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Grand Kingdom Game III
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http://pastebin.com/0uWQ2Ee0

Rules Pastebin.

Okay guys following this post will be all the turns taken last game after which will be the new season. After the new season you may reply at will etc. Each of my posts will say either DONT POST or POST untill the new season starts.

Quick Notes.
Because of the Fall Event and many players gaining new foods, if you have fewer then 3 food sources this turn only set food to Plentiful(1.5x growth) If you have 3 or more set it to Abundant(2x growth) and modify your population gain accordingly.

Speaking of food as I've said its an abstracted concept so we arent keeping track of how many apples you have and how much food your population eats. That means unlike other resources there is no (#+#/turn) for food.

Secondly reguarding your turns and this is very important. You must post your character sheet, minus fluff it it would take more then one post and list any bonuses to actually get them. I will not keep track of them for you however I MIGHT remind you if you make a mistake but are actually trying.

Second you must list previous progress gained in an activity for it to count.

Lastly about resource use. As it says in the rules and has since I posted them for you to list the amount of resource you want to spend on something or I will take more from you then i would actually require. If you aren't sure you can ask but if you way over shoot I will refund you what I think is appropriate.
>>
>>44263868
Greenland
>25, 10, 62, 71
>Set up mines for saltpeter and pitch.
Minor success, 1/3 for either saltpeter or pitch, your choice
>Create a university in a town other than the capital.
Medium failure... No progress. (also everyone currently only has their capitol as a city, you can still found a university elsewhere in your province but its essentially in the middle of nowhere or a small village.)
>Build a trading post.
Medium Success 2/3 (what resources are you allocating to the build?)
>Research how to make advanced food.
Medium success 2/??? what tech would you like? Something like [Culinary arts-1] or [sushi secrets 1] or something?


>>44263999
Gloiningen
>42, 28, 95, 6
>Finish off the Limestone Quarry.
Minor Success you were 2/3 already yes so your project is complete add:
Limestone Quary-Shallow to your buildings
+50 Limestone/turn
>Build paddocks for goat herding (-50 Lumber)
Minor Success Progress 1/3
>Build Salt Mines
Huge Success, Add:
"Salt Mine-shallow" to your list of buildings
+50 salt/turn
4) Research: Try again to understand animal Husbandry.
Medium Failure Your farmers barged in, carrying goats under their arms, setting them down in the center of the room
"This is as far as we have gotten" one says to the other
"Maybe goats arise spontaniously from rotten meat" The second replies to the first.
I will however award you 1/4 progress for continued efforts.

>>44264003
Bacatia
>15, 50, 40, 20
>1.Build farms Progress 1/3
Medium Failure, no progress
>2.I let my Raidparty scout further north.
Medium Success, The ground here is rocky but there are firelds of olive trees. Farther to the North (4 hexes north) they find a huge pirmeval forest
>3.Build the forum of Luna in my Capital, a place for Philosophers to share, discuss and test their thoughts. Progress 1/3
Medium Failure, Far more debating occurs then building and no progress is made.
>[Research Slot] [Mining 1]
Medium failure, No progress
>>
>>44263940
>69, 86, 67, 12
Sargeras
>Enlarge and Expand and add a collection of knowledge to the library.
Medium Success, but what library are you refering to? (I cant remember)
>Construct Cattle Ranches
Large Success, you build nice ranches to house and manage your cattle but what materials have you allocated to the build?
>Buld iron mine
Medium Success, 2/3 but see above about resource allocation.
> Research Fishing
Medium Failure
>Library bonus to Research
What library bonus are you referring to


>>44264096
Midderland
>25, 67, 63, 22
>1.Peregwulf seeks to push his subjects on to claim even more land. Midderland is his and he shall make it so! Expand further eastward, absorbing all Hobbitry in his way.
Another Minor Success [2/3]
>2. Research and set up an Apiary for my beehives and to collect Honey and wax for us as food and for trade. (I have 25 Hives)
add resource
Wax +25/turn
Honey +25/turn
>3. Continue work on the mines
Medium Success, 3/3
Add "Iron Mine(shallow)" to yout buildings
>4. Research Harps and establish a skaldic class
Small Failure, you attempts at building harps...it doesn't sound so good.
No progress

>>44264090
Hravnar
>76, 22, 9, 94
>Carry on with our expansion to the west along the coast. . (1/3 last turn)
Lare Success, gain 4 squares westward, Your troops encounter few dangers, when they do it is quickly dealt with.
Also +4 population; + .4 Currency
What luck, You discover an ancient ruin of a city, who's builders are lost to history.
>clear more land for pastures
The more space they have, the more the herds will grow.
Small Failure, The roots REALLY grow deep, these trees are ancient, however I will give you some progress, its just back breakingly slow [1/3]
>Consolidate the 4x Wandering Holy Man[.5x] that I have into x1 Orc Cossacks.
Medium Failure, the holy men argue and squabble, refusing to work together
>Continue to research [Mining 1] ΒΌ
Large Success, add [Mining 1] to your technology
>>
>>44264107
Council
>2, 32, 77, 7
>1. Expand fishing operations along our coastlines, being wary of any rogue sea beasts
CRITICAL FAIL, Before the 2nd combat the Sea Monster sinks 5 Medium Ships
>2. Construct large grazing areas/ranches for our goat herd while breeding the animals specifically for wool
Small Success, you clear some trees to make grazeland for the goat
Progress 1/3
>3. Send a [Fleet] of 50 Medium Ships to the South to explore and eventually expand. Keeping an eye out for any resource that may present itself.
Large Success. You expand 4 squares and discover "Wild Citrus"
Also add +4 population/turn and + .4 Currency/turn
"This'll put an end to elf scurvy"
4. [Research] Research [Mining 1]
Medium Failure, No progress


>>44264284
Loroen
74, 47, 15, 1
>I continue my expansion East
Medium Success Progress 3/3 You seize 4 hexes to the east.
Add +4 Population/turn + .4 currency a turn.
There are whale pods that feed in the gulf you are encircling.
>I try and plant those seeds again
Small success Progress 4/4 Your farms are built.
Add a farm of each type of seed you have to your building list
>I start building some ships so we can explore over the seas
Medium Failure, the lumber for the ship construction gets stuck in the mud during transit and the builders get drunk while waiting.
>And for research, I continue researching [iron smithing 1] (1/4)
CRITICAL FAILURE. 15 iron is wasted in a freak smelting accident.

>>44264408
Umatsu
65, 97, 71, 9
>I try to add new territories in the north west hexes [Expand]
Medium Success, You Finish expansion into the North West
>I try to sew my tomato and wheat seeds [Build]
Huge Success, You can add farms of each type to your Buildings and each type of food to your resource list.
>I roll to finish my port in the south east [Build]
Medium Success, You finish construction of a port in the south east.
Add "Sea Port" to your list of buildings
>Research Survival 2]
Medium Success Progress 2/5
>>
>>44264438
Keroroa
>43, 23, 15, 4
ACTIONS:
>[Expand North] Despite some initial setbacks, we keep pressing our expansion to the North, charting the land as we go.
Minor Success Progress ???+1/3. I cannot find what your last roll was as you never linked the correct post and I am not able to find the post in the archive
>[Build Farms] The construction of our farms is moving on. Soon, we'll have much more to feed our people than wheat-based products.
Small Failure no progress, however see above.
>[Build Ranches] In addition to the farms we're building, we'll start building ranches and clearing pastures for our cows and goats.
Medium Failure no progress. The goats and cows seem resistant to your ranchers. They don't like the look of of your face.
>[Research] [Shipbuilding 1] Our initial attempt to design a large, sea-worthy vessel did not work out well. Still, the sea calls to us, and we will try again.
Critical Failure, You lose 20 lumber when one of your ship builders Guild insists your vessels need a drainage plug in the bottom.

>>44262371
Oghren of the Dorven Kingdoms
>33, 89, 30, 9
>I will call for the Hardhammer clan and have them forge fine axes. The best are to be equipped to every Spear Dwarf in our forces, the less fine to be set aside for trade and the poor quality pieces are to be melted down and reforged.
Minor Success, Lose 40 iron
Gain 20 Fine Iron Axes
Gain 20 Iron Axes
>I will have a mine established to extract the iron we discovered.
Large Success, Add [Iron Mine(Shallow)] to buildings
Add +25 iron/turn.
> will have a trading post established by the finest traders of the Goldtooth Clan.
Minor Success, Progress 1/3
The Goldtooth clan gets a royal order to establish a trading post, so the work begins
>We shall research Mining, that we may honor the ancestors with our honest toil.
>>
>>44266328
Venicia
95, 78, 98, 85
>Plant Farms from our Seeds
Huge Success, Add
Potato Farm to Buildings and Potatoes to resources
Tomato Farm to Buildings and Tomatoes to resources
Corn Farm to Buildings and Corn to resources
>Construct Cattle Ranches
Large Success, add Cattle Ranch to Buildings
Add
+50 leather/turn
>Salted Meat
Huge Success
Using the sea as brine your people learn how to store meat for long voyages
Add [Food Preservation 1] to tech
Large Success, which becomes a Huge Success.
Add [Pasteurization -1] to tech list.
and each type of food to your resource list.

The board of directors sits down to a banquet of salted meats and bottled and pasteurized milk. Truley this is civilization.

East Empire Ebony Company (Venicia)
38, 49
Two Minor Successes
Progress on [Ship Building 1] 2/4
92, 21
Huge Success plus Small Failure
Progress on [Ship Building 1] 4/4
Progress on [Ship Building 2] 2/5


Pelugia
>>44268746
>37,92,38,17

>Action 1:Build another fleet
>Resources used: 1000 lumber
Minor Success, You construct 100 Medium Ships add Naval Unit x2 "Fleet[50Medium][x8]
>Action 2:Build more halfling platoons outfitted with bows & arrows
>Resources used: 100 lumber
Huge Success, You raise x3 "Halfling Platoon[x3]"
Lose 90 Population
Retain 10 lumber
>Action 3:Research mining
Minor Success, Progress 1/4
>Research:Research farming
Small Failure, No progress


King Thulmer III of Zargoz
>44267393
>4,72,14,14
>1.Finish Palisades
Critical Failure. Do to a drunken fight the scaffolding and part of the palisades are set fire to. You lose 1 progress
>2.Raise The Iron Reavers 100 men equipped with iron armor and swords
Medium Success, You raise x1 "Iron Reavers[x8]"
Lose 100 Population,
Lose 100 iron armor
Lose 100 iron swords
>3. Finish Bison Ranch
Medium Failure, No progress
4.Improve Armor
Medium Failure, No progress
>>
File: winter.jpg (105 KB, 640x360) Image search: [Google]
winter.jpg
105 KB, 640x360
Rolled 14 (1d100)

WINTER IS UPON YOU

As a Holiday Gift all combat currently taking place is nullified, some of you one your encounter some of you did not but either way if your troop WOULD of fought it will receive 1 Veteran Point(You'll see in the rules update coming soon)

HOLIDAY RANDOM EVENT
On a Roll of:
1-25: Every nation gains 6 Hexes
26-50 Every nation gains 10 Currency and 5 Culture
51-75 Every nation gains 1 random luxury resource
76-100 Every nation gains 1 random strategic resource
>>
Also here is the last game archive
>>44245555
>>
>>44390053
Can we have an updated map at all? Seeing as we have gained territory.

Also, merry Christmas lads!
>>
Rolled 59, 13, 97, 96 = 265 (4d100)

>>44389889
Library +2 to any one research roll a turn
Making the 23 a pass into a minor success.
That is what I want to upgrade my knowledge library structure.
>>44390053
1. [Action] - Enlarge and Expand and add a collection of knowledge to the library.

2. [Action] - Expand/build lumber camp
50 lumber
3. [Action] - Expand Mines
50 lumber
4. [Research] - Mining
>>
Rolled 19, 88, 35, 47 = 189 (4d100)

>>44390053
Population[20,120](+2.6/turn):
Food: >Abundant(x2)
Raw Currency: [9] (+-2.6) [generated by GM]
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings:
The great hall of Hamtun-upon-hill (Fluff to follow)
Buildings:
> Rice paddies and wheat farms
> Apairy +25 Honey/Wax
> iron Mine [shallow] +25
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

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


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

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

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

I bought:
> Rice seeds
> 25 Bee Hives
> 100 Medium ships
> Wheat seeds
> Double population for 1 turns

Actions:
1. Expand East! Peregwulf will lead the campaign

2. Continue researching smithing II (1/6)

3. Research : Skalds & bards for our culture to thrive

4. Research fishing
>>
>>44390215
The Map WAS just updated lol, no itll be next season when the effects of the population and currency increase take effect
>>
>>44390389
>>44390372
Or in a bit if not to many people reply in a prompt manner
>>
Rolled 45, 88, 67, 19 = 219 (4d100)

>>44390053

Population[20,160](+120/turn): (Growth doubled for 2 more turns)
Food: >Abundant(2x growth)
Raw Currency: [5] (+-3)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 30 Hexes
Unique Buildings: Castle on the Palisades (HQ)
Iron Mine [Shallow]
Corn Farm
Tomato Farm
Potato Farm
Rice Farm
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

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

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

Resources/Quantity:
Lumber +400 lbs/turn (800)
Iron +25/turn (35)
Wheat
Cotton
Narwhals
Corn
Tomato
Rice
Potato
Whales

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

1. [Action] We expand further, this time Southward
2. [Action] Once again, try to build ships
200 lumber
3. [Action] We've got Narwhals and Whales in our bay. We need to try and start hunting them
4. [Research] We continue our efforts to learn iron smithing (1/4)
>>
Rolled 10 (1d100)

>>44390457
Rerolling that expansion roll
>>
>>44390430
Oghren Battleborn got himself banned for talking politics, don't expect him for ~18hours
>>
>>44390430
End of Turn 2
Population[20,120](+80/turn): Double Population 2 more turns
Food: >Abundant(x2 Growth)
Raw Currency: [4] (+2)
Culture: [12] (+1/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings: [generated by GM]
(You have one HQ Building in your capitol
Library +2 to any one research roll a turn
Temple
Wheat Farms
Rice Farms
Potato Farms
Cattle Ranch(?)
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

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

Military Units: [generated by GM]
X3 Orc Platoons [x3]
100 Medium Ships [x8]

Resources/Quantity: [generated by GM] [amount]
Lumber[100]+200/turn
Iron veins
Tin Veins
Herd of Cattle
Rice
Patatoes
Wheat

Technologies:
[Weapon Making I]
[Farming 1]
[Writing-I]
[Survival-I]
[Irrigation-1]
[Herding 1]
[Mining 1]
[Smithing 1]
[Printing Press-1]
Research fishing, Success Medium 2nd time small?
Progress 3/4 (right? Was at 2/4)


How about the library, what do you say on that? what kind of work do I need to put into it, to upgrade it? Is 150 lumber sufficient, to upgrade the library? Say a bigger bonus or passive to all research instead of just 1 per turn?
Like making that 96 into a 98.
>>
>>44390469
Welp, I tried
>>
>>44389936
The turn before that one was >>44245997, but I also included the results in my last turn. So Expand goes to 2/3 and Build Farms stays at 2/3.

>>44390053
>1-25: Every nation gains 6 Hexes
Do we get to choose which ones?
>>
>>44390053
http://pastebin.com/uwC2jj0k

Name: Keroroa
Population: [20,060] (+20/turn)
Food: Scarce (no growth)
Raw Currency: [12] (+2)
Culture: [10] (+0/turn)
Happiness: [Content]
Territory: 20 Hexes

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

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

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

Military Units:
>X4 Civil Guard [x3] [Inf]
>X1 Unit Transport Ship

Resources:
>Gold Veins
>Wheat Farms
>Amber Deposits
>Salt Deposits
>Lumber [180] (+200/turn)
>Tomato Seeds
>Potato "Seeds"
>25 Bee Hives
>Herd of Cattle
>Herd of Goats

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

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

I'll put my actions for this turn in the next post.
>>
Rolled 81, 56, 20, 3 = 160 (4d100)

>>44391000

ACTIONS:
1) [Expand North] While some of our men are starting to question whether we're really cut out for this "expanding" business, we will continue our slow but steady expansion north. With a bit of luck, we'll be able to see the fruit of our labour before Winter.
2) [Build Farms] Our diligent builders aren't deterred by setbacks. We will continue our work on the new farms. Though we won't be able to plant our seeds during Winter, it would be good to have the farms ready for use when Spring rolls in. In addition, we will donate 200 lumber to this project.
3 [Build Ranches] As with our farms, we will continue building our ranches despite not having made any progress previously. We will spend 200 lumber on this project as well. Hopefully, our animals will no longer have to wander the lands unsheltered once we've finished this project.

RESEARCH:
4) [Research Shipbuilding 1] You'd think that a nation formed on the coast would have less trouble figuring out how to make things float. Turns out there's more to building a ship than hammering some planks together and hoping it stays afloat. After expelling the previous head researcher from the guild for inexcusable incompetence and promoting a more promising individual, we will once again attempt to learn the mystery of shipbuilding.
>>
>>44391047
Damn.

Well, at least those rolls are better than last turn's.
>>
>>44390053

Name: Drudamal
Population:[20,128](+48/turn)(Doubled for one more turns)
Food: >Scarce(no growth)
Raw Currency: [11.4] (+2.4)
Culture: [14] (+2/turn) (+2 from Sagas)
Happiness: [Content]
Territory: 24 Hexes

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

Defenses: None

Trade Routes: None

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

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

Resources/Quantity: [generated by GM] [amount]
lumber 5300+100 lbs/turn
iron 1000
iron veins
Deer Herd
Wild Boar
Herd of Cattle
Herd of Goats
Abandoned Ancient City

Technologies:
[Weapon Making I]
[Hunting I]
[Writing I]
[Survival I]
[Fishing I]
[Smithing I]
[Herding I]
[Animal Husbandry I]
[Archery I]
[Mining I]
>>
Rolled 100, 65, 99, 16 = 280 (4d100)

>>44391253
>>44390053

>World Event:
6 free tiles! Woo! Expand the southern border inland I guess?

>Actions1:
Build hunting lodges around our settlements to allow for more hunting of the deer and boar. This will provide us meat, leather and horn, all useful materials. More hunters also means more orcs trained with bow and spear, which may be useful in the future as soldiers. Put 200 wood into it.

>Action 2:
We must clear more land for pastures still, despite our failures so far. The more space they have, the more the herds will grow. (1/3) (jesus how much longer can this take, it's not complicated you morons)

>Action 3:
Efforts to get the holy men to work for the state have failed so far. Perhaps we can still gain from them though. They wander the lands all the time, and know many things that others don't. Our lands are large and there is much the Chiefs may still not know about. If we ask them, they may reveal such things to us. Let us offer 2 currency to loosen their tongues. (basically just look for new resources or anything else of interest. Hopefully some money will give me a boost to it)

>Research
Research [armour making I]
We have long used iron for arrow and spear heads or simple tools. Now it is time for more ambitious uses. We will armour them in iron scales.
>>
>>44391261
>100
FUCK YEAH.
>65
Looking good.
>99
FUCK YEAH AGAIN.
>16
I knew it was going too well.
>>
>>44391261
God damn.
This was a nice roll.
You built the shit out of that hunting lodge lol.
And you definitely found some resources.
Praise the dice gods.
>>
>>44390053
Population[20,060](+20/turn)
Food: >Abundant(2x growth)
Raw Currency: [6] (+0.1/hex/turn)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 26 Hexes+half a jungle hex
Unique Buildings: Classic Castle
Small Trading Post
Small wheat and corn farms
Defenses:
Trade Routes:

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

Military Units:
150 ships
x2 Human Platoons [x3]
Resources/Quantity:
600+200 lumber/turn
Saltpeter
Pitch
Schools of fish
100 Iron Swords
100 Armor
Technologies:
[Weapon Making 1]
[Fishing 1]
[Writing 1]
[Survival 1]
[Mining 1]
[Smithing 1]
[Farming 1]
[Printing Press 2]
I know of Venicia and Gloiningen.
Actions:
Create saltpeter mine(1/3)
Create town with University in it with 400 wood
Finish trading post with 100 wood(2/3)
Make advanced food/Culinary arts 1(2/?)
>>
Rolled 8, 93, 28, 52 = 181 (4d100)

>>44390053
Zargoz Kingdom
Population[19,980](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [4] (+2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings:
Black Iron Citadel - a massive tower crafted from black iron said to blessed by the Iron God himself
Iron Mine (Shallow)
Defenses:
Trade Routes:

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

Military Units:
x3 Iron Guard [x3]
x1 Iron Reavers [x8]

Resources:
Iron Veins
Deer Herds
Wild Bison
Clay beds
Stockpile:
Iron +25 iron/turn
25 Iron
Potato "Seeds"
Rice Seeds
5000 Lumber


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

In progress
-Palisades 1/3
-Bison Ranch 2/3
-Armor Making 2 1/6

1. Build another iron mine
2. Work on Palisade
3. Work on Bison Ranch
4. Research improved armor
>>
Rolled 49, 16, 83, 100 = 248 (4d100)

>>44389864

>Population[20,040](+20/turn):
>Food: >Scarce(no growth)
>Raw Currency: [6] (+2/turn) [generated by GM]
>Culture: [16] (+1/turn)
>Happiness: [Content)
>Territory: 26 Hexes
>Unique Buildings:
The Shining palace
2x Temple of Sulis +1 Culture/turn

>Defenses:

>Trade Routes:

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


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

>Resources/Quantity:
Lumber [600] +200/turn
Copper Veins
Wild Grapes
Wheat
Tomato Seeds
Herd of Cattle
Local Map
Olives
320 Bronze Swords

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

1.[Action] Build farms Progress 1/3 (use 200 Lumber)
2.[Action] I'll let my raidparties scout further north and west.
3.[Action] Build the forum of Luna in my Capital, a place for Philosophers to share, discuss and test their thoughts. Progress 1/3 (use 200 Lumber)
4.[Research Slot] Mining
>>
>>44393195
Well then i guess I've finally learned mining.

Now does anybody have tin?
>>
>>44393195
>>44389864
Oh and expand the free tiles north along the west coast.
>>
>>44393211
I have tin on my lands.
I plan to make the mine soon. With in the next two turns.
>>
Rolled 57, 53, 10, 73 = 193 (4d100)

Population[19,990](+20/turn):
Food: >Abundant(x2)
Raw Currency: [6] (+2)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 20 Hexes
Unique Buildings:
Tree village capital
Royal Port
Defenses:
Trade Routes:

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

Military Units:
Navy:
100 Medium Boats [x8] (Tiger fleet)
100 Medium Boats [x8] (Golden Kraken fleet)
50 Medium Boats [x8] (Banana Boat fleet)
50 Medium Boats [x8] (Sea Weed fleet)
1 unit transport ship
Army:
x4 Halfling Platoon [x3]

Resources/Quantity:
Schools of Fish
Sea Weed beds
Wild Bananas
25 beehives
Herd of goats
3810 lumber + 100 lumber/turn
4800 limestone
Local map (shows the location of wild coffee beans)

Technologies:
[Weapon Making I]
[Writing-I]
[Survival-I]
[Archery 1]
[Herding 1]
[Animal Husbandry 1]
[Fishing 2]
[Ship Building 1]
Mining 1 1/4

>>44390053
Action 1: Expand to take over the lands where the wild coffee beans in our map are

Action 2: Further expand our confederacy to include the islands north of us

Action 3: Research beekeeping

Research 1: Continue esearch mining
>>
>>44390389
Oh right, my lands haven't changed then.
>>
>>44391261
Damn those are some fine hunters
>>
Name: The Honorable East Venician Trading Company
Ruler: The Board of Directors
Government Type: Meritorious Corporate Oligarchy
Fluff: http://pastebin.com/v09LQNqb

Resources/Quantity: [generated by GM] [amount]
(900) [300]Lumber/turn
(50) [50] Leather/turn
Sustainable Supply of:
Tomatos
Corn
Potatos

Tomato Seeds
Herd of Cattle
Corn Seeds
Schools of fish
Coral reefs
Sulpher vents
Coal veins
25 Bee Hives
Potato "Seeds" (hunks of Potato)

Technologies:
[Weapon Making I]
[Fishing 1]
[Writing-I]
[Survival-I]
[Weapon Making I]
[Fishing 1]
[Writing-I]
[Survival-I]
[Farming 1]
[Irrigation 1]
[Printing Press 2]
[Animal Husbandry 1]
[Violin Making 1]
[Glass making 1]
[Ship Building 1] 2/6 Upgrade
[Food Preservation 1]
[Pasteurization -1]

Politics:
I have sent envoys to:
Umatsu
An envoy has been sent to me from:
Gloiningen
Greenland

I am in a mutual defense agreement with trusted allies:
Gloiningen
The Dorven Kingomds
http://pastebin.com/3x3nSWxu

Projects:
Farms 0/3
Cattle Ranch ---

Vassal: East Empire Ebony Company
Stats
http://pastebin.com/v09LQNqb

Stats
>>
Rolled 25, 50, 56, 19 = 150 (4d100)

>>44390053

Population[20,070](+20/turn):
Food: Plentiful(1.5 x growth)
Raw Currency: [6] (+2.6)
Culture: [10] (+0/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings: The Senate of all Professions
Defenses: ( None to start unless otherwise noted)
Trade Routes:
[Venicia (General Civilian Trade), Wheat Seed for Corn Seed, Animal Husbandry for Bureaucracy]

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

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

Worked/Stored Resources/Quantity:
Lumber Forests
+200/lumber turn
[100] Lumber Stockpile

Limestone Quarry - Shallow
+50 Limestone/turn
[50] Limestone Stockpile

Salt Mine - Shallow
+50 salt/turn
[50] Salt Stockpile

Wheat Farms
Potato Farms

[100] Gold Stockpile

Ongoing Work:
Paddocks for Goat Herding 1/3
Animal Husbandry 1/4

Untapped Resources:
Walrus
Jade
Herd of Goats
25 Bee Hives

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


0) Random Event - The unexpected and peaceful incorporation of the lands of the wide Bombur valley into the societal structures of Gloiningen brings cheer in these cold months.

Actions:

1) One of our Top Bureaucrats is sent to Venicia to impart our bureaucratic knowledge to this Mercentile nation. (Part of a Animal Husbandry Knowledge trade with Venicia)

2) In the winter, bees slumber, and they will not anger as much if we are careful to move their hives. We will set them up by the hilltop meadows, and build and repair, to ready for the flowers of spring.

-50 wood, 25 Beehives

3) Work continues upon the Goat Paddocks; surely they can be ready by spring?

4 - Research) We will examine the wood that is taken from our forests, and learn how wood might propel bolts and shafts.

-50 Wood, Research Bow Making
>>
>>44397310
>Alright, Beuracratic konwledge for Animal Husbandry tech. Accepted

>had other trade proposals but they'r in the general thread
>>
>Mostly waiting on Dorven to arrive in here/General so I can confirm trade actions with him too before posting
>Will post before 11 tommorow though
>>
Rolled 46, 52, 30, 97 = 225 (4d100)

>>44390053
>Population (+2/turn)(Double Populaton x2 Turns): 20,040
Food: Scarce
Raw Currency (+20): 40
Culture (+0/turn): 10
Happiness: (Content)
>Territory: 26 Hexes + exp
Military Units:
1 Human Platoons [x3]
1 Human Platoons [x1.5]
50 Medium Ships
Unique Buildings:
The Great Umatsu Palace, Capitol
The temple of mysteries
>Wheat farms
>Tomato orchard
>Port of the south
Bonuses/Eccentricities:
+ Belief in the Spirits: When dealing with supernatural events your people will get a bonus
+ Sensitive: Your people are easily able to get in touch with the other side, this will come up from time to time.
- Sacred Mysticism: Through strong cultural beliefs your people are hesitant to use all things magic/supernatural.
Technologies:[Fishing 1][Writing 1][Survival 1][Weapon Making 1][Guitar Making 1][Ship Making 1][Irrigation 1][Farming 1][Gathering 1]
Resources/Quantity:
> Wheat farm
> Tomato sorchard
Lumber (+200/turn): 5400
Sperm Whales
Schools of Fish
>Actions:I roll 2d100 to add new territories in the north west hexes [2xExpand]
I roll 1d100 to get more armies of my human platoons[1xBuild]
>Research:
I roll to research survival
>>
>>44398622
I forgot the Wild Tea Leaves.

The forrest produce 200 lumber each turn but how much is produced by the other resources? How much hexes I get from the exploration?

Happy holydays to all!!!
>>
>>44394816
>Still hoping to get some o dat bannas and coffee
>>
>>44398622
Would you be interested in a trade of lumber for food?
Since I have more than I need, Say trade a level of food to ship to you for lumber.
>>
So, how was everyone's holiday? Today's my birthday, and since I have no friends, I thought I'd mention it. I'm 22 now.
>>
>>44402998
Heh. Happy birthday. You're an old man now. But not much older
>>
>>44402998
I turned 25 a little while ago. Then I saw stuff on the news that referred to 'young adults aged 18-24'. I realised I was no longer young.

So at least that hasn't happened yet, eh?
>>
>>44402998
Happy birthday!!!
>>44400629
Im interested. What kind of food and how much lumber in exchange?
>>
Whats the difference in food about? Some people have gone up to abundant, while most of us are on scarce still. What's the crunch behind this?
>>
>>44402998
My holiday was pretty decent. Spent most of it with the family which always makes me a bit happier. Also I'm 30.

>>44404187
See >>44389852
>Because of the Fall Event and many players gaining new foods, if you have fewer then 3 food sources this turn only set food to Plentiful(1.5x growth) If you have 3 or more set it to Abundant(2x growth) and modify your population gain accordingly.
I just realised I hadn't changed it on my own sheet yet...
>>
>>44404203
Ah, I missed/forgot that part. I'll adjust it for next turn.
>>
People: Dorfs

Population[20,080](+20/turn):
Food: >Scarce(no growth)
Raw Currency: [19] (+-2) [generated by GM]
Culture: [12] (+1/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings: [generated by GM]
Battleborn Keep- A round stone tower formed of fine black marble with good views of the surrounding locales, built with defense in mind
x3 Iron Mine-basic
x1 Iron Mine-Shallow
Marble Quarry
Limestone Quarry
X1 Temple to the Ancestors
Trading Post 1/3 Progress

Defenses:
Trade Routes: Loroen: +50 Lumber, -25 Limestone/Turn
Bonuses:
Long Memories: You can attempt to reroll 1 roll a turn that you have failed in a previous turn
Ancient Grudges: You can spend one culture to add +2 to any one attack roll against an enemy unit you have fought before
Eccentricities:
Clan Politics: If your faction leader is ever killed you must wait 1 year to appoint another, unless you spend all 3 actions in one turn to unite the squabbling clans
Military Units:
Hero Unit Oghren Battleborn[x4] [Inspire]
*Special ability "Inspire" add +1 to any battle die roll if your king is fighting alongside them
X4 Kreigerteil[x3]
Each Kriegerteil is divided between spear dwarves and bow dwarves, with 2 speardwarves for every 1 bowdwarf.

Resources/Quantity:
+175 Iron/turn (from mines)
Mountain Goat Herd
Limestone +100 lbs/turn
Marble +100 lbs/turn
Potato Seeds

Stockpile:
260 Iron
200lbs Limestone
200lbs Marble
Potato Seeds
20 Fine Axes
20 Axes

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

Double Population for 2 Turns
Located 1 native Iron Vein, 1 non-native Silver Vein
Allies: Other Tri-Party Powers (Gloiningen + Venicia), Midderland
Trades:
50 Skeggox for 1 Small Trading Vessel, 10 Goats for 10 Boars (Midderland)
Exotic Foods for X, Axes for coal, Mining 1 for Shipbuilding 1 (Venicia)
>>
Rolled 15, 43, 59, 35 = 152 (4d100)

>>44390053
I will have armament efforts continue. Every Spear Dwarf shall bear an axe.
(Iron Stockpile+175 Iron/Turn)
I begin efforts to fulfill Midderlands order. Venicias axe order can be fulfilled with the axes from my arming that dont pass snuff.
(Iron Stockpile+175 Iron/Turn)
I will host my Winter Festival, 3 days of celebrations. On the first day, my people go to their homes and hear the clan histories. On the second day, competitions are held in Herding, Smithing and between the various warriors and archers. Archer test against targets, while warriors battle to first blood. The winners shall earn a place at my table for the year and, in the case of the warrior, become my champion. On the Third Day, we hold our great Feast
(Fluff Event to follow, reply here if you want in on it)
Research: We shall continue to research mining, undaunted.
>>
>>44404492
>15
My armament efforts arent gonna go well, huh?
>43
Not so bad.
>59
Could've gone a lot worse
>35
Well, its probably progress if nothing else.
>>
>>44404492
>Yo, check out >>44391852
>>
>>44404983
''Aye, this seems fair. Have the axes made ready for shipment. We can fill 40% of that order right away. And ready some of our eldest miners, those that cannot work anymore. They may yet teach.''

[I have 20 axes ready to go and the remainder shall come from my further armament attempts, seeing as battle axes and felling axes are rather similar in design. Is that cool?]
>>
>>44405150
"Very good."

>Okay,so since you already made yer actions and I don't see a trade action there, can I give you the stuff I offered this turn and trust you to remember to give me the other half tommorow/next update?
>I have [Shipbuilding I] ready to go, in fact the only thing I don't is the coal mine
>>
>>44405150
>>44405208
*[to clarify I only see the trade action for the axes, but next turn I'd like the [Mining I] and the [Marble]/[Limestone]]
[Will get you the food, shipbuilding I, and the bee hive's this turn, and work on the coal mine for future shipments]

[Sound good?]
>>
>>44405222
[The miners are Mining 1. Id send the other stuff but Ive no trading ship to do so or Trading Post to establish a trade route. Sorry bout that]
>>
>>44405560
[NP. Just remembered that needed to be a thing]
>>
>>44405853
[its cool dude. Im working on it anyway, should have it up soon hopefully]
>>
Oh look. . .it's 11. And I need to make my actions. . .
>>
[Itll be a while till I can post my fluff even, seeing as Im on mobile and its 2 posts of writing. If anyone intends to attend, write in here.]

[Sound out lads]
>>
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Rolled 64, 50, 39, 89 = 242 (4d100)

>>44390053
>>44395917
>Edit: -150 Lumber for the three farms constructed

1. As per our technology Trade Agreement, exchange:
>[Animal Husbandry 1]
With Gloiningen. As they will be giving us [Bureacracy I]

As well, ship over
>3 Beehives
to the Dorven Kingdom, for the axes being provided

2. [Construction] In order to fulfill continuing trade agreements, we necessarily will need a trade port. Then let us build one.

Equipment:
>(750) Lumber

3. [Exploration] - Captain Gerrard and the Silver Drake set sail! They shall travel along the Dorven coast, headed south, in an expedition to the frozen reaches of the Arctic to map out the continental outline, as well as establish a colony for ice gathering.

Wished farewell and good luck, and packing extra rations of Salted Meat, and preserved Corn and Tomato's they set out on their long journey.

>Map out the Dorven's continent until we hit the very southernmost tip
>Hero Unit Gerrard Fairwind [x4] [Captain] + Silver Drake[x3] [Ship]
*[Ship] This ship can be

4. [Research]

Limestone, a fine building material in its own right however, it is susceptible to decay especially in coastal areas. And we are a people of the sea and trade.

There is however, a solution to this. Our scientists suggest that a more advanced form of mortar can be crafted from pulverized Limestone, and combined with other materials such as clay and sulpher, can be made into a "powder that when combined with water and heated, becomes a liquid material that cools and hardens into a stone like substance."

This substance they call 'Concrete', and is predicted to be not only easier to mold into structures but also be far more impervious to water damage.

We do not have large stockpiles of limestone, but we can aquire enough samples from the Dorven Kingdom, and we have [Sulpher Vents] to get sulpher from

Spend 1 Culture
>"Oh Promothea!" Spend One Culture point to add +15 to one research roll each turn
Spend 1 Currency to get some Limestone samples for testing
>>
>>44402998
Happy birthday man.
Turned 22 this year myself. Wasn't to bad spent it with family.
>>44404184
Which ones would you be interested in?
I was thinking Rice, Cattle, And potatoes
I believe 25 lumber a piece would be a good deal. As We're neighbors and we should be helping each other out. Would you be interested in more trade?
>>
>>44406198
Dis nigga's already got concrete!?
>>
>>44406198
This would be cool.
lets see if odd allows for it.
since
1. really advanced.
2. No trade port yet
3. Don't even have the limestone yet
But overall really smart and nice super nice roll.
>>
Drat the general thread wentout
>>
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>>44407644
>1. really advanced.
Well, yeah, but hey I am the science nation that worships the goddess of wisdom! Plus the Roman's had limestone concrete, and we're in the medieval era so it's completely time-frame appropriate.

I believe this game starts at a much later era than original Grand Kingdom which was truly tribal. . .still, we did end up with clockworkmen and airships by the end! And from some of Odd's words and the way things are going we're likely going to get there again real soon.
>2. No trade port yet
>3. Don't even have the limestone yet
Precedence has had Odd allow me to research on samples to develop the technology, then aquire the resource to produce the stuff in bulk later.

That said, I won't be able to start mass producing concrete until me and Dorven set up trade ports each, but it's nice to have that technology on standby.

I agree though, I'm hype to start making some kick-ass architecture.
>>
>>44407824
lol, I am happy for you you.
Just this game seems to be going a bit more linear. Not as weird as the previous game where some nations had tanks while some were fighting with primitive bows and arrows.
Still easy to deal with and I am sure your going to get it. Just looking at x II takes 6 research to complete is all.

Also considering you live on an island you could collect sea shels. And substitute that for limestones during the research. I am sure having a couple people collecting sea shells should be enough to find enough to experiment on.
>>
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>>44406198

>limestone is weak against water
>generally forms in warm shallow seas like the carribean
>most creatures with shells in the ocean use it for their shells
>bahamas literally made of it
>great barrier reef primarily made of it
>weak to water

Friend, you mean weak to acid attack. Unless you've got big acid rain issues you should be fine.

Alternatively, watch out for high pressure low temperature, like deep sea conditions where you go past the calcium compensation depth, but I doubt you're building in those, and if you are you're building shit from bioshock so you've got bigger issues like magic and mutants.

Always fun to autism out on really dull subjects like limestone and concrete.
>>
>>44407824
Im guessing its gonna be a tough tech considering Mining is taking a few tries like.

>>44407938
Just because its that way in real life doesnt mean its gonna work that way in real life.
>
>>
>>44407975
Im a fucking idiot.
>>
>>44407993

We've all been there before. We all will be there again. Don't kick yourself.
>>
>>44407932
>>44407938
Neat, the more you learn!

Yeah, that's a relief. I guess I misremembered that fact about limestone. The shell info is highly useful too.
>>
Alrighty lads, Winter Festival fluff event incoming.
>>
The table is heavy with fine meats and fragrant drinks, the hall loud with laughing, conversation, the music of drums and the thumping of dancing feet. There is mirth in the air and King Oghren is sat at the head of the hall talking with his finest warriors and visiting dignitaries, joy in his voice.
After a while, a loud note rings out as a loud drum is struck. The dancers rush to their seats and all around, the eating and mirth ceases. From a small door strides forth a number of small, elderly dwarves in robes, introduced as the Clanspeakers. One by one, they step forward and intone histories and great ancestors of their clans in great booming voices, far larger than their stature would imply. Clan Hardhammer speaks of their founder, who first developed the art of forging which he spread to all clans, raising many smiths, but never found another to match his skill. Clan Ironskull speaks of Grimnir Ironskull, whom first tamed the Mountain Goats the Dwarves herd by headbutting an alpha ram in a herd into submission.
And so they continue until, at last, they reach Clan Battleborn. The reason for their name becomes apparent, their founder fought to secure their lands from others when they first arrived here and ever since they were vital to the inter-clan wars of the Dwarves, the finest and most honourable mercenaries.
After this, they all stop, bow, and leave. Not for them, the boisterous feasting it seems. All around, people start to resume but Oghren silences them by tapping his heavy goblet twice upon the marble table. He rises from his seat and intones β€˜β€™Brothers and cousins, you know as well as I that we do not speak all of our history at this festival. Recent shames weigh heavy on our hearts, old and young alike. You all know the stories but now we have foreign dignitaries amongst us that do not. And so, I shall speak the tale of Grom Battleborn, the Dread King.’’
>>
>>44408094
β€˜β€™Grom was born into a tired, weakened clan. Centuries of mercenary work had left Clan Battleborn small and wealthy, but with little food or territory to show for it and a bitterness in its heart. He saw many of his brothers die protecting warriors of other clans until, eventually, he became the last remaining heir, youngest of his line. And so he took leadership and turned his eyes on a goal of his own devising. He would unite the clans, by force, and have Battleborn take what he saw as its rightful place. Thus began decades of brutal war and further years of terrible rule. He killed all that would oppose him.’’

β€˜β€™When I was young, I was a leader of men and I was taught that our actions would make the Dwarves strong, as they were meant to be, so it was justified. Eventually, I saw the truth. Where he saw unity, I saw destruction. Where he claimed prosperity, I saw the famine. He was killing the greatest amongst us and claiming we would be made great by it. And so I challenged him to a duel for leadership of Battleborn and the right to decide Kingship.’’
β€˜β€™I wanted a fight till first blood but his honour demanded it be to the death. I complied. I bear a scar yet to remember the bout. As well I should. Thus ended the reign of the Dread King and the darkest chapter of our history. I handed the right to decide succession to the Clanmeet and precluded myself from voting. Eventually, the Clan leaders chose me, that I should succeed Grom to undo the damage. And so I shall. Our race will not fall because of the actions of my father, this I promise.’’

Then, he sits. There is mixed emotions about the hall but one constant is Hope. The Dwarves will rise again. They will have to work for it but then they were never shy of work. The weights of the past will not hold them down forever.
>>
>>44407932
It's actually not that high tier of technology considering Romans had proto-concrete.
>>
[bump motherfuckers]
>>
Looks like Odd couldn't make it today. Who's busy around Christmas and New Years? Does he have a family or friends or something?
>>
>>44410140
He did say he had family over for christmas actually
>>
>>44410740

Madness.
>>
>>44402998
Happy birthday man!
22 here too
>>44400551
May the ocean bless trade between us.
>>
>>44412821
And may wisdom guide it.

When I finish my port and drydock, I would be more than willing to build a port for you, if you would lend me a supply of the fruits and coffee beans
>>
>>44413432
Actually we've already built a royal port to house our ships, so if you need any help building one then we can gladly aid you.
>>
>>44413854
Right! I just remembered you are the nation with great naval skill, and in fact I actually want some assistance concerning that too.

Hmm, let me see if I can come up with a deal. Does anything I own right now or can provide in the future interest you?
>>
>>44413854
I would also be interested if you're open to it. A Trade port city. If you were to build it, what would you want for it?
>>
>>44414748
A trade port city eh? That gives me ideas
>>
>>44414501
>>44413854
Speaking of, I am interested in the following (By priority):
If you were interested, I'm sure Dorven and Gloiningen would be happy to welcome you to our joint mutual defensive pact.

We are both reliant on sea trade and naval trade, and I would like nothing better than to support a fellow merchant of the waves.

Should you accept, I would be interested in constructing a [Institute of Naval Arts] in your nation, along with a research agreement. In such an place, we would be able to combine our collective research potential in a single place, and design superior ships between our ostensibly naval oriented nations.

Apart from that, I am also interested in:
Wild Bananas
Coffee

---

I have a number of items I would be willing to offer, none the least including a ready supply of preserved foodstuffs (Corn, Tomatos, Salted Beef). Useful for long sea voyages, although I still need to construct a port.

Should you accept the Defensive pact and the mutual academy, I'd be keen on providing you the technology for preservation and salting. Very useful for long voyages. I would offer the concrete too if that bears fruit.
>>
>>44415550
''If I may, comrade, it may be wise to see how matters progress between you and them. Perhaps you might ally with them, as I have with Midderland, that they may be a Proxy Ally and their mettle may be tested?''

[Im assuming the fact that I had to alert ye that I was making overtures to Midderland means you would have asked me about something so big so heres my 2 cents on the topic]
>>
>>44415550
[By the by, Venicia, I know I owe you some axes so I obviously have little with which to barter but I do have probably the largest supply of Currency in the game]

[For me, it gathers dust. But your ''Oh Promethea'' bonus could make use of it. And besides which, you seek to be a trading nation to some degree, do you not?]

[Perhaps we can arrange something?]
>>
>>44417224
[Can you clarify what your diplomat/you are suggesting by "testing their mettle"?]
>>44417331
[I certainly could use Money in an equal or greater capacity than axes, it would help towards the establishment of a Bank of which is on my to-do list.

I could see about establishing interest for investors. So your money doesn't just gather dust but is actively used and increased]
>>
>>44417641
[That is interesting alright. I would be glad to provide some start up capital and, if you are amenable, buy from you in future perhaps.]

[As to my statement, it simply means ''see what they're like''. Much as with Midderland, if they should prove trustworthy and such, then we might consider them? I feel we should be somewhat sparing with whom we introduce, lest we find ourselves pulled apart my battles and disagreements, you know?]

[They are close to us both so Im certainly amenable to the idea like. Just, well, ya know how Dwarves are mate]
>>
>>44417793
[Pulled apart by battles I meant. I mistyped]
>>
>>44417793
>>44417810
[Aye, that is true, even with the numerous clauses there is the potentiality for unforeseen and unfortunate conflicts arising.

I hope it never comes to it, and while I did plan for it somewhat, it would be most unfortunate if either of us had a differing opinion on a third party Non-Defensive Pact member. Like if either of our potential third party ally attacked each other. The Defensive Pact will hold true above all, so it will never come to blows between us, but I believe at worst it becomes a proxy war where we support two sides (I need to read deeper into the pact to see about that). But that would a grim sign of relations of which I will do my best to never see, so you are absolutely correct we ought to be very careful with who we make agreements with outside of the Defensive Pact]
>>
>>44418061
[Precisely. So far I have only courted Midderland and they are a distance away from any contact with Pelugia so it ought not be an issue but I believe an amendment may be wise.]

[Perhaps we should ratify a probationary period, that any who wish to join might have the option provided they prove themselves and have shown themselves honourable in the past?]
>>
>>44418153
[Further contingencies are warranted to help plan for the unexpected and that is a good idea. Do see some potential exploits of people trying to attack during the probation period, but something can be worked out. I need to think on this]
>>
>>44418231
[Aye. See, I dont feel like having to defend oneself, ones interests or even ones honour/pride would necessarily be grounds for failure, assuming it was handled reasonably and not incited]

[But yes, it is something that will require some thought. For now, I remain allied with Midderland as we discussed. Once we have a system in place, I may recommend them if they prove themselves to my satisfaction]
>>
>>44418231
[In other news, I should have my Trading Post done by summer at the latest. Once I have it ready, I can begin shipments. What sort of quantities are ya looking for?]
>>
>>44418528
[Just enough to build the port, and possibly the bank mostly. I'm not good with actual figures, but a sustained shipment to the point where I can just say I have some from you and use it in actions will be useful]
>>
>>44418588
[Hmm. As of yet, my production isn't massive but I ought have a stockpile. 25 of each per turn perhaps? And then if you need more, you can always just contact me for it.]
>>
>>44418634
[25 PT works fine for me]
>>
>>44418634
[Also don't forget the Marble and remember I'll be able to build a coal mine and supply you once yuo create/trade me Mining I]
>>
>>44418656
[Excellent. Im sure we shall both prosper with this trade]

>>44418680
[I know, thats why I said ''of each''. I sent Mining 1 already anyway mate. It went over with the 20 axes on whatever vessel you used to get the beehives to me.]

[Ill fulfill the rest of the order asap anyway but Im sure you'll agree it is important for me to honour other dedications and seek to complete my trading post as well.]
>>
>>44418734
]Ah, perfect, I'll add that to the stats and build the mine next turn.

And yes, fullfill the deals you make as they come and when you can]
>>
>>44418752
[Indeed. Still, the axe design for our battle axes and felling axes is roughly the same so fot as long as I work to arm my forces I shall be producing those axes as a side effect]

[You should add them, I added the beehives and Shipbuilding 1 as per your statement.]

[Hopefully you found a good vein of coal anyway.]
>>
>>44418734
We don't need to take a turn to forge things right?
>>44418752
Once you start producing on that coal mine do let me know. Are you interested in any trades?
I haven't really contacted anyone for trades besides Glo and umastu, cause they're the only ones I made contact with. But If you see some thing you guys like let me know. We can initiate contact.
>>
>>44418896
[You do as far as I know. Ive had to roll for it since Ive either been filling orders or arming already existing troops. I assume if Id combined the action to raise and arm the units it would've been faster but orders of an item bar 1 or 2 take an action]

[Im amenable for trade as well, if you're interested. Can you post stats or link me? Mine you can see here >>44404469]
>>
>>44418896
[I'll keep you informed when other deals strike my eye, you are by far the most active player of my allies so ther will be many opportunities]
>>
>>44419063
[Wait, are you allied with Sargeras?]
>>
>>44419092
[Not at this moment. I need to check the archive for the general if I even received an envoy from him]
>>
>>44419171
[Oh, responded to the wrong post then? Sorry, its late here so my focus etc isnt the best.]

[Come to think of it, I'll have to hit the hay soon. But its worth pointing out that Gloiningen received one so we can both meet Sargeras through Glo easily enough]
>>
>>44419002
This is my up to date sheet.
I would be interested in a steady supply of resources such as iron/marble and limestone.
I plan to expand my iron mines, and create a tin mine.
Also I shall be getting fish's soon. To add to foods I am able to trade.
Also >>44419092
I have not been formally contacted as an ally.
End of Turn 2
Population[20,120](+80/turn): Double Population 2 more turns
Food: >Abundant(x2 Growth)
Raw Currency: [4] (+2)
Culture: [12] (+1/turn)
Happiness: [Content)
Territory: 26 Hexes
Unique Buildings: [generated by GM]
(You have one HQ Building in your capitol
Library +2 to any one research roll a turn
Temple
Wheat Farms
Rice Farms
Potato Farms
Cattle Ranch
Defenses: ( None to start unless otherwise noted)
Trade Routes: [none initially]

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

Military Units: [generated by GM]
X3 Orc Platoons [x3]
100 Medium Ships [x8]

Resources/Quantity: [generated by GM] [amount]
Lumber[100]+200/turn
Iron veins
Tin Veins
Herd of Cattle
Rice
Patatoes
Wheat

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

Partially Completed Actions:
[Library Expansion] 2/X
[Fishing 1] 3/4
[Expand East] 1/3
>>
>>44419212
[I think from looking at that you outright lack mines. However, I would be interested in trading for some cattle perhaps? I can offer Limestone etc once I have a trading post, of course, but for now itd need to be individual deliveries and I already have 2 orders to be filled. I do, however, possess quite a bit of currency as you may have noticed...]
>>
>>44419299
I seem to have forgoten to add
Medium Success, 2/3 but see above about resource allocation.
I'll be working on Mine and fishing. To finish them both up. And expanding my library and expanding a wee bit. So I can create a trading city dock to my east.
Sounds good though.
>>
>>44414748
Well I would need to see your wares first as well as get an idea of how advanced your civilization is [technologies], but I am very open to the idea of building a port for you.
>>44415550
Consolidating our strong naval traditions and giving my people a means to organize their knowledge seems very enticing. If you would supply some of the materials then I would gladly build this [Institute of Naval Arts].

Also should you give us the technology for salting we would gladly give you banana seeds & hopefully your lands could support them.

[Captcha was coffee, lol]
>>
Man, you guys are pretty fluffy. I like like I'm falling behind. I'll probably just try to kill all the NPCs, though. That's my game goal. What are your goals?
>>
>>44421900
Labensraum. A United Empire of Hobbits, the little things desu

Although tech wise I feel I have no idea what to work towards/get next.
>>
>>44421900
I wish I could be more fluffy, but I haven't even been able to get in touch with my neighbours, Zargoz and Aldane.

In addition to it making the game less exciting to play, I feel I'm quickly going to develop a huge disadvantage compared to the nations that are actively trading with neighbours and vassals.
>>
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>>44423373
Also I keep forgetting to put on my trip.
>>
>>44423373
>>44423373
I'm also somewhat concerned about the advantage that trading tech seems likely to give. In effect, almost guaranteed doubling of technological development assuming just two people involved. Given that we already have an alliance of three, I can't help but think they'll be getting tanks when I get crossbows.

Unfortunately, my fluff means I can't really do the same any time soon. My folks have enough trouble managing the clans in their own nation, let alone a real meaningful alliance with outsiders.

All that remains is to pray to the dice gods. Enough nat 100's and all their alliances mean nothing before my might.
>>
>>44423593
The trading block does seem to be of great concern to a number of players.
>>
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>>44421900
>What are your goals?
Just good business
>>
>>44418061
>>44418153
>>44397310
>Original pact
http://pastebin.com/3x3nSWxu

-
"Gentlemen, I believe some amendments to our Defenisve Pact are in order."

>2. Full and fair warning can and should be given to any signatory power that either/or of the aforementioned states are seeking another defensive pact, alliance, or obligation contract which could potentially result in hostility. Signatories are capable of reviewing said future contract proposals to review and then choose at their discretion whether or not they wish to assent and honor them. Such that we can avoid situations where a signatory state signs a pact with a hostile power or previously hostile power which has conducted a great wrong.

This line ought to be cut out:
>>Signatories are capable of reviewing said future contract proposals to review and then choose at their discretion whether or not they wish to assent and honor them.
It essentially allows the rendering of third party agreements null by allowing a defensive pact member hostilities against a third party and, even if justified or not, this is not good for relations or trust.

I would propose an additional amendments of the following (not worded yet, just to give ideas):

6. 1st Party Supremacy Clause - Essentially an admittance that this defensive pact and regarding its true signatories will be held supreme in all cases of issues of conflict arising, in especially above minor third party contracts.
>>
>>44423593
[Well, currency and bartering does not discriminate comrade]
>>
>>44424430
7. Retroactive 3rd Party Supremacy Clause
Under this clause, all third party persons who have or wish to engage in a pact or alliance with a true signatory of the Defensive Pact must presently or retroactively agree to sign a written contract that their agreement with a true signatory of the Defensive Pact will be held in supreme above all others, that is to say, in such cases where conflict may arise that any agreements concerning the Venicia/Dorven/Gloinginen OR the aforementioned signatories third party allies, are given explicit prerogative and bias, and that they will be held above any other third party contracts.

>(in the layman's terms, 3rd parties agree to uphold their deals with the pact members/this defensive pact above all).

8. Retroactive 3rd Party Neutrality Clause

All third parties who have or wish to engage in a pact or deal with a signatory power of the Defensive Pact must presently or retroactively agree to uphold a status of non aggression towards another third party with whom a Defensive Pact member is also in an agreement or third party pact with

They are not to engage in hostilities, or in indirect hostilities such as providing support, logistics, or information to another power which is hostile to such a nation that is connected to a pact member

They must also retroactively agree to uphold and honor a status of neutrality with 4th party members who are in a pact with other 3rd party members connected to a 1st party signatory
>(i.e. don't attack the ally of an ally)

Whereupon any third or fourth party contract may result in such hostiles as allies attacking allies, the third parties must agree that said contract may be made null or portions of it made null as per in agreement with the neutrality clause

These must all be signed by said third parties retroactively, and be informed of the additional third party connections to first parties
>(just inform them who can't attack who under any circumstances. I can make a map for this)
>>
>>44424439

9. Retroactive 3rd Party Dismissal Clause + 3rd Party Force Majeure

Where the aforementioned clauses are being upheld and/or if any other deals by third parties towards other non-pact members are being given precedence before this pact, a breech shall be noted and grounds for reprimanding action be taken, and if breech persists, the true Signatory powers agree to expunge. This action is still governed under Claus 3, 4, and 5, such that again, diplomacy shall be opted to be the first action to be taken at all times

>>44423593
>>44423373
Perhaps you guys should try to be more proactive with your neighbors?

Shouldn't be that hard to use exploration actions and then start making deals with each other. Me and Dorven and Gloiningen are just trying our best to see it happen, but if we can do it anyone else can too.
>>
>>44424430
''Seems sensible, aye. This way, at least, we can prevent some amount of battles by not allowing us to simply ignoring each others alliances.''

>>44424439
''And this seems wise.''

''So is it to be, then, that only us 3 are to be considered the True Members of this collective? Or are we simply assuring Primacy?''
>>
>>44424452

Well yeah, we could just do what you guys do, but then we'd be playing a trade republic like you are. Thing is, I'm a relatively barbaric tribal confederation so that doesn't seem quite in keeping.

I'm not saying you're doing anything unreasonable, just that, ooc, I'm kinda worried about what the future may hold for my nation. IC, my guys have no real interest in the degree of alliance and trade your people do, so I don't do it. Such is the fate of a roleplayer.
>>
>>44424462
"It is the defensive pact itself which constitutes "true signatories", that is an explicit agreement to come to each and all of each other's aid when attacked, where as the third parties seem to be more oriented towards single agreements and arrangements, currently its only members are the three of us.

If another power wishes to become a true signatory, which there should be the option to, they would have to abide by the whole of the pact and thereby be considered a 1st party or true signatory.

I suppose that will be up to a vote of the current signatory powers."
>>
>>44424701
''Understood. Let it be so''

>>44424672
[Tbh Im not playing a trade republic, just my dudes are lacking in several fields and, being dwarves, they're pragmatic. Maybe you could play up the ''respecting strength'' angle and like ally with other Warrior Kings and such?]
>>
>>44424430
>>44424439
>>44424452

The Professional Republic of Gloiningen will countersign these amendments to treaty.

>>44423593
It takes an action slot to trade tech,so nations transferring their knowledge to other players won't have as many other actions they can take; and since you roll a dice for it it won't be an automatic success, either.

>>44419206
Aye, Gloiningen could host a conference with our allies to introduce representatives from Sargeras to both of you.
>>
>>44424886

Yeah, I'm not saying you're all playing notVenice, but your fluffs tend more towards that side of it. An alliance with a warrior king would make more sense for my folks, but as of yet we just have vague knowledge of other people out there, hardly grounds to respect them as fellow noble savages. So for now I'll wait. Hopefully a justifiable alliance will come along eventually.
>>
>>44425059
[Midderland seems a fair bet. Or, dare I say it, myself.]

>>44425052
[Sounds good to me if the others are amenable]
>>
>>44425052
>>44424886
"Then it is witnessed signed.

Be sure to inform your non Defensive Pact alliances about it, it is of course, retroactive."
>>
>>44425255
[is it added to the pastebin? If so, I can easily tell Midderland]
>>
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>>44425323
The ammended pact
http://pastebin.com/3x3nSWxu

--

Here, have a chart I made, might make it easier to remember.

I'll be making a map follow up as well.
>>
>>44425323
Just reading the amendments now. What has changed in our alliance? It looks to me like I'm formally being made a second rate ally in regards to the triumvirates interests.

>>44425059
Me too, our fluff seems less Gamey than some people's. We might suffer for it but oh well. I don't think we have much to worry about.

Our kingdoms seem reasonably similar. I have met Zargoz. He isn't around much to message it seems. But I'll probably contact you at some point regardless.
>>
>>44425705
Which nation are you? Aldane?
>>
>>44425705
[It essentially pertains to an agreement that you not attack other third party allies. And it includes a provision for you to become a first party ally by vote of the current council]
>>
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>>44425649
Map
>>
>>44425791
>>44425649
Yeah, saw after I posted. It seems reasonable enough to me as a treaty. I assume any advancement is in the hands of my sponsor kingdom/Oghren?

I don't have any problems , besides your only other ally is another group of hobbits


>>44425725
Midderland , central large landmass
>>
>>44425963

Once I have a south coast I guess relations are likely to properly develop.
>>
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>>44421093
I would be most favorable to gaining a direct supply or perhaps rights to build a farm of my own on your land, being that your climate is far more suitable to such tropical fruits.

How about thus:
>Venicia Offers
[Non Aggression Pact]
[Food Preservation 1]
>Venicia Requests
Rights to co-build and co-operate an [Institute of Naval Arts], usable by both nations
Request to ownership of a small island in the Pelugian archipelago, and seed provisions to establish Venician Coffee and Banana farms (see map)

---

That being said, the offer to join ourselves in mutual defense is also on the table.
>>
>>44426076
[Question: how much of the signatories must agree for a vote to pass? Do we possess any veto rights or such?]>>44426076
>>
>>44426127
[Concerning actual membership as a First Party signatory, I suggest a simple majority

Concerning opening up new Third Party agreements, I believe a precedence of passive acceptance/ratification unless otherwise actively vetoed is good. If for reasons be you don't want someone to make an agreement with someone else, bring it up, say why, and then if there is absolutely no change of agreement then it goes up to the First Party to make a vote.

I myself have no problem with your deal with Midderland, and Gloiningen hasn't mentioned either, so it is passively accepted.]
>>
>>44426190
*Concerning proposing someone to become a new true First Party member of the DF, I suggest a simple majority vote by the existing First Party members
>>
>>44426190
[Seems reasonable to me. Should we include veto rights for the original signatories?]
>>
>>44424452
>Perhaps you guys should try to be more proactive with your neighbors?
Yeah that sure is going to work when my neighbours aren't even responding to my posts.
>>
>>44426223
[Care to elaborate by what you mean by Veto rights, or rather, what you intend to be able to veto?

I'll come up with a little ammendment we can use to make voting easier]
>>
>>44426242
Pity that.

Look on the bright side, if they stay AFK long enough to be pronounced dead you can always invade and take them over
>>
>>44426250
[as of yet, I have no significant concerns. However, if we induct numerous other people, the control we individually exert becomes significantly diluted. I am concerned as to what might happen if we were called to vote on a new member or sanctions or, god forbid, military action.]
>>
>>44426326

You don't want to end up obligated to go into a war you don't want just because the majority do.

On the other hand, if one veto stops it will the alliance ever do anything?

Is anyone else reminded of the UN?
>>
>>44426312
>you can always invade and take them over
It's not that they're afk. They take their turns, they just don't do much of anything else. And if they do, they're not reading my posts. And even if they were AFK, at this rate it'll be years before I'll be anywhere big enough to invade them.

Regardless, I really feel tech trading is OP as fuck. Not only does it take only one turn while regular research takes 3-4 turns or more if you roll poorly, but if you've got three people you can just sync your plans and research three different things and trade them later, to effectively triple your research speed compared to other nations. If I were able to trade more that would fix my immediate problem, but it wouldn't remove the massive imbalance. Since this game is supposed to be a beta run, it's only fair to point that out ITT.
>>
>>44426390
[Tbh, I dont want to stop the entire alliance, rather I would like at least to be able to remain neutral. I mean, I dont want my forces to be eviscerated because I lost a vote and have my lands left undefended]
>>
>>44426326
[Aye, and that is a fair concern.

Depending on how Gloiningen feels about it, I would be fine if induction of a new member into the full defensive pact/first party would be a unanimous vote, rather than simple majority. That would provive some of the veto power you are looking for no?]
>>
>>44426427
[Remember, you're only obligated to come to the defense of Venicia and Gloiningen if we are attacked, and even then we aren't idiots I'd like to think. You aren't obligated to defend any third or fourth parties except the deals you make yourself with others.

If it's clear you're not in a position to attack, then we won't make you destroy yourself in foolish assaults.]
>>
>>44426439
[that would be brilliant, actually. However, if that is unagreeable I would be satisfied with the right to remain neutral during wars etc if it would be detrimental to my nation]
>>
>>44426424
[This is actually a bit of a rarity. In most NB's people are hugely stingy about getting into alliances and are especially anally clenched about sharing tech, but I feel that I've struck well on developing a level of trust with my friends.

The NB ruleset Odd acquired this from has some contingencies for this, such as limiting tech trades to one tech per action (unless you build an embassy), likewise diminishing returns pending on the roll (i.e. average-poor rolls result in a lesser tech being traded from inneficient teaching methods [Airplanes V is recieved as Airplanes II].
>>
>>44426507
[I would suggest against opening up avenues to remain neutral in the original defensive pact, at least concerning me and Gloiningen. Kind of undermines the whole original effort between the three of us.

--for the record, I am in favor of making induction of a new true universal Defensive Pact member a unanimous vote--]
>>
>>44426574
[I concur. Provided Gloiningen agrees, I think we ought instigste amendments conducive to this]
>>
>>44426549
>This is actually a bit of a rarity. In most NB's people are hugely stingy about getting into alliances and are especially anally clenched about sharing tech, but I feel that I've struck well on developing a level of trust with my friends.
That doesn't exactly fix the problem, in fact it only makes it worse, since it encourages the development of trusted 'cliques' that have a continuous advantage over everyone else.

>The NB ruleset Odd acquired this from has some contingencies for this, such as limiting tech trades to one tech per action (unless you build an embassy), likewise diminishing returns pending on the roll (i.e. average-poor rolls result in a lesser tech being traded from inneficient teaching methods [Airplanes V is recieved as Airplanes II
That doesn't even address any of the issues I mentined. Since you're still getting 4+ turns of research from 1 turn of trading. The fact that trading for [Airplanes V] is even possible, regardless of how likely it is, makes the problem even worse since that's potentially allowing a player to aquire FIVE techs with one action. That's only causing the gap between trade nations and non-trade nations (whether by design like Drumadal or by having bad luck with neighbours like me) to become even bigger.

If that's as intended then fine, I don't mean to complain. If I'm playing an online game and half my teammates are AFK I don't expect to do well either. But if it's not then that's a serious imbalance in the game's rules, since it's essentially forcing everyone to trade or die.
>>
---
Voting Clause

Induction into this pact, as a Signatory and First Party Member, and all the rights and responsibilities thereof, will require an unanimous and uncontested vote by the current existing First Party signatories
---
>>
>>44426745
Actually even in good rolls like 98 there tended to be a strong diminish in that particular game, I haven't seen an equal tech transfer go through unless a crit was rolled or either side had significant lenghty buildup (i.e. the person asking for Airplanes V already had airplanes IV, or had built an embassy and a unified academy).

There are advantages to diplomacy it's true, but I've seen plenty of non-trade nations get very strong in their own ways.

Tech is not the only path to power. Especially if you invest in military buildup and resource acquisition. I've seen games where hordes of spear armed barbarians have overrun the poorly prepared techy nation by turning the sky black with arrows and javelins, or where one nation that focused hugely on expansion and developing resource and internal economy gobbled up 1/4 of the world unchallenged. Sticking to their bonus, playing it smart, and as you say, a lot of luck.

Your concerns however are perfectly valid and they raise important points that ought to be addressed. I guess in the community I was in I just knew a lot of people who played the lone nation extremely well, where I favored teamwork.
>>
My suggestion to those in lack of trade partners or allies is this:

Focus on something you're good at, something unique that the other's don't have. Got a bonus to building? Good, build huge fortresses around all your borders, make yourself nigh impervious to assault on land or sea. Great at war? Churn out soldiers en mass. If you have forests train in forest combat, give yourself every advantage and edge.

In GK1, I started a weak icy backwater surrounded by empires of clockworkemn building tanks and vast naval powers, but through determination and hardwork became the first nation to make hot air balloons and then from the money I earned from selling them I bought bombs and guns to arm them.
>>
>>44426881
>There are advantages to diplomacy it's true, but I've seen plenty of non-trade nations get very strong in their own ways.
The main problem are that those ways aren't closed to trade nations.

You're going to be teching either way, since one action slot is solely dedicated to research, so trade nations will always have tech to trade. And while it's true that trading takes up a slot that could be dedicated to expanding your borders or training your troops, it's only one of three action slots. As both Sargeras and Drumadal pointed out ITT, you could end up with guys building tanks while other players are busy inventing crossbows. The fact that the tank guy has a 1/3rd smaller army due to having to spend one of his three slots on trade seems like a far lesser concern. Trading one-third of your actions in order to effectively research three times as fast (or more) is a sarifice anyone would make (fluff reasons aside, of course).

Maybe I'm overreacting. I haven't been in the previous games you've mentioned so it's entirely possible that I'm misjudging the severity of the imbalance. But from a theory-crafting standpoint it seems like a complete no-brainer to trade as much as you can. Especially if, like the situation is now, you're allied up with more than one partner, so even if you get backstabbed by one of them you still have the advantage. I imagine one-on-one trades are riskier since you're helping a potential ally, but even then the benefits easily way up against the risks. If the other guy backstabs you, he not only loses his trading partner but also makes others less likely to team up with him in the future.
>>
>>44427081
[I remember that game. I was the nordic dudes to your North. You played well]

[I feel like perhaps the disparity may have something to do with experience]
>>
>>44427116
[to be fair, thats pretty realistic considering history]

[Also, this is why theres a GM and its not freeform. if one person gets op or start developing ott tech, he can keep them down]
>>
>>44427131
[Yeah, I gotta admit just having a gameplan from the start really helps.]

>>44427116
Ha, believe it or not crossbows and swords vs tanks is an issue I'm dealing with in another game. You wouldn't believe the determination of mongol hordes to charge up and disable them by jamming logs in the treads then chucking bombs into the hatches and exhaust.. None the least WHFB tanks too.

Yeah, I gotta admit achieving balance has alluded too many NB-GM's to think over the years since the style of game was born.

As you say, I do try to make sure I have my own securities when it comes to partners.
>>
https://www.youtube.com/watch?v=_M8_hS0gqU8
>>
>>44427318
[Im just glad my lands are mountainous as hell. I may never have tanks or true cavalry but have ya ever seen steam tanks or heavy cavlry charge up a mountainside?]
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>>44427391
How can you even tell what your lands are like? Is that fluff or have I missed something?
>>
>>44427459
[fluffed it. We were given no "your lands like X but it makes sense given my starting resources are all mountain related. Stone quarries, mines, mountain goats...]
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>>44427459
That kind of depends on the GM.

Some GM's allow you to fluff your nations landscape, for example
>Action I: My not!Arabian night's nation has deserts I would like to establish oasis in them
And they give it the green light.

Other GM's specifically want the landscape to fit the way they see it, which is what happened in GKI when I tried to fluff having volcano's but Odd informed me I did not.

The best thing to do I guess is ask Odd, then once you have a green light, tie the landscape into something mechanically beneficial (Mountain warfare, jungle tactics, desert camoflague).
>>
>>44427605
*oasis resting points
>>
>>44427459

I've been assuming my land is forests and mountains based on my background. Kinda like scandinavia or scotland.
>>
>>44427588
>>44427605
>>44427632
Hm, I see. From the stuff I got I'd guess my land would be mostly plains and forests.
>>
>>44426242
It being the Christmas season and all I've pretty much only checked in and posted turns. I'm up to being allies only if our fluff agrees though as on point I'm against most mercantile nations and will be more willing to ally with other monarchies.
>>
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>>44427695
>>44427632
>>44427588
You guys should totally research on some unique techs for your landscapes.
Cavalry for the Keroroa
Amphibious raiding for Hranvar
or whatever suits your fancy.

I like to imagine Venicia is mostly a nice temperate coastal area, some mountains in the center along ground vents. Plenty of green and foilage in the lowlands, and warm most of the year. Just the sort of place you'd like to go for a holiday.

Hmm, I need to see about opening up some hot water spring baths. Venicia might not be strongest, but we will be classiest!
>>
>>44427781
I don't know why, but I feel your nation would look cool if you found some volcano's for a not!Mordor feel. If you did find some, some lava forges might please the Iron God.

Also we seem to be filling the main game room with stuff might befitting the general, but I don't think we remembered to keep that bumped.
>>
>>44427790

I had been considering longboats and full on viking dickery. Fits my nation well. Might not go down so well with some other people though...
>>
>>44427790
[I wonder should we get some military boosts then if they would? Perhaps your people might be abnormally gifted in the use of poisons or something? Not sure what mine would be though...]

>>44427850
[Speaking of, if he finds lava, that could be a hell of a weapon combined with some Dwarven Engineered containment devices]

>>44427862
[You might get away with small scale stuff so long as you play up both aspects (raiding and trading) so long as you avoid Greenland]
>>
>>44427850
Big mountain ranges and rugged valleys was what I was going for I was hoping Odd would put out a topographical map not a hex one so we could see stuff like that. He also hasn't shown up in two days so he can make a new thread and this can be our general.
>>
>>44427790
>Cavalry for the Keroroa
Maybe cow cavalry, once I stop failing every roll to build a ranch for my cattle. I've yet to discover any horses. But yeah I'll spend some time thinking about ways to develop my nation in ways that don't rely on trade/research. I guess I need to try and be less of a wargamer focusing on the underlying mechanics and think more fluffy.

>>44427781
My nation is a monarchy, so that works. I'm not exactly mercantile, but my national traits (as well as my fluff) are all very focused on money, both earning it and spending it. I'd definitely be up for an alliance if you're willing, though we should probably take some time to fluff that out. I can tell you right off the bat that I'd be -very- interested in trading for your mining tech, since that'll allow me to finally start exploiting that gold vein I've got. But that's for later.
>>
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>>44427850
You just made me realize that Sauron has the perfect Iron God look I was going for
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>>44427960
>Insert picture for ants here
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>>44427950
[I hear mention of money. Perhaps we could make some trade arrangements?]

>>44427960
[If we ever meet, I am a Monarchy (with a group of representatives and such to advise me) as well. Hopefully our first meeting will not be on the battlefield]
>>
>>44427988
>I hear mention of money. Perhaps we could make some trade arrangements?
I don't think we've made contact ingame yet.
>>
>>44428000
[Have you made contact with anyone Im in contact with?]
>>
>>44427988
[I read your fluff btw real good shit your Dread King really sounds like a guy I could get behind doubt we will meet for some time as you are far as fuck away]
>>
>>44428023
I've only made contact with Aldane and Zargoz so far.
>>
>>44427875
If I dig deep enough, maybe it's possible I find lava.
>>
>>44428060
[I suppose we're a way away alright. Yer man isn't in command anymore though, btw. Now its his Son that killed him in single combat because he kept on murdering our fucking smiths like a twat]

>>44428065
[So no then. Pity]

>>44428081
[True. Hell, I might find lava even]
>>
>>44428104
[Or I might accidentally find A Balrog if Im unlucky]
>>
>>44428243

Woship it. They make excellent administrators as long as you obey.
>>
>>44428290
[Perhaps we could send it to your lands then, to help you unite the unruly tribes?]
>>
>>44428321

As a dwarf do you really want to send a balrog to get an army of orcs? I hear that's gone bad before.
>>
>>44428582
[That is a good point. Maybe I can find a way to contain it. Throw it into a hardcore Iron Maidena and then launch it at enemies from a catapult]
>>
>>44428060
Actually friend. I can send emissaries to you and I have already met the dwarves. I know your location. What do you have for trade?
>>
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>>44428776
I have shit all to trade and don't really want allies I can feasibly reach without a third party. Though I thank you for the suggestion.
>>
>>44428899
[Post stats bruh. I can reach you easily enough with the ship I got off of Midderland and shipbuilding tech and you never know what people will take interest in]
>>
>>44428920
Resources:
Iron Veins
Deer Herds
Wild Bison
Clay beds

Stockpile:
Iron +25 iron/turn
Iron 25
Potato "Seeds"
Rice Seeds
5000 Lumber


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

In progress
-Palisades 1/3
-Bison Ranch 2/3
-Armor Making 2 1/6
>>
>>44428942
[For one with such a focus on Iron, you have very little. Perhaps we could eventually trade Iron and clay? Rice could be useful too, as could deer or Bison. Id suggest building a trading post if ya can...]
>>
>>44428974
[I feel I was a little shafted compared to other people cause Odd rushed to make mine at the last second because he forgot about it but oh well you deal with the hand your dealt. Like I said ain't got much to trade at the moment]
>>
>>44429224
[Aye, tis unfortunate but you got a lot of food rescources it seems to me. You could have a proper horde of an army]

[Id be interested in trade anyway. Iron is my specialty product really and I could do with some more food sources.]
>>
>>44429303
[I still have to plant that crap we've only had two turns to do anything]
>>
>>44429451
[True. Im getting ahead of myself, sorry. Either way, keep me in mind in future if you need Iron or some fine Black Marble to build a palace or something.]
>>
>>44429503
[Oh dam some swanky ass Black Marble would be perfect]
>>
>>44428942
I'd trade armour making for ship building or archery. Besides after the initial meeting you can cut me out...
>>
>>44428942
I'd definitely be interested in trading Mining and Smithing for Herding and Animal Husbandry. You get to make the most of your animals, and I get to start digging for gold.

Your iron also makes for a nice trade good, especially once you upgrade your mines and start producing more of the stuff.
>>
>>44426076
I'm sorry to inform you that the eldermoot was in quite an uproar from your proposal that an island be handed over to non-Arpiozollians (or non-halflings as you so call them).

You see halflings tribes like us live on all the islands of the archipelago we call Arpiozollo. We've had passing knowledge of each other, but never kept constant relations with each other until a few of the southernmost islands decided to form the confederacy of Pelugia. The other tribes/islands will slowly join us, but not if they hear that we are displacing tribes and handing homes over to non-natives. Seeing as how the common Arpiozollian has never seen a human before there is an understandable level of mistrust/fear that they have to foreigners.

If you would accept an amendment to the proposal then here is it:
We would send an envoy of experts to determine if your soil is suitable for banana & coffee bean trees. Then we shall give you which ever one you want for [food preservation 1].

The eldermoot agrees that the forming of a non-aggression pact and a co-operated [Institute of Naval Arts] are beneficial to both our nations and we gladly accept.

[Sorry about the long response, but I saw an opportunity for fluff, which I've been sorely lacking]
>>
>>44429591
[Its there for sale]

>>44429971
[How advanced is your Archery tech? Does it include crossbows?]
>>
>>44430225
Forgive us if we were hasty in our request, but we see now the nature of your people and have come to understand and respect it. Although, if I might speak on our behalf we had no intention of dislocation of people or persons.

This amendment seems agreeable, but we would prefer the supplying of both Coffee and Banana's for Food Preservation if possible. If you wish we could give concessions of wealth or speak on other request, but if your final insistence is a single fruit then we won't fight it.

A non-aggression pact is acceptable, if you were willing to agree to also abide not to attack others in our or our friends sphere of influence.

It is sad to hear that there is an inclination to misunderstanding with foreigners, but it is our hope that through continued trade and good relations, we can introduce Arpiozollian and their kin to what the peoples of the world and Venicia have to offer.
>>
>>44431222
[Archery I

After smithing, for better tools, I plan on researching archery. I'm going to play up the stealthy skirmishers role I think.

Get myself a couple of half pint rambos.]
>>
>>44432069
[Nice. Im aiming for crossbows myself but I dunno if Archery covers that or not. I hope it does, crossbows are a dwarven staple after all]
>>
>>44432069
[How many tiers of a tech is there anyway?]
>>
Bamp

Update from Odd on the IRC, he's still working on the turn but should have it up soonish. A few people just haven't posted yet.
>>
>>44433675
[I cant wait to see the result. I need to get the armament and the mining research done]
>>
>>44433675
I didn't know the irc was up. What is it?
>>
>>44433932
The #nation IRC for the main builder community on 4+4chan, he's not on right now
>>
>>44432095
>>44432111
I have no idea, I assume so?

Yeah, hopefully I can master light infantry stuff or navy stuff
>>
>>44434108
[I hope it does. If so, I'll be arming up with crossbows soon enough]
>>
>>44432011
The elders have made up their minds that only one of these fruits may be traded.

We also agree to abide by the non-aggression pact and all its stipulations.
>>
I have a question: recently add three buildings, is necesary to spend lumber on them? How much?
I think yes, but dont see anything in Odd coments
>>
>>44434669
Then it is done.

I believe, the Coffee beans would be best for now. We shall seek your banana's when we have an additional technology or perhaps when there is a task we can perform for you that will purchase them.
>>
Question: When do you normally play (and what timezone)?

And is there a spot for a new player/vassal, if the time is right?

Kingdom building is what I'm looking for, but it's somewhat hard to find. I'd love to roleplay some cultural/trading halflings/humans, though this would be my first time playing this...
>>
>>44434990
I wouldn't mind accepting a vassal, as long as your nation somewhat fits mine fluff-wise (http://pastebin.com/uwC2jj0k). Odd (the GM) would have to approve of your nation first though.

Odd usually puts up new turns around 5pm EST, but we have less than one turn per day anyway, so it's not a huge deal if you can't be online right at that time.
>>
>>44435094

[I can definetly make a nation with some of your background (was thinking a guild of philosophers getting clout in one of your villages, but identifying as a culture subtly different than yours, as people that existed before you consumed them in your expansions. Can write it all up, though I may need some slight guidance.]

[As for playtime, I can make do. I'd probably head to bed about 2 hour or so, after the turns usually start, or give my turns somewhere else, if you're using other methods (skype, steam).]
>>
>>44434846
[I think its meant to cost stuff but Odd is meant to indicate how much it takes.]
>>
[bump]
>>
>>44435094
that is nice.
I had a vassal that never showed up. lol, darn shame too. But congrats.
>>
>>44434990
>When do you normally play
I check /tg catalog everyday to see if odd post news
>>
>>44434846
>>44436352
Farms cost 50 lumber, he said so in teh last thread.

I built 3 farms so I detracted 150 lumber.

Not sure if it's in the pastebin but its important to remember its a thing and take a look at it.
>>
>>44438312
50 lumber for farms is fine.
What do you guys think about mines? 100 lumber, and add 100 more for each expansion? Or 50 for an expansion since the hard part is done?
>>
>>44438394
Hard part's done so maybe the latter.
>>
Things that go bump in the night
>>
Hoping for a game tommorow
>>
>>44438394
I think you don't have to too spend much on construction, though if you're being too stingy Odd will probably make mention of it. He did say that spending more can help give you better results, so it's probably better to err on the side of spending too much on construction than not enough, assuming you have plenty of building material available.
>>
[keeping hope alive]
>>
>>44441998
I am starting to think this is an experiment, to see how long we can keep hope alive.
>>
>>44442031
[It wouldnt be the first time the likes has happened on 4chan...]
>>
>>44441728
If I remember right Odd did say if you were intentionally paying less than seemed reasonable he'd charge you more than reasonable as punishment.
>>
>>44442067
[I wonder is just designating how much of a certain resource you have and leaving it at that against the spirit of it all]

[come to think of it, I forgot to include the lumber supply in filling Midderlands order]
>>
[So can you complete all intended trades with a single action or do I need 1 action to complete a trade with Venicia and a seperate one to trade with Midderland?]
>>
>>44435094
>>44435367 here

Name: Nascani
Ruler: Relron, Speaker for the Council
Goverment: Council of 7 guildmasters
Religion: Ancestor worship - usually by taking a piece of their bones and housing them in a small shrine in the house.
Race: Human

Fluff: Nascani is a society dominated by philosophy and self-identity. It has existed as a society due to a strong reverence to one's own lineage, with every generation taking care of the family book, where the important deeds of every member is written. Who someone is, and where they come from is one of the most important aspects of a member of Nascani, and is reflected in most ways of the culture, with personal prayers to their elders/betters when setting to work, and proclamation of themselves at achievements. People are judged based on how well they show their achievements, either through showing the wealth they garnered (expensive looking clothes and houses), or showing their works for everyone to see.
The addition of a guild-like structure means that every person can start a new proffession, though the ones that constantly waver between proffessions are looked down upon. Especially valued proffessions are those that interpret the world around them, such as philosophy, and those that depict the ancestors in their greatest deeds. The guilds can be merged together, or torn apart, as the guildmembers see fit, though only the masters of the 6 most prominent guilds can join the council, apart from the guild of philosophers, which has a permanent seat, and where the Speaker comes from as well.

((This is a test run, anything you think would need to be changed? Mention that they were conquered before, by Keroroa, and maybe some others (councils tend to do poorly when it comes to military)? Obviously, I'll have to wait for Odd, just checking if anything is needed to save on time.))
>>
>>44442255
[seems cool to me. Be interesting to have more ancestor worshippers in game]
>>
>>44442266
I think we have a reasonably diverse group of nations, but then I can't remember all of them. Some are far less fluffy than you and Venice
>>
>>44442395
[Aye. Well, each to their own. Im gping for heavy fluff because I kinda want to use this nation as a template for world building]

[Also Im half hoping for Culture because I can get some benefit from that when it comes to war etc]
>>
>>44442255
Sounds nice.

You can add more to your fluff if you want, but what you've got now is a good start to give everyone an idea of what your nation is about. You can always flesh it out later, both by adding relevant bits and simply by the way you play.

Keroroa isn't a very warlike nation so maybe being conquered by me is a bit of a stretch, so maybe there's some relevant spiritual, political or economical reason for them to be joined like that. Maybe my guilds simply bought up your guilds. :^)
>>
By the by, have we any idea on when the next turn might be?
>>
>>44442433
They joined Keroroa when the offer came, the philosophers and guildmasters unanimously agreeing that a larger kingdom would be a huge boon in defending the small nation, though it came on the stupilation that the nation of Nascani would always have some measure of autonomy, in decisions of the nation, as well as "gifts" given to Keroroa.

[Like that?]
>>
>>44442745
Yeah that sounds good.

I'll fluff out my end of things when Odd gives the go-ahead.
>>
>>44442758
>>44442745
[I need to get my ass a vassal. Seems to be a pretty solid boon]
>>
>>44442951
>>44442758

[Looking through the rules, I'm confused. A vassel gets 2d100 rolls to develop the nation. Does that mean 2d100 for actions and an additional 1d100 for research, 2d100 for development and no research, or 1d100 for development and 1d100 for research?]
>>
>>44443070
If I had to guess I'd say it's 2d100 for actions and no extra research. Regular actions can be used for research anyway, and I assume a vassal would be able to naturally share its parent nation's research so giving it extra research might be a bit OP.

You'd probably have to ask Odd when he gets back on to be sure, though.
>>
>>44443070
No, just the 2d100 in and of itself. As always, actions can be used both normally or for research/trade
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