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Colonies of Nibiru IV: Nations of Nibiru
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You are currently reading a thread in /tg/ - Traditional Games

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Welcome back to the world of Nibiru! Nearly everyone posted their turns last thread, so I'll be updating as soon as I can. Want to join? Simply fill out a sheet:
Nation Name: (What your new nation is called)
Nation Race(s): (What kind of peoples inhabit your nation)
Color: (Your color on the map)
Fluff: (What you were before 'The Stranding'; greatly helps with determining eccentricities, I suggest you don't take this lightly.)
-Don't fill out (unless told to)-
Settlements: (player-named capital)
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: player-fluff government building, Chosen Resource structures (See Section 2 on rulesheet (8 points)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system (14 points cause starting late), see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)
Also feel free to join the chat: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

It's also helpful if you read the rulesheet: http://pastebin.com/bgzZvPMh

Don't want the responsibility of managing a fully fledged nation? Then you can play as a courtier to an existing one (If they'll have you). Courtiers share the stats of their parent nation, an eccentricity of their own, and have 2d100 actions.

Update soon!
>>
>>48259204
And here are previous threads, for some context:
Thread I
>>
>>48259239
Thread I: http://archive.4plebs.org/tg/thread/48059415/#48059415
Thread II: >>48126727
And thread III: >>48193779
>>
Bump while I work on update.
>>
>>48259715
I would really, really be glad if my turn from here >>48244732 was evaluated in that update. I'm still in the game and still waiting for my turn to be accounted. So far I've got a single make up turn already and I would prefer to stay with that, instead having another one.

Also, thank you for answering the questions.
No, IRC is not an option for me.
>>
>>48259816
Fair enough, just keep it civil. And noted, that turn will be included in the update.
>>
>>48259843
Will wait. And to not waste more posts and time... ahem...


>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Confederation of Batracyi
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Scouting I. Your information on Navigation II intrigues me. Are you willing to exchange it for my research on Infantry I and enough weapons to outfit two companies?
>Terms of this offer are non-negotiable.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I and Biofuel I, and you, in return, will fully disclose your data on Medicine II.
>>
>>48259884
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: GARM Mainframe
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Greetings to the great mind of GARM. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I. In return, I'm asking for data on Repairs I.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Your information on Artillery I intrigues me. Are you willing to exchange if for my research on Tactics I. If not Tactics I, maybe Aiming I will be of bigger interest.
>Other terms of this offer are non-negotiable.
>>
[Machina]
Autocannon research completes [Autocannons I], and a new detachment of Clockwork men finally roll off the assembly line [1 Clockwork Man Brigade [+2][-1 Power/turn]. Another power plant starts going up [2/4], and research begins [2/8].

[Odab]
Robotics research is completed [Robotics II], aircraft research is done [Aircraft I], though there is no progress on the fuel drill. Rocketry is done [2/4].

[Afairika]
Flight research begins [2/4], and the DANMAKU ammo is done [DANMAKU ammo I]. The new farm nears completion [3/4], though further manipulation techniques prove harder to master [5/12].

[Royal Society]
Research slows to a crawl [6/8], and there is no progress on the university.

[Altech]
No progress on the first satellite, but the second completes [Satellite Alpha [Bombard:1] ] and the third nears completion [5/6].

[Hunger]
Another battalion of shock troopers are trained, these more powerful than the last [+1][Bombard: 1.5](-1 food/currency//turn]. The Silo is armed [Buildings: Missile Silo [Bombard: 1], and crude targetting systems are complete [Targetting I]. Expansion efforts plod along [2/3], and a stealth bomber undergoes construction [3/5].

[Devil Ant Nests]
Agricultural progress [5/10] is had, and through the breeding program, more virulent poison has been developed [Poison II]! The scout doesn't come back from his mission [-1 scout drone]. However, defensive tunnels are in the works [3/4]!

[New Albion]
One again, New Albion expands its borders [+5 hex], and construction of the Cornucopia continues [4/25].

[GARM]
The scout takes a moment to recharge, and there's no progress on the repairs. However, the project does move ahead, if only slightly [7/25].

[Confederation]
Wakenui completes [Wakenui, +3 pop/turn]! The Confederation's camouflage is ready [Bio-camo I], and a permanent fishing crew is almost done with recruitment [3/4]. The new rice paddy is nearly done [3/4]!
>>
>>48260359

[Mad Medicine]
Expansion south [+6 hex], while the scientists working on the elephants complete their project! The new beasts aren't quite dragons... but they have wings [Resource: Winged Elephants]! No progress on improved food production, however.

[Free Army]
(Apologies for skipping you, mistakes happen.)
The power-plant nears completion [5/6], and new training is implemented [3/8]. Better tactics training goes down the pipeline [2/6], and the barracks undergoes expansion [2/6]
>>
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>>48260419
Map, cause it didn't go through for some reason.
Next turn starts now!
>>
>>48260359
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 46
Population: 204 (+8/turn)
Food: 246 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.
>>
Rolled 54, 91, 83, 80 = 308 (4d100)

>>48260675
>>48260359
1. Continue Agricultural upgrades. 5/10
2. Continue construction of defensive tunnels 3/4
+Engineering I
3. Begin breeding new scout drones.
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. Send other scouts out to see what happened to the first scout drones.
+Scouting I
>>
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>>48260359
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 96 (+4/turn)
Food: 109 (+5/turn)(-1 from troops)
Currency: 30 (+2/turn)(-1 from troops)
Resources: Power: 20+2 (+3/turn) Stone: 14+1 (+1/turn) Wood: 14+1 (+1/turn), Ore: 14+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>>
Rolled 76, 61, 35, 55 = 227 (4d100)

>>48260359
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 52 (+4/turn)
Food: 59 (+7/turn) (5)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft]
Resources:
Ore 50 (+3/turn)
Power 31 (+3/turn) (1)
Stone 24 (+2/turn)
Wood 8 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Construct a Butchers to keep meat on the menu
+Factory
+Construction Depot
+Tools
2. Expand our mining network (more ore is needed for our war machines)
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [2/4]
+Construction Depot
+Factory
+Robotics
4. Research Rocketry [2/4]
+Forging
+Research Labs
>>
Rolled 66, 82, 58, 8 = 214 (4d100)

>>48260751
>>48260359

Winged elephants? BRILLIANT! Now study the results of the change that WE have caused to further our understanding further.

1-2 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3-4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II][4/6]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]
>>
Rolled 48, 67, 41, 46 = 202 (4d100)

>>48260359
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 30
Pop: 75 (+7/turn)
Food: 68 (+6/turn)
Currency: 22 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I]
Resources: Student Xenobiologist, Etsai Herd, Power: 16 (+1/t), Wood: 32 (+2/t), Stone: 32 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]


1) There is no shame in being a fisher - you provide. That's what the best hunters do. Come join our fishing crews [3/4]
+ [Foraging II] [Hunting II] [Navigation II] [Scouting I] [Sailing I] [Shipbuilding II] [Water-born ecosystems II][Fishing I]
>Analogous to just finished Hunting Party - constant source of food

2) Fried rice! Cooked rice! Raw rice! All the rice we can get from this paddy! [3/4]
+ [Water-born ecosystems II] [Agriculture I] [Construction I] [Science I]

3) Confederation is growing! And so should grow the chiefs' ability to lead our people
>Leadership tech
+ Barracks I

4) With two strong centres of power, it shouldn't be hard to organise barter between both sides of the land strip
>Currency growth
>>
Rolled 39, 90, 44, 95 = 268 (4d100)

>>48259884
- You've got: ONE new message. - The soft female voice took a shot pause before saying the number.
- Master Enoka! Master Enoka!
- What is it Pa... what are you doing on my working station? And what are those...
That day Paau learned the hard way to not meddle with holographic models of his teacher.

~*~*~

Right, this time with covered camera. Nobody needs to suddenly get picky due to an amphibian maw in the videolink.
- Greetings, Colonel. This is Doctor Oraora Enoka, the closest thing the Confederacy has to legal representative. Now you can't even imagine how glad I am this old equipment still managed to get some signal from outside. But to the point. Your offer is very problematic for me to consider. First of all, I have no authority over armed forces of the Confederation. But I know our... commanders will be very glad for any shipment of weapons. It is the reserarch data offer that I consider outrageous for such price. I can only handle valuable information on navigation if I'm going to get a guarantee the weapons will come with enough ammunition, additional ordnance and spare parts to keep them operational instead of just giving guns now, bullets never.
- And this is also non-negotiable, asshole - Croaked the toad, but the transmission was already over by then.
>>
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Rolled 52, 46, 66, 14 = 178 (4d100)

>>48260359
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 35
Population (+2/turn): 59
Food (+0/turn): 84
Currency (+1/turn): 15
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (+2/turn): 50
Ore (+4/turn): 103
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Expansion efforts westward complete.
>2/3

2. The stealth bomber continues to go through assembly.
>3/5
+[Aviation I]
+[Hunger Stealth Aircraft I]
+[Hunger Bioweaponry II]
+[Engineering II]
+[Explosives II]
+[Airport I]

3-4 A subsequent shock trooper battalion undergoes swift training.
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]
>>
>>48260908
Oops forgot to include stat additions:
>Pop: 61
>Currency: 16
>Power: 52
>Ore: 107
>>
A NOTE ON POPULATION'S EFFECT ON THE MILITARY:
When recruiting for your military, you can assign however many population you want to it (It is not lost), to make the unit stronger. However, this will also increase upkeep!
>>
Rolled 23, 15, 88 = 126 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. The scout floats around some more without much incident. [Scouting]
2. Work on the power systems continues despite the nearly constant issues. GARM is increasingly frustrated but keeps at it. [Power: 2/4]
3. The engine has some new housing and proper internals have begun to come online. [Mega-Project: GARM's translation engine - 7/25]
>>
>>48260799
>FROM: Col. John W. Kurtz
>TO: Doctor Oraora Enoka
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal accepted
_Handling
Techs: Tactics I, Infantry I
Resources: 2x Weapon Cache
_For
Techs: Scouting I, Navigation II

.

Question to OP
Do I need to produce each Cache separately or can I make them both with single action?
>>
>>48259905
[Garm]

The communications channel that GARM responds with is extremely strange. It appears to be a series of flashing lights, but a semi-audible voice can be heard. Apparently it hasn't mastered communications yet, so the voice seems to cycle through a series of language, chirps, buzzes, odd movements, and other forms of communication. After fifteen minutes GARM appears to figure out how to speak in an coherent manner and begins.

"Fuels. I require high-energy fuels. I do not underSTAND why you do not simply give me the technology, as it costs you nothing. I will send you the repAIRSS technology. Please send me the poWERR technology. This is not an exchange. I do not exchange."
>>
>>48261209
Single action
>>
>>48261237
>FROM: Col. John W. Kurtz
>TO: GARM Mainframe
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal accepted
_Handling
Tech: Energy Production I (+1 Power/turn)
_For
Tech: Repairs I

>>48261248
Thank you
>>
>>48261298
However, I do stress that it requires an action (There was some confusion a thread or two back)
>>
>>48261327
I've already noticed that while reading previous threads to search about diplo-deals details.

Another question, before I will post my move. Can I decide how many dice I'm using? I've got in total 8d100 to roll due to make up turn. Am I required to use that pool ASAP or any way I want to, so this turn 6d100 and next two 5d100, or any other way I want, up until the pool is exhaused?
>>
>>48261513
4d100 groups, sorry.
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 162 (+10/turn)
>Food: 246 (+6/turn)(+2 AgII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 26 +1/turn
>Refined Ores: 0
>Stone: 27 (+1/turn)
>Wood: 27 (+1/turn)
>Power: 75 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Fertilizer Plant 6/8
Agriculture III 6/8
Underground Cornucopia 4/25
>>
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Rolled 77, 68, 25, 64 = 234 (4d100)

>>48261542
Shit, that complicates things a bit. Ok, I will have to wait with the make up, for now just 4 actions

>>48260419
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 48 (+2/turn)
Food: 92 (+5/turn)
Currency: 28 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I
Resources:
Power: 74 (+4/turn) Wood: 39 (+2 turn), Stone: 16 (+1/turn), Ore: 38 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Now, Private, I don't expect from you to understand why you are taking part in extensive Military Training, polishing your doctrine and maintaince skills, but that's the very reason why you are a Private, while I'm your Drill Sergeant! [3/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. Listen up, cadets! Proper implementation of this Tactics requires from you to think about each soldier as a separate unit, fully self-sufficient and working under minimal support... [2/6]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I
3. Well, I'll be damned if they are putting a real gym in the Barracks instead of that brick-lifting bullshit. [2/6]
Barracks I, Workshop I, Engineering I
4. Start assembling those Weapon Caches the Old Man ordered. And make absolutely sure that all guns are in perfect condition!
Workshop I, Aiming I, Ballistics I

1 Make Up Turn in reserve
The powerplant will have to wait yet again [5/6]
>>
Rolled 3, 50, 98, 18 = 169 (4d100)

>>48261638
1-2. Continue construction of the Cornucopia 4/25

Although we do not use currency in our economy, we can always divert excess power to run our machines day and night and overcharge some-others. FULL SPEED AHEAD
>Asked in IRC to OP if I could do this

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I


3-4. And the same goes to our efforts to building a NEW village at our very southernmost tip of our colony.

Build a new village there!

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I
>>
Rolled 97, 81 = 178 (2d100)

The Royal Society
Courtier of New Albion
Fluff: The Royal Society of New Albion for Improving Natural and Technological Knowledge, Better known as the Royal Society, Is an organization of scholars and men of science dedicated to furthering understanding of the world for the glory of the empire.Brave men of learning delve into every area of possible knowledge, making new discoveries, and creating brilliant new technologies. No stone unturned, no question unanswered.


[Royal Society]
(Courtier of New Albion)
Player-named government building
Defenses: 1
Military: 1 player-named militia
Techs: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.


1: His Majesty’s Government wants this project completed . Research Agriculture III 6/8
>Engineering II >Efficiency >Electronics I >Programming I
2. Despite a false start, we still need this done. Build a university.
>Engineering II >Efficiency >Electronics I >Programming I
>>
Rolled 84, 71, 44, 26 = 225 (4d100)

>>48260359
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 63(+2/turn)
Food: 141 (+4/turn)
Currency:59 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant (2/4)
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (2/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)
Autocannon I
Resources: Power: 22 (+5/turn)(-4/turn),
Ore: 74 (+3/turn)(-2/turn)
Stone: 45 (+4/turn)
Refined Ore 23 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. We have a strong prototype for the autocannons. However prototypes are not enough. Create stronger efficient and mass producible models.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2.Continue to refine and improve our knowledge of constructs.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

3.Finsih that power plant we've been building. It's nearly done so don't scrimp on resources to finish it. (2/4)
+Engineering II
+Automization II
+Efficiency III
+Industrial center
+10 stone

4.The drills while substantial are not quite enough for our needs. Improve the models once more.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center
>>
File: Nibiru.png (2 MB, 3000x2500) Image search: [Google]
Nibiru.png
2 MB, 3000x2500
[Devil Ants]
Upgrades continue [7/10], and the construction of tunnels completes [+.5 defense; Tunnelling I]. New, more powerful drones are in the works [3/5], and another scouting party is sent out [3/5].

[Odab]
A Butcher's workshop is complete [Butcher I; +1 food/turn], a new mine is dug out [2/4], the fuel drill nears completion [3/4], and rocketry research is done [Rockets I]!

[Mad Medicine]
The elephants are researched [3/6], and agricultural research completes [Agriculture II; +1 food/turn].

[Confederation]
Finished with recruitment, the fishing boat sets off [Fishing Boat I; +1 food/turn], and the new farm is completed [Farm I; +1 food/turn] The Confederation begins searching for suitable leaders [1/4], and the economy is strengthened a bit [1/4].

[Hunger]
Expansion efforts do indeed complete [+5 hex], the bomber is nearly ready for action [4/5], and another battalion undergoes training [2/5].

[GARM]
The scout heads out once more [1/4], still no progress on the extra power, though repairs on the translation engine continue [10/25].

[Free Army]
Better training is nearly done [6/8], and tactics research also progresses [4/6]. Only slight progress on the new barracks (a gym is being installed) [3/6], and the weapon cache is sent!

[New Albion]
Progress on the Cornucopia [6/25], and another village nears completion [4/6]!

[Royal Society]
Agricultural research completes [+1 food/turn]! And the university is nearly built [3/4].

[Machina]
The cannon technology is bettered [3/6], and better constructs are researched [4/8]. The power plant is finished [+1 power/turn], and some of the engineers work on the drills more [1/8].
>>
>>48262788
>and the weapon cache is sent!
Wait, sent?! But I still need to do the tech transfer... right?
>>
Rolled 94, 33, 90 = 217 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. The scout continues floating around without much direction. [Scouting:3/4]
2. GARM instructs the strange creatures on repairs even though it doesn't understand much about them. [Send: Repairs I to Free Army]
3. Although not even close to done, smaller proof-of-concept mini-engines are being tested. The mini-GARMS look happy with the miniature engines. [Mega-Project: GARM's translation engine - 10/25]
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 172 (+10/turn)
>Food: 257 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 26 +1/turn
>Refined Ores: 0
>Stone: 28 (+1/turn)
>Wood: 28 (+1/turn)
>Power: 72 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Fertilizer Plant 6/8
Underground Cornucopia 6/25
>>
Rolled 37, 44, 20, 52 = 153 (4d100)

>>48262788
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 65(+2/turn)
Food: 145 (+4/turn)
Currency:62 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (4/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)(1/8)
Autocannon I(3/6)
Resources: Power: 24 (+6/turn)(-4/turn),
Ore: 75 (+3/turn)(-2/turn)
Stone: 39 (+4/turn)
Refined Ore 25 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. The autocannon research and improvements proceed quickly. Keep up the good work. (3/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2-3.Our knowledge of our own constructs continues to grow and improve. Keep working on it. (4/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

4. The pace on our drills research is slow. Let's at least make it sure. Keep researching more drills.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center
>>
>>48262895
That was the tech.
>>
Rolled 16, 48, 43, 64 = 171 (4d100)

>>48262913
1-2. Continued construction of the Underground Cornucopia 6/25

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

2-4.Finish up the village! 4/6

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I
>>
>>48262959
... no, that was 2x Weapon Cache, a resource to equip 2 military units

Combined with my question and your commentary on that
>>48261209
>>48261248

Question for now is - do I need to still perform tech transfer for Confederation or it just happend, concluding entire trade. It makes no difference for me how is it handled, but if I just saved an action to actually transfer weapons and techs - great.
>>
>>48262788
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 46
Population: 212 (+8/turn)
Food: 256 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.
>>
Rolled 32, 65, 3, 31 = 131 (4d100)

>>48262788
>>48263092
1. Farm upgrades continue to be fertilized with dead trees. 7/10
2. Look through the new young for any more mutations.
+Mutations
3. Breeding new scout drones. 3/5
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. Scouting for what happened to the other scout drones continue. 3/5
+Scouting I
>>
>>48263035
Trades take two turns, but one roll. The end of this turn they'll receive it.
>>
File: MadScientist.jpg (75 KB, 294x380) Image search: [Google]
MadScientist.jpg
75 KB, 294x380
>>48262788
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 100 (+4/turn)
Food: 114 (+6/turn)(-1 from troops)
Currency: 30 (+2/turn)(-1 from troops)
Resources: Power: 22+2 (+3/turn) Stone: 15+1 (+1/turn) Wood: 15+1 (+1/turn), Ore: 15+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>>
Rolled 26, 48, 30, 76 = 180 (4d100)

>>48263481
>>48262788
Excellent work keeping our people fed. These new gene modified crops will surely boost the harvest. And if they end up eating anyone, just remember, this is for science. Next on the agenda is our energy weapons program. IT'S OUTDATED! We need to keep up with the world here people and that means new innovations, so up the power, up the accuracy and make it work underwater. How? You work it out, it's what the corporation is paying you for!

1-2 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II] [3/6]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3-4 Time to upgrade our energy weapons to 3.0, and make sure they're water proofing compatible. ['Mad' Energy Weapons II ---> III]
-Techs: [Engineering II][Waterproofing I]
-Eccentricities: [Completely Mad]
-Buildings: [Labs II]
>>
Rolled 26, 88, 32, 66 = 212 (4d100)

>>48262788
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 30
Pop: 82 (+7/turn)
Food: 76 (+8/turn)
Currency: 26 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I]
Resources: Student Xenobiologist, Etsai Herd, Power: 17 (+1/t), Wood: 34 (+2/t), Stone: 34 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Be bold, be brave, be fierce - be a leader! [1/4]
>Leadership tech
+ Barracks I

2) The amount of food in trade will definitely help [1/4]
>Currency growth

3) We promised the Free Army some techs - send them now
>Scouting I and Navigation II to Free Army

4) With Wakenui as the base of operation, it shouldn't be hard to expand directly south, over still unclaimed water and land - right next to the border of Afairika
+ 1 Newt spearmen
+ [Navigation II] [Scouting I] [Construction I]
>>
Rolled 60, 9, 85, 21, 52, 81 = 308 (6d100)

>>48262788
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 52 +(2/turn)
Food: 62 (+2/turn)
Currency: 67 (+2/turn)
Resources: Power: 72 (+3/turn) Ore: 61 (+2/turn) Refined Ore: 9 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1,2&3) Finally one of the Satellites are complete, now is just the small matter of getting them into orbit (first two rolls are for the [3/6] other one is for the [5/6])
>[Engineering I]
>[Electronics I]
>[Satellites I]
>[Communications I]
>[Monitoring Systems II]
>[Internet I]
>[Orbital Bombardment I]
5&6) Standard rocketry shuttles are not sufficient, by the point that their powerful enough to escape the atmosphere they are so large that they are to expensive to be usable. Instead, I propose that we construct a grand wonder, a mighty space elevator capable of transporting large quantities of goods to orbit.
>[Engineering I]
>>
>>48263645
"ALTECH! You have some explaining to do! What's this I'm hearing about a Niburu Internet in your colony? It's not an internet if people aren't connected to it worldwide! We want in, what do you want in exchange?

We got some advances in the field of engineering [Engineering II], medicine [Medicine II] and agriculture [Agriculture II], as well as our new waterproofing technology [Waterproofing I] that we apply to all our latest inventions. Name your price, as well as any other interesting tech you might be able to offer us, we want in!"
>>
>>48263782
Dr. Brown looks a bit flustered, seemingly surprised that he had forgotten "My apologies, we were so caught up in our work and research that we completely forgot to inform you of this, of course you will have access to it, and while [Engineering II] and [Medicine II] would be welcomed, they are in no way required'
>>
>>48263910
"Excellent. Now, is there anything else you can offer us so that we can have a fair trade of technology? While we, as a corporation, do understand the value of patents, we also understand that science advances faster when we're not all trying to discover the same thing. So, what do you have to offer us for our mastery of engineering and medicine besides internet access?"
>>
>>48263975
"We could offer you [Programming II], which will be quite useful once you have internet, we also have [Communications I] and [Monitoring systems II] for easy reproduction of communication technology, finally we have [Automation] showing how to automate the production process of a forge, unfortunately we are currently not offering techs relating to space travel or transportation as we wish to keep our orbital foothold for now"
>>
Rolled 27, 48, 22, 21 = 118 (4d100)

>>48263247
Ok, so I've just sent both weapons and techs in single action. Sweet!

>>48262788
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 50 (+2/turn)
Food: 97 (+5/turn)
Currency: 34 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I
Resources:
Power: 78 (+4/turn) Wood: 41 (+2 turn), Stone: 17 (+1/turn), Ore: 40 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Move it, people! This is Military Training, not a stroll in the park! You still have another ten miles! And last soldier on finish is not hungry enough to eat today! [6/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. ... every squad can work separately, gaining better mobility and initiative, while the flexibility brought by those Tactics... [4/6]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I
3. Pillows?! Now I don't know about that sir, but it appears to me we might be pampering our troops a little too much now with those new Barracks [3/6]
Barracks I, Workshop I, Engineering I
4. Conduct diplomatic exchange with GARM: >>48261298

1 Make Up Turn still in reserve
The powerplant will have to wait yet again [5/6]
>>
New batch of questions
http://pastebin.com/NcDQV1cw
>>
Sergeant, try to reach them again

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Artillery I. Your information on Rockets I intrigues me. Are you willing to exchange it for my research on Aiming I?
>Terms of this offer are non-negotiable.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I and Biofuel I, and you, in return, will fully disclose your data on Medicine II.
>>
>>48264146
Understandable, very understandable. We'll take programing, then maybe we can get around to doing something with the basic AI tech you've provided us with."
>Trade offer: [Programing II] and [Internet I] for [Engineering II] and [Medicine II]
>Accept? Reject? Bargain?
>>
>>48264475
"We accept this offer and hope to look forward to future technological exchanges between our nations, unfortunately we have been a bit sidetracked of late with this space project and thus have not made much progress on discovering the cause of these strange mutations and changes to the AI, how is progress on the biological side of things?"
>>
>>48264564
"Excellent. And things have been going very well with our research, we're not sure if we've found why it happens, but we've been able to make use of it.

We'll let you know if we find the cause, and we wish you the best of luck with your space program."
>>
Rolled 27, 84, 79, 18 = 208 (4d100)

>>48262788
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 56 (+4/turn)
Food: 64 (+8/turn) (6)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 53 (+3/turn)
Power 32 (+3/turn) (1)
Stone 26 (+2/turn)
Wood 9 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Expand southward
2. Expand our mining network (more ore is needed for our war machines) [2/4]
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [3/4]
+Construction Depot
+Factory
+Robotics
4. Recruit more soldiers for our army.
>>
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>>48262788

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
>Pop:
92 Total (+4/turn)
56 Fairies (+2/turn)
36 Humans (+2/turn)
Food: 154 (+6/turn)
Currency: 21 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 40 (+2/turn) Ore: 38 (+1/turn) Wood: 30 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
File: 02.jpg (42 KB, 650x487) Image search: [Google]
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Rolled 43, 60, 83, 55 = 241 (4d100)

>>48264977

https://www.youtube.com/watch?v=6MYNlmAVBuk&spfreload=1

>Turn 1/2

1.
+Focusing Tower I
+[Leyline Manipulation IV]
+[Leylines]

"Yeah, this is really embarassing. Don't tell anyone we ever had to do this!" (Researching [Flight 2/4]
2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Build more bombers so we have a squadron! They're still biplanes, but our better engineering abilities as well as stronger, more efficient engines and actual training should result in something better!" (Build a bomber flight!)
3.
+[Agriculture II]
+[Engineering III]
+[Electronics I]
+[Trained Engineers]

"Done yet?"
(3/4 New Detroit Farm)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Somebody write this down! What do you mean you don't know how to write? Fine, I'LL write it down! We're getting close, so close~!" (Leyline Manipulation V 5/12!)
>>
Rolled 31, 4, 48, 100 = 183 (4d100)

>>48264992

5.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Finish up those bombers! We've got the power!" (Finish Bomber flight!)

6.
+Focusing Tower I
+[Leyline Manipulation IV]
+[DAN Ammunition I]
+[Leylines]

"We've got the basics back down, but lets cook up something with a bit more oomph!" (Researching DANMAKU II)

7+8.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Forward, we're moving forward~! Kiyahahahahah!" (Leyline Manipulation V ???/12!)
>>
File: They call him El.jpg (65 KB, 396x264) Image search: [Google]
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Why are you not bumping the thread?
>>
>>48263645

https://www.youtube.com/watch?v=zWbQKKLWit4

A second line on the communications system opens up, the Governess of Afairika appearing, dressed in black attire with a strange purple aura, brandishing a torch in hand with a flame that seemed difficult to follow. Noticably, the location behind her appeared to be a void, the checkered floor the fairy was standing upon the only other feature.

"Hi-hi, Dr. What's His Name! This is Afairika speaking! It's me, Miss Governor Colombina, and I have wonderful news~! I'm very, veeeery sorry that we haven't spoken in a while, but this'll make it all up!"
>>
hey can yall subscribe to my channel its gannygames
i just started
>>
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>>48266112
>>
>>48266109
"Hello Miss Governor Colombina, What is this wonderful news? it's Dr Brown by the way."
>>
pre-update bump
>>
The director of Mad Medicine Inc has called a conference for the senior staff of the corporation.

"Attention, I have a bit of an announcement to make.apparently accounting has run the numbers and we can afford to branch out a bit. But it would mean we need SOMEONE who's willing to run whatever extra branch we're opening. We would PREFER if we could get a weapons branch so the rest of us could focus on the purely biological, but we'll take anyone qualified with an idea. Applications will remain open until we find someone, or we go bankrupt. That is all."

>MAD MEDICINE INC IS OFFICIALLY OPEN FOR ANYONE WHO WANT TO JOIN AS A COURTIER
>JOIN NOW AND GET A FREE HOVERCRAFT
>>
Nearly done with update, just fiddling with map a bit.
>>
[GARM]
GERM's scouting mission completes; on the ice caps to the east and west, and the sea, roam packs of large creatures that look like a cross between earth's wolves and killer whales, and GARM sends its tech over to the Free Army. The Translation engine makes great progress [14/25]!

[Machina]
The autocannon research is nearly done [5/6], as well as bigger and stronger constructs [6/8]. Finally, work on the heavy drills is still ongoing [3/8 (Remember to include progress!)]

[New Albion]
Construction continues [8/25], and the new village is complete [+2 pop/turn]!

[Devil Ant Nests]
Farm upgrades continue [8/10], and the newest batch of young are inspected [2/4]. No progress on the drones, though the scout has picked up a strange scent [4/5].

[Mad Medicine]
Genetics research makes great progress [5/6], and the corporation's weapons undergo some much needed upgrades [3/8].

[Confederation]
The process of choosing leaders is still undergoing [2/4]. Trade between Vadimawai and Wakenui starts, bringing much coin to both cities [Economy I; +2 currency/turn], and the techs are sent. The Confederation expands its borders southward [+5 hex]!

[Altech]
>Remember to put your satellites on your stat sheet as they complete.
The second satellite still needs a bit of work [5/6], though the third satellite goes up [1 Satellite [Bombard: 1]. The elevator begins [3/25].

[Free Army]
Better Infantry training is so close [7/8], but tactics research is finally complete [Tactics II]! No barracks progress, but the tech is sent to GARM. (I will get to your questions when I can.)

[Odab]
Southward expansion begins [1/2], and another mine is created [Mine I;+1 ore/turn]. The new fuel drill also completes [+1 power/turn], though recruitment turns sour.
>>
File: Nibiru.png (2 MB, 3000x2500) Image search: [Google]
Nibiru.png
2 MB, 3000x2500
[Afairika]
The Fairies finally take flight [Flight I]! Another bomber flight is in the works [3/5], New Detroit's farm is done [+1 food/turn], and research progresses; the fairies are more than halfway done [7/12]! No progress on further DANMAKU ammo... though there is a startling breakthrough with the manipulation... a young fairy shows great promise in manipulating the leylines that cross the planet, and her training begins [Leyline Manipulation V; Hero Progress 2/10]
>>
>>48267941
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 54 +(2/turn)
Food: 64 (+2/turn)
Currency: 71 (+2/turn)
Resources: Power: 75 (+3/turn) Ore: 63 (+2/turn) Refined Ore: 10 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard [2 Satellite [Bombard: 1]
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.
1) Only one satellite left to complete, though getting them off the ground will take quite a bit longer [5/6]
2) Perhaps this space elevator project will take a bit longer than expected, very well [3/25]
3) It seems that Mad Medicine has once again opened up for technological exchange, time to send them [Programming II] and [Internet I]
>>
Rolled 36, 81, 29 = 146 (3d100)

>>48268066
Forgot Dice
>>
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>>48267941
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 104 (+4/turn)
Food: 119 (+6/turn)(-1 from troops)
Currency: 31 (+2/turn)(-1 from troops)
Resources: Power: 24+2 (+3/turn) Stone: 16+1 (+1/turn) Wood: 16+1 (+1/turn), Ore: 16+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>>
Rolled 30, 78, 3, 56 = 167 (4d100)

>>48268100
>>48267941
With everything going smoothly I got some very good news for everyone, the Internet is making a comeback. You heard it everyone, it seems those computer wizards at Altech re-invented the internet, and we've been promised we'll get access. So feel free to start celebrating the return of the great net.

1 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II] [5/6]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
2 Do a trade with Altech: [Programing II] and [Internet I] for [Engineering II] and [Medicine II]
3-4 Time to upgrade our energy weapons to 3.0, and make sure they're water proofing compatible. ['Mad' Energy Weapons II ---> III][3/8]
-Techs: [Engineering II][Waterproofing I]
-Eccentricities: [Completely Mad]
-Buildings: [Labs II]
>>
Rolled 99, 20, 84, 11 = 214 (4d100)

>>48267967
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 67(+2/turn)
Food: 149 (+4/turn)
Currency:65 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (6/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)(3/8)
Autocannon I(5/6)
Resources: Power: 26 (+6/turn)(-4/turn),
Ore: 76 (+3/turn)(-2/turn)
Stone: 43 (+4/turn)
Refined Ore 27 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.The new autocannon revisions are nearly compete. We are so close finish it up.(5/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2. Likewise we are very close on revisions to our construct making and design techniques. Let's see if we can finish that up too.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

3.We are making noticeable progress in our drills improvements, still we have a long way to go. Keep at it. (3/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

4. Begin working on even better armor for our troops and machines. We can make it even better.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center
>>
Rolled 30, 21, 70, 61 = 182 (4d100)

>>48267941
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 35
Pop: 89 (+7/turn)
Food: 84 (+8/turn)
Currency: 32 (+6/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I] [Economy I, +2 currency/t]
Resources: Student Xenobiologist, Etsai Herd, Power: 18 (+1/t), Wood: 36 (+2/t), Stone: 36 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) You can either follow or lead! Be a leader! [2/4]
>Leadership tech
+ Barracks I

2) Also, be bright! Sages need help of bright minds!
>Science II tech
+ Sage Clearing I
+ [Science I]

3) We've got barter going within the Confederation and those shiny shells... make them into legal tender!
>More currency
+ [Economy I]
+ Shiny Shells

4) Keep pushing south, penetrating as deep into the land as possible.
+ 1 Newt spearmen
+ [Navigation II] [Scouting I] [Construction I]
>>
>>48268166
(6/8) on action 2 btw
>>
File: NewTown.png (113 KB, 466x274) Image search: [Google]
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Rolled 34, 24, 53, 82, 73, 6, 61, 86 = 419 (8d100)

>>48267967
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 40
Population (+2/turn): 65
Food (+0/turn): 84
Currency (+1/turn): 18
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (+2/turn): 56
Ore (+4/turn): 115
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. Complete the stealth bomber!
>4/5
+[Aviation I]
+[Hunger Stealth Aircraft I]
+[Hunger Bioweaponry II]
+[Engineering II]
+[Explosives II]
+[Airport I]

2-3 The third shock trooper battalion continues to train within the barracks.
>2/5
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]

4-6 A new town starts being built where the pink dot is in the attached image.
+[Engineering II]

7-8 The Famine Battalion and the Harvester are sent out to hunt down the gorilla creatures. Orders are to slaughter most of them and chuck the corpses into the harvester for food, and to bring the rest back as slaves.
+[Infantry II]
+[Targeting I]
+[Explosives II]
+[Hunger Bioweaponry II]
+1 [Famine Battalion {Shock Troopers}
+1 [Harvester {Scavenger}
>>
>>48266194

"Pretty sure we're done with the basics of Leyline Manipulaiton. Like, all the basics! It's a really major breakthrough~!"
>>
>>48264310
1- no
2- yes
3/4-yes
5- no. +.6+ and they'll be considered professional.
6- No
7- Figure it out like everyone else.
8- See above (Have not given it away, you aren't at a disadvantage here)
9- See above
10- It should actually be consuming fuel, but I fucked up, so I'll let this one slide.
>>
>>48268179

Upon the archaic computer monitor, the guise of a long-haired, younger looking human? woman appeared, dressed in an odd patriotic clothing. She spoke in a cheerful tone.

"Hi there! I don't think we've ever met before! I'm Miss Governor Colombina, governor of Freedomia and the US Territory of Afairika!

Anyways, we're a pretty recent arrival. Like, a couple months tops? So, it's understandable if you don't really know of our presence, but now you know! And you know what else? Us Americans have this thing we like to call "personal space". It's not that we don't like you, but we don't even know you yet, and here you are trying to fit your borders next to ours like you're Canada!

We overlooked that time you claimed the strait cause' we don't have any real use for it, but this encrochment on the peninsula is turning some heads here. Especially, since according to our smart people, you originate from an island which has a lot of open territory that isn't even claimed!

So, what we're saying is; why don't you claim that territory instead, and leave the peninsula area for the people that actually live in the mainland? You're welcome to keep what land you claimed now, and you can even offer to sell it to us if you don't find it useful, but if you can keep to the waters and your island, and we'll just keep to our place, I think everyone will be really happy in the end, kiya~!"
>>
Rolled 63, 14, 84, 93 = 254 (4d100)

>>48267941
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 56 (+4/turn)
Food: 64 (+8/turn) (6)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 53 (+3/turn)
Power 32 (+3/turn) (1)
Stone 26 (+2/turn)
Wood 9 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Expand southward
2. Expand our mining network (more ore is needed for our war machines) [2/4]
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [3/4]
+Construction Depot
+Factory
+Robotics
4. Recruit more soldiers for our army.
>>
Rolled 18, 72, 79, 27 = 196 (4d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 184 (+12/turn)
>Food: 268 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 27 +1/turn
>Refined Ores: 0
>Stone: 29 (+1/turn)
>Wood: 29 (+1/turn)
>Power: 75 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Fertilizer Plant 6/8
Underground Cornucopia 8/25

1-4.
FULL STEAM AHEAD

On expansion!

Expandsouthwest in a massive southwestern diagonal drive for the western sea, the only sea we don't have access too yet.

Spend 6 Energy to speed up our forces moving!
>>
>>48267941
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 46
Population: 220 (+8/turn)
Food: 266 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.
>>
Rolled 37, 34, 52, 63 = 186 (4d100)

>>48269001
>>48267941
1. Agriculture research continues.
2. Young are inspected for mutations. 2/4
+Mutations
3. New scout drones are continuing to be breed.
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. And the ones that killed the other scout drones shall be found, and then torn apart and eaten. 4/5
+Scouting I

It is good day in nests.
>>
>>48269042
Agriculture research at 8/10
>>
>>48268956
EDIT!
>Asked on IRC Wheelie said I could do this

Change the nature of action #1-2 to sending in manpower to assist the fairies in whateveer (peaceful) expansion they have planned this turn.

"Can you believe those Yanks need us to help them expand? US! And here I thought they were good at that whole manifest destiny lot."
>>
>>48267967

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
>Pop:
96 Total (+4/turn)
58 Fairies (+2/turn)
38 Humans (+2/turn)
Food: 161 (+7/turn)
Currency: 26 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
-Farm I, (Food, +1/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 40 (+2/turn) Ore: 38 (+1/turn) Wood: 30 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Flight I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation V] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
Rolled 33, 100, 8, 10 = 151 (4d100)

>>48269517

https://www.youtube.com/watch?v=iJo0rY8hNpw

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Come on boys, it didn't take you that much effort to get them up LAST TIME!" (Bomber flight 3/5!)

2.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)
+Smelter I
+Factory I
+[Engineering III]
+[Electronics I]
+[Ley-powered Machinery I]
+[Leyline Manipulation V]
+[Trained Engineers]

We've neglected our friends at Altech for too long! I wish I could send more, but SOMEONE has got our hands tied so we've had to change our foucs! This is for you science-kangaroos! Thank you for your help; in fact, I'm going to try infusing it with leylines so you don't have to worry about power! (Aid Altech in building the Space Elevator [3/25]!)

3.
+2 Heavy Weapons Teams
+New Albion's Aid >>48269298

"All right you sleepy heads, if you want Miss Governess to be really happy, you'll help us claim the land east of us, as part of the eastern peninsula! I got so caught up in magic, we almost had our preliminaries snatched up from under our noses! Well no more to that! Get moving~! Manifest destiny!" (Expand eastward, into the peninsula!)

4.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+['Fairy' Incendiaries I]
+[Flight I]
+[Training I]
+[Medicine I]
+[Leylines]

"Oh, that's great dear, but this is my turn to shine; you can got do your leyline stuff with a project or something later! It's been way too long since I've gotten the chance to test out my spellcard tricks, and I'm gonna put on one HELL of a show! Kiyahahahahaha~! This Governess buisness is fun, but a fairy has needs: a need to prank people, a need to put on pretty light shows, and a need to turn this plane topsy-turvy!" (Hero: Clownpiece! 2/10)
>>
File: To avoid any further problems.png (121 KB, 553x633) Image search: [Google]
To avoid any further problems.png
121 KB, 553x633
Rolled 43, 62, 22, 17 = 144 (4d100)

>>48268956
Oh it would be a damn shame, Private, if someone stopped that.
And just to you both know - I'm perfectly aware it's a ruse. And I will still bait. Come and get me if you really want to.

>>48267941
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 52 (+2/turn)
Food: 102 (+5/turn)
Currency: 40 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I
Resources:
Power: 82 (+4/turn) Wood: 43 (+2 turn), Stone: 18 (+1/turn), Ore: 42 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Keep it up with that Military Training! [7/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. The Barracks should be already finished. [3/6]
Barracks I, Workshop I, Engineering I
3. Expand South-East. Straight shot, right to the sea. Also, send an Infantry Platoons there to help. Anything moves - they have a clearance to open fire on sight. Shoot to kill. NOW MOVE IT!
+ Power 25
Infantry Platoon, Workshop I, Infantry II, Mobile II, Engineering I, Tactics II
>I want be extra sure this is done right. Or this will be really a case of a conspiracy. Pic related
4. With the Powerplant finished, we will finally have basic energetic security [5/6]
Workshop I, Engineering I, Energy Production I, Biofuel I

1 Make Up Turn still in reserve
>>
>>48269545

https://www.youtube.com/watch?v=O6OOC36_u6s

NASA still has it, baby!
>>
Rolled 28, 22, 43 = 93 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 11 {+2/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 16{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]; [Energy Production I (+1 Power/turn)]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. GARM continues work on the power systems given the new technology that has arrived. [Power: 2/4]
2. The translation drive nears completion as GARM begins to throw more and more resources at it. The general mood of GARM is positive, but there's still some anxiety about the reaction of the translation engine with the atmosphere.
3. With the remaining resources GARM has begun to retrofit and adjust the weapons array. It is still heavily damaged, but GARM makes another attempt. They are adjusted for orbital firing. [Weapons: 3/4]
>>
>>48269560
>Anything moves - they have a clearance to open fire on sight. Shoot to kill. NOW MOVE IT!
"I say sir!

That is highly rude and unsportsman like, and outrageous. Now, I don't mind a Scramble for Africa as much as the next bloke but how could you attack unarmed settlers!

It's barbaric. We could easily have discussed borders.

Or so we thought that the Free Army simply wished to return home to earth."
>>
[Altech]
The last satellite is done, and what's more, a contingent of Afairika's engineers show up, erecting the elevator in record time [4th die]! The tech is sent to Mad Medicine.

[Mad Medicine]
Research into the winged elephant's DNA yields more of its secrets [Genetics II], a trading party to Altech sets out, and while it hits a snag at first, progress soon happens with Mad's energy weapons [5/8].

[Machina]
Autocannons are improved [Autocannons II], construct knowledge nears completion [7/8], and drilling improvements are nearly ready, but there's no progress on the new armor.

[Confederation]
Leaders are so nearly ready [3/4]! There isn't any scientific breakthroughs though, but improvements in the economy commence [2/6]. The Confederation's lands expand [+5 hex]!

[Hunger]
The bomber is complete! It takes lots of power to run, though [1 Stealth Bomber {Stealth}[+1.6][-3 power/turn] ]. The shock-trooper battalion nearly completes [4/5], and the town is half done [3/6]. The hunting party leaves to hunt down the black-furred ape-creatures [3/4].

[Odab]
The pirates of Odab expand south [+5 hex], but expansion of the mines stalls. The offshore drill is finally completed [+1 power/turn], and soldiers are recruited [3/4 (Be sure to list techs!)]

[New Albion]
New Albion helps the fairies of Afairika in their expansion efforts, and the nation expands on it's own merit [+6 hex]!

[Devil Ants]
Agricultural research nears completion [9/10], and the larvae are nearly full grown [3/4]. Breeding of new scouts begins [2/5], and the source of the missing scout is found... a massive cave, inhabited by a humanoid creature with skin like stone; a Cherufe.
>>
File: Nibiru.png (2 MB, 3000x2500) Image search: [Google]
Nibiru.png
2 MB, 3000x2500
>>48271863
[Afairika]
Progress is still slow on the bombers, though they're nearly finished [4/5]. With Afairika's help, the 'space elevator' in Altech is complete! The fairies can't do it themselves, but with New Albion's help, they expand rapidly [+6 hex]! Clownpiece's training hits a snag though.

[Free Army]
Training completes [Infantry III], and the barracks finally finish upgrades [Barracks II]. Expansion begins [1/3], though there isn't any progress upgrading the power plant.

[GARM]
Work continues slowly [3/4], and though there isn't any progress on the translation device, it completes basic repairs of its weapons systems [Weapons I]!
>>
Rolled 41, 45, 2, 44 = 132 (4d100)

>>48271863
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 56 +(2/turn)
Food: 66 (+2/turn)
Currency: 73 (+2/turn)
Resources: Power: 78) +3/turn) Ore: 65 (+2/turn) Refined Ore: 11 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard [2 Satellite [Bombard: 1]
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.
1) Wat. how, you managed to construct a space elevator, A SPACE ELEVATOR In such a short time! Well good job i guess, it seems i underestimated american engineering. Now that these sattelites are set up, its time to put them to good use (Reposition sattelites to survey planet)
2) We have been seriously neglecting our AI research as of late, commence immediately. [1/10]
3) How do we expect to program better AI with such rudimentary knowledge of programming, its time to improve that knowlege (Research Programming III)
4) Now its time to build our first space station, and move our territory upwards, but first we need life support, otherwise we'll all starve and/or suffocate up there
>>
>>48269953
"This is a signal from Altech orbital satellites, my name is Dr. Brown, Head of the Altech Corporation Nibiru Research Project, requesting communications with this colony, my reports show that your ship is damaged and is in need of repairs and we have technology, energy and raw materials that we could provide in exchange for technologies and good-will between our nations"
>>48269560
"This is a signal from Altech orbital satellites, my name is Dr. Brown, Head of the Altech Corporation Nibiru Research Project, I seek to open negotiations and hope to prevent open warfare between you and our allies New Albion
>>48269001
"This is a signal from Altech orbital satellites, my name is Dr. Brown, Head of the Altech Corporation Nibiru Research Project, We have recieved reports of organised activity in this area and seek open communications with your nation
>>48268432
Greetings, my name is Dr Brown, head of the Altech research station here. I am seeking open communications with this colony
>>
>>48268166
This is a message from the Altech Corporatio Satellites in orbit of this world, we at Altech would like to begin negotiations and trade with this colony
>>48268179
Greetings, I don't believe we have met but I have heard reports of you from our allies Afairika. Let me introduce myself, My name is Dr. Brown, head of the Altech Corporation Niribu Research Project, I would like to discuss trade with your leader.
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 56
>Population: 196 (+12/turn)
>Food: 279 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 28 +1/turn
>Refined Ores: 0
>Stone: 30 (+1/turn)
>Wood: 30 (+1/turn)
>Power: 78 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Stat post
>>
Rolled 9, 92, 52, 8 = 161 (4d100)

>>48271863
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 40
Pop: 96 (+7/turn)
Food: 92 (+8/turn)
Currency: 38 (+6/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I] [Economy I, +2 currency/t]
Resources: Student Xenobiologist, Etsai Herd, Power: 19 (+1/t), Wood: 38 (+2/t), Stone: 38 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Nice and stylish warbonnet for every leader! [3/4]
>Leadership tech
+ Barracks I

2) There is nothing wrong with being both smart and a leader. It's even better!
>Science II tech
+ Sage Clearing I
+ [Science I]

3) Soon, there will be enough funding for everything! [2/6]
>More currency
+ [Economy I]
+ Shiny Shells

4) Another expansion to finally reach Southern Ocean.
+ [Navigation II] [Scouting I] [Construction I]
>>
>>48269560
https://www.youtube.com/watch?v=mJVjtYBAAPs
>The Free Army's public communication system starts ringing
>Signal is from:
>New Albion
>>
>>48268768
A large salamander maw appeared in the videolink. More - it started to talk!
- He-hello. Um... Younger Research Assistang Paau here. I've just checked Canada in the library database. It appears we must indeed be Canada! We have border next to American land and we have free health care for our people!
- Paau, with whom are you talking?
- I... I got to go! Bye!
The transmission ended abruptly

>>48272040
The toad sighed. Ever since he showed up his apprientice the comlink station, almost nothing but trouble came from it. He covered the camera again, set up the connection and gently keep moving the power treadle with his webbed feet. We wasn't even trained in diplomacy and now he had to handle more and more complicated relations with everyone around and those far away too. He was researcher, not an envoy.
- This is Doctor Oraora Enoka speaking. What kind of trade are you talking about. Are we talking about establishing permanent trade route? Or a mutual exchange of good will maybe? Or something completely different?
>>
>>48259204
Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: Sent with the Fairies of Freedomia, these were the best America had to offer and were programmed with a secret protocol upon entering atmosphere to orbit the planet for a period of time before landing and beginning colonizing. A republic was determined to not be able to function efficiently once other planets were able to be colonized and fought over with ease and so they were sent here to form a new government and ferry resources and new technology to give america an edge for the transition. When they found out the planet was cut off, they decided to form an Imperial type of government and set about freeing the planet.

Settlements: Roma Nibirus
Territory: 7
Population (+growth/turn):
Food (+growth/turn):
Currency:
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants I]; [Mines I]; [Lumberyards I]
Defenses:
Military: 3 [Militia]; 2 [Naval Boat]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]
Resources:
Eccentricities:
I want 1 Amateur Xenobiologist, where do I put it?

Also, I want to be placed between Blue, Green, and Pink with my capital being on that sea tile connecting the land on either side
>>
File: 1468486620281.png (2 MB, 3000x2500) Image search: [Google]
1468486620281.png
2 MB, 3000x2500
>>48259204
>>48272574
I want my capital to be where X circled marks the spot please
>>
>>48272500
"We were mainly interested in exchanging various technologies, though an exchange of mutual goodwill is always appreciated, we would also appreciate it if you listend to our ally Afairika's requests, we dont want to be dragged into a war with you after all"
>>
>>48272614
Ash, it's a water hex. Unless you are a fish, you are land-bound.
>>
>>48272784
It has land on each side, my capital is a coastal capital similar to Constantinople.
>>
>>48272746
- Afairika request? - The voice in the comlink was confused - What request? Is this some sort of joke or gunboat policy? And what technologies are you can offer for exchange?
>>
>>48272808
You really just want to stir up a hornets' nest, don't you?
Fine, let wheelie decide. But don't blame me later.
>>
>>48272831
You're the only one being rude here.
>>
Rulesheet:
Nation Name: The Taach Okaan
Nation Race(s): cyborg goblins
Color: green
Location: Island above purple
Fluff: The Taach Okaan (Steel Ones) were once part of a great Bio-ship, a self contained biosphere contained within a large ship, the creators of which where long disappeared. Originally mindless like many of the creatures on the ship, the Taach Okaan evolved to sentience over the course of the ships long journey. Gripped with a powerful curiosity, they soon began tinkering with the ships workings itself, damaging the navigation systems. Eventually the damage from the goblins incessant reverse engineering and cannibalising of the ships engine led the ship to crash on a strange world known as Nibiru. Some of the goblins and exotic life of the ship survived, and spilled out onto the planets surface. Their curiosity as powerful as ever, the Taach Okaan began constructing a new civilisation.
Structure: Farm || Mine || Power-Plant || lumberyard | Quarries |
Resources: Professional Xenobiologists Military: Professional Mercenary Navel Boat
Tech: Forging | Agriculture | Engineering | Energy Weapons ||Robotics || Shipbuilding |

Hey I was the anon on the chat a few days ago and here is my character sheet...this is my first sheet so please forgive me for my scrubness
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Also please tell me if there is anything wrong with it and stuff I need to fix
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>>48269658
>>48272746
>>48272831
"Stupid conflicts getting in the way of SCIENCE!"

A four way video conference is set up with Altech, Alfairika and the Confederation

"Doctor Ivan Nikola Sane, Director of Mad Medicine Incorporated her. AND YOU'RE ALL TOO NOISY! What's this commotion up north that I keep hearing about, it's distracting us from our experiments!"
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>>48259204
>>48272574
Settlements: Roma Nibirus
Territory: 7
Population (+growth/turn):
Food (+growth/turn):
Currency: 20
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants II]; [Mines II]; [Quarries I]; [Lumberyards I]; [Docks II]
Defenses:
Military: 6 [Militia]; 2 [Naval Boat]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]
Resources:
Eccentricities:
I want 1 Amateur Xenobiologist, where do I put it?


I did sheet wrong. Revising
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>>48273137

Colombina took the moment to make sure her wings were hidden, which they were. Colonel didn't want anyone outside of FVEY to know they were fairies.

"Hi hi, Doctor...Sane? We were just talking to these fish people! I tried to tell them that we don't really appreciate them claiming up the eastern peninsula when they have plenty of land near their home...land. Sea? I'm not sure if they got the message or not, but Dr. Brown has been trying to negotiate with them.

He's not a people person. Or a fish person. Are you listening to every transmission that happens in this area!?"
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>>48273372
"Fish people? The fishpeople are on the other side of the continent, you've been in trouble with the amphibian people, frog people might be acceptable if inaccurate. Is this what caused this incident? I thought diplomacy was about compromise, not petty insults.

And no, I don't monitor every transmission, that's what interns with nothing to do are for. And apparently all of them are concerned war is around the corner between all of our trading partners. I think you can understand why this has me concerned."

The director appears to be pondering something.

"And speaking of trade, I think we might be able to do some more trade soon, if you're interested. I'm sure you've made plenty of breakthroughs since we last talked."
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>>48273471

"Well sorry Doctor, but I'm not a biologist or whatever it is that is supposed to tell animals apart: It's not like I actually /called/ them fish people! It was what Doctor Brown said that upset them, not me!

As for the trade, yeah! We've practically mastered...uh, energy manipulation, as well as improved on our engineering theories: they should be as good as they were on Earth, which is a major step up from what we've got before!"

Colombina had not thought about how she was gonna explain leylines to non-FVEY nations, especially given that only fairies were FVEY sensitive, making trading the knowledge they had practially worthless.

"Well, I don't exactly understand the principals myself, but we've managed to put our energy knowledge into practical use, and have gotten aircraft with unlimited range, without having to use nuclear power! It's pretty amazing, but we're still trying to find a way to break it down..."
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>>48271873
I was just hoping for all-purpose Military Training I tech, but Infantry III is just as good, if not even better.
What about the trade I've conducted two turns ago? Did I receive the results already? It's crucial for me to know before making my next move.

>>48271313
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of New Albion military forces
>TOPIC: Stay away

>This is CO of the Free Army. To keep with the Cairo to Cape parallel - consider me as your Belgian Congo and German East Africa.
>Free Army will not end up in encirclement, hostile or not.

/ And off the RP bullshit - nice knowing you've switched your move after declaring and rolling for action, but suddenly I'm the bad guy for stopping something, that is not even going on. After all what kind of moves you have now down there, South-East? None.
We are not even going to share border when the expansion is finished. Unless you want to get nice and sweaty in a tight hug by sticking yourself to my border
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Try one last time, Sergeant

>>48268881
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Artillery I. Your information on Rockets I intrigues me. Are you willing to exchange it for my research on Aiming I?
>Terms of this offer are non-negotiable.

.

.

>>48268119
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I and Biofuel I, and you, in return, will fully disclose your data on Medicine II.
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A door behind Colombina opened up, and in stepped Colonel Maxwell Vol, bags under his eyes from a long journey. He had just returned after helping oversee the construction of the Space Elevator: the engineers were from NASA after all, and they managed to errect the structure based on existing schematics for the one at Launch Complex 39, a couple of them formal maintenence workers with the luck of keeping a copy on-hand.

>>48273137

https://www.youtube.com/watch?v=RdNuchx1OGA

"Colonel Maxwell Vol of the United States Air Force, representing the US Territory of Afairika. Permission to ask the current situation is at present?"
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>>48273536
"Energy Manipulation you say? Yes, we would be very interested in learning more about that once we're done here. Meanwhile we've improved our energy weapons and are focusing our efforts on further understanding the change, and how we can make use of it. We've made some promising prototypes via use of [Genetic Engineering II] which we might be able to teach you about. However the key to this technology, the theory behind it in [Genetics II] is still under patent lock down for now.

Of course, we've also some extra lab space in need of projects, if you're looking to offer us some contract work."

Hits the equipment

"Now where is Altech and the Confederation?"
>>48273618
"It seems you had some sort of border dispute and I haven't heard anything about a resolution yet."
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>>48273618

"Oh, hey Colonel! I was just talking to the Doctor here and he seems to be thinking that just a little chatter between us is somehow gonna end in war and-"
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>>48273645

The Colonel held a hand up as to motion the fairy to silence. Though this was technically subordinate, the Governess complied. He remained calm.

>>48273637

"A border dispute between ourselves and one of the local tribes? I see that their territory is directly adjacent to ours, but have been assured that they would have no need for non-coastal land due to complications of their biology.

As commanding officer of the Afairikan armed forces, I assure you, that regardless of what my... governess might have you to believe, we would not seek hostile action against them unless it is in retaliation.

As for this talk of trade, while your research into genetics is fascinating from a scientific prespective given the conditions of your work, it does not sound necessary for us to procure it directly, for we have neither the facilities, or frankly personel qualified to place it into practical use. Your improvements in energy weapons are commendable, and perhaps some day we can try and fuse them with our knowledge on energy itself to make something of it, but for now, our hands or somewhat tied."
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>>48273637
- Pack your things, Paau. We are going for a field trip. And remember to get the net this time, not just cages! It's easier to catch specimen when you have something more than your hands and tongue to do that... Oh, and one more thing
- Yes, master Enoka?
- If you will ever use the comlink station again without my supervision, I'm going to look for a new apprientice. Is that clear?
- Bu...
- Is that clear?
- Yes, master Enoka
- Now get everything packed. We are leaving for few days, so your young back will have to carry all the heavy equipment.
The young salamander groaned, but started preparing things for the trip anyway. Within two hours, both the master and his student left the sage's hut, leaving only a note at doors. Nobody was inside.
And most certainly nobody to operate the power treadle.

~*~*~

The comlink with the Confederation remained silent and blank. Nobody was answering the calls, as if intentionally ignoring them.
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>>48273645
>>48273739
"Well then, it's good to hear that these "rumours" was just baseless fears among our populace, because frankly such a thing would be very distracting.

Now, for trade, are you saying it's not the time, or are you after the finished products instead of the theory behind them? Because I'm sure we can make you something if you just give us some specs to work after."

>>48273762
Assumptions are made, and tech support receives a note about checking what's up with the communications equipment of the Confederation.
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>>48273785

"Affirmative in the case of further technology trade. Among the events that concern us both nationally and internationally, we have reports that Altech plans construction of a corperate space station in order to move the majority of its personel to better study the nature of this planet, while a second border dispute appears to be errupting between the allied nation and an unknown territory to the south western sector of Continent Alpha.

All our other resources are being spent either capitalizing on the energy research breakthrough, or maintaining our defensive air fleet. To top it all off, reports of a "shooting star" crashing near the peninsula and giving off unidentified signals makes me believe that there might be something more to this strip of land our nations are apparently disputing over; an additional monkey wrench in this situation.

We might find interest in your improvements in laser technolgy when the time comes to fit it into our existing base of infrastructure, but to tell you what I am allowed to, our military infrastructure might just about go under a radical change in no small part due to the technology we have discovered."
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>>48268100
Courtier name: Railgun inc.
Courtier race: Humans
Color: Green
Fluff: >>48268100
Courtier name: Railgun inc.
Courtier race: Humans
Color: Green
Fluff: Railgun inc. Is a small contractor company of soldiers and weapons researchers. Recently they have been looking to focus more on their R&D division than ever before. And so the mad medicine company's call for a new division has come at the perfect time. The job fits their own needs perfectly. A chance to develop new weapons for their own soldiers on another corporations dime is a dream come true. And so they put in their application.
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>>48273869
"Very well, we at Mad Medicine will have to talk more to Altech about their space program sometime later. We need to make sure we're prepared for the return of the internet first though.

We might take a look at this "shooting star" you've heard reports of however, it sounds interesting."
>>48273874
"Mad Medicine has looked over your application, and we're willing to approve it. Once you've set up you'll receive full access to our advancements so that you can begin your work. Welcome aboard!"
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>>48272019
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Altech Corporation
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. State your business.
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>>48271863
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 108 (+4/turn)
Food: 124 (+6/turn)(-1 from troops)
Currency: 32 (+2/turn)(-1 from troops)(-8 from spending)
Resources: Power: 26-6 (+3/turn) Stone: 17-7 (+1/turn) Wood: 17-7 (+1/turn), Ore: 17-7 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics II]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Pending trade: [Engineering II] and [Medicine II] to Altech for [Programing II] and [Internet I]
>>
Rolled 59, 76, 87, 22 = 244 (4d100)

>>48274055
>>48271863
Good news everyone, we got a subdivision, Railgun Inc. will be joining us, initially out of River Lab One, unless we can finish their facilities in time. If we can, then they will have their own shiny new base, equipped with all the latest Mad Medicine technology.

1-2 We need more space for our growing population, as well as our new division, set out an outpost to the north so we can expand further.
-Techs: [Engineering II]
-Potentially assisting techs: [Waterproofing I], [Agriculture II], [Medicine II], [Domestication I], [Basic AI; AI I]
-Current population: 108
-Resources spent: Total 40 (Currency: 8, Power: 8, Stone: 8, Wood: 8, Ore: 8)
3-4 Time to upgrade our energy weapons to 3.0, and make sure they're water proofing compatible. ['Mad' Energy Weapons II ---> III] [5/8]
-Techs: [Engineering II][Waterproofing I]
-Eccentricities: [Completely Mad]
-Buildings: [Labs II]
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>>48272476
>>48273589
A very different image appears to the Free Army, neither the Prince nor the famed Hunter, but someone else.

"Encirclement? On the contrary, we have a far more generous proposal for yourselves.

We see the writing on the wall, your militarization efforts, you are the Free Army of course. And yet you lack the agricultural means we have so prized ourselves at mastering.

On the otherhand, we are settlers, explorers, colony builders. Although we purport to be a military endeavor, it is our economy and domestic growth we have given prerogative.

Our societies are similar. Our soldiers and denizens are paid not in arbitrary wealth or fiat, but in honest rations and food wages. You reap what you sow, eat what you work, as a truly free people should.

Here is our proposal, not an encirclement. An agreement. No, a symbiosis.

>continued
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>>48274177


New Albion will present its focus upon the expansion, acquisition, and harvesting of natural resources. Farmlands, mines, vast expanses of land to be used for industrial purposes. Our research will be focused on improving the acquisition and eventually the mass accumulation of resource.

The Free Army in turn, will excell at what they do best. Militarization, the training and armament and command of soldiers and armies. The research and development of new weapons technology and improving the force projection ability.

New Albion can supply the food and farms, the metal and mines, and near endless manpower to be trained into battle hardened soldiers (to be provided and trained, most volunteers for training will be permanentlly transferred to the Free Army as armies). We will continue to expand our territory for the purpose of produce supplies for the manufacture of arms and armaments.The Free Army will be given unlimited military access over Albion lands and the requisition certain technologies on supplies on demand as needed.

The Free Army in turn will act as the main military force of this arrangement. To defend our collective territories and unified (bilaterally) resources. The training and oversight of Albion men into Free Army militants. And the application of new weapons technologies.

We will also generously divide the western continent to whatever terirtories the Free Army wishes to discuss and claim. But with the reminder that Albion is perfectly willing to perform the role of resource collection and manpower production for the fee army.

This is our offer. Don't think of a shared border as but a source of conflict but of opportunity.”
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>>48274177
>>48274200
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of New Albion military forces
>TOPIC: Stay away

>This is CO of the Free Army.
>Keep your distance from the border. Get too close and get shot at.
>Kurtz over and out
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>>48271873

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
>Pop:
100 Total (+4/turn)
60 Fairies (+2/turn)
40 Humans (+2/turn)
Food: 168 (+7/turn)
Currency: 31 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit (Town):
-Farm II, (Food, +2/turn)
-Farm I, (Food, +1/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 42 (+2/turn) Ore: 39 (+1/turn) Wood: 31 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Flight I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation V] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
40
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
Rolled 15, 91, 75, 31 = 212 (4d100)

>>48274621

https://www.youtube.com/watch?v=a8Wdta9YFYk

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"All right, this should be the last order of planes for a while, I hope! I take it you have no shortage of air men that want to fly these things, yeah Colonel?" (Bomber flight 4/5!)

2.
+Smelter I
+Factory I
+[Engineering III]
+[Electronics I]
+[Ley-powered Machinery I]
+[Leyline Manipulation V]
+[Trained Engineers]

"Okay, I think we dealt with that issue for the moment. See that section of land that's really narrow? The one that connects the peninsula to the main continent? We should build a new town on it since our growth base can easily support it: lets call it Margaritaville! (Constructing Town: Margaritaville in area connecting peninsula to mainland!)

3.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+[Leylines]

"They say that the people in Mad Medicine are insane! They're quirky, yeah, but let me show you how to REALLY drive people mad! See this torch I hold? If I can get the fire to burn right again, just one look at it will make a human mad! At least, for a while. What kind of mad! Well, the sort of mad that gets them fighting harder in battle, or if I /really/ wanted to, gets them disobeying orders and fighting each other! Kya, we can also stop pretending and just call it magic now, that we got all our info back!" [Lunacy Magic I!]

4.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+['Fairy' Incendiaries I]
+[Flight I]
+[Training I]
+[Medicine I]
+[Leylines]

"How am I supposed to do any training with all this diplomacy going on!? All I hear is "WORDS WORDS WORDS!" I'm trying remember how to fire LASERS here!" (Hero: Clownpiece 2/10)
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>>48274763

"Don't go stalling on me, now! Here, take this and buy yourselves something nice, and make me a finished pair of bombers!" (Spending 20 currency to push action #1 to completion!)
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>>48274837
>Adding to roll
>After the roll already happend
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>>48274387
Very well.

If you are true to your comment that your original plans for expansion do not involve sharing a border, we shall keep our distance.
>>
Rolled 40, 5, 59, 7 = 111 (4d100)

>>48272419
1-4. Expand southwest, more south than west, closer to the Dwarves. But do not approach the Free Army.

Expend 6 energy
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>>48274945

>Currency: How much money your nation has on hand. Can be used to gain bonuses to rolls, or stave off the negative impacts of bad rolls.

That's what currency is for, silly!
>>
>>48274945
It's been done before, and from what I understand Wheelie allows it. At the very least I certainly haven't heard anything about him correcting this practice.
>>
>>48274982
>Expand southwest, more south
You are aware that's impossible given my on-going expansion to get to Dwarves without crossing my border-to-be, thus directly violating your own post, right above this action?

Just to remind you, check the map: >>48269560
I'm blocking you south. Intentionally.
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>>48274984
It nowhere says you are allowed to add it after the action is done. Otherwise everyone would be doing that, rendering the dice useless and making money the most vital resource of them all.
Literally pay to win.

>>48275038
>Game allows dice-cheating
>>
>>48272040
"This is ordinator Ulfric Steelbeard of Machnina. We can begin discourse at your leisure Altech representative."
>>
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>>48272019
A long silence permeates the start of the conversation before a raspy voice responds on the other line.
"Speaking."
>>
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Rolled 67, 62, 68, 43 = 240 (4d100)

>>48271863
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 40
Population (+2/turn): 67
Food (+0/turn): 84
Currency (+1/turn): 19
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Stealth Bomber {Stealth} [+1.6] [-3 power/turn])
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (-1/turn): 55
Ore (+4/turn): 119
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

1. The third shock trooper battalion completes the back-end of its training.
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]

2. The stealth bomber is sent westwards, scouting out the rest of Hell Island and noting any peculiarities whilst remaining hidden.
+[Aviation I]
+[Hunger Stealth Aircraft I]
+1 [Stealth Bomber {Stealth}

3. The town continues to be constructed.
+[Engineering II]

4. The hunting expedition nears a close; the shock battalion has picked up some large, ape-like tracks.
+[Infantry II]
+[Targeting I]
+[Explosives II]
+[Hunger Bioweaponry II]
+1 [Famine Battalion {Shock Troopers}
+1 [Harvester {Scavenger}
>>
Rolled 62, 100, 20, 65 = 247 (4d100)

>>48271863
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 25
Population: 60 (+4/turn)
Food: 70 (+8/turn) (6)
Currency: 8 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher] [Fuel Drill] [Mine]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 56 (+4/turn)
Power 33 (+4/turn) (2)
Stone 28 (+2/turn)
Wood 10 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Begin research into cybernetic enhancements
+Research Labs
+Robotics 2
+Student Xenobiologist
2. Research Infantry 2
+Research Labs
3. Build a Smelter (To make ore into useable metal)
+Factory
+Construction Depot
+Forging
4. Recruit more part time soldiers for our army [3/4]
+Infantry
+Weapons
+Automatic weapons
>>
File: 7109779_orig.jpg (142 KB, 960x720) Image search: [Google]
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>>48275659
>Infantry II
>100
>Will probably end up with Infantry III
>All in single roll
>>
>>48275659
Still, what about trade?
>>
>>48275052
You said your original plan didnt involve our borders crossing. You mentioned wanting to expand in a circle around your base.
>>
>>48276173
Read the posts.
Then tell me where am I wrong and where did I specify circle this time around?
>>
>>48275108
Money is supposed to be super important.

Its also precedence and tradition from other games.

If you play the banker nation or loot a ton of money you can literally pay to improve actions buy purchasing supplies from the abstracted global market.

So yeah you can pay to win using in game money and economics. Bit like civ 5 Venice.
>>
>>48271873
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 69(+2/turn)
Food: 153 (+4/turn)
Currency:68 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (7/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)(6/8)
Autocannon II
Resources: Power: 28 (+6/turn)(-4/turn),
Ore: 77 (+3/turn)(-2/turn)
Stone: 47 (+4/turn)
Refined Ore 29 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
>>
Rolled 21, 9, 84, 51 = 165 (4d100)

>>48276399
1. Our work on our constructs is nearly finished. Keep at it. They shall be our best yet. (7/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center


2. Begin working on modularization techniques, so we made upgrade our clockwork men from a core base design and mix and match parts as need be.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Clockwork Constructs II
+Industrial center

3.Our current autocannon is both accurate and backed with finesse. However they lack some of the hard hitting punch some other weapons have. Work on better designs that hit harder while maintaining their targeting profile, accuracy and rate of fire. Draw up a research grant for our scientists to make sure this gets done quickly. Pay them.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III
+20 currency

4.Our new drills have shown a great amount of promise. Finish them up quickly so we can maintain our needs for stone and more efficient designs. (6/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center
>>
>>48272444
Since apparently this is allowed:
+ 17 Currency on 1st action to finish it this turn.

If it's not, then ignore me.
>>
I want to join but have no idea about wtf is going on here. Is there some kind of wiki where I can get up to speed?
>>
>>48276611
Nope, but here are the rules: http://pastebin.com/bgzZvPMh

And you can just ask questions up here: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Also, whatever happens, always remember - salamanders are cool and there is no shame playing as one
>>
>>48276635
Cheers mate, I'll get reading and hop in soon.
>>
I go to bed, and war almost breaks out :^) Starting to update, but it may take a while as I have two new nations and a courtier to add.
>>
Just read through the pastebin but I'm still confused about what all the techs and specialisations mean, anything I can look at to learn more about that or should I just try and pick it up as things progress?
>>
>>48275795
what do yoou want?
>>
>>48276817
Anon, have you looked at the previous threads?
>>
>>48276818
Roughtly this:
>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Artillery I. Your information on Rockets I intrigues me. Are you willing to exchange it for my research on Aiming I?
>>
>>48276833
Also, forgot to mention, but if you took part in a trade last turn, it completes
>>
>>48276833
Reading them as I type this.
>>
>>48271863
ADDENDUM
Devil Ants
Scout drone finished (+1.4)[Flight](-2 food/turn)
>>
>>48276818
>>48276840
Come on, I still want to post in this turn and I need to know if we are trading or not...
>>
>>48276965
ill hold out until next turn i need time to think on it
>>
Rolled 16, 22, 73, 45 = 156 (4d100)

>>48271873
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 54 (+2/turn)
Food: 107 (+5/turn)
Currency: 46 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks II, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry III, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I, Scouting I, Navigation II, Repairs I
Resources:
Power: 61 (+4/turn) Wood: 45 (+2 turn), Stone: 19 (+1/turn), Ore: 44 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]


1. Why the machine gun nest is still not set up! We need to secure this stip of land, right to the sea! And remember to mow down anything not wearing our colors! [1/3]
+ Power 5
Infantry Platoon, Workshop I, Infantry III, Mobile II, Engineering I, Tactics II, Scouting I
>Remember the map from here >>48269560
2. Come on, finish that Powerplant, it has already tied down too many resources! [5/6]
Workshop I, Engineering I, Energy Production I, Biofuel I
3. With the help of Recon Rover Rick, eggheads from the Lab and Support boys, devise new means of Camouflage for soldiers, vehicles and structures, suitable for this planet.
Recon Rover Rick, Professional Xenobiologist, Lab I, Workshop I, Garage I, Infantry III, Mobile II, Engineering I, Tactics II, Scouting I
4. Listen up, people! The Old Man wants bullets that make bigger holes! Or blow things up. And come even more predictable flight pattern. In other words - he asks for better Ballistics. And I'm proudly announcing it's us, Support, working on this matter.
Lab I, Workshop I, Tactics II, Aiming I, Ballistics I

1 Make Up Turn still in reserve
>>
>>48277069
Following examples of >>48274837 and >>48276522

I add 6 Currency to all four actions
>>
Nearly done with update, just working on new nations... which might take a while. Stay tuned.
>>
Respectfully speaking if you want to mow down my men despite my offer to use the land freely I won't contest it.

I will state that it seems counter productive when I we were prepared to even build a docks and ships for the free army.

New Albion will just have to find a suitable militant power interested in an economic supporter.
>>
[Altech]
Back on planetside, Altech's engineers start to remotely reposition its satellites [1/8]. AI research progresses a bit [2/10], but there's no programming progress. Finally, life support systems are in the making [1/4].

[Confederation]
Graduation of the first class of military leaders completes [Leadership I], and a breakthrough in scientific research is had! It requires more research however [3/6]. The economy is still being improved [4/6], but there isn't any progress expanding.

[Mad Medicine]
The outpost is done, and staffed [+1 pop/turn]! The improvements to the energy weapons are done as well [Energy Weapons III]

[Afairika]
>Addendum: Your flights should be consuming power/turn, not food.
The bomber flight takes off [+1 Bomber Flight [+2][Bombard: 1](-2 power/turn), and a new town is progressing nicely [4/6]. The fairies start researching 'Lunacy' magic (What a crazy idea) [3/4], and Clownpiece starts her training again, but slowly [3/10].

[New Albion]
The colony expands south [+6 hex]!

[Hunger]
The battalion graduates [shock-trooper battalion [+1][Bombard: 1.5](-2 food/currency//turn], the stealth bomber begins its mission [2/4], work on the town continues [+2 progress], and the hunters finally find the ape-thing's hideout; the slaughter begins [+5 food].

[Odab]
Cybernetics research begins [2/4], and better infantry techniques are worked out- they're better than expected [Infantry III]! Construction of the smelter just barely starts [1/4], and another militia is trained [1 Militia [+.2] ].

[Machina]
Work on constructs does indeed complete [Constructs III], but modularization stalls. More powerful autocannons are in the works [3/8], and sharper drills roll off the assembly line [Drills III].

[Free Army]
Expansion nearly completes [2/3], and the powerplant is done. [+2 power/turn]. Camouflage tech is in the works- ghillie suits would be perfect [3/4]. And finally, better ballistics tech is being researched. [2/6]

New nations+map incoming!
>>
[NEW NATIONS]
[Taach Okaan]
>As long as you're not the anon that started that 100+ post shitstorm in thread 1, you're fine :^) And statsheet looks good.
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+3/turn)
Currency: 5 (+3/turn)
Structures: Structure: Farm II Mine II Power-Plant II lumberyard I Quarries I
Defenses (Capital): 1
Military: Player-named mercenary [+1][-1 currency/food//turn] Player named boat [Navy]
Resources: Professional Xenobiologist, Ore: 2 (+2/turn) Power: 2 (+2 /turn), Wood: 1 (+1/turn), Stone: 1 (+1/turn)
Eccentricities:
[Curiousity]: The Taach Okaan are curious creatures, but once they've grasped something, that curiousity soon fades; they receive a bonus to discovering new technology, but suffer penalties when trying to improve old technology.
[Tinkerers]: Though the Taach Okaan deeply love finding out how things work, putting that knowledge into practical applications is a bit harder for them; they would rather break things down.
>3d100, 6 makeup turns

[Nova America]
>Docks aren't a resource node. Other than that you're fine.
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 20 (+3/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants II]; [Mines II]; [Quarries I]; [Lumberyards I]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]
Resources: Amateur Xenobiologist, Power: 2 (+2/turn) Ore: 2 (+2/turn) Wood: 2 (+1/turn)
Eccentricities:
[Fresh from Orbit]: Nova America has just arrived on planetside, fresh and ready to conquer. However, they don't have the experience dealing with the native life that other nations do.
[Superhumans]: The modified humans that make up Nova America's population are naturally strong, but they need more food to function.
>3d100, 6 makeup turns

One more post, and then update is done.
>>
File: Nibiru.png (2 MB, 3000x2500) Image search: [Google]
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[NEW COURTIER]
[Railgun Inc.]
>Courtiers are a lighter shade of their parent nation
You share your parent nation's stats/resources/tech, though you have your own government building, army, and eccentricity:
[Player-named Government Building]
Defenses (Capital):1
Military: 1 militia
Eccentricity:
[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.
>2d100
>>
>>48278250
Fuck... Ok, let's just hope I can still block him from going south...
>>
>>48278211
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 71(+2/turn)
Food: 157 (+4/turn)
Currency:51 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs III
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon II(3/8)
Resources: Power: 30 (+6/turn)(-4/turn),
Ore: 78 (+3/turn)(-2/turn)
Stone: 52 (+5/turn)
Refined Ore 31 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.
>>
Rolled 51, 78, 1, 72 = 202 (4d100)

>>48278322
1.Begin working on modularization techniques, so we made upgrade our clockwork men from a core base design and mix and match parts as need be. Give them a research grant to get this off the ground.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Clockwork Constructs II
+Industrial center
+20 currency

2. Initial Results from our autocannon revisions seem promising. continue to revise and improve them. Give them a surplus of ore to experiment and improve on (3/8)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III
+35 ore

3.Begin working on improvements to our heavy armor techniques. While tough our armor does not yet offer the full degree of protection we need. Make it better. Give them ore to experiment with.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III
+25 ore

4.Finally get to work on research to streamline our production from our foundries. Allowing us to output more at a much faster rate.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Clockwork Constructs II
+Industrial center
>>
>>48277068
So, you made up your mind about the technology exchange?
>>
>>48278306
Why not just invade? He literally can't/won't retaliate.
>>
Rolled 8, 69, 49, 65 = 191 (4d100)

>>48278211
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 40
Pop: 103 (+7/turn)
Food: 100 (+8/turn)
Currency: 27 (+6/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I] [Tactics I] [Infantry I] [Leadership I] [Economy I, +2 currency/t]
Resources: Student Xenobiologist, Etsai Herd, Power: 20 (+1/t), Wood: 40 (+2/t), Stone: 40 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
and most importantly: 2 Free Army's Weapon Caches ([Aiming I], [Ballistics I])
>soon...
Eccentricities:
http://pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Yes, be smart and be wise... and most importantly - learn how scientific principle works [3/6]
>Science II tech
+ Sage Clearing I
+ [Science I]

2) Continue to improve the economic power of the Confederacy [4/6]
>More currency
+ [Economy I]
+ Shiny Shells

3) We need to push to the Souther Ocean, as there is less and less free land in that direction!
+ Newt Spearmen
+ [Navigation II] [Scouting I] [Construction I]

4) Sage clearing is good for meditation, but real science needs a real laboratory
+ Sage Clearing I
+ [Construction I] [Science I]
>>
>>48278458
+ 12 Currency on 3rd action to finish it this turn (still relatively close to Wakenui and it's a city)
>>
>>48278211
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 113 (+5/turn)
Food: 129 (+6/turn)(-1 from troops)
Currency: 25 (+2/turn)(-1 from troops)
Resources: Power: 20+2 (+3/turn) Stone: 10+1 (+1/turn) Wood: 10+1 (+1/turn), Ore: 10+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons III], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics II], [Programing II], [Internet I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>>
Rolled 81, 30, 99, 56 = 266 (4d100)

>>48278581
>>48278211
With the third generation of our 'Mad' Energy Weapons ready for shipping, and with our new subsidiary Railgun Inc. handling all things on the military front, I think it's high time we focused on our main objective. Rumours have been going around about this "energy manipulation" that Afairika has been working on, and the heights it's reached, as well as the wonders of Altech's space elevator. Well let it be known right here and now, that we will NOT be left behind. From now on, our main objective will be priority, above all else. With that said, we're going to brute force this mystery until we can find more specimens to study.

1-2 Create more prototypes in order to better understand the change. [Genetics II ---> III]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3 Capture more local wildlife to study.
-Techs: [Domestication I]
-Units: Mad Speed Hovercraft [+1]
4 Breed/Clone more Doppelgangers
-Relevant resource: Caged Doppelgangers: 5
-Techs: [Domestication I], [Genetic Engineering II]
-Eccentricities: [Completely Mad] [Determined]
>>
File: Hunger7.jpg (187 KB, 1920x1080) Image search: [Google]
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>>48278211
STAT POST
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 40
Population (+2/turn): 69
Food (-2/turn): 87
Currency (-1/turn): 18
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [War Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-2 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
+1 [Stealth Bomber {Stealth} [+1.6] [-3 power/turn])
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (-1/turn): 54
Ore (+4/turn): 123
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH
>>
Rolled 38, 42, 81, 77 = 238 (4d100)

>>48278929
1. Complete town construction.
>5/6
+[Engineering II]

2. The stealth bomber continues surveillance procedures.
>2/4
+[Aviation I]
+[Hunger Stealth Aircraft I]
+1 [Stealth Bomber {Stealth}

3. The remaining apes that survived the initial slaughter are tied up and taken back to New Kazan as slaves. Those who do not comply are thrown into the harvester to be processed the quick way.
>Ape Slaves
+[Infantry II]
+[Targeting I]
+[Explosives II]
+[Hunger Bioweaponry II]
+1 [Famine Battalion {Shock Troopers}
+1 [Harvester {Scavenger}

4. Currency is a preposterous mechanic in new Hunger society, the military is still clinging onto traditions of the living that no longer apply to us. I know what our soldiers desire most...flesh in unending amounts. Currency based payment will be swapped with subsistence tithes. The government will satisfy your hunger soldiers, don't you worry.
>Soldiers are henceforth now paid solely with food instead of money, with extra food given on completion of assignments.
+[Infantry II]
+[Barracks I]
>>
>>48271863
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 46
Population: 228 (+8/turn)
Food: 274 (+8/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
1 [Scout Drone (+1.4)[Flight] (-2 food/turn)]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.
>>
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>>World Event — Dr. Okoye has completed his latest work: the most expansive nations!

>1. New Albion the Glorious (62)
>2. The Devil Ant Nests the Great (46)
>3. The US Colony of Afairika the Fair (40)
>4. The Confederation of Batracyi the Mediocre (40)
>5. Hunger the Forgotten (40)

>>World Event — Dr. Okoye has completed his latest work: the most literate nations!

>1. The Confederation of Batracyi the Glorious (28)
>2. The US Colony of Afairika the Great (26)
>3. Machina the Fair (23)
>4. Mad Medicine Inc. the Mediocre (22)
>5. Altech Corporation the Forgotten (22)

>>World Event — Dr. Okoye has completed his latest work: the best fed nations!

>1. New Albion the Glorious (279)
>2. The Devil Ant Nests (274)
>3. The US Territory of Afairika the Fair (175)
>4. Machina the Mediocre (157)
>5. Mad Medicine Inc. the Forgotten (129)

>>World Event — Dr. Okoye has completed his latest work: the most settled nations!

>1. Odab the Glorious (22)
>2. Machina the Great (17)
>3. Free Army the Fair (17)
>4. New Albion the Mediocre (15)
>5. Mad Medicine Inc. the Forgotten (14)
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 56
>Population: 208 (+12/turn)
>Food: 290 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 29 +1/turn
>Refined Ores: 0
>Stone: 31 (+1/turn)
>Wood: 31 (+1/turn)
>Power: 75 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well
>>
>>48279147
There might be some minor mistakes, but nations that didn't qualify to the top 5 are far behind the leaders

Expansion value is gleaned from the tiles on the most up to date map.
Literacy is derived from technologies known, with each technology adding as many points as equivalent to its level.
Best fed nations count total food of the most current turn.
Most settled nations derive a point from each settlement, improvement, and building (not counting the government building default with all capitals), buildings and improvements contributing an equivalent amount of points to their level.
>>
Rolled 3, 30, 43, 35, 44, 61, 27, 39 = 282 (8d100)

>>48279007
1&2. Agriculture research nears completion. 9/10
3&4. Young inspected for mutations. 3/4
+Mutations
5&6.. Send all soldier drones to kill that Cherufe!
7&8. Begin expanding into the Jungle
>>
File: 2a6.png (260 KB, 563x542) Image search: [Google]
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260 KB, 563x542
>>48279147
>Still most literate
>>
Rolled 62, 50, 17, 4 = 133 (4d100)

>>48279147
>The Ants are only 5 points away from beating us
"Bollocks. How are they doing it."

>>48279175
1-2. Build a new village near our southmost point. Right at the place that borders the mountain range but is north of the dwarfhold (i.e. either of the two tiles that have mountain west of them, but not dwarfland

[[[$ Spend 3 Power $]]]

>Engineering II
>Forging I - Steel beams
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

3-4. Continue work on the Underground Cornucopia 8/25

[[[$ Spend 3 Power $]]]

>Engineering II
>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I
>>
>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 62
>Population: 208 (+12/turn)
>Food: 290 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 29 +1/turn
>Refined Ores: 0
>Stone: 31 (+1/turn)
>Wood: 31 (+1/turn)
>Power: 75 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Territory correction
>>
>>48279147
Don't know who you are, but I like you :^)
>>
File: You know the orders.webm (159 KB, 640x480) Image search: [Google]
You know the orders.webm
159 KB, 640x480
Rolled 27, 23, 97, 99 = 246 (4d100)

>>48278211
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 56 (+2/turn)
Food: 112 (+5/turn)
Currency: 28 (+6/turn)
Structures: Command Center
Power-plant II, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks II, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry III, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I, Scouting I, Navigation II, Repairs I
Resources:
Power: 62 (+6/turn) Wood: 47 (+2 turn), Stone: 20 (+1/turn), Ore: 46 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]


1. We've just received confirmation from the HQ. The Reds cut us out from the sea, breaking the bargain they've made with Colonel Kurtz. Advance forward, securing the original objective. All present enemy personel is considered hostile and armed - shoot on sight. Boys, we might actually fight a war on this planet [2/3]
Infantry Platoon, Workshop I, Infantry III, Mobile II, Engineering I, Tactics II, Scouting I
>map >>48269560
2. With suits ready, continue work on proper painting of all vehicles in Camouflage pattern [3/4]
Recon Rover Rick, Professional Xenobiologist, Lab I, Workshop I, Garage I, Infantry III, Mobile II, Engineering I, Tactics II, Scouting I
3. Due to increased alert, we are having even less time to improve the Ballistics of our weapons. Corporal, where are the results of the last test? [2/6]
Lab I, Workshop I, Tactics II, Aiming I, Ballistics I
4. Attention, attention! All military reserve from Group A is required to report immediately to the Quartermaster for gear! This is not a drill! New basic Infantry Platoon to be formed!
Infantry II, Tactics I
Supposedly, this qualifies as +.6 militia
>>
>>48279803
Add 3 Currency to action 2 and 3
>>
Will be updating tonight, folks.
>>
>>48279838
Question.
Can I "clear" map hexes (burning to the ground, removing control, whatever else) or only retake them?
>>
>>48279803
>The Reds cut us out from the sea, breaking the bargain they've made with Colonel Kurtz
We were told to avoid your borders, we have avoided your borders. But I won't argue that.

>>48279879
To be honest I'm certainly not going to try and stop you from burning perfectly good constructed land and buildings. Come and get em.

I'd advise you to take them whole. This is a hugely action inefficient and roundabout way for me to provide that land resources but whatever suits your fancy you're the only significant military power in the west (who isn't distracted by another war) willing to "work" with me.
>>
>>48279147
How about military?
>>
>>48280343
Sorry, I'm not the original person who did the first list and I simply can't count it.
>>
>>48280454
Pretty sure units without a plus count as a .1 and all other units get their pluses as strength. Then multiply by 10. At least that was how the other guy did it since

at the time my military was
clockwork man +.8
clockwork man +.8
militia +.1
=
1.7x10=17

so my new value would be 37
>>
>>48280537
Okay, give me a moment to count it all, using this equation
>>
Rolled 94, 80, 17, 93 = 284 (4d100)

>>48278211
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 25
Population: 64 (+4/turn)
Food: 76 (+8/turn) (6)
Currency: 9 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher] [Fuel Drill] [Mine]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 4 Land Guard [+.2](militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry 3] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 60 (+4/turn)
Power 35 (+4/turn) (2)
Stone 30 (+2/turn)
Wood 11 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Begin research into cybernetic enhancements
+Research Labs
+Robotics 2
+Student Xenobiologist
2. Research Spacecraft
+Research Labs
3. Build a Smelter (To make ore into useable metal) [1/4]
+Factory
+Construction Depot
+Forging
4. Build a Spaceport
+Robotics
+Factory
+Construction Depot
>>
Rolled 18, 28, 53, 78 = 177 (4d100)

>>48278211
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 25
Population: 64 (+4/turn)
Food: 76 (+8/turn) (6)
Currency: 9 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher] [Fuel Drill] [Mine]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 4 Land Guard [+.2](militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry 3] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 60 (+4/turn)
Power 35 (+4/turn) (2)
Stone 30 (+2/turn)
Wood 11 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Begin research into cybernetic enhancements
+Research Labs
+Robotics 2
+Student Xenobiologist
2. Research Spacecraft
+Research Labs
3. Build a Smelter (To make ore into useable metal) [1/4]
+Factory
+Construction Depot
+Forging
4. Build a Spaceport
+Robotics
+Factory
+Construction Depot
>>
>>48279147
tfw when pirates are the most settled factions
>>
File: The Pointiest.png (21 KB, 617x448) Image search: [Google]
The Pointiest.png
21 KB, 617x448
>>World Event — Dr. Okoye has completed his latest work: the nations with the pointiest sticks!

>1. Hunger the Glorious (52)
>2. The US Colony of Afairika the Great (46)
>3. Devil Ant Nests the Fair (41)
>4. Machina the Mediocre (37)
>5. Odab the Forgotten (22)
>>
File: dont_piss_the_white_man.jpg (191 KB, 1492x495) Image search: [Google]
dont_piss_the_white_man.jpg
191 KB, 1492x495
Rolled 95, 29, 92, 21, 50, 75, 2, 1, 5, 38, 26, 41, 95, 38, 44, 29, 67, 67 = 815 (18d100)

>>48278230
Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: Sent with the Fairies of Freedomia, these were the best America had to offer and were programmed with a secret protocol upon entering atmosphere to orbit the planet for a period of time before landing and beginning colonizing. A republic was determined to not be able to function efficiently once other planets were able to be colonized and fought over with ease and so they were sent here to form a new government and ferry resources and new technology to give america an edge for the transition. When they found out the planet was cut off, they decided to form an Imperial type of government and set about freeing the planet.

Settlements: Roma Nibirus
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 20 (+3/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants II]; [Mines II]; [Quarries I]; [Lumberyards I]; [Hydro Pumps II]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]
Resources: Amateur Xenobiologist, Power: 2 (+4/turn) Ore: 2 (+2/turn) Wood: 2 (+1/turn)
Eccentricities:
[Fresh from Orbit]: Nova America has just arrived on planetside, fresh and ready to conquer. However, they don't have the experience dealing with the native life that other nations do.
[Superhumans]: The modified humans that make up Nova America's population are naturally strong, but they need more food to function.

1-4; Upgrade Power Plants and Hydro Pumps; begin progress on more if maxed out
5-8; Improve and Build more Farms
9-12; Construct Fighter Planes to hold dominance in the area
13-14; Build Docks to house more and increase navy production
15-16; Expand territory East along the peninsula and north along the other peninsula
17-18; Recruit and Train a General for the army
>>
>>48279147

Yikes! We fell off the infrastructure chart!
>>
>>48278211

>>[Ley-powered Machinery II] reduces Power Upkeep by 2!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
>Pop:
104 Total (+4/turn)
62 Fairies (+2/turn)
42 Humans (+2/turn)
Food: 177 (+9/turn)
Currency: 16 (+5/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit (Town):
-Farm II, (Food, +2/turn)
-Farm I, (Food, +1/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)
--1st Extra-Planar Squadron
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
--1st Devilbird Bomber Squadron
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
>Resources:
Power: 44 (+2/turn) Ore: 40 (+1/turn) Wood: 32 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Flight I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation V] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
40
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
>>48280568
addendum i have 2/4 on cybernetics
>>
Rolled 97, 84, 90, 19 = 290 (4d100)

>>48281626

https://www.youtube.com/watch?v=zHEsu5Zi7rI

1.
-x2 Heavy Weapons Platoons [Str. 1] (1 Food/Turn)

"We're falling behind in the land race: we're neck to neck with three other groups, and that's Un-American!" (Expand!)

2.
+Smelter I
+Factory I
+[Engineering III]
+[Electronics I]
+[Ley-powered Machinery I]
+[Leyline Manipulation V]
+[Trained Engineers]

"We built that big elevator in a week! This should be easy peasy! (Constructing Town: Margaritaville in area connecting peninsula to mainland 4/6!)

3.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+[Leylines]

It's lunatic tiiiime!" [Lunacy Magic I 3/4!]

4.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+['Fairy' Incendiaries I]
+[Flight I]
+[Training I]
+[Medicine I]
+[Leylines]

"Fighting is equal parts strength and beauty! I can't tell if these laser volleys are actaully strong, but I hope they're pretty from a distance!" (Hero: Clownpiece 3/10)
>>
Stats: >>48278581

[Railgun HQ]
Defenses (Capital):1
Military: 1 militia
Eccentricity:
[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.

1.Our first order of business is to have top of the line labs built to conduct our research in. Get to it men.
2 . while the labs are being built have the foot soldiers establish barricades general Defenses around our capital.
>>
Rolled 76, 11 = 87 (2d100)

>>48281696
Now with a side order of dice.
>>
>>48280976
>that image
>a few days later

The bombs were dropped close to a year apart. Look it up.
>>
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48278581
>FROM: Col. John W. Kurtz
>TO: Legal representative of Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I, you must, in return, fully disclose your data on Engineering II.

>>48278929
>FROM: Col. John W. Kurtz
>TO: CO of the Hunger forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Targeting I. Your information on Explosives II intrigues me. Are you willing to exchange it for my research on Navigation II?

>>48280582
>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Artillery I. Your information on Rockets I intrigues me. Are you willing to exchange it for my research on Aiming I?

>>48280976
>FROM: Col. John W. Kurtz
>TO: CO of the United State of Imperial Nova America forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Biofuel I, you must, in return, fully disclose your data on Tanks I. Your information on Capitalism I intrigues me. Are you willing to exchange it for my research on Energy Production I?
>>
>>48281708
I think he means the bombs dropped over nagasaki and iwo jima
>>
Rolled 32, 10, 32, 79, 17, 87 = 257 (6d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 11 {+2/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 16{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]; [Energy Production I (+1 Power/turn)]; [GARM Weapons I]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Power: 2/4
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1.2.3 The power systems increase their efficiency and size as the translation drive is slowly repaired. GARM thinks it has hit upon a way to "whip" the material substrata of this universe to use it as a fuel-of-sorts. [Power II: 3/4]
----
{Missed Turn}
----
1.2.3. The remaining effort is thrown into the translation engine to complete it. GERM is recalled to make repairs, and GARM seems to think that the project near completion. [Mega Project: Translation Drive System 14/25]

--Communications--
>>48272019
"Hello. Send an invoice of what you require. Most of my systems are ...difficult...to translate into the rules of this universe. I require: Renewable Energy I, Satellites I, Communications I, and Orbital Bombardment I. I will provide all technologies requested at no cost. I do not understand the principle of exchange."
>>
>>48281773
re: The masculine leaders of the Free Army

As acting marshals on the Odab Land forces, I can say we are much more interested in your mastery of engineering and would find profit in trade for this instead of tactics we already posses or aiming we don't need, we can make this deal for artillery and conclude our business should it please your respected Delegates.

Marshal Orzag
>>
>>48281773
>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>Your offer of trade would be a huge waste of time for our corporation and has been rejected. If you're able to provide two technologies of worth, preferably past basic level, then we might be able to talk.
>Unless of course, your equipment is too antiquated to transfer two technologies at the same time, in which case we pity you.
>>
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48282142
>FROM: Col. John W. Kurtz
>TO: CO of the Hunger forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I can offer files on Engineering I for data on Rockets I

>>48282169
>FROM: Col. John W. Kurtz
>TO: Legal representative of Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I can offer files on Navigation II for data on Engineering II
>>
>>48274045
"We wish to negotiate a technological exchange, we are willing to offer access to the technologies [Altech Renewable Energy I] and [Automation] in exchange for [Infantry II]"
>>
>>48280976

https://www.youtube.com/watch?v=9T1GK1Zyuxk

Men dressed in olive drab with steel pot helmets that wouldn't look out of place in a reenactment park crawled from the underbrush of the nearby jungles. Above them, crude aircraft could be seen flying overhead, apparently scouting the paremeter. Upon stumbling upon the settlement of Roma Nibirus, they found themselves dumbfounded.

"Well, I'll be..." muttered a Sergeant as he stared at the location the so called "shooting star" was purported to have landed.
>>
>>48281773
"Hello, this is Senator John Smith, Representative of The Imperial Senate of Nova America. We've received your message regarding a trade in information and your research in Biofuel does not interest us. We are, however, interested in your books and writings on war tactics and we are always ready to help spread capitalism and freedom. We will agree to a trade of our ideas and treatise on Capitalism I in exchange for your Tactics II. There is nothing else we would desire at this moment."
>>
>>48282281
Requesting communications with the US Territory of Afairika on the Intertelecom Radio Communicator IRC
>>
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48282258

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Altech Corporation
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I can offer files on Infantry II for fully disclose data on Communications I and Automation I

>>48282290
>FROM: Col. John W. Kurtz
>TO: CO of the United State of Imperial Nova America forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. The deal is off.
>Kurtz over and out.
>>
>>48282249
>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>That's a sweeter deal, but how about this. You trade us both Navigation II and Energy Production I. And in exchange we'll provide not only Engineering II but also Agriculture II.
>I believe that this will be a more beneficial deal for both of us.
>>
File: Hunger8.jpg (48 KB, 500x358) Image search: [Google]
Hunger8.jpg
48 KB, 500x358
>>48280863
Hell yes
>>
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48282434
>FROM: Col. John W. Kurtz
>TO: Legal representative of Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Replace Agriculture II with Medicine I and I will accept the deal.
>>
"We can certainly provide these technologies, what we require access to is 'Garm Engineering II' 'Garm Robotics I' 'Garm Manufacuting I' and 'Physics I', and, if i may inquire, what are you?"
>>48282354
"Exchange accepted, we hope that future negotiations proceed well"
>>48275117
"Greetings ordinator Ulfric Steelbeard, we wish to engage a technological exchange, Automation II and Efficiency III in exchange for two of our technologies, if these technologies are not sufficient we can also offer large amounts of power or raw, unrefined ore.
>>
>>48282434
>From: The collectives of Odab
>To: The Director Mad Medicine Inc.

I wish to acquire your ways of agriculture 2 what would you like for this arcane knowledge.

> From: The collectives of Odab
>To: Col. John W. Kurtz

We find this deal very acceptable and wish to commence with trade and be done with these dealings forthwith
>>
>>48282011
Forgot to link the first message properly >>48282507
>>
>>48282011
Great GARM

We both have mutual interests, and my hopes are that we may make a deal, we are interested in your manufacturing techniques and research into Biomechanics
>>
>>48282507
"For the technology you've requested we would like three technologies. Ai III, as well as Rocketry I and Rockets I. We deem them useful to us and our colony."
>>
>>48282501
>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>We have a deal.
>Your Navigation II and Energy Production I
>For our Engineering II and Medicine I
>>48282512
>FROM: The Director of Mad Medicine Inc.
>TO: The collectives of Odab
>TOPIC: Lucrative Trade

If you're willing to provide Robotics II and Rocketry I then we could have a deal. We're willing to offer another piece of technology at the same level of complexity as Rocketry to make the deal fair. So name your price and we'll consider it.
>>
>>48282595
"That is understandable, expect the technologies to arrive soon."
>>
>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48282507
>FROM: Col. John W. Kurtz
>TO: Legal representative of the Altech Corporation
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal with Altech Corporation ACCEPTED
_Handling
Tech: Infantry II
_For
Techs: Communications I, Automation I

>>48282512
>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal with Odab ACCEPTED
_Handling
Tech: Engineering I
_For
Tech: Rockets I

>>48282629
>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal with Mad Medicine Inc. ACCEPTED
_Handling
Techs: Navigation II, Energy Production I
_For
Techs: Engineering II, Medicine I
>>
Sergeant, try to reach them again

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>>48278929
>>48282439
>FROM: Col. John W. Kurtz
>TO: CO of the Hunger forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Targeting I. Your information on Explosives II intrigues me. Are you willing to exchange it for my research on Navigation II?
>>
>>48282593
[GARM ---> Odab]
"I do not know what 'great' is. I also do not understand what a 'deal' is. If you provide me with an invoice of what you require I can send that. I am currently improving my infrastructure base and could use any knowledge about robots you have. Also, I don't know what interests are. Is that like focusing on something? Yes I focus on things. All knowledge is specialization. Yes."

>>48282507
[GARM ---> Altech]
"Most of my engineering and robotics technology cannot be translated into the general operations of this reality. I may be able to provide crude approximations, however, but they will not be to the standard you might be expecting. Most of my systems function under radically different principles and are largely contingent on materials that do not exist here. Yes."
>>
>>48282629
>From: The Collectives at Odab
>To: The Director of Mad Medicine Inc.

We wish to gain your technology on Hovercraft as this would help us greatly
>>
>>48282963
++++ Invoice of Request ++++
We the collectives of Odab wish to exchange technology [Robotics 2] for the technologies of [Manufacturing] and [Biomechanics]
>>
File: Hunger9.jpg (58 KB, 999x1000) Image search: [Google]
Hunger9.jpg
58 KB, 999x1000
>>48281773
A guttural moan echoes on the other end of the line before the Hunger diplomat responds.
>We accept your Tactics I tech in return for Targeting I. We will make the necessary arrangements to send the tech over.
The transmission then cuts off, abruptly.
>>
Rolled 12, 6, 83, 76, 74, 96, 68, 37, 26, 38 = 516 (10d100)

>>48281707
>>48281696
5 makeup turns
1-5 ['Mad' Energy Weapons III],
6-10 ['Mad' Hovercrafts I]
>>
>>48283153
Deal with Hunger ACCEPTED
_Handling
Tech: Tactics I
_For
Tech: Targeting I
>>
>>48283200
Research those techs lol
>>
[Machina]
Modularization techniques nearly finish [3/4], and autocannon research progresses nicely [7/8]. Another crisis besets the armorers [-10 pop], and finally, Machina's bosses start devising ways to increase workplace efficiency [3/4].

[Confederation]
No scientific progress, though the Confederation's internal trade grows [Economy II; +2 currency/turn], expansion is had [+5 hex], and construction of a real lab starts [2/4].

[Mad Medicine]
Still more genetics research begins [3/8], and the scientists come across a large pack of cats, bigger than lions, and jet-black [Resource: Wampus Pack]. A cloning program is in the works [2/5].

[Hunger]
The town opens for settlement [+2 pop/turn], and the bomber finishes its run; it seems like some giant ants are in battle with a hulking stone-ape creature, and a pretty big deposit of ore is found [+3 ore]. Many slaves are brought back to the capital [5 Menehune slaves], and the new system will be implemented shortly [3/4].

[Devil Ants]
Agricultural research completes [Agriculture IV; +3 food/turn], and a new mutation is found; some of the ants are smaller, darker, and quieter than their egg-mates [Espionage I]. The drones are sent out [2/4], and expansion begins [1/2].

[New Albion]
A new village starts to go up [3/6], but there's hardly any progress on the Cornucopia [9/25].

[Free Army]
The Free Army's expansion efforts complete, as they march through New Albion's unsettled lands [+5 hex]. Camouflage technology is ready [Camo I], and Ballistics technology is improved [Ballistics I]! Another platoon is formed [+.6].

[Odab]
Cybernetic enhancements research begins [3/4], and so does spacecraft research [3/5]. Work on the smelter stalls, but the spaceport is well underway [3/5].
>>
File: Nibiru.png (2 MB, 3000x2500) Image search: [Google]
Nibiru.png
2 MB, 3000x2500
>>48283448
[Nova America]
Nova America's power plant is upgraded [+2 power/turn], though there is a disaster at the farms [-3 pop]. Fighter planes begin [1/??? (Be sure to list techs)], and docks are made [Docks I]! The United State begins its expansion efforts [1/2], and the training of a general begins [2/8].

[Afairika]
The colony expands [+5 hex], and Margaritaville is complete [+2 pop/turn]! Lunacy magic is finally worked out [Lunacy I], and Clownpiece continues her training [4/10].

[Railgun Inc]
The lab is near completion [3/4], though there's no progress in building fortifications. The corporation starts looking into ways to improve its employers' Energy weapons [4/10], and Hovercrafts [3/6].

[GARM]
Better ways of extracting power are figured out [+2 power/turn], and progress on the Translation Drive increases [18/25].
>>
>>48282281
An alarm quickly sounds and planes begin circling your position as soldiers come from nowhere to surround your unit. "Attention, this is Company Commander Betsy Ruth, you are trespassing on the property of his Imperial Majesty, Augustus Julius Nibirium Alexander Washingtonicus. State your intent within 5 seconds or face penalty of immediate death."
>>
>>48283020
>FROM: The Director of Mad Medicine Inc.
>TO: The collectives of Odab
>TOPIC: Lucrative Trade

Very well, you can have Hovercrafts I.
>Deal accepted: Robotics II and Rocketry I for Agriculture II and 'Mad' Hovercrafts I
>>
>>48283544

Imperial...What?

"Sergeant Wallace Butler, United States Air Force Security Forces; reconnaissance. We detected familiar signals emitting from an object reported to have descended into this general location."
>>
Rolled 13, 79, 46 = 138 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 11 {+2/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 16{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]; [Energy Production I (+1 Power/turn)]; [GARM Weapons I]
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

--Progress--
Power: 2/4
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Action----
1.2. The drive gantry makes some adjustments to the drive system and is slowly dismantled as the materials are re-allocated to increasingly delicate work. Small construction units continue their frantic efforts. [Mega Project: Translation Drive System 18/25]
3. GARM sends GERM to show the ODAB [Simulated GARM Manufacturing I] and [Biomechanics I]. The GARM methods are approximations only, and but GERM seems to think that some progress can be made.
Thread replies: 255
Thread images: 79

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