turns
Local Map

So the map gets used.

My actions will be:
I roll 1d100 to expand East towards the peninsula
I roll 1d100 to build a mine to get to that Iron
I roll 1d100 to plant all these seeds I got
And my research roll will be to find out how to work this iron

Lastly, the two nations I now know about are Dorven Kingdoms and Bacatia
>>
>>44245860
[Can I make that 1 that I rolled my expand boarders roll?]
>>
Rolled 40, 30, 49, 18 = 137 (4d100)

>>44245555

>BACATIA

>Population[20,000](+20/turn):
>Food: >Scarce(no growth)
>Raw Currency: [30] (+-2/turn) [generated by GM]
>Culture: [10] (+1/turn)
>Happiness: [Content)
>Territory: 20 Hexes
>Unique Buildings:
The Shining palace
Temple of Sulis +1 Culture/turn

>Defenses: ( None to start unless otherwise noted)

Trade Routes: [none initially]

>Bonuses: [generated by GM]
Religious Conversion: Any Kingdom(including NPC) that addopts your religion as their main faith gives you +15 Culture
Spread of Sol and Luna: You can add +15 to any roll to build a temple/church/religious whatever
Eccentricities: [generated by GM]
Zealous: You are religious extremists, whenever you encounter a new religion roll 1d100
Haughty: Your ruling class truly believes they are better then other people


>Military Units: [generated by GM]
x2 High elf legionaries[x3]
x1 Raidparty[x3]

>Resources/Quantity: [generated by GM] [amount]
Lumber +200/turn
Copper Veins
Wild Grapes
Wheat
Tomato Seeds
Herd of Cattle
Local Map
500 Bronze Swords
1 Temple (if I can't have a second one take 25 Bee Hives instead)

>Technologies:
[Weapon Making I]
[Farming 1]
[Writing-I]
[Survival-I]
[Herding 1]
[Hunting 1]
[Archery 1]
[Harp Making 1]
[Bureaucracy 1]

We find Greenland and Loroen.

1.[Action] I finance peasants and farmers to start planting seeds, harvesting wheat and tend to the cattle. (So build farms basically.)
2.[Action] I expand my territory to the north.
3.[Action] Build the forum of Luna in my Capital, a place for Philosophers to share, discuss and test their thoughts (Bonus to research?)
4.[Research Slot] Sailing

[Meta] Do military units have a number of people? Or how many units can I equip with the 500 swords?
>>
>>44245555
>>44245770
>>44245860
Let's do a general for trade talk again?
>>
>>44245970
We don't know if trade works differently this time around
>>
Rolled 55, 72, 86, 12 = 225 (4d100)

Population: [20,000] (+2/turn)
Food: Scarce (no growth)
Raw Currency: [0] (+-2)
Culture: [10] (+0/turn)
Happiness: [Content]
Territory: 20 Hexes

Buildings:
>Capital
>Guild Hall (+2 currency/turn, +10 to research rolls regarding administration and finance)
Defenses:
>None
Trade Routes:
>None

Bonuses:
>Guild Coffers (spend 1 culture point to gain +10 currency)
>Guardian Intervention (spend 15 currency to add +15 to one roll/turn)

Eccentricities:
>Golden Reputation (suffer diplomatic penalties to any kingdom wealthier then you are)

Military Units:
>X4 Human Platoon [x3]

Resources:
>Gold Veins
>Wheat Farms
>Lumber (+200/turn)
>Tomato Seeds
>Potato "Seeds"
>25 Bee Hives
>Herd of Cattle
>Herd of Goats
>Local Map

Technologies:
>[Animal Husbandry 1]
>[Bureaucracy 1]
>[Farming 1]
>[Herding 1]
>[Irrigation 1]
>[Printing Press 1]
>[Survival 1]
>[Weapon Making 1]
>[Writing 1]


ACTIONS:
1) We will expand our borders Northwards, growing both the size and glory of our kingdom.
2) We will build more farms to make use of our starting resources and producing more food for our growing nation.
3) We will survey the lands for natural resources to exploit and increase our nation's wealth.

RESEARCH:
The advanced technology of Shipbuilding will open up new frontiers to us.

WORLD EVENT:
I've discovered the rival nations of Zargoz and Aldane! Surely, we will be able to engage in mutually beneficial trade relations with them, in due time.

[META]
All y'all niggas forgot to subtract your resource purchases from your currency score.
>>
Rolled 8, 67, 75, 38 = 188 (4d100)

>>44245555

>dem quads

Population[20,000](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-4/turn)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: Shepard's Harbor
Wharfes-Allows the construction of ships
Defenses:
Trade Routes: [none initially]

Bonuses:
New Design: You can spend one culture point to add +15 when attempting to improve ships in any way
Rugged Sailors: Your ships are less affected by negative seasonal events
Eccentricities: [generated by GM]
Heart of the Sea: Any attempt to establish non coastal towns or cities suffers a -15

Military Units:
200 Medium Ships [100 bought with currency]
x2 Aldane Reavers [x3]

Resources/Quantity:
Schools of Fish
Pearls [+5 pearls/turn] [+2 Currency/turn]
Lumber+100/turn

Technologies:
[Weapon Making I]
[Fishing 2]
[Writing-I]
[Survival-I]
[Ship Making ]
[Animal Husbandry 1]
[Herding 1]
[Archery 1]

Purchased Items:
100 Iron Swords
Herd of Goats
Local Map
100 Medium Ships [already added into military units]

Actions:
1. Expand our borders focussing on the coastline of our home island.
2. Thoroughly explore the heart of our island, specifically searching for a steady source of lumber for the construction of more ships and housing as well as any other resources.
3. Form a national reserve of pearls to serve as a safety net in times of hardship. Tell the people that this reserve will help protect us from poor seasons and disaster.
4. Research Mining. Delve into our mountain ranges in search of valuable metals.

Our neighbors are the Keroroa and the Zargoz. Let us hope for good trading between out people.
>>
>>44245986
Well according to the rules we need a trade post first, after that it works exactly like last time.
Does that count for land routes too tough?
>>
Name: Drudamal
Population:[20,000](+20/turn)(Doubled for four turns)
Food: >Scarce(no growth)
Raw Currency: [30] (+-2)
Culture: [10] (+0/turn)
Happiness: [Content]
Territory: 20 Hexes

Unique Buildings: High Chief's Hillfort.

Defenses: None

Trade Routes: None

Bonuses:
Wanderlust: You can ad +10 to attempt to expand into an unexplored hex
Home of the Gods: Whenever you discover a supernatural wonder add +10 culture
Eccentricities:
Half Vagrant Half Holy Man: You suffer certain penalties to spreading your religion and culture

Military Units: [generated by GM]
Hero Unit High Chief Hravnar [x4] [HOHK]
*HOHK -"Hero of his kind" when battling orcs, spend 1 culture take control of defeated unit
x1 Orc Platoon[x3]
[x4] Wandering Holy Man[x.5]

Resources/Quantity: [generated by GM] [amount]
lumber 5000+100 lbs/turn
iron 1000
iron veins
Deer Herd
Wild Boar
Herd of Cattle
Herd of Goats

Technologies:
[Weapon Making I]
[Hunting I]
[Writing I]
[Survival I]
[Fishing I]
[Smithing I]
[Herding I]
[Animal Husbandry I]
[Archery I]


>World Event:
Zargoz and Umatsu discovered. We should let the Wandering Holy Men know. Let them go forth and explore. Perhaps they will bring back knowledge or information. Perhaps they will not. Maybe these peoples know where the gods reside.

>Actions:
-Clear more land for pasture around our towns. The herds must grow so the people are fed.
-Expand our land to the west along the coast. The people need more room to hunt and herd.
-High Chief Hravnar has united the tribes and ended the ancient feuds. This must be put down in songs that will last the ages. Let them be written.

>Research
[Mining 1] Our people have always gathered iron from the river beds. This is not enough. We must learn to get it from the earth itself for a steady supply.
>>
Rolled 22, 34, 98, 39 = 193 (4d100)

>>44246197
Fuck.
>>
Rolled 59, 24, 96, 1 = 180 (4d100)

>>44245737
World event Umatsu & Gloiningen to my east and south.


My actions will be:
I roll 1d100 to expand East towards the peninsula
I roll 1d100 to build a mine to get to that Iron
I roll 1d100 to plant all these seeds I got
Research fishing, considering my 100 ships may as well put them to good use.
Last roll for research
>>
I am here, lemme get my actions up
>>
Rolled 50 + 2 (1d100 + 2)

>>44246261
Nice, rerolling as per my trait.
>>
[META]
>>44246255
>write a song
>98
I'd buy your mixtape.
>>
>>44246261
>1
Woah, at least yourother rolls were better than mine.
>>
>>44246332
He got a free reroll from being the strongest bookworm anyway.
>>
>>44246359
Damn, I just hope Odd applies my one to the expand boarders, since I get to add 5 to all attempts to expand my boarders.
>>
>>44245908
The Rolls go in order of what you say your actions are
>>
>>44245555
Question OP, can research only be carried out in the Research slot?

In the ruleset you gained from this research, depending on GM ruling, it was implied research could be conducted in one of the three action turns as well as the allocated 4th research only slot.
>>
>>44246452
Damn.
>>
>>44246303
Copy in the post. That's gonna be one damn fine song.
>>
>>44246414
Also if you want to use your bonus you need to say youre using it, but I will add it, yea.
>>
>>44246456
No, You can do multiple researches at a time

>>44246029
Land Trade needs some sort of Trading Post
>>
>>44246585
In that case I should add that my Wanderlust bonus should give me a +10 to my second roll.

Makes it a passable roll instead of slightly embarrassing.
>>
Rolled 30096 (1d100000)

Guys. I'll start writing some replies to you shortly. I wanna go take a shower and when I'm back I'll get to it

However I have noticed one thing.

Almost everyone did not alter their currency to 0 or 2 or 4(whatever it woud be), as everyone spent all of it. getting bonus resources.

Also no one changed their population, which should now be 20,002

Your stats will change every turn and I'm putting the responsibility on you guys
>>
>>44246826
Thought we should wait till the turn passes.
Also for double pupulation for 4 turns, would just double the growth? And wasn't the growth 20, or did I misread that.
>>
File: Company Headquarters.jpg (216 KB, 600x375) Image search: [Google]
Company Headquarters.jpg
216 KB, 600x375
Rolled 25, 25, 99, 67 = 216 (4d100)

Name: The Honorable East Venician Trading Company
Fluff/Stats
http://pastebin.com/v09LQNqb

Actions.
--
Thus begins the first day of the fiscal of the East Venician Trading Company. Our Headquarters has at long last been constructed, and we have settled down all our constituents into proper housing having unloaded our supplies.

Today begins a new day for the Company. A good day for business.
--
1. [Action] - Plant Farms from our Seeds

"The food supply will be the first important step in establishing our business. We will prepare farms for our assortment of our purchased seed."

Equipment:
>-Potato "Seeds" (hunks of Potato)
>-Tomato Seeds
>-Corn Seeds
Technology:
>[Farming 1]
>[Irrigation 1]

2. [Action] - Construct Cattle Ranches

"The land on our Island is limited, therefore we will need to conserve it, in between farms and pastures. Like money, land must be spent wisely. Rather than following in the old way of cattle herds roaming the fields, let us in stead construct Cattle Ranches"

Equipment:
>300 Lumber
>1 Cattle Herd

3. [Action] - Research Glass Making

"Windows, jars, and fine items. But first we will need to develop the means to make glass from sand and quartz.

4. [Research] - Instrument Making - Violin +15

"There is nothing so wonderful as the sound of a well tuned Violin."

Spend 1 Culture
>"Oh Promothea!" Spend One Culture point to add +15 to one research roll each turn
>>
>>44246826
Pop to 20,002 or 20,020?

As per >>44233300
>A Note Concerning Population, make that +20 a turn, not 2.
>>
>>44246826
Still need my stats coach
>>
>>44246826
Fixed
>>
>>44246826
I'm updating it next turn.
>>
Rolled 43, 79, 25, 30 = 177 (4d100)

>>44246826
[Just checking in.

Don't have time to post my stuff in full but I'll be back in 4/5 hours. I'll post my basic plans but if you can't do them that's cool.]

Peregwulf begins his great conquest today! Expand east taking more land he decrees.
I'd like to begin planting my rice and wheat, setting up farms to feed my growing realm.
My people shall begin building mines and looking for precious metals
For research I would like to research weapon making from [smithing 1]
>>
>>44246863
No I just made a typo, which means you are getting 40 population each turn
>>
>>44246915
Wait, that's incorrect. Forgot to count my Guild Hall bonus.

Population: [20,020] (+20/turn)
Food: Scarce (no growth)
Raw Currency: [4] (+2)
Culture: [10] (+0/turn)
Happiness: [Content]
Territory: 20 Hexes
>>
>>44245881
So this should say

>Population[20,040](+40/turn): (doubled for 3 more turns)
>Raw Currency: [0] (+-2)
>>
Rolled 5, 85, 12, 28 = 130 (4d100)

>>44245555

Population[20,000](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: The Senate of all Professions
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Hard Days Work: You may re-roll any 1 roll under 50 each turn on a [BUILD] action
Eccentricities:
Back Breaking Pace: Your Populations happyness is sort of tied to your success(or lack of) of Build actions

Military Units: [generated by GM]
50 Medium Ships
x3 Dwarf Platoons[x3]

Resources/Quantity:
+200/lumber turn
Walrus
Salt
Limestone

Technologies:
[Weapon Making 1]
[Writing 1]
[Hunting 1]
[Survival 1]
[Bureaucracy 1]
[Mining 1]
[Farming 1]
[Irrigation 1]
[Herding 1]

Initial currency purchases:

100 Gold
Wheat Seeds
Seed Potatoes
Herd of Goats
25 Bee Hives
Local Map

Actions:

1) Build Limestone Quarry
2) Build Farms on our most fertile lands to grow these seeds into crops
3) Research Animal Husbandry
4) Expand Southward

World Event: Venicia and Sargeras discovered. Envoys will be sent to each.
>>
Rolled 60 (1d100)

>>44247174

Hard Day's work re-roll for the Limestone Quarry.
>>
>>44246826
I only spent half my currency but yeah, sorry. Is it 2 or 20 the population grows by? You amended it to 20 yesterday but now yer saying 2
>>
>>44247199
Hey, I see were neighbors.
Let me know if your up for any trades.
I am amenable to it, and I am sure we could find something to trade since your a strong builder. While I excel at research.
And we can find something to exchange.
>>
>Raw currency: 5 (+-2)

Does that mean I'm losing 2 per turn? If so, shit better get me some source of revenue.
>>
>>44247413
I kinda assumed it was a typo.
>>
File: gentleman-club-concept-2.jpg (179 KB, 600x400) Image search: [Google]
gentleman-club-concept-2.jpg
179 KB, 600x400
>>44247174
The envoy's are escorted directly to the Company Headquarters, servants provide for many refreshments as musicians play soothing music. Several well dressed diplomats come to them, and sit down.

"Welcome dearest neighbors, it's a pleasure to have you here.

We're very interested in you. In addition to trade, if you are ever interested in building constructions for us, we would be happy to develop new technologies for you."
>>
>>44247439
Well, none of us has trade routes so itd make sense

Also, the 2 countries I found are Bacatia and Loroen. Greetings neighbours
>>
>>44247450
''We're very interested in you'' makes it sound like ye're cannibals. Be careful...
>>
>>44246826

Ah, sorry. Should we do a double-edit for next turn, or a second, edited post for this one?
>>
>>44247492
It'd be easier for everyone to get it right next time than all repost those fuck off long posts again.
>>
File: White Glove Society.jpg (67 KB, 590x335) Image search: [Google]
White Glove Society.jpg
67 KB, 590x335
>>44247486
Hey!

We have a fancy headquarters
Wear suits and ties
enjoy fine music
and have a taste for fattened beef

How could we possibly be cannibals?
>>
>>44247555
CANNIBALS?
>>
Hey Odd, when you say platoon, I assume you mean 30 dudes, right?
>>
>>44247174
Things I'm interested in from you (by priority)
>Wheat (and seed)
>Salt
>Walrus
>Local Map
>Goat
>Limestone

--
Things I have:
Resources/Quantity: [generated by GM] [amount]
[300]Lumber/turn
Schools of fish
Coral reefs
Sulpher vents
Coal veins
25 Bee Hives
Potato "Seeds" (hunks of Potato)
Tomato Seeds
Herd of Cattle
Corn Seeds

Technologies:
[Weapon Making I]
[Fishing 1]
[Writing-I]
[Survival-I]
Base Techs:
[Weapon Making I]
[Fishing 1]
[Writing-I]
[Survival-I]
[Farming 1]
[Irrigation 1]
[Printing Press 2]
[Animal Husbandry 1]
>>
>>44247703
[Pity you didn't make contact with me then. I have little interest in my Limestone bar to trade it]
>>
>>44247724
Actually, if envoy is a free/fluff action there are things I want from you too.
>>
>>44247743
[Im assuming its an action considering we need trade posts to trade. That'd explain why we have an extra action per turn and stuff does seem a lot more formalised now]

[Id send an envoy to you but I lack ships and I dont think my people like water all that much]
>>
Rolled 81, 4 = 85 (2d100)

>>44245555

>Population (+2/turn)(Double Populaton x4 Turns): 20,000
Food: Scarce
Raw Currency (+2): 0
Culture (+0/turn): 10
Happiness: (Content)
Territory: 20 Hexes
Military Units:
2 Human Platoons [x3]
50 Medium Ships

Unique Buildings:
The Great Umatsu Palace, Capitol
> The temple of mysteries

Bonuses/Eccentricities:
+ Belief in the Spirits: When dealing with supernatural events your people will get a bonus
+ Sensitive: Your people are easily able to get in touch with the other side, this will come up from time to time.
- Sacred Mysticism: Through strong cultural beliefs your people are hesitant to use all things magic/supernatural.

Technologies:
[Fishing 1]
[Writing 1]
[Survival 1]
>[Weapon Making 1]
>[Guitar Making 1]
>[Ship Making 1]
>[Irrigation 1]
>[Farming 1]
>[Gathering 1]

Resources/Quantity:
> Wheat seeds
> Tomato seeds
> Lumber (+200/turn): 5000
Sperm Whales
Schools of Fish
> Map

>Actions:
I roll 2d100 to add new territories in the north west hexes [2xExpand]
I roll 1d100 to build a port or wharves in the south east. [1xBuild]
>Research:
I want to develop Tradition or some way to get my people united. Maybe upgrade Gathering, I let the decision up to you
>>
>>44247788
Actually. . .I just realized there was a world event that explicitly has every nation [north,south,east,west] meet you.

So we know of each other!

Of course yeah, we'll need to formally actionalize trade, but we can talk IC which is good.
>>
Rolled 26 (1d100)

>>44247799
The next roll
>>
>>44247788
And you definitively have Iron and Marble both of which I am interested in.
>>
>>44247358

Some trades will be grand, once we get production up on running. Your veins of tin and Iron could both be put to very productive use; if we have something that would be of equal use to you?

>>44247358

The envoy strokes his beard as he seats himself.

"It's a pleasure to be here in all this finery. Y'seem to be a worthy and industrious lot if y' can make all this; trade will certainly be welcomed. An' if there's anything you'd like us tae make for you to buy then sell on to wider markets, we'd be greatly receptive to any ideas you might be having."
>>
Rolled 83 (1d100)

>>44247799
Research
>>
>>44247806
[Isnt that the ''you found 2 nations close to ya, pick em'' thing? I used that to contact Loreon and Bacatia, dunno who you used it for]

>>44247828
[I am more interested in selling Limestone, it makes a great decorative tool, and my products. But we can negotiate once we are able]
>>
>>44247836
This also means I meet you too as my 2nd nation. (Gloringen sent his envoy to me already).

Also hi!

>>44245555
World Event Response:
Venicia has sent Envoys to:
Umatsu
Dorven

New Venicia has recieved an envoy from:
Gloiningen

>>44247857
Picked you and Umatsu

This puts me in a great position, especially if the rest of you are willing to divulge knowledge of other nations.

I'm so centralized, I need to invest in naval trade asap so I can help all of you get to know and trade with each other.
>>
>>44247898
You envoys are greeted into the Grand Hall of Battleborn Keep. A fine, imposing building of blackest stone from the outside, inside the Hall it is warm and comfrotable. Carvings of Dorven Ancestors look over all that enter the gates and yet more busts adorn the hall, one of which appears to have been defaced.

''We welcome you to our Keep, good sir. We hear talk you have come from a land across the sea to the east? A long journey, surely not made lightly.''
>>
>>44247806

I thought it was a choice of which two nearby nations to have met?

>>44247703
Then I'll have to begin planning some salt extraction for you. Hmm. is it pannable salt, or salt to mine, I wonder?
>>
>>44245881
>>44245911
A bearded, short man in fine but travel worn clothes has appeared at your gates, asking to be presented to the King as the Messenger of Oghren Battleborn, newly elected King of the Dorven Kingdoms.
>>
>>44245555
>"My lord! Scouts have returned and it turns out there are strange kingdoms near:"
Dorven Kingdoms and Drudamal

>>44246197
>>44245749
You recive a formal paper from Umatsu, greeting your kingdom and asking if you want to do some trade or open gates to do it in the future
>>
>>44247973
It was a choice of two, so I was only able to send envoys to two other nations. Luckily you chose me as one of your two.

>>44247962
"A long and hard journey, but made all the wortwhile to meet you and your fellow dwarven kin. We are not unfamiliar with the dwarven race indeed, a substantial number of them comprise our people and contribute with their fine crafts and hard work.

Perhaps you would care to enlighten us as to your people's culture and history?"
>>
>>44248079
>Also I sent an Envoy to Umatsu as one of my choices too
>>
Rolled 21 (1d100)

>>44248042
You are greeted by a High Elf in ornate clothing and are escorted before Count Malacai Thredar.

I have to roll every time I encounter a new Religion lets see what happens lol.

Also lets not clutter this thread.
>>44248131
>>
>>44248079
Oghren looks over the paper, having deciphered its meaning. He knows nothing of these people, not even where their history, merely that they come from the North.
''Send a response. If they have goods to trade and the means to do so, we will allow it. But keep a close eye on them. We know nothing of them as yet''

>>44248090
''Aye, our people are known for such. Our tale is not a happy one, unfortunately, but it will be spoke in full at our festivals come Winter. For now, suffice it to say there is a reason many of our people have struck out abroad. We have rebuilding to do. And what of your lands?''
>>
>>44248150
Ouch. . .I forgot we were doing diplomacy in the general thread. . .
>>
>>44248042
The people of Loroen are intrigued by the appearance of this short man. He was unlike anyone they had ever seen. And he told of a far away land very different from their own. Such news was of the utmost priority, and the man was quickly led to the Castle on the Palisades, where King Teldor resides. The King looked upon the dwarf with curiosity before addressing him.

"Thank you for bringing us news of the world beyond our borders. We here in Loroen are always seeking interesting new things. Perhaps your King Battleborn can humor us?"
>>
>>44248175
[See here >>44248235]
>>
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Rolled 27, 79, 23, 25 = 154 (4d100)

Population[20,020](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [0] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings:
A beautiful wooden citadel that is made up of many little hovels in the trees (pic related)

Defenses:
Trade Routes:

Bonuses:
Friend of the Sea: You can re-roll 1 roll under 50 for rolls regarding the sea, I will tell you if something is not applicable
Eccentricities:
Sea Dependant: When Random events negatively effect sea trade, naval units or sea based resources they effect you more negatively

Military Units:
200 Medium Boats
x1 Halfling Platoon [x3]

Resources/Quantity:
Schools of Fish
Sea Weed beds
Wild Bananas
x100 lumber/turn
25 beehives
Herd of goats
5000 lumber
5000 limestone
Local map

Technologies:
[Weapon Making I]
[Writing-I]
[Survival-I]
[Archery 1]
[Herding 1]
[Animal Husbandry 1]
[Fishing 2]
[Ship Building 1]

>>44245555

World event: We shall send envoys to Venicia & Loroen to see how these people are.

Action 1:Outfit all boats with bows & arrows
Action 2:Build a harbor
Action 3:Expand into the northern islands
Research:Cheese making with our goats here's hoping for the return of Perlusian cheese

[Meta:How do boats/navy figure into the military upkeep?]
>>
>>44245555
Would either action 1 or 3 be fit to re-roll with my bonus here>>44248341
>>
>new map
Thoughts guys? muh need for input and all

>>44245736
Greenland
>60, 34, 1, 16

>EXPAND BOARDERS, Medium Success
Attempting to expand into unexplored terrotory you send a unit of in to sieze a hex of hot jungle to the North. Even with the negative associated with that it goes okay. You start siezing a hex of jungle
progres 2/3
>Plant seeds Minor success,
in random patches of cleared jungle you manage to ger your wheat and corn into the ground, though your "farmers" did not plant them in the best spots
>Build University in capital city, CRIT FAIL
[You lose something] Do to strange new laws and (mostly) a wealthy nobel spending currency to oppose the plans to build a University, the city bans the construction. The reasons they give are arbitrary but the cities population is swayed into their viewpoint
>Research [Printing Press 3], Small Failure
Your royal inventors, especially with the moritorium on university building, are unable to get their minds on it
Progress 0/6 (its an advanced tech)
>Also, use map. In a hex ajacant to your territory you discover a resource hidden in the jungle,
it's Pitch
also the "stuff" category are all resources

>>44245749
Dorvs
96, 29, 75, 60

>search for new veins of ore., Huge Success
an explore action, You find another vein of iron in your boundries as well as a vein of silver on the island just south of your kingdom
>training a cadre of priests, Minor success
Is this a build unit action or you just want to start training priests for fluff/future temples?
>train 2 Kriegerteil's, Large Success
Okay so those units are Platoons so for to thats -60 population and they are only equip with basic weapons so you dont need to worry about that
x2 Kriegerteil[x3] [inf]
(every platoon I gave out yesterday are Infantry [inf] I just forgot to put it on. I'll be informing people later)
>Research: Mining 2, Medium Success
Your Minors spend many hours comparing what works and what doesnt work
Preogress
3/6
>>
>>44245881
Loroen
52, 78, 17, 46
>expand East towards the peninsula, Medium success
You send a unit to expand your boundries eastward. As you push towards the steep white cliffs of the coast your unit runs into certain cimplications
However trying to expand into unexplored territory bumps that down to a small success,
Progress 1/3
>build iron mine, Lare Success
Your newly trained minors dig into the earth at the sight of the iron
Add Unique Building Iron Mine[shallow] add resource +25 iron/turn
>plant seeds, small failiure
Your farmers fully intended to get those seeds in the ground but where did they leave them again?
Progress 0/3
>research [Iron Smithing 1], Minor success
progress 1/4

>>44245911
Bacatia
40, 30, 49, 18
>1.[Action] Build Farms, Minor Success
Progress 1/3
>2.[Action]Expand, Minot Success
However with the penalty for not exploring thats a small failure
You are attacked by a Bandit Militia[x4] [inf]
However you have enough warning to prepare a counter attack on them, Note your Elf legions are also [inf] (infantry)
>3.[Action] Build Forum of Luna, Minor Success
(I'd say thats more of a culture thing than research)
Progress 1/3
>4.[Research Slot] Sailing, small failure
Your initial designs just dont seem very bouant.

[META] Thatd be enough for 500 soldiers, how you form up those men I am leaving up to you but the unit multiplyer is reflective of the size/training/resources/fluff you put into the unit.
>>
>>44248508
>However with the penalty for not exploring thats a small failure

Then what does the map do? And also
>>44248150
What happens if I roll low on this?
>>
>>44248410
Possibly 1, sure go ahead.
>>
Rolled 31 (1d100)

>>44248558
Cool. Rerolling for action 1>>44248341
>>
>>44248483
Im liking the map. As to the Priest thing, its just that I want to start a priest caste so I can start ''producing'' culture sorta? It seems like a valuable resource to me.
By the by, whats the feeling on me fluffing my sword making as Axe Making seeing as we're dorfs?
>>
>>44248556
And by map I mean the local map I bought at the beginning.
>>
>>44247696
Yes

>>44247439
>>44247413
Fuck yes that is a typo
>>
>>44248102
Venicia, our people would be happy to establish comercial actions towards a honorable trading company as yours in a future

>>44248170
We have no goods for now... but as fall would come we should ensure our people needs in a near future
>>
>>44248637
Hey Boss still waiting for you to stat me up.
>>
>>44248637
Is currency +2/turn?
Also, how much pitch do I get per turn, and can I build the university in another city?
>>
>>44248644
Most excellent news indeed, I pray the fruits of such a fine relationship are sown and born in the fullness of time.
>>
Rolled 9 (1d10)

>>44245997
Kerorea
55, 72, 86, 12
>expand North,medium success
with the negative from trying to expand into unexplored terrotory making that a minor success
North of you are large thick forests, with rocky holls scattered throughout
progress 1/3
>Build Farms, Medium success
2/3
>Survey for resources, Large Success
These trees are old and you discover Amber deposits in the forest to the West

>RESEARCH: [Shield Making 1
You fail, an attempt to demonstrate this new "Shield" In front of a general almost results in the loss of a man's arm
Progress 0/4

>>44246021
Aldane
8, 67, 75, 38
>Expand Borders along Coast, Medium Failure
An Aldane Reaver is walking along the coast when
"Holy SHit what is that!"
You're attacked by a SEA MONSTER[x4] and are attacked
>EXPLORE,Medium Success
You find the heartland of your island is an Ancient Pine Forest capable of intense lumber production, You also discover their are [iron veins] and[Herds of Deer]
>Expand Pearl Resource, Large Success
Increase pearl production to +40/turn
>Research [Mining-1],Minor Success
Progress
1/4

_______________________________
Battle
SEA MONSTER[x4]

As an Aldane Reaver patrol was expanding North out from the beach attacks a sea monster lunging at the closest man
>>
>>44248960
>with the negative from trying to expand into unexplored terrotory making that a minor success
As >>44248556 mentioned, wouldn't the map I bought help with this? Otherwise what is the map even for?

>RESEARCH: [Shield Making 1
I said Shipbuilding, not Shield Making. Doesn't matter since it's a failure either way, but still.
>>
>>44248556
Your Map gives you a resource sorry I overlooked that


You find Olives Growing in the rocky pastures to your north
>>
>>44248606
Yes religion produces culture, I was just asking because for example the orcs have a priest unit,

I am fine, just change it completely,

FLUFF FOR THE FLUFF GODS
>>
>>44248712
You only found the pitch, like others have "iron veins" for example

and yes thats the correct currency

its +.1 per tile. Thats most peoples only form of currency at the moment
>>
>>44249104
W-what about my map, senpai?

I listed it with my Resources.
>>
>>44249027
Hah, sorry the shield making thing was from a different thread I was looking at and that was what I was thinking about
>>
>>44249206
No problem, just thought I'd point it out.
>>
>>44249104
>>44249196
Yeah, a few people got maps that you missed.
>>
>>44249196
Sorry I'm a little distracted right now I keep getting phone calls and such,

Your map reveals that also in the hilld Forrest are salt deposits
>>
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salty.jpg
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>>44249264
Aw yea, time to get salty.
>>
>>44249264
Still need all my stats. Just conformation that you saw this would be great.
>>
>>44249240
Ooh, I control fd map and I apologise to the people I've missed and to the people that I havnt gotten to yet just hold tight

Your map reveals to you breeding pods of Narwhal in the summer waters of your western coast
>>
>>44249288
Yea hold tight, oh pick a different race, or roll for it,

1-50 pick a cliche race(make it interesting like the halflings did)
51-75 Not the race you suggested but I'll allow you to try again for something else
76-100 fine go ahead
>>
>>44248960
Shit son, monsters be after your ass.
>>
Rolled 37 (1d100)

>>44249374
Okey dokey then boss.
>>
>>44249374
Just go human everything else can stay the same.
>>
>>44249430
What race did you have at first?
>>
>>44249448
Special snowflake fire giant/goliath hybrid thingy
>>
>>44249341
I don't have a western coast. Unless you mean all the way on the other side of the continent. In which case, I guess I'll just have to work my way over there.
>>
>>44249466
Ah. Neat, but I can see why it would be changed. Probably a bit hard to balance compared to "normal" races.
>>
>>44249488
I would have suggested just like smaller population wise with a low growth rate in exchange in exchange for more physically powerful fighters but he is Gm so what he says goes.
>>
>>44249467
West, fuck I can direction
>>
>>44249564
Do you mean East, boss?
>>
Drudamal
22, 34, 98, 39
>-Clear more land for pasture [Build pastures], minor failure
"The roots grow deep, My lord"
>-Expand our land to the west along the coast, Small Success
Your wandering holy men do what they do best and wander to the west
Profress 1/3 (thanks to wanderlust)
>High Chief Hravnar has united the tribes and ended the ancient feuds. This must be put down in songs that will last the ages. Let them be written. , HUGE SUCCESS
Your Finest Bard compose songs and war chants that will be sung in your halls for all the ages to come
[+2 Culture/turn] from now on
>Research [Mining 1], Small success
Progress 1/4
>>
>>44249871
Yea I was saying like duh at myself. Theyre in the bay right there
>>
Is there room for one more?
>>
>>44250081
Read the OP.
>>
>>44250141
Okay So any Vassal position Open?
>>
>>44250165
I'm willing to have a vassel.
Note sure gm wants vassel yet though. He could be waiting to introduce that later for specific reasons.
But I'd be interested to have a vassel.
>>
>>44250328
Then I accept
>>
Yeah, having a vassal would be interesting, but you'd have to get permission from the GM first. Dunno if he's on at the moment.
>>
>>44250359
You may need a tripcode. And odd would have to accept if it's even possible at this point since we're all still small nations and exactly what could be done.
>>
>>44250379
Well I guess we just wait for GM then
>>
>>44246261
Sargeras
59, 24, 96, 1(50)

>expand East towards the peninsula
After penalty it becomes a small success
progress 1/3
>build a mine to get to that Iron, Small Failure
Your starter tunnels collapse
>plant seeds (build farms) ,HUGE Success
Congradulations, the sweat of the orc brow produces many stunning farms
You did not post your stats but whatever seeds you have are planted
>Research fishing, Success Medium
Progress 2/4
>>
>>44250452
My bad.

Wheat Seeds
Corn Seeds
How much does it produce, or is it a static thing where it just changes food supplies?
And if so by how much?
For temples does it add +1 to culture or something ?
>>
>>44250452
>>44250542
And to add on, wouldn't mining 1 help, at least turn that into a small success since I was only 1 point away. And them having mined before.
>>
>>44250452
So can I be a Vassal and if so How does a vassal work since it wasn't in the rule book
>>
>>44250452
Btw, I have a question for future turns.

If you want a resource that currently isn't in the game (like for example fruit, or horses, or whatever), would it matter if you looked specifically for that research while exploring, or is it just pure luck?

>>44250572
I don't think you could build mines to begin with if you didn't have mining tech.
>>
>>44250592
I've got mining tech and smithing.
>>
>>44250617
That's what I mean. Mining is what enables you to build mines in the first place, so it wouldn't give a specific bonus on top of that.
>>
>>44246864
Honorable East Venician Trading Company
>25, 25, 99, 67

>1. [Action] - Plant Farms from our Seeds, minor Failure
So close, your farmers first attempts at Tilling the rocky soil dont go so well however once they think they get the hang of it a cattle stampede tears the ground up
Progress on Farms 0/3
>2. [Action] - Construct Cattle Ranches, Minor Failure
Again so close, your cattle escape your ranch before the fence is complete
>3. [Action] - Research Glass Making
A dwarven smith uses long calipers to pull a ball of molten glass from a furnace...
One week later The skilled craftsman presents a green glass vace before The Board of Directors with a smile on his face.
You have [glass making 1]

>. [Research] - Instrument Making - Violin +15,Large Success
Progress 4/4
You have [Violin Making 1]
"There is nothing so wonderful as the sound of a well tuned Violin."

>You gain 2 culture


>>44249527
Population[20,000](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [30] (+2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: [generated by GM]
(You have one HQ Building in your capitol
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Iron for the Iron God: For every 200 iron you accumulate gain 2 Culture
Eccentricities:
Fanatical: You believe all other faiths are weak, will maybe probably create culture issues later

Military Units: [generated by GM]
x3 Human Platoons [x3]

Resources/Quantity:
Iron Veins
DeerHerds
Wild Bison

Dont Forget to do the turn one bonus thing

____________________________
Guys I'm beat I will finish everyones stuff then post turn two at the usual time tomorrow
>>
>>44250446
Post the Top half of the Nation sheet, You share Sargeras's stats for everything else
>>
>>44250817
Before you go, what are the NPC factions?
>>
>>44250646
Mhm, makes sense. Just checking since it was a hairs difference. but then it could be argued about similar things later. So it's cool.
>>
>>44250542
You didnt post anything and I didnt go check the old thread, yes temples produce 1 culture, I'll be posting a huge list of things people get in the moring

>>44250572
The Mining is what allowed you to even attempt that, but its at its very basic level,
>>44250592
By exploration, I have a list of where all the resources are
>>
>>44250853
There are several this time around including

An Empire based on feudal japan,
Hobgoblin army
Bandits
Pirates
Cannibals
(mind flayers)

and ALL SORTS of Monsters
>>
>>44250578
Yes it was
>>
>>44248644
''Indeed so. If you should prove honourable, we will gladly trade freely with you. For now, we have not a trading post even that we may do so but, when we do have one, we will agree to some trades should they be of interest''
>>
>>44250578
What are you intrested in focusing on?
Cause I could hand over some military and you go on a conquest to Settle lands
Near us. And I could dish out some of the military in case you need troops.
>>
Rolled 77, 55, 52, 41, 18, 80, 80, 26 = 429 (8d100)

>>44250817
Zargoz Kingdom
Population[20,020](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [2] (+2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings:
Black Iron Citadel - a massive tower crafted from black iron said to blessed by the Iron God himself
Defenses:
Trade Routes:

Bonuses:
Iron for the Iron God: For every 200 iron you accumulate gain 2 Culture
Eccentricities:
Fanatical: You believe all other faiths are weak, will maybe probably create culture issues later

Military Units:
x3 Human Platoons [x3]

Resources/Quantity:
Iron Veins
Deer Herds
Wild Bison
Potato "Seeds"
Rice Seeds
5000 Lumber
Local Map
100 Iron Swords
100 Iron Armor

Technology:
[Mining 1]
[Smithing 1]
[Armor Making 1]
[Sword Making 1]
[Farming 1]
[Weapon Making 1]
[Survival 1]
[Writing 1]

1.Thulmer commands a new mine is to be dug to pull glorious iron from the earth
2.Shields are to be researched
3. Research to improve swords
4. Research to improve armor
5. Build a great Quarry to pull stone from the earth
6.Improve mining
7.Scout the surrounding area
8.Raise a new troop of Infantry to equip with iron weapons and armor

[Meta]
I assume I get two turn to make up for the fact I missed out on one because you didn't give me stats in time
>>
>>44250952
Will I gain culture for exterminating these viruses? Not including Japan, of course.
>>
>>44251171
Misread the rules
1.Thulmer commands a new mine is to be dug to pull glorious iron from the earth
2.Build palisade around capital
3. Build Bison ranch
4. Research to improve armor
5. Build a great Quarry to pull stone from the earth
6.Scout the surrounding area
7.Raise a new troop of Infantry to equip with iron weapons and armor
8.Improve mining
>>
>>44251171
Nobody has taken a second turn, it's still the first turn
>>
>>44251269
They can be for next turn then I'm just stupid.
>>
Rolled 4 (1d10)

>>44248960
Sheeeit let's do this. Sure hope I do this right

The Reavers will back away from the shoreline, spreading out as they do so as to not make a tempting target for the beast. Fire as many arrows as we can, focussing on the core of the creature. Melee units will distract the beast as best as they can while not directly engaging.


Also a question about the pearls. Does my currency gathering rate go up with that?
>>
>>44251339
Nice rolling bro. Get a feeling some dudes gonna get eaten.
>>
>>44246864
If You would have me I would love to be your vassel, I really dig your fluff and was following you last game as well. I would love to help you develop airships in the future!
However Ultimitaly its up to OP odd
>>44245555
What do you think?
Name: East Empire Ebony Company
Ruler: Ultimately it is the Board of Directors of our parent corporation The Honorable East Venicia Trading Company who rule, but the young High Elf sea captain Gerrard Fairwind is the Commander of the EEE
Government Type: Company Structure: CEO in charge, Parant Company above him and the Elected Board of Directors above that.
Religion: Having taken in so many peoples from all over the land no one faith is practiced more then any other nations. However the local Cult is taking favor in the crews of the EEE, who are in turn spreading it all over the world.
Race: Human, Dwarf and Elf mostly

Fluff: The East Empire Ebony company, originaly based in Vvardenfell to mine rare Ebony Glass fell on hard times as the ebony started to run out. However a joint venture with their new owners the Honorable East Venicia Company looks like it could be the change in fortune needed to turn them around. The High Elf Gerrard Fairwind commanding the EEE's Flagship "The Silver Drake"
A new design, the Tri-Sail rigging can catch 30% more wind and the belly can hold 7 more tons then the last model! One of a kind She is. The EEE employs almost as many accuntants as it does explorers. Always looking for that next rich resource, and the next prospective market to sell it in.
>>
>>44251645
>>44251645
>>44246864
Oops I put my name in the options spot kek
>>
>>44251668
>>44246864
>>44246864
I'm Glad I got back on to look one last time. I love morrowind. As long as he accepts you that'd be great. Nice fluff


>>44251295
In the morning I will tell you the result
>>
>>44251528
RIP me sea elf buds. I hardly knew ye.
>>
>>44248079

The envoys of Umatsu are greeted by the High Chief. The Drudamal aren't used to great trade, let alone with a people other than there own. Trade is possible, but under one condition. The Wandering Holy Men must be free to travel through Umatsu lands. If they were prevented from doing so, the Drudamal people could accept no alliance. I trade between the two people's was of benefit, there would be no other issues with it though. As the tribes united to become stronger, so different peoples working together must also make both stronger.

In private, Hravnar expresses his condolences; the Wanderers are often a nuisance, but theirs is a divine calling, and so must be tolerated, even when it is inconvenient.
>>
>>44251668
>>44251645
Yes! I whole heartedly accept.
>>
>>44252276
The Wandering Holy Men of Drudamal may travel all over the Umatsu lands and we gonna consider them as errant nobility, pretty like as our council
>>
Bumping with my updated stats

Population[20,040](+40/turn): (Growth doubled for 3 more turns)
Food: >Scarce(no growth)
Raw Currency: [0] (+-2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: Castle on the Palisades (HQ)
Iron Mine [Shallow]
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Fervant Explorers: reroll any 1 roll under 50 each turn to expand your borders
Eccentricities:
none YET

Military Units:
x3 Expeditionary Force [x3]

Resources/Quantity:
Lumber +400 lbs/turn (400)
Iron +25/turn (25)
Wheat
Cotton
Narwhals
Corn Seeds
Tomato Seeds
Rice Seeds
Potato "Seeds"

Technologies:
[Weapon Making 1]
[Farming 2]
[Writing 1]
[Survival 1]
[Fishing 1]
[Hunting 1]
[Mining 1]
[Ship Building 1]
>>
>>44250817
Hold on, you can use an action to research? I thought it was one research per turn.
>>
>>44259045
In the pastebin OP wrote that you can do research as a action now.
>>
>>44259141
Really? I'm looking through it and I don't see it, but alright.
>>
>>44259230
Shit I can't find it, but I remember seeing it somewhere.
OP saw it and counted both of them so I guess we can
>>
>>44259406
>>44259230
It should be in the paste bin but also I replied to this question when Benicia asked that's probably where you saw it.

Yes you can use one of your 3 actions or all 3 to research but then you get a fourth action only for research
>>
>>44260755
Are you there Odd? Today at 11 the game continues?
>>
>>44260922
ThT is correct
>>
General just got archived so Im gonna post my updated stats here shortly to keep this bumped
>>
People: Dorfs

Population[19,980](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [17] (+-2) [generated by GM]
Culture: [10] (+1/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: [generated by GM]
Battleborn Keep- A round stone tower formed of fine black marble with good views of the surrounding locales, built with defense in mind
x3 Iron Mine-basic
Marble Quarry
Limestone Quarry
X1 Temple to the Ancestors

Defenses:
Trade Routes:

Bonuses:
Long Memories: You can attempt to reroll 1 roll a turn that you have failed in a previous turn
Ancient Grudges: You can spend one culture to add +2 to any one attack roll against an enemy unit you have fought before
Eccentricities:
Clan Politics: If your faction leader is ever killed you must wait 1 year to appoint another, unless you spend all 3 actions in one turn to unite the squabbling clans
Military Units:
Hero Unit Oghren Battleborn[x4] [Inspire]
*Special ability "Inspire" add +1 to any battle die roll if your king is fighting alongside them
X4 Kreigerteil[x3]
Each Kriegerteil is divided between spear dwarves and bow dwarves, with 2 speardwarves for every 1 bowdwarf.

Resources/Quantity:
+150 Iron/turn (from mines)
Mountain Goat Herd
Limestone +100 lbs/turn
Marble +100 lbs/turn
Potato Seeds

Technologies:
[Weapon Making 1]
-Axe Making 1
[Herding 1]
[Writing-1]
[Survival-1]
[Mining-1] (Mining-2 50% Researched)
[Smithing-1]
-Armour Making 1
[Drum Making-1]

Double Population for 3 Turns
Located 1 native Iron Vein, 1 non-native Silver Vein
Encountered: Venicia, Loroen, Bacatia, Umatsu, Midderland
>>
By the way, Odd, I might not be able to get on later. Mind if I just put up like 3 turns of actions so I dont slow everything down too badly?
>>
>>44262003
I might have to go shortly so Im just going to provide like 2 turns of actions and you can roll for them Odd. Hopefully the dice gods are good to me.

1st Turn:
I will call for the Hardhammer clan and have them forge fine axes. The best are to be equipped to every Spear Dwarf in our forces, the less fine to be set aside for trade and the poor quality pieces are to be melted down and reforged.
I will have a mine established to extract the iron we discovered.
I will have a trading post established by the finest traders of the Goldtooth Clan.
We shall research Mining, that we may honour the ancestors with our honest toil.

2nd Turn:
I will establish a Stockpile, that we may store food for the lean months.
I will order the production of a storage warehouse, that we may stockpile trade-able goods and materials.
I order my people to begin preparations for the winter festival. We may have foreign Dignitaries and preparations must be well made.
Assuming I completed Mining, I want to research Smithing 2. Otherwise, continue with mining.


Sorry about this dude but I figure this way at least you arent left wondering wtf to do with me. Ill gladly trade axes and limestone for foods, once the post is established, if anyone is willing.
>>
>>44248508

>>2.[Action]Expand, Minot Success
>However with the penalty for not exploring thats a small failure
>You are attacked by a Bandit Militia[x4] [inf]
>However you have enough warning to prepare a counter attack on them, Note your Elf legions are also [inf] (infantry)

So if I attack them next turn I need to use up an action for that? And do I roll a 1d10 for it then instead of a 1d100?
>>
Hey Odd, does my commander unit include an infantry platoon as an honour guard or will I need to train one up and attach my ruler?
>>
>>44250888
Congratulations, the sweat of the orc brow produces many stunning farms
You did not post your stats but whatever seeds you have are planted

Potato "Seeds"
Wheat Seeds

I am guessing there is an upgrade from scarce to something else. BTW, do my people make bread from it automatically, or would I have to research that? To say, Make it more edible/more happy well fed people.
>>
>>44263330

I like the idea that your people's staple food is raw wheat. Augment that with raw potato and you have the most miserable people in the world.

By the same logic, my people predominantly eat raw meat. Filthy savages.

I'd like to think we can assume our people are cooking their food. I guess bread is a little more advanced, but it's still not exactly rocket science.
>>
>>44263624
The science levels in the game are a bit skewed anyway, as was pointed out earlier. We've got people who've barely even begun to understand how to domesticate animals or grow crops and subsist on fishing or hunting, but who have already invented the printing press. And literally everyone lives by the coast, but knowledge on how to fish or build a boat is relatively rare.

Making bread, or at least something like bread, would certainly be a logical step for any nation that grows wheat, but the game doesn't necessarily follows what's logical so it's hard to determine what is and isn't included in certain technologies.
>>
>>44263665
mhm
>>44263624
yeah, also getting that fish ready. And meat soon, looking to trade for food. and increase population. With those that would like it.

Just waiting on Odd's answer to how he wants it to run. And The farms production and how it effected my food level and so on to update stats better.
>>
>>44263207
actually YOU got attacked already so you must roll 1d10, also military actions are outside of turn actions. As per the rules.

>>44246942
Midderlands
43, 79, 25, 30
>Expand East, Minor Success
Even with the negative gor expanding into unexplored terrotory its still a Minor Success
You send your units to expand east Progress 1/3
>begin planting my rice and wheat[Build FARMS], Large Success
Your halfingling clear away forest and stump and create nice tilled fields
Add "Small Rice Farm" and "Small Wheat Farm" to your buildings list
>building mines, Minor Success
Your halfings start digging and reinforcing tunnels
Progress 1/3
>RESEARCH, Minor Success
Okay so its your call what you do with this, you HAVE [Weapon Making 1] and [Smithing 1] Smithing applies to more then just weapons but CAN apply to weapons however [ Weapon Making 2] would allow you to build better weapons
You have 1/6 Towards either [Weapon Making 2] or [Smithing 2]

>>44247174
Gloiningen
5(60), 85, 12, 28

>Build Limestone Quarry, Medium Success
Your orc builders dig deep into the ground, removing the surface soil from large limestone blocks
Progress 2/3
>Build Farms, Large Success
Your farmers till the soil and build barns to store the crops
Add farms of each type to your Building list
>Research Animal Husbandry, Medium Failure
Your orcs look at your animal herds confused, not sure what goes where.
> Expand Southward, Small Success
With the negative from expanding into unexplored territory it becomes a small failure.
Your orc troops wander around in the woods, mildly lost
>>
>>44247799
Umatsu
81, 4, 26, 83

>[2xExpand], Large Success+Crit Fail
The first with the negative bumps the large Success to a Medium success, However your crit fail results in a loss. One Human Platoon(you can rename your troops if you choose) gets attacked by a wandering monster! A "A Band of Hobgoblins[x4]" AMbushes and kills half of one Platoon.
Reduce 1 Human Platoon[x3] [inf] to "1 Human Platoon[x1.5]"
The Hobgoblins pull back only to prepare for their next attack, how do you deal with them.
Expansion Progress 2/3
>[1xBuild], Minor Success
You have 1/3 Progress towards a port in the South
>develop Tradition or something, Large Success
I will allow you to choose what this goes towards as far as "culture" or "tradition" goes or any research but I wont choose for you
Progress 4/???
>Local Map.
Using the Map you purchased you discover a new resource around your North border
add "Wild Tea Leaves" to your resources

>>44248341
Pelugia
27(31), 79, 23, 25

>Outfit all boats with bows & arrows, Minor success
Outfiting all crew members with bows and arrows seems to be a slow proccess, Weapons SHipments seem to keep arriving at the wrong ships. However it is compleated
(That is the basic equiptment all ships come with)
>Build a harbor, Large Success
Progress 4/3
You construct a massive Royal Port in your capitol
Remove 400 Lumber and 200 Limestone from resources
>Expand into the northern islands, Small Failure
With the negative from expanding into unexplored terrotory it becomes a medium Failure
Your troops that are dispatched to sieze the territory get lost in the steaming Jungles. After two days of being lost they are ambushed by a "Dire Tiger [x4]"
Combat to follow
>Research: [Cheese making 1] Minor Success
Progress 1/4 Your goat herders work very hard to collect enough goat milk to spare for the cheese making
>>
>>44251267
Zargoz
77, 55, 52, 41

>Build Iron Mine, Large Success
Progress 4/3 Your People Dig into the vein, establishing base tunnels
Add Unique Building Iron Mine[shallow] add resource +25 iron/turn
>Build palisade around capital, Medium Success
Your people fell and sharpen many logs to errect a Palisade around the capitol
Progress 2/3
3. Build Bison ranch, Medium Success
Herding the stuborn bison into ranches is tough, but will be rewarding
Progres 2/3
> Research to improve armor, Minor Success
Progress to [Armor Making 2]
1/6
>Your local map reveals the location of a new resource
Add "Clay Beds" to your list of resources.


>>44251668
>>44251645
East Empire Ebony Company
For your stats and starting tech you share everything Venicia has.
In addition you have the following
Bonus:
Traders: Your trade routes produce an extra 2 currency for your Parent Nation
Rare Good Finder: Your luxury resources produce an extra 10% Each turn.
Eccentricities:
Bubble Burst: Whenever trade routes are shut down (because of Seasonal events, cancled deals,etc.) your happiness is effected and you get -10 to one roll of your choice

You also have the following units
Hero Unit Gerrard Fairwind [x4] [Captain]
*[Captain] Reroll one battle roll each turn for a ship, if this unit was also in that battle.
Silver Drake[x3] [Ship]
*[Ship] This ship can be used as either a Naval Ship or a Unit Transport Ship.
>>
Rolled 1, 2, 4 = 7 (3d10)

BATTLES
_______________________________
First the Overlooked Bandits
>>44245911
Bandit Militia[x4] [inf] attack, they swarm around your troops, shooting them with arrows and using skrimish tactics.
I said you have enough time to prepair a counter attack.
How do you respond?


>>44248341
A Dire tiger[x4] ambushes one of your platoons, rushing head long at one platoon when they are seperated from the others
How do you respond?

>>44247799
A Band of Hobgoblins[x4] vs A Human Platoon[x1.5] [inf]
The Hobgoblins form up for another advance
How do you respond?

BATTLE RESULTS
>>44251339
Sea Monster vs Aldane Reavers
"Sea Monster[x4]" Results 4x9 = 36 [Total 36]
vs
Reavers[x3] [inf] Results 3x4 =12 x1.2 for your good tactics = 14.4

Your reavers fan out, fire arror after arrow into the core of the beast, several men who get near with spears are eaten. Your Reavers after loosing half their men decide to retreat.
RESULTS:
One unit of reavers is reduced to [x1.5] and the Sea Monster Continues to Rampage off your coast
On your NEXT TURN turn how will you respond?
>>
Fall
Random Event
Roll of
1-10 Plague Outbreak, Everyone loses 10% Population
(Then the plague ends)
11-15Crop Failure: Crops Provide only half as much food this season
16-20 Herd Migration : Hunting Provides only half as much food this season
21-25 Fish Migration: Fishing provides only half as much food this season
26-30 Animal Disease: Herding Provides only half as much food this season
31-60 NO EVENT
61-75 Bountiful Harvest - everyone has food one step Higher during the winter
76-85 Goblin War Bands, Every Nation is attacked by gobblins looking for food stores for the winter
86-100 Everyone will discover the location of a resource near their nation.


SEVERAL NOTES:
______________________________
For Ship and Ship combat
Soon there will be a new naval combat chapter but here is the jist.
You now have 6 Additional Unit slots for Fleets.
You need to organise your ships into fleets, however you think is best. Then I will assign a multiplier to your fleets based on their size and strength
For Example:
Cadre of Battle Cruisers [x32]
Mega Fleet of Destroyers w/ mini-nuke 100mm guns [x64]
50 Medium ships[x8]
ALSO reguarding Navy there is a new ship type
Unit Transport Ships, This is a new type of ship, You need one Ship for every unit(this will be slightly more complex later but don't worry about that now.
I am Gifting every nation one unit transport ship to start you off with, becasue I'm being generous.

FURTHER NOTES:
Building things costs resources, like wood, limestone whatever. If You built something last turn you need to offer me a suggested amount of resources to have spent. If you dont I will take from you more then I wood otherwise require.
For a perfect example see Venicia's post here
>>44246864
It's exacty how you should be taking your turns
For Each farm use 50 wood


>Con't
>>
>>44263740
I'm Dwarf troops, and I had a local map, does the territory still count as unexplored?
>>
>>44263781

MORE NOTES:
Diplomacy, for the moment you only know the nations you sent envoys to or who sent them to you.
You CAN introduce two nations who dont know each other
I Wont require a roll to send an envoy but include it in your turn so I know what you are doing
GREENLAND AND EVERYONE
Upon much thought I have decided that what Greenland did is okay, though he should of asked first. This is the whole world, if you go off the right side you will appear on the left side However, the sea there is large and units that use that wall will disapear for a season, if You send a ship off the side in Summer it won't appear till winter

More Notes
Concerning Food supplies, food is abstracted for ease of use. I know a lot of you built farms and I will let you know after your turn if your food supply has changed. For now it hasnt

ONE MORE THING
All of the platoons you have need the [inf] after their name, but only the platoons

I know there was more I wanted to say but I can't think of anything.

[Meta] As for an IRC I would rather diplomacy happen through fluff filled posts but being able to private message me is how espianoge(when we get there) will take place.
Should we have one now?

Also are there any question I can answer for anyone?
>>
>>44263786
The map just gives you a bonus resource, it doesn't actually explore shit for you.
>>
>>44263786
Yes, just like everyone else who bought it you get a randomly rolled resource.


You finde jade veins, deep underground
>>
>>44263769
My legionaries form a shield wall to block incoming arrows and advance on the bandits.
>>
Rolled 9 (1d10)

>>44263823
Forgot roll.
>>
>>44263829
Nice.
>>
>>44263801
Ah, fair enough. My mistake!
>>
>>44263823
Oh i forgot i had enough time to counterattack...
My legionaries form a shield wall to block incoming arrows and bait the bandits into advancing while my raid party hides and waits for a good opportunity to attack.
Dunno if that's still valid after my roll.
>>
Rolled 25, 10, 62, 71 = 168 (4d100)

>>44263781

Population[20,040](+20/turn)
Food: >Scarce(no growth)
Raw Currency: [4] (+0.1/hex/turn)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes+half a jungle hex
Unique Buildings: Classic Castle
Small what and corn farms
Defenses:
Trade Routes:

Bonuses:
Destroyer of Heathans: Reroll any 1 battle roll each turn when fighting npc factions that you view as savages/scum.
Manifest Destiny: Add +5 to any one roll to expand borders each turn.
Eccentricities:
Imperialist: Your obvious desire to expand your borders can sometimes cause diplomatic issues with other nations.

Military Units:
150 ships
x2 Human Platoons [x3]
Resources/Quantity:
400+200 lumber/turn
Saltpeter
Pitch
Schools of fish
100 Iron Swords
100 Armor
Technologies:
[Weapon Making 1]
[Fishing 1]
[Writing 1]
[Survival 1]
[Mining 1]
[Smithing 1]
[Farming 1]
[Printing Press 2]
I know of Venicia and Gloiningen.
Actions: Set up mines for saltpeter and pitch.
Create a university in a town other than the capital.
Build a trading post.
Research how to make advanced food.
[I assume that pitch was what my map got me.
How much corn and wheat do I get from my small farms?
>>
>>44263829
>>44263823
>>44263769

BATTLE RESUTS

The rabel of bandit militia upon seeing their arrows fail rush haphazardly at your legionaries

Bandit Militia[x4] vs Elf Legionaries[x3]

Bandit Militia[x4] 4x1=4
Elf Legionaries[x3] 3x9=27

The Legionaries slay the bandits and scatter them to the win
>>
>>44263849
>>44263869

TO late,
A. you won anyway and B you didnt put in any unit stats or rolls in that post
>>
Rolled 67 (1d100)

>>44263781
>>44263789

FUCK ME THE DIE ROLL IS
>>
>>44263868
Bad rolls.
I use 100 lumber for the trading post.
>>44263886
My people will happily slay these savage beasts.
>>
>>44263906
Okay, 100 lumber is fine for a small trading post, yes the pitch is from your map
>>
>>44263886
Yay harvest!
>>
Rolled 69, 86, 67, 12 = 234 (4d100)

>>44263886
nice.
About the food my nation has, wouldn't that have changed with the crit success for the corn and wheat farms.

Actions.
--
1. [Action] - Enlarge and Expand and add a collection of knoledge to the library.

2. [Action] - Construct Cattle Ranches

3. [Action] - Buld iron mine

4. [Research] - Research Fishing
Library bonus to Research
>>
>>44263922
Whoever you are you have no name or trip
>>
Rolled 23 (1d100)

>>44263940
re rolling for research roll.
150 Lumber to Library.
50 Iron mine
>>
>>44263955
>>44263945
With library makes it pass right? hitting right at 25
>>
Rolled 42, 28, 95, 6 = 171 (4d100)

Population[20,040](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [4] (+2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: The Senate of all Professions
Defenses: ( None to start unless otherwise noted)
Trade Routes:
[Venicia (General Civilian Trade)]

Bonuses:
Hard Days Work: You may re-roll any 1 roll under 50 each turn on a [BUILD] action
Eccentricities:
Back Breaking Pace: Your Populations happiness is sort of tied to your success(or lack of) of Build actions

Military Units:
50 Medium Ships
x3 Dwarf Platoons[Inf]

Worked/Stored Resources/Quantity:
+200/lumber turn
[0] Lumber Stockpile
Wheat Farms
Potato Farms

100 Gold

Untapped Resources:
Walrus
Salt
Limestone
Jade
Herd of Goats
25 Bee Hives

Technologies:
[Weapon Making 1]
[Writing 1]
[Hunting 1]
[Survival 1]
[Bureaucracy 1]
[Mining 1]
[Farming 1]
[Irrigation 1]
[Herding 1]


Actions:

0) Deduct 200 lumber for Farm And Quarry building (50 for each farm (wheat and potato), 100 for quarry) for last turn.

1) Finish off the Limestone Quarry. (-50 Lumber)
2) Build paddocks for goat herding (-50 Lumber)
3) Build Salt Mines/Salt Pans (depending on how and where the salt is gathered from. (-100 Lumber)
4) Research: Try again to understand animal Husbandry.
>>
Rolled 15, 50, 40, 20 = 125 (4d100)

>>44263781

>Population[20,040](+20/turn):
>Food: >Scarce(no growth)
>Raw Currency: [4] (+2/turn) [generated by GM]
>Culture: [14] (+1/turn)
>Happiness: [Content)
>Territory: 20 Hexes
>Unique Buildings:
The Shining palace
2x Temple of Sulis +1 Culture/turn

>Defenses:

>Trade Routes:

>Bonuses:
Religious Conversion: Any Kingdom(including NPC) that addopts your religion as their main faith gives you +15 Culture
Spread of Sol and Luna: You can add +15 to any roll to build a temple/church/religious whatever
Eccentricities:
Zealous: You are religious extremists, whenever you encounter a new religion roll 1d100
Haughty: Your ruling class truly believes they are better then other people


>Military Units:
x2 30 High elf legionaries[x3][inf] Equipped with bronze swords, spears, leather armor and wooden shields. Highly trained, disciplined warriors who always maintain their formation, even in the face of perilous odds. For Sulis fights with them.
x1 120 Raidparty[x3] Equipped with bronze swords, bows and leather armor. It is fashionable for young nobles to lead these raid parties to prove themselves as talented commanders. Serving as scouts to the military, these bands are mostly given the
freedom of spreading the word of Sulis to the willing, but plundering and burning the villages of heretics.

>Resources/Quantity:
Lumber +200/turn
Copper Veins
Wild Grapes
Wheat
Tomato Seeds
Herd of Cattle
Local Map
Olives
320 Bronze Swords

>Technologies:
[Weapon Making I]
[Farming 1]
[Writing-I]
[Survival-I]
[Herding 1]
[Hunting 1]
[Archery 1]
[Harp Making 1]
[Bureaucracy 1]

1.[Action] Build farms Progress 1/3
2.[Action] I let my Raidparty scout further north.
3.[Action] Build the forum of Luna in my Capital, a place for Philosophers to share, discuss and test their thoughts. Progress 1/3
4.[Research Slot] Mining

[Meta] So can i start extracting olive oil when I finish the farm or do I need some tech for that?
>>
>>44263753
>>44263769
May I take two turns?
>>
Rolled 9, 19, 19, 99 = 146 (4d100)

>>44263781
Forgot the Link in my Actions post here>>44263999


>>44263999
And Hard Day's work re-roll for the goat paddocks.
>>
>>44263940
I said I'd update people after they take this turn

>>44263974
just makes it

>>44264004
Yes
>>
Rolled 17 (1d100)

>>44264023
Meant to use a single D100 there for the re-roll, sorry.
>>
Rolled 88 (1d100)

>>44263747
>>44263769
Deam, I dont want to mess with this, my people is often peaceful but these hobgoblins are a menace. Attack them!
>>
Rolled 38, 49 = 87 (2d100)

>>44263781
Okay for my first turn

Hmm, Captain Fairwind looks at The Silver Drake floating in the harbor

"If only we could make more like her..."

After starring wistfully for some minutes he yells for the carpenters...
"BOYS I got a job for ye"

Putting both dice towards [Ship-Building 1]
>>
>>44263999
>>44264037

Dwarves: No idea how these Goat things work.
>>
Rolled 92, 21 = 113 (2d100)

>>44264062
>>44263781
Damn lol, okay that is not enough
I will put two more rolls to it,

If the first one gets it the second will be [Ship Building 2]
>>
>>44263781

Name: Drudamal
Population:[20,080](+40/turn)(Doubled for two more turns)
Food: >Scarce(no growth)
Raw Currency: [9] (+2)
Culture: [12] (+2/turn) (+2 from Sagas)
Happiness: [Content]
Territory: 20 Hexes

Unique Buildings: High Chief's Hillfort (HQ).

Defenses: None

Trade Routes: None

Bonuses:
Wanderlust: You can ad +10 to attempt to expand into an unexplored hex
Home of the Gods: Whenever you discover a supernatural wonder add +10 culture
Eccentricities:
Half Vagrant Half Holy Man: You suffer certain penalties to spreading your religion and culture

Military Units: [generated by GM]
Hero Unit High Chief Hravnar [x4] [HOHK]
*HOHK -"Hero of his kind" when battling orcs, spend 1 culture take control of defeated unit
x1 Orc Platoon[x3]
[x4] Wandering Holy Man[x.5]

Resources/Quantity: [generated by GM] [amount]
lumber 5200+100 lbs/turn
iron 1000
iron veins
Deer Herd
Wild Boar
Herd of Cattle
Herd of Goats

Technologies:
[Weapon Making I]
[Hunting I]
[Writing I]
[Survival I]
[Fishing I]
[Smithing I]
[Herding I]
[Animal Husbandry I]
[Archery I]


>World Event:
As I read it, we all get more food for winter, correct? Not gonna complain then.

>Actions1:
Carry on with our expansion to the west along the coast. The people need more room to hunt and herd. (1/3 from last turn)

>Action 2:
We must clear more land for pastures still, despite our failures so far. The more space they have, the more the herds will grow.

>Action 3:
Consolidate the 4x Wandering Holy Man[.5x] that I have into 1xOrc Cossacks.

The Wandering Holy Men explore the lands, and consider it their duty. We should make it so that they do it with state backing. That way, we gain when they find things. We shall call these adventurers Cossacks. Half scouts, half miltia and half missionaries, they will push the boundaries of our realm and speed our expansion.
>Research
Continue to research [Mining 1] ¼
>>
Rolled 25, 67, 63, 22 = 177 (4d100)

>>44263781
Population[20,040](+2/turn):
Food: >Scarce(no growth)
Raw Currency: [7] (+-2) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings:
The great hall of Hamtun-upon-hill (Fluff to follow)
Buildings:
> Rice paddies and wheat farms
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Warrior Culture: Your people lose far less happiness from attempts to muster
Halfling Champion: Any unit that wins 3 battles will spawn a Halfling Champion Unit you also get +5 culture whenever this happens
Eccentricities:
Tribal In-Fighting: Centuries of tribal infighting means expansion on your home continent is more difficult then it should be, any medium failure or worse will spawn an enemy Halfling Champion


Military Units:
Hero Unit Middawalda Peregwulf [x4] [Unification]
*Special ability [Unification] any territory where this unit has fought a battle will gain a +15 on your attempts to expand in that territory
X2 Haffling skrimishers[X3]
X1 Halfling Champion[x3]

Resources/Quantity: [amount]
Herds of Deer
Lumber +200/turn
Wild Boar

Technologies:
[Weapon Making I]
[Hunting 1]
[Writing-I]
[Survival-I]
[Mining -I]
[Smithing -I] 1/6th to II
[Ship making - I]
[Farming - I]
[Archery- I]

I bought:
> Rice seeds
> 25 Bee Hives
> 100 Medium ships
> Wheat seeds
> Double population for 3 turns

I sent an official emissary to the Dorven Kingdom. My second Emissary goes to Zargoz being my closest Northernly Neighbour

Actions:
1.Peregwulf seeks to push his subjects on to claim even more land. Midderland is his and he shall make it so! Expand further eastward, absorbing all Hobbitry in his way.

2. Research and set up an Apiary for my beehives and to collect Honey and wax for us as food and for trade. (I have 25 Hives)

3. Continue work on the mines

4. Research Harps and establish a skaldic class to spread our ancient tales and create new ones!
>>
Rolled 76, 22, 9, 94 = 201 (4d100)

>>44264090
Fucks sake, forget to roll again.
>>
Rolled 2, 32, 77, 7 = 118 (4d100)

>>44263781
Population[20,040](+40/turn) [40 due to bonus 3 Turns Left]
Food: >Scarce(no growth)
Raw Currency: [12] (+-4/turn)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes

Unique Buildings:
>Shepard's Harbor
>Wharfes-Allows the construction of ships

Defenses:
>[none]

Trade Routes:
>[none]

Bonuses:
>New Design: You can spend one culture point to add +15 when attempting to improve ships in any way
>Rugged Sailors: Your ships are less affected by negative seasonal events

Eccentricities:
>Heart of the Sea: Any attempt to establish non coastal towns or cities suffers a -15

Military Units:
>200 Medium Ships
>x2 Aldane Reavers [x3] one [x1.5]

Resources/Quantity:
>Schools of Fish
>Pearls [+45 pearls/turn][+2Currency/turn]
>Lumber+100/turn

> Iron Veins
>Herds of Deer

Technologies:
>[Weapon Making I]
>[Fishing II]
>[Writing I]
>[Survival I]
>[Ship Making I]
>[Animal Husbandry I]
>[Herding I]
>[Archery I]
Items:
>100 Iron Swords
>Herd of Goats
>Local Map
>5 Pearls
>100 Lumber
Actions:
1. Expand fishing operations along our coastlines, being wary of any rogue sea beasts
2. Construct large grazing areas/ranches for our goat herd while breeding the animals specifically for wool
3. Send a [Fleet] of 50 Medium Ships to the South to explore and eventually expand. Keeping an eye out for any resource that may present itself.
4. [Research] Research Mining

I assumed my response to the Sea Monster on our coast doesn't take an actual Action, but if it does just change the Southern Exploration action to this.

The council declares the Sea Beast to be of the utmost importance, and dispatches a fully equipped and readied Reaver platoon to destroy the beast while the wounded platoon recuperates. Every Reaver is equipped with a bow and (if this technology is available) barbed arrows, with spears only being used in the most dire circumstances. Distance is key. We will smite this beast once and for all.
>>
Rolled 5 (1d10)

>>44264107
Well shit. The dice gods have truly forsaken me.

Rolling for the Sea Beast encounter. Fingers crossed.
>>
>>44263313
Hey you never rolled for

>>44262371
also i'd prefer since the rules say so for you to just miss the turn and take multiples later

But to answer your question, Yes you will need to train an honor guard, them if you combine them with your Hero you will come out with an overall stronger Unit
>>
>>44264101

My people can't clear land for pasture for shit.
>>
>>44264117
Minor point here, but would you mind posting new turns with a picture to make them stand out. Doesn't have to be relevent, could be the same one every time, but it'd make it a lot easier to find and notice in the thread for morons like me who suck at scan reading.
>>
>>44263958

New general.
>>
>>44263747
I will improve Gathering so I may expand without reducing the culture so much (I understood this is how that works).

I have a few questions:
- My tomato and wheat seeds now produce resources or I need [Action] to sow them?
- May we use a new Building like section for this research, expand and builds in progress?
>>
>>44263330
Yea you can make bread, if you researched bread making however it'd be some seriousy kick ass bread.

>>44264107
It says in the rules military actions are in addition to your normal roles
>>
>>44263781
Hey Odd, heres my post with actions. Sorry, Id rewrite but Im on mobile and out with the gf.44262371
>>
>>44264129
Normally I do, actually but trying to post all that distracted me

>>44264138
No Culture can be used like currency to help expansion.

You need to build farms for your seeds to turn into a food source.

Yea you should probably be keeping track of that
>>
>>44264142
You still didnt roll
>>
>>44264096
[This last post is a bit short fluff wise because I ran into space issues for the first time ever]

My capital building: Hamtun-upon-Hill is probably far less grand than the others but no less impressive, it is a large ornate hall built into a commanding Hill and encompassing the nearby town. The site was chosen because the foundations, entrance and many of the lower chambers are made out of large well cut stone and made, supposedly, by the 'giants' who used to rule the Island before the arrival of the Hobbits drove them out. The hobbits have of course expanded these initial chambers so that most of the hill is populated by many hundreds of people. The Kings family, their retainers and their retainers family all living in relative luxury (It's not a damp dirty hole at least!). It is a defensive enough structure for Midderland as many other such ruins have long gone to ruin. The well wrought stone walls serving as a useful bulwark around the Hill where they remain.
>>
Rolled 33, 89, 30, 9 = 161 (4d100)

>>44264180
Oop. Sorry
>>
Rolled 34, 57, 44, 23 = 158 (4d100)

Does building farms let me put all my seeds & animals to use at once, or do I need to build separate farms for separate purposes?
>>
>>44264247
Oops, accidentally rolled for nothing...
>>
>>44264247
I've let everyone else build farms with 1 roll becasue thats just what everyone tried to do but the animals are a seperate issue
>>
Rolled 74, 47, 15, 1 = 137 (4d100)

>>44263781
Morning everybody

Population[20,040](+40/turn): (Growth doubled for 3 more turns)
Food: >Scarce(no growth)
Raw Currency: [0] (+-2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings: Castle on the Palisades (HQ)
Iron Mine [Shallow]
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

Bonuses:
Fervant Explorers: reroll any 1 roll under 50 each turn to expand your borders
Eccentricities:
none YET

Military Units:
x3 Expeditionary Force (inf.) [x3]

Resources/Quantity:
Lumber +400 lbs/turn (400)
Iron +25/turn (25)
Wheat
Cotton
Narwhals
Corn Seeds
Tomato Seeds
Rice Seeds
Potato "Seeds"

Technologies:
[Weapon Making 1]
[Farming 2]
[Writing 1]
[Survival 1]
[Fishing 1]
[Hunting 1]
[Mining 1]
[Ship Building 1]

I roll 1d100 to continue my expansion East (1/3)
I roll 1d100 to try and plant those seeds again
I roll 1d100 to start building some ships so we can explore over the seas
And for research, I continue researching iron smithing (1/4)
>>
>>44264180
For my Rice farms, no bonus to food? Since I had it since the beginning. But also had scarce food.
[Farming 1]
[Irrigation-1]
>>44264272
So would the Crit success count for much?
>>
>>44264272
All right, cool.

I'll have my turn typed up in a minute.
>>
>>44264284
>Bonus lets me reroll if expansion roll is under 50
>Expansion roll is the only one over 50
>>
>>44264306
At least your expanding went ok.
>>
>>44264285
Everyone had one food source to start, your irrigation and farming do help I just didnt do anything with food, going into winter you will have your new food amount, however it is not the easiest thing to go up a level, pretty much most people did this time though
>>
Rolled 65, 97, 71, 9 = 242 (4d100)

>>44263781
>Bountiful Harvest - everyone has food one step Higher during the winter

>Population (+20/turn)(Double Populaton x3 Turns): 20,040
>Food: Adequate
>Raw Currency (+2): 2
Culture (+0/turn): 10
Happiness: (Content)
Territory: 20 Hexes [Expansion progress 2/3]
Military Units:
1 Human Platoons [x3]
1 Human Platoons [x1.5]
50 Medium Ships

Unique Buildings:
The Great Umatsu Palace, Capitol
The temple of mysteries
South Port [1/3]

Bonuses/Eccentricities:
+ Belief in the Spirits: When dealing with supernatural events your people will get a bonus.
+ Sensitive: Your people are easily able to get in touch with the other side, this will come up from time to time.
- Sacred Mysticism: Through strong cultural beliefs your people are hesitant to use all things magic/supernatural.

Technologies:
[Fishing 1]
[Writing 1]
[Survival 1]
[Weapon Making 1]
[Guitar Making 1]
[Ship Making 1]
[Irrigation 1]
[Farming 1]
[Gathering 2]

Resources/Quantity:
Wild Tea Leaves
Wheat seeds
Tomato seeds
>Lumber (+200/turn): 5200
> Sperm Whales (+???/turn)
>Schools of Fish (+???/turn)

>Actions:
[Action] I roll 1d100 to add new territories in the north west hexes [Expand]
[Action] I roll 1d100 to saw my tomato and wheat seeds [Build]
[Action] I roll 1d100 to finish my port in the south east [Build]
[Research ] I want to upgrade survival. [Research Survival 2]
>>
>>44263781

Decided to put my shit up in a pastebin for easy access:
http://pastebin.com/uwC2jj0k

Anyway...

Name: Keroroa
Population: [20,040] (+20/turn)
Food: Scarce (no growth)
Raw Currency: [8] (+2)
Culture: [10] (+0/turn)
Happiness: [Content]
Territory: 20 Hexes

Buildings:
>Capital
>Guild Hall (+2 currency/turn, +10 to research rolls regarding administration and finance)
Defenses:
>None
Trade Routes:
>None

Bonuses:
>Guild Coffers (spend 1 culture point to gain +10 currency)
>Guardian Intervention (spend 15 currency to add +15 to one roll/turn)

Eccentricities:
>Golden Reputation (suffer diplomatic penalties to any kingdom wealthier then you are)

Military Units:
>X4 Civil Guard [x3] [Inf]

Resources:
>Gold Veins
>Wheat Farms
>Amber Deposits
>Salt Deposits
>Lumber [400] (+200/turn)
>Tomato Seeds
>Potato "Seeds"
>25 Bee Hives
>Herd of Cattle
>Herd of Goats

Technologies:
>[Animal Husbandry 1]
>[Bureaucracy 1]
>[Farming 1]
>[Herding 1]
>[Irrigation 1]
>[Printing Press 1]
>[Survival 1]
>[Weapon Making 1]
>[Writing 1]

Partially Completed Actions:
>[Expand North] (progress 1/3)
>[Build Farms] (progress 2/3)
>[Research] [Shipbuilding 1] (progress 0/4)


ACTIONS:
1) [Expand North] Despite some initial setbacks, we keep pressing our expansion to the North, charting the land as we go.
2) [Build Farms] The construction of our farms is moving on. Soon, we'll have much more to feed our people than wheat-based products.
3) [Build Ranches] In addition to the farms we're building, we'll start building ranches and clearing pastures for our cows and goats.

RESEARCH:
4) [Research] [Shipbuilding 1] Our initial attempt to design a large, sea-worthy vessel did not work out well. Still, the sea calls to us, and we will try again.

OTHER:
We have renamed our generic Human Platoons into Civil Guard, in order to emphasise their defensive, peace-keeping nature.


[META:
Do I lose Lumber for building stuff? If so, how much?]
>>
Rolled 43, 23, 15, 4 = 85 (4d100)

>>44264438
Aaand I forgot my rolls.

Here we go.
>>
>>44264462
Jesus Christ.
>>
>>44264462
>>44264473
I'm beginning to think that the Northwest corner of the map is cursed with shitty rolls.
>>
>>44264462
>>44264473
Yes, its sorta up to you but I'f I think youre being stingy I will call you out. The more resources you put into something the better it will be, up to the level of your tech
>>
>>44264213
Im gonna use my reroll on my research roll, the 9 that is.
>>
Rolled 85 (1d100)

>>44264634
Reroll attached. Sorry
>>
>>44264631
With my shitty rolls, would it matter at all how much Lumber I use?

I mean, a fail is a fail, right? If not, I'm willing to trade in my entirel lumber supply just to make sure I get those damn buildings finished.
>>
>>44264647
Long Memories: You can attempt to reroll 1 roll a turn that you have failed in a previous turn
Don't you have to wait for next turn? to use it on that research?
>>
>>44264678
Okay so even if you fail you can "spend" the lumber to set it asside.

The Primary use of [Currency] Is to buy fluff to make your rolls better,
or buy troops.

THE RULES SAY BE CREATIVE DAMNIT (jk i'm not mad)
>>
>>44264708
If that's the case, then do I have enough lumber to salvage this shipbuilding failure?
>>44264284
>>
>>44264691
Probably. I cant check seeing as Im on mobile, so If thats the case then sorry
>>
>>44264737
It's not spending the lumber that would help the roll, the lumber is just whats needed to start the project, its spending currency to help something out, though no one really has much right now
>>
>>44264748
Yes, the reroll is for something you fail, which you have failed in the past
>>
>>44264764
Oh, I see

So you'd tell someone if they tried to do something they didn't have the resources for
>>
>>44264779
Ah, ok. Sorry about that, I confused it
>>
>>44264708
All right. Just trying to find my footing here. I'll probably ask lots of annoying questions in the first few turns. :^)

For now I'll just eat my loss to prevent things getting complicated. I'll keep it in mind for the future though.
>>
>>44264833
It's okay. Im new-ish at running this and most everyones a new-ish (or new) player. Because I run these in the morning after working from 12:30am to 9 am I miss a lot of things sometimes
>>
>>44264090
Was my second turn. Not responded to yet. Don't know if GM just hasn't got to it yet or it was missed, but it was a while ago so I'll bump it.
Thread replies: 255
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