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LANA Nation Builder
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 47
Thread images: 12
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Greetings, new leader. You and many others are standing at the brink of civilization. Your people have lifted themselves from simple farmers to a simple, yet thriving civilization. Yet you are surrounded by barbaric tribes and other civilizations preying on your fertile soil. Will you lead your people to greatness?

>Name of Country
>Government
>Religion/gods
>Peoples/race (not too alien, has to be humanoid)
>Location
>Fluff
>Other
>Colour (Pick one that has yet to be picked)

Rules:
You can roll 4d10s every turn. Each d10 can be used to do an action. Aditionally, d10's can be combined to make an action more succesfull, at the cost of another action.
Example:
1: Research irrigation
2: Build a Port in [Capital City]
3+4: Recruit infantry

Diplomatical interaction with other players/AI countries does not require rolling. Things such as establishing trade routes do

Stats:
Every civ has 5 stats: Wealth, Population, Technology, Magic and Troops
Wealth: The combined worth of your resources. Used to fund warfare, research, construction and other things. For example: 500 (Silver, Emeralds, Exotic Beasts)
Population: The combined population of your civilization. Once it hits zero, your have lost and your country is removed from the game.
Technology: All things you have resourced. Influences what you can do. Example: Irrigation, Iron Working, Crossbows
Magic: All Magic you possess. Example: Carthography Magic, Blessed by [DIETY]
Troops: All your units, and their combined base value. base value is used to determine the outcome of fights. Example: 3 Barbarian Skirmishers (3), 1 Barbarian Cavalry (2), 1 Dragon Rider (10), Total (15)

Cont. of rules in next post.
>>
Hello
>>
>>46566768
War:
Battles are akin to those in Risk.
Once you go to war with another country, you enter war mode. First, the attacker has to roll Xd6, where in X is the amount of base value the attacker wants to use. Can not be more than their max base value. Then the defender rolls Yd6, where in Y is the amount of base value the defender wants to use. Can not be more than their max base value. Then, rolls are sorted, from high to low. The next step can be explained best with an example:
Attacker chose to roll 4d6: 6, 4, 3, 2
Defender chose to roll 5d6: 6, 6, 3, 1, 1
In this exchange, the attacker loses three base value, and the defender one.

Every roll stands for 1 base value. For every higher roll from the attacker, the defender loses one base value. The opposite is also true. When tied, the defender wins that exchange. The lowest extra rolls (1 in this case) are discarded.

Please namefag with a tripcode so I know there's no fakefags.

Technology is early Antiquity, think Mesapotamia, Early Egypt etc.

Other than the war, the game is very rule light, and rule of cool can often win over rule of logic.
Ask any questions to me.
>>
I don't have time to fully commit today, but may I suggest one "AI" nation that'll act as a rouge threat? It was a pretty fun aspect in the last game it was incorporated.
>>
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Pic related is a proposed map of peoples/races/cultures. Of course subject to change, of course

>>46567125
Of course, go ahead!
>>
>>46567298
What people/races/cultures are there?
>>
>>46567336
None as of yet, will be decided by the first civs in those areas.
>>
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>>46567298

Here are my suggestions that you may roll for:

1. Fascist beaver-folk. (dem military forts)

2. Imperialist harpies like JPG.

3. Mud constructs.

4. Barbarian loxo.

or

5. Giant, bear-sized, sentient echidnas. (the last AI used)
>>
>>46567402
Oysterious?
>>
>>46567461

If anything, beaver-folk would be scarier than those, because they're bulkier.
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>>46567496
I see, but beaver is gentle vegetarian though
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>>46567298
Well my guess would be that the purple and/or red territory is our classic Greco-Roman city-state area, with either the yellow or orange being the near-east Persian equivalent. Green or orange would both be sensible breeding grounds for the steppe peoples and barbarians.

But if the start is like really early, then we probably need to have ourselves some Assyrian-tier assholes pushing both civilized and tribal alike around.
>>
>>46567559
The things I had in mind when designating the territories:
Purple: Greece-esque city/island states
Red: Roman-esque
Green: Barbarians
Yellow: Egypt-esque
Orange: Abyssinia-esque
>>
>>46567790
Nignogistan is fooken yuuuuuge then.

Well I'll probably make a nation soon enough.
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>>46568025
Well, it's more like general cultures/shared values than countries. And it's definitely not certain, really depends on the posters.
>>
Who's all going to be playing this game?

Also, OP is super cool for rolling with that "AI" idea.
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>>46568300
Ayy thanks senpai. Might slightly edit those suggestions though (Angel-esque creatures instead of harpies, Instead of beavers, wierd germanic tribes that build dams and underwater houses and ritually eat wood and shit). I'll try to keep it as human as possible

Would actually like some players though, since it's getting pretty late and actually running a game would be pretty useless soon.
>>
>>46568497

> hopeful bump
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>>46566768
>Name of Country: Danlandia
>Government: Monarchy
>Religion/gods: The Dantheon, the Gods that Dan believed in and that the people believed he was born to represent
>Peoples/race: The purple ones, I dunno if im supposed to choose what they are or if op is choosing
>Location: That pointy bit on the left side of the map
>Fluff: A land of wealth and beuty, Danlandia was formed by the unification of several tribes by the almighty Dan. A man so great he was thought to be an avatar of the Gods, he was crowned King by the people, and peace and fortune fell upon the people of the newly formed Danlandia. But all good things must come to an end, as one day Dan disappeared, suddenly and without reason. It has been years since his disappearance, and Dan II has come of age, the only legitimate son Dan ever had, ready to lead the people of Danlandia into a new golden age, or see it destroyed by the hand of the worlds other people
>Other: I'll think of something to put here later
>Colour: Blue
>>
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>>46568841
Thanks senpai. Is this the location you meant?
As for peoples, it's up to you to make something up, if you want to. If you don't want to it's going to be something greekish
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>>46568960
Ya thats the location, as for what the people are, im going with a race of furry monkey like folk, smaller then a human, hairy like a monkey with tails and quite nimble overall, unless thats to drastic and not human enough
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>>46566768
>Name of Country: Narbanica
>Government: Plutocratic Republic (City-State)
>Religion: Lastation/Noire
>Peoples/race: Narbanicans (quasi-French catgirls capable of breeding with other humanoids, 1 in 100 is male)
>Location: The pointy bit of green between the purple and red at the coast.
>Fluff: Narbanica is a modest city-state of special importance given the barbarity of its neighbors. It serves as a bridge between barbarian and civilized cultures by virtue of location, though its inhabitants have little in common with and little sympathy for the former. Narbanica is also notable because it is largely run by females, as the majority of its citizens are women. They are a trading hub but also produce a great deal of fine cloth and architectural-grade stones. There is little in the way of metal or timber nearby, and so things made of these materials are considered very valuable. The overwhelming majority of the city is made of quarried stone, and due to extreme scarcity in the past, it has become a cultural and legal expectation that buildings are made with no doors. Crime is therefore punished very harshly, with the lightest sentence resulting in exile.
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>>46569299
Also, color: orange.
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>>46566768
>Name
Ilia
>Government
Republic
>Religion
Sanorism
>Gods:
Fyis, god of love, wine, and festivals
Uyel, god of spirits, death, and darkness
Roxana, goddess of birth, children and curses/hexes/jinxes
Landres, god of war, revenge and smithing
Ifio, god of heroes, miracles, and faith
>People/race
Satyrs are male and Fauns are female
>Location
The islands on the right side of the map
>Fluff
Islands full of parties and love, Ilia is a colorful place for any visitor. Founded by Anes, first demi-god son of Fyis, a home for Iliains to be free, love and celebrate life without the dreary world interfering. While they want peace, they have no problems with demanding blood for disturbing them.
>Other
They get quite fluffy during the winter season
>Color
Orange
I'm horrible with details
>>
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>>46569182
Sure, Purple is now Danoids (monkeymen)
>>>>46569299
Accepted, green is now Narbanican (catwomen). Is this location fine?
>>46569547
Accepted. Colour is temporarily changed to yellow since orange has already been taken. Location alright?
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>>46569623
>Accepted, green is now Narbanican (catwomen). Is this location fine?
Yep that location is good. Though I would suggest that green be all sorts of beastmen/monstergirls rather than just Narbanicans. Better fits with the whole barbarian lands thing.
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>>46569623
Should we start or wait for more people?
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>>46569623
Yes
>>
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Everyone's agreed now, so we can start. More people can always join. Start rolling fellows!
>>
Rolled 60 (1d100)

>>46570048
Rolling discovering new ways to make drinks.
>>
Rolled 6, 4, 3, 8 = 21 (4d10)

>>46570048
>Name of Country: Danlandia
>Government: Monarchy
>Religion/gods: The Dantheon, the Gods that Dan believed in and that the people believed he was born to represent
>Peoples/race: Mongies. Monkey like humanoids
>Location: That pointy bit on the left side of the map
>Fluff: A land of wealth and beuty, Danlandia was formed by the unification of several tribes by the almighty Dan. A man so great he was thought to be an avatar of the Gods, he was crowned King by the people, and peace and fortune fell upon the people of the newly formed Danlandia. But all good things must come to an end, as one day Dan disappeared, suddenly and without reason. It has been years since his disappearance, and Dan II has come of age, the only legitimate son Dan ever had, ready to lead the people of Danlandia into a new golden age, or see it destroyed by the hand of the worlds other people
>Other: The mongies are highly territorial and will attack intruders
>Colour: Blue

1. Conduct research on the basics of food growing
2,3. Construct treehouses for our monkeymen
4. Search for valuable resources withen our land
>>
>>46570298
>Rules:
>You can roll 4d10s every turn. Each d10 can be used to do an action. Aditionally, d10's can be combined to make an action more succesfull, at the cost of another action.
>Example:
>1: Research irrigation
>2: Build a Port in [Capital City]
>3+4: Recruit infantry
>>
Rolled 8, 4, 8, 2 = 22 (4d10)

>>46570555
And research ship making and sewing
>>
Rolled 2, 9, 4, 5 = 20 (4d10)

>Name of Country : Kalros
>Government : Divine Monarchy
>Religion/gods : The Ruler of Kalros is seen as the personification of Manmar , God of Life. All other god's in the pantheon serve him.
>Peoples/race (not too alien, has to be humanoid) : Slightly smaller than average humans, the ruling class are generally taller.
>Location : Near the lake in the middle.
>Fluff : Kalros is a nation of divides. The poor fish and farm the nearby banks of the lake whilst the rich build lavish, decadent monuments to the Emperor and his ancestors. One thing that is universal amongst all Kalrosians however is the sense of a family community. No matter how much disdain the classes may have for one another at their cores they know to stick together against any external threat.
>Other
>Colour (Pick one that has yet to be picked) Black

1. Develop our fishing capabilities in the lake.
2. Build more farms around the banks of the lake.
3. Start work on a temple to the God-Kings glory.
4. Survey the surrounding areas for interesting ruins and ores.
>>
>>46567402

May as well roll now.
>>
>>46570299
1: (6). Your people research the growing of crops, coming to the conclusion that their fields yield more when sprinkled with the dung of their cattle. (+500 Population, Fertilization Tech)
2,3: (7) Your people start building homes in the trees, and quickly progress. (+500 Pop)'
4: (8). The steep, white cliffs of Danlandia's coast seem to be marbled with a shiny golden substance. Collecting this substance is easy at the beach, but much more could be directly mined from the cliffs. (+20 wealth)

>Danlandia
Wealth: 50 (gold dust)
Population: 31.000
Technology: Fertilization
Magic: None
Troops: 2 Regiments of Monkeymen (2)

>>46570298
>>46570957
1: (8) Using a local, grasslike crop, your citizens have found a way to make alcoholic beverages (+10 Wealth, Fermentation Tech)
2: (4+2) Using the light wood of a local species of trees, your citizens build lightweight canoes, capable of reaching high speeds but unable to carry more than two men and a little provision. (+1 naval regiment (1), Primitive boat tech)
3: The residue of making alcoholic beverages consists of sturdy yet thin fibers, ideal for sewing and weaving. (+5 wealth (carpets), sewing tech)

>Ilian
Wealth: 45 (booze, carpets)
Population: 30.000
Technology: Fermentation, Sewing, Primitive Boats
Magic: None
Troops: 2 Regiments of Satyrs, 1 Regiment of canoe boatsgoats (3)

cont for Kalros in next post
>>
Rolled 5, 5, 4, 9 = 23 (4d10)

The Narbanican Council of 300 has passed a motion to massively expand the city walls in order to defend against barbarians. They shall be raised to a height of 30 feet and a depth of 15 feet. The whole of the city shall be enclosed, a total of 6 sq. miles. Quarried stone shall be used for the whole of the walls. There will be two great gatehouses, though the issue of constructing the gates themselves has been tabled until the walls are complete.
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>>46571833
Sweet.
>>
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>>46571096
Location okay?

1: (2) Many of your fishermen perish in an unexpected storm on Lake Kalros. (-500 population)
2: The banks of Lake Kalros are incredibly fertile, and the soft soil makes planting easy. The banks are quickly bustling with activity, as new farms and farming villages pop up everywhere. (+10 Wealth (crops), +2500 population)
3: (4) Several architects from all over the realm are called to your court to design a magnificent temple to the great Emperor, and those who came before him. Progress is made, albeit quite slowly. Needs 15 total roll points to complete (-10 wealth)
4: (5) Scouts are send far and wide, and after a week a message detailing the location of ancient, heathen ruins. Will you destroy the ruins in the name of the great and holy Manmar (+500 Population), or will you take the ruins and treasure for yourself and allow the heathens to keep existing (Expansion to east, +50 Wealth, -500 Population)

>Kalros
Wealth: 30
Population: 32.000
Technology: None
Magic: None
Troops: 2 Regiments of zealous spearmen (2)

>>46571969
1: (23) A great wall is erected around Narbania. As beautiful as the city itself, and reaching until the very heavens. Engravings of Noireian myths decorate the walls, both on the inside and outside. (+ Great Narbanian Wall (5, only defensive)

>Narbania
Wealth: 20
Population: 30.000
Technology: None
Magic: None
Troops: 2 Regiments of Catwomen (2), Great Narbanian Wall (5def)
>>
Rolled 4, 8, 8, 5 = 25 (4d10)

>>46572341
Locations great , thanks.

>Kalros
Wealth: 30
Population: 32.000
Technology: None
Magic: None
Troops: 2 Regiments of zealous spearmen (2)

The ruins shall be claimed for Kalros! However any heathens still living must convert and migrate to the great capital or die.

1. Study the ruins for anything useful the ancients have left.
2. Keep working on the temple.
3. Create an order of holy warrior monks who will reside in the temple once it has been created.
4. Search for nearby metal deposits.
>>
Rolled 3, 8, 8, 6 = 25 (4d10)

>>46572341
Hope it works.
1.Build a church for the worship of our gods
2.Study divine magic
3.Think of a way to write and read our language
4.Fish for food
>>
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>>46572488
Praise Kalros! The ruins and surrounding areas have been claimed for Kalros, and many treasures have been plundered for the greater good. Yet the heathens living in the areas you claimed have chosen to flee your land, converting some of your previous subjects and murdering others. They found a small, heathen state next to yours, and are unified by their hatred against Kalros. (Terrain expanded, +50 Wealth, -500 population)

1: (4) Other than the treasure, the ruins do not contain much of value. Yet one of your subordinates has discovered a wall, constructed in such an efficient way, that it could help the construction of your holy temple. (+3 points progress in construction of holy temple)
2: (8) Your consultants conclude that the temple is 11/15th finished
3: You send your servants far and wide, finding the most physically capable and zealous monks. Many appear, yet only the best of the best are good enough for Kalros. (+1 regiment of Kalrosian Warmonks (3))
4: (5) Some of the rocks in Kalros' land show traces of a red metal, yet you lack the technology to melt it. The stone is pretty, nontheless (+5 Wealth)

>Kalros
Wealth: 80 (Heathen Treasure, Shiny Ore)
Population: 31.500
Technology: None
Magic: None
Troops: 2 Regiments of Zealous Spearmen (2), Order of Kalrosian Warmonks (3), Total (5)

>>46572713
1: (3) Progress is slow and high quality rock is hard to find, yet at some expense, a church is built to worship the Ilian Pantheon. (-10 Wealth)
2. (8) Using the newfound church as a catalyst, your highest priest has managed to establish contact with Ifio. He offers you to choose between two boons; (+2000 Population, 2 Heroic Paladin Regiments (4), 20 Wealth), or (Heroic Magic, Saint Yusril (5))
3: (8). Your people have a rich oral tradition, yet memory is a fallible thing. One brilliant young faun has come with the idea to carve slender, eloquent words onto pieces of wood. Each word looks different, yet they all share similarities. (+Writing tech)
cont.
>>
Rolled 8, 2, 5, 5 = 20 (4d10)

>>46573550

>Kalros
Wealth: 80 (Heathen Treasure, Shiny Ore)
Population: 31.500
Technology: None
Magic: None
Troops: 2 Regiments of Zealous Spearmen (2), Order of Kalrosian Warmonks (3), Total (5)

Those heathen cowards. Manmar would shudder to find such an enclave so close to his holy city. An example must be made.

1/2. The monks shall be tested to see if they are worthy of their temple. Send 1 regiment of spearmen and the Warmonks to this heathen land to enslave all who have fled there and return them to the great capital.

3. Finish the great temple.

4. Begin researching these metals and how we might become able to forge them.
>>
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>>46573550
4: (6) Fish is plentiful around the Ilian Island, and the new canoes significantly contribute to the swathes of fish your fishemen manage to reel in. (+5 Wealth, +1500 Population)

>Ilia
Wealth: 40 (booze, carpets, fish)
Population: 31.500
Technology: Fermentation, Sewing, Primitive Boats, Writing
Magic: None
Troops: 2 Regiments of Satyrs, 1 Regiment of canoe boatsgoats (3)

Last post for tonight senpai. Let me know if there's any interest and I'll continue tomorrow. If not, the best of luck to everyone
>>
>>46573550
>>46573682
Thanks for your time and I chose Heroic Magic, Saint Yusril.
>>
>>46573780
>>
>>46573682
Thanks for running , it was alot of fun!
Thread replies: 47
Thread images: 12

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