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File: Nibiru.png (1.58 MB, 3000x2500)
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Welcome back to Nibiru, a land of Brits, machine-men, lizardpeople, AI, fairies, and slimes, and an island players have lovingly dubbed Hell Island.

Want to create a new Colony? Simply fill out the sheet:
Nation Name: (What your new nation is called)
Nation Race(s): (What kind of peoples inhabit your nation)
Color: (Your color on the map)
Fluff: (What you were before 'The Stranding'; greatly helps with determining eccentricities, I suggest you don't take this lightly.)
-Don't fill out (unless told to)-
Settlements: (player-named capital)
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: player-fluff government building, Chosen Resource structures (See Section 2 on rulesheet (8 points)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system (14 points cause starting late), see rulesheet)
Resources:
Eccentricities: (GM generated, see section I)

Also, join us in our IRC: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Let the game continue!
>>
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>>48126727
Please, please, give me 10 more minutes, I'm doing currently accounting for my faction and I can join... just don't rush another turn, I'm already so much behind
>>
>>48127010
Don't stress anon, no one's posted yet :^) Plus I'm giving you extra beginning stuff cause you've started late.
>>
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Rolled 52, 2, 50 = 104 (3d100)

Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray
>Settlements: Atlantis
>Territory: 17
>Population 31 (+4/turn)
>Food 43 (+4/turn)
>Currency: 26 (+2/turn)
>Structures:
>2 Mines lvl2
>1 Farm lvl1, 1 Farm lvl2
>1 Forge lvl1
>Defenses: Atlantis 1
>>Military: 3 Atlantinean light spearmen (Militia)
>>>Resources:
>Ore: 8 (+4/turn)
>Wood: 2
>Professional Xenobiologist
>>>Tech:
>>[Foraging 2], [Forging], [Engineering], [Infrantry2], [AI]
>>Pollution: 0
>>>Eccentricities:
>>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1 Scouting expedition continues [3/4]
[Foraging 2]

>2 Expand south.
The so-called Hell Island may have points of interest since all the water-monsters seem to have breeding grounds in the coves and inlets of that island.
[Waterborn]

>3 Construct the Barracks.
We need a place to make training of our troops easier. Training in open waters just won't cut it. We need a controlled enviroment. Orders have come from King Oannes himself that we can use all the currency and wood we have to make sure the Barracks are made up to standards. Builders, take in mind that The King has very high standards! Dare not underpreform.
>>
>>48127010
I... I can't decide. So I say - GM pick, I can work with any of those three. And yeah, 1 and 2 are inter-locked, so what misses in first can be taken from the second and vice versa

http://pastebin.com/5YaNvhEk
>>
>>48127087
But one thing I decided is not harming you by splitting your faction. But next time, I'm taking merfolk from the start.
>>
>>48126727
Updating a missed turn, not actual update.
[Devil Ants]
The larvae are still being carefully monitored [3/4], and the diet is complete! [-1 ore, Enhanced Diet II]. And the Nest starts expanding again [1/2]
>>
Rolled 28, 47, 46 = 121 (3d100)

>>48126727

[Santa Pirate Collective]
Settlements: (North Pole Port)
Territory: 7
Population: 22 (+2/turn)(-1 Ore/turn)
Power: 28 (+4/turn)
Ore: 5
Currency: 15 (+2/turn)
Oil: 5
Structures: Capitol Building, Powerplant II (2), Mine II
Defenses (North Pole Port): 1
Military:
Tech: Shipbuilding I, Engineering I, Pirate Artillery I
Eccentricities:
[Pirates]: The Collective is very experienced sailing the high seas! They can't swim though, and many short-circuit before the can be rescued.
[Self-replicating]: It is easier for the collective to make more of themselves, though they need Ore as well as power to increase their population.


1. Hohoho those landlubber ain’t seen nothing yet [Pirate ARtillery II]
2. The ships sunk to easy, they need more candy canes and red paint [Shipbuilding II]
3. We need more ore ELVES WORK HARD [Build new mine]
>>
>>48127403
>http://pastebin.com/5YaNvhEk
Fine, go ahead and make me do more work :^)
>>
>>48127397
I don't mind my nation being hurt. Afterall it was me who even suggested that. But if that doesn't fit your tastes go ahead and make a new merfolk nation or some other nation.
Eitherway, have fun with whatever you pick!
>>
>>48127397
You don't have to harm anyone, anon :^) Another merfolk nation would be completely acceptable. I'll even put you far away from Mare so you won't be in an immediate warzone.
>>
Rolled 32, 33, 67, 84, 90, 34 = 340 (6d100)

>>48127403
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 22
Population: 76 (+5/turn)
Food: 86 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones, 1 Improved Drone [+.8][Poisonous]
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I]
Resources: 3 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Continue monitoring the young for mutations. 3/4
3&4. Continue expansion efforts through the mountains. 1/2
5&6. Begin selectively breeding the mushrooms in the farms to create a more bountiful mushrooms to be farmed.
+Agriculture II
+Selective Breeding II
>>
>>48127501
S-sorry, senpai

>>48127523
But I do mind being a dick for you. Plus you don't have enough members of Scyphozoa and Cephalopoda
>>
>>>/qst/
>>
>>48127778
1) Builders are allowed on /tg/
2) Builders are not quests
3) If you have enough time for shitposting, you have enough time to just filter this thread out
>>
Rolled 35, 23, 90 = 148 (3d100)

>>48126727
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 33 (CAPPED AT FOOD)(+2/turn)
Food: 33 (+2/turn)(-1 from troops)
Currency: 22 (+2/turn)(-1 from troops)
Resources: Power: 26-8 (+2/turn) Stone: 13+1 (+1/turn) Wood: 13+1 (+1/turn), Ore: 15-4 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering I], [Agriculture I], [Medicine I], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

Let us starve! Put everyone on rationing if need be, we have too much science to do to worry about growing in numbers right now! Work hard, FOR SCIENCE!

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies
-Techs: [Engineering I] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]
-Resources: Currency 10, Power 10, Ore 5

2 The researchers are infected? Learn more about medicine by curing them! [Labs I][5/6]

3 Trade ['Mad' Energy Weapons I], ['Mad' Hovercrafts I] to Altech Corporation for [Altech Energy Weapons] and [Basic AI; AI I]
>>
>>48127778
Thanks for the bump anon :^)

>>48127397
Getting you statted!
>>
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>>48127857
But which version of me?
>>
>>48128023
I eenie meenie minie mo'ed it :^) You'll see.
>>
>>48128023
Why don't you drop by the IRC while you wait.
>>
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>>48128068
Because I'm playing WoT while waiting
>>
[Free Army]
Pop: 10 (+2/turn)
Food: 20 (+3/turn)
Currency: 5 (+3/turn)
Structures: Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II
Defenses (HQ): 1
Military: 2 Player-fluffe Militia
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I]
Resources: Power: 7 (+1/turn) Wood: 5 (+2 turn), Stone: 1 (+1/turn), Mine: 2 (+2/turn), Professional Xenobiologist
Eccentricities:
[Junta]: Colonel Kurtz will have order! The threshold for failure is lowered slightly, but too many failures in quick succession may cause tempers to flare.
['Free' Army]: With Colonel Kurtz now in the lead, military service is a necessity, not just some job. Farms are harder to create, though monetary upkeep for armies is nearly nonexistant.

Finally done. Free Army, you have six makeup turns! And please, do join us in the IRC. https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>48128306
Also, you will be on the next map.
>>
Rolled 76, 26, 41, 71, 49, 60, 30, 14, 30, 29, 49, 99, 69, 96, 86, 80, 20, 79 = 1004 (18d100)

>>48128306
>I will put everything together with next post

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

Stability is not something ones achieve but also need to maintain:
1-3) Army marches on its stomach. And we already have enough free-loaders to eat the existing supplies while not working. More farms and farmland. Those who don't serve will serf [Farmland Expansion]
4-6) All the scientific personel is to be put under direct military control and order. They will be provided proper resources to conduct research, but on what they were told, not to pursue some ivory-tower ideas. We need solutions, not dreams. [Lab]
7-9) The current organisation of the corp is pathetic and barely good for guard duty. We need new structure, putting emphasis on field commanders and mission-type tactics - we simply don't have resources to wait for the HQ to do everything [Tactics: Mission-Type]
10-12) All non-farming vehicles should be confiscated and convered for military purpose. We need ALL mobility we can get.
13-15) Those pathetic wind-mills are simply not making enough energy. Eco-friendly or not, we need more. Let the egg-heads work on something that won't require setting up massive infrastructures, but use something we already have. [Tech: Energy Production]
16-18) Want to serve? Are you serving? Why are you not performing your PT then?! [Physical conditioning]
>>
Rolled 76, 22, 1 = 99 (3d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Mine: +1 ore/turn
>Territory: 24
>Population: 39 (+4/turn)
>Food: 104 (+6/turn)
>Currency: N/A
>Defenses: 1 (Capital)
>Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I
>Resources:
>Ore: 13 +1/turn
>Stone: 12 (+1/turn)
>Wood: 12 (+1/turn)
>Power: 39 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Raise an army.
>Efficiency I, Conscription I

2.Continue to construc the docks! 2/4
>Engineering II, Shipbuilding I, Efficiency I


3. EXPAND!
Efficiency I
>>
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>>48128638
>EXPAND
>1
>>
Rolled 53, 54, 67, 84, 22, 26 = 306 (6d100)

>>48126727
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 40(+2/turn)
Food: 80 (+4/turn)
Currency:25 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter I, Forge I(4/6), Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I, Machinian Constructs II, Efficiency I
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 36 (+3/turn), Stone: 19 (+2/turn), Refined Ore 2
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to work on the forge so we can make more materials easier. (4/6)

2. Refine more metals

3.Improve Infantry Techniques

4. Begin making improvements to the smelter to process more ore faster.

5-6. Begin working on improved infantry techniques so our natural and clockwork troops will be stronger.
>>
Rolled 14, 60, 66 = 140 (3d100)

>>48128638
Makeup turns
1-3.
EXPANSION (aka STOP THAT NAT1)
>>
>>48128306
Just a lurker, but damn shame - I was hoping for treants.
>>
>>48129345
You could always join yourself as treants.
>>
>>48129578
This
>>
>>48128627
>>48129634
Can I? And I mostly just lurk in builders
>>
>>48129759
Of course you can. I'll put you away from Hell Island so you aren't in an immediate warzone.
>>
>>48129788
Let me first thing it over. Plus shouldn't the other guy have a say about his own creation?
>>
>>48129812
Making your own treants is in no way messing with the Free Army, I don't think :^)
>>
>>48129812
I don't mind, you can take them as they are or change them completely. Just don't flake if you will pick them straight
>>
>>48129923
Just to make things clear - this is a non-magic setting? Or it's Clarke's magi-tek?
>>
>>48130455
scifantasy, though if you join up now, I might not be able to get to you until tonight.
>>
>>48130702
Ok, let's say I take the treants. I won't write any better fluff, but I would like to replace [Infantry 1] with [DNA Splicing 1] if that's an option.
And I never played a builder before, just watch them, so there is a high chance of doing some noob stuff
>>
>>48130866
That won't be a problem. I'll update tonight, as time is running short.
>>
>>48130866
It would be much quicker to get answers to your question if you joined the IRC
>>
One final bump before I go. Apologies for the lack of updates, as computer/mouse troubles held them back. Update tonight!
>>
Bamp.
Also, what timezone is OP?
>>
>>48132218
It's one of the US time zones. Not sure which one.
>>
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Rolled 65, 50, 20, 91, 8, 15 = 249 (6d100)

>>48126727

That's American Fairy to you, OP!

>>48126586

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Warm-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 30 (+2/turn)
Food: 65 (+5/turn)
Currency: 15 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor I (Power, +1/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
>Military:
2 "ILO" Security Forces
Resources: Power: 12 (+1/turn) Ore: 20 (+1/turn) Wood: 12 (+1/turn)
Technology:
[Leyline Manipulation II] [Aircraft I] [Forging I] [Agriculture II] [Engineering II] [Electronics I] [Infantry II] [Incendiaries I] [DAN Ammunition I]
Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.

1+2.
+Focusing Tower I
+[Leyline Manipulation II]
+[Engineering II]
+[Trained Engineers]
+[Leylines]

"Bit of a rough start, Colonel?" (Ley Reactor I 1/4.)
3.
+[Forging I]
+[Engineering II]

"Come on! Finish up; you're holding up resources that are preventing my fairies from doing their thing!" (Researching Automatic Weapons I 4/5)
-
4+5.
+Smelter I
+[Forging I]
+[Electronics I]
+[Engineering II]
+[Trained Engineers]

"Okay? Now that we have guns in the back of your heads, we got to translate them into results! Use the last of those electrical thingamobobs inside the shuttle to build a factory! Our science pals can help, too!" (Construct General Factory.)
6.
Hey! That large spot of land west isn't even claimed! Lets go for it! (Expand!)
>>
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>>48132714

Spending 15 Currency to push the [Automatic Weapons] research through; you R&D types ALWAYS delay these projects to rake up as much dough as possible, and I won't have it, which is why I'm bribing you to finish your results up now so we've got something better than pistols!
>>
>>48128893
>>48132769
Isn't this just cheating? I mean it's pretty much after action add-on
>>
>>48132805

It's something that comes from the older set of rules this game is based off of; the main use of money is using it to boost actions into successes! You can't boost failures (1s), though!
>>
>>48126586
>>48126727
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 26 +(2/turn)
Food: 26 (+2/turn)
Currency: 31 (+2/turn)
Resources: Power: 19 (+3/turn) Ore: 19 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] [Altech Renewable Energy I] [Basic AI; AI I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) We need to complete this forge or all the ore we mine is basically useless
2) We look to the stars in the hope that we can discover where we are, where is earth, where is our home
3) It is time to begin looking into rocketry, perhaps more will be unveiled if we can view the planet from orbit
>>
>>48132805
I've seen it used in games before, but actually that might vary by GM.

Some of them take roll averages or mitigate a bad roll if other rolls are used alongside it, other's make the nat1 devalue the entire lot, so Iunno.
>>
Rolled 11, 63, 98 = 172 (3d100)

>>48132870
Forgot dice
>>
>>48132864
That's also true there were GM's that made nat1's dominate everything. Guess I'l have to find out
>>
>>48132864
>resuming communications >>48123659
>>
Colombina continued knocking. The communications room was rather cramped and a few times in the past she narrowly avoided getting her wings snagged on the not completely secured panels of the haphazardly (in order to avoid further damaging the remaining electronics) errected zone, which was more or less just the midsection of the shuttle with a roof attached and an entrance applied. The fairy took a deep breath, and the wings on her back gradually faded into nothingness.

>>48120239

"The party's over Colonel; midnight passed back on Earth hours ago in the last time zone! It's the 5th now! I'm coming in!"

>>48133048

Miss Governor Colombina let herself in; she was a bit on the shorter scale of American heights, appeared to be rather young for the position she held, and wore a rather outrageous outfit, but otherwise seemed to have no immediate abnormalities.

"Colonel Vol is right, Mad Medicine Guy; no mutants here; we're researching power generation! Anyway, as governor of this territory, I'd be great if we could trade something over?"
>>
>>48124088

Trailing behind the governor were a team of scientists dressed in the typical labcoat fare.

"Oh, you must be the science team! We're currently busy talking with this other doctor guy from Mad Medicine Labs! Do you know him, by any chance? Say hello to him!"

Colombina waved at Dr. Sane's screen.
>>
>>48135465
Dr. Jones took a single look at the screen before deciding that everyone on this planet was completely insane, so far he had seen american fairies, programmers that cant even read their own code and now literal mad scientists, whats next? Robot santas? In a somewhat irritated tone, Dr. Jones began speaking
"Greetings, we are not familiar with this individual. We were sent here to replace your research team but no-one it seems has bothered to take the time to actually tell us what we are supposed to be researching."
>>
>>48135829


https://www.youtube.com/watch?v=RliVwGohBR8

A man in what appeared to be blackface turned to meet the confused men of science; his expression was one of deep concern and a similar frustration, barely seething from a face that was attempting an effort to block any feel.

"Miss Governor Colombina, permission to be dismissed?" Without waiting for the ensuring yes, Colonel Maxwell brought the confused science team outside. He sat on a wooden stump, his gloved hands supporting his head. "Welcome to our lovely settlement gentlemen; I'd hope you had a good time."

He sighed. "Nothing here went to plan; our science team is dead, who was supposed to be a figurehead to keep the fairies in line is calling all the shots, we have no contact from Earth, our position is revealed for everyone to see, and all I have to rebuild civilization are a box of scraps. I count ourselves fortunate that we ran into each other; Lord knows what would have happened if we ended up in the drink.

But that's enough from me, Doctor; these fairies weren't sent here because they were colonization material: they scientists before you believed they're the key to unlocking the secrets of this world. Clean energy. Something that'll nip the resource wars back at home before they even begin; we're here for the same reason as you. What's more, our winged friends have shown they can manipulate it to do- well, we don't know what yet, but they've already made a more efficient substitute for gunpowder out of it, and have shown that they can make a mean light show. Now see, none of them have anything better than a highschool education I reckon, which is why we need you to guide them and record their progress.

They're a lot to handle, but I've seen what they can do; what powered objects remain here are all hooked up to their so called "Leyline Grid": it's a force of energy that permeates this world, and from what I've been told, only they can see it."

Vol took a deep breath.
>>
Nearly done with update, just messing with map.
>>
>>48134843
"Very well, if you insist. We have plenty of changed ones to use as reference for our research at the moment anyway. This power generation research does sound fascinating, however I've been advised by the people in accounting to either stick to things that will aid our projects or end our food crisis. We're currently able to provide our breakthroughs in hover technology and energy weapons [[Hovercrafts I] and ['Mad' Energy Weapons I]], the basics of medicine [Medicine I]. If that doesn't interest you we have recently learned how to domesticate the local creatures as well. [Domestication I]

All of this is sadly just in the early stages of development but we've been stretched thin due to various minor setbacks to our schedule."
>>48135829
"Ah yes, the Altech Corporation, our labs are looking forward to going over the data that you promised to send us. We've already started sending our data to your servers, however we've yet to hear anything from you since we last spoke. I assume this is a temporary delay and that we shall have the data soon, correct?"
>I thought we had a deal? >>48124546 and >>48125054
>But I'm not seeing anything int your turn post about you completing the trade. >>48132870
>>
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[Mare]
The scouting expedition returns with something special; the hard shells of the giant crabs of Nibiru's waters. With some work, they could be retrofitted into armor [Resources: Karkinos Shells]. Mare attempts to push southward, but disaster strikes back at home; something big has damaged the forge, lava spilling out and boiling the surrounding water, though it gets cleaned up [+1 pollution]. Mare's architects start building a barracks [2/4]!

[Santa Pirates]
The collective starts to research bigger, better artillery [1/6], and start building another ship; it'll take a while with no wood though- unless the pirates use some of their precious Ore [1/6]. Another mine starts to be dug [1/4].

[Devil Ant Nests]
New mutations are found! Some of the young have increased breathing capacity [Spiracles I]. Expansion completes [+6 Hex], and bigger, better, more nutritious mushrooms undergo breeding [3/8].

[Mad Medicine]
A hovercraft undergoes construction [2/6], and finally, a cure for this alien sickness is found [Medicine II]! The trade goes through to Altech.

[Free Army]
The Free Army's farm undergoes improvements [2/10], a lab starts to be built [2/4], and new tactics begin to be hashed out [1/4]. A civilian jeep is commandeered [Jeep [+.4](-1 oil/turn)], and greater energy production is worked out! [Energy Production I; +1 power/turn]. Finally, Kurtz starts putting the entirety of the populace through greater physical conditioning excersizes [2/4].

[New Albion]
An army is drummed up [Player-named army [+.2 (-1 currency/turn)(-1 food/turn)], and construction continues [3/4]. The white elephants come back, not only killing many, but eating up foodstores [-5 pop, -10 food]. After the rampage, New Albion does manage to expand [+5 hex].
>>
[Machinia]
The forge is upgraded [Forge II, -2 stone], and more ore is refined. [-2 ore, +2 refined ore]. Better infantry techniques are in the making [2/6], the smelter undergoes some improvements [3/6], and Machinia again works on its infantry techniques, though to only minor success [3/6].

[Afairika]
Improvements to the ley reactor are done [Power-plant II; +1 power/turn], and the finishing touches on the weapons are complete! The finishing touches being a nice paintjob, of course- red, white, and blue [Automatic Weapons I]! The factory is nearly ready for business [3/4], and the expansion effort fails.

[Altech Corporation]
>Last warning faggot, put progress with actions!
The forge stalls, but the research of the stars is completed- the scientists of Altech recognize none of them, but they're still catalogued [Astronomy I]. Basic knowledge of rocketry is found [Rockets I].
>>
Rolled 28, 53, 84 = 165 (3d100)

>>48136784
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 81 (+5/turn)
Food: 91 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 3 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Send scouts throughout the desert to see if there are any points of interest.
+Scouting I
2&3. Continue the selective breeding of the mushrooms to improve the farms. 3/8
+Agriculture II
+Selective Breeding II
>>
Rolled 64, 72, 76, 35, 22, 74, 87, 89, 49 = 568 (9d100)

>>48126727
Settlements: Swamp Base One
Territory: 16
Population: 42 (+2/turn) (Reptile People)
Food: 66 (+7/turn)
Currency: 25 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2), The One Eye Eel (Naval +.4)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Economics I, Defenses I, Efficiency I, Agriculture II, Black Feather Plows I, Medicine I
Resources: Professional Xenobiologist, Power: 9 (+1/turn), Stone: 16 (+1/turn), Wood: 8 (+3/turn), Smokable Opiate: 22 (+4/turn), Medicinal Herbs: 4, Etsai Herd, trade ship
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1 Study Flora (2/8)
+Herbology II

>2&3 Build Ship
+Shipbuilding I
+Construction I
+Efficiency
+10 wood

>4. Send gift to Mare of 4 units of Opiate Drugs

>5. Send gift to Machinia of 4 units of Opiate Drugs

>6-9 Expand Territory SouthEast toward the bay
>>
Rolled 96, 87, 20 = 203 (3d100)

>>48136821
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 42(+2/turn)
Food: 84 (+4/turn)
Currency:28 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter I(3/6), Forge II, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry I(3/6), Machinian Constructs II, Efficiency I
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 37 (+3/turn), Stone: 19 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to improve the Smelter, so we may refine our metal better more quickly. Use additional stone to improve the pace.(3/6)
+Engineering II
+10 Stone
+Efficiency I

2.Our infantry techniques need to improved and revised. Continue to work on revising them. Extra food rations to those who make the most headway.
+15 food

3.Begin surveying the area for useful mineral veins.
>>
>>48136978
3/6 on infantry II
>>
>>48136690

"Don't mind him; he's just ornery from yesterday! Our guys out in the back are still working on setting up all the factories needed to build high-tech stuff; we had a bit of a rough landing, so most of our infrastructure is built from scratch, but we're getting there fast. Your food issue sounds worrying; we have a BIG surplus of food that we aren't using, and would be happy to send it over once we can figure out where you are, exactly!

If you need to know how to build aircraft, our engineers are able to cook up a biplane from nothing but the local resources once the factory is done ([Aircraft I]), though you probably need a lot of infrastructure to handle them, including an [Airfield] for landing. Our engineers have managed to keep our techniques in tip-top shape ([Engineering II]), and we have access to incindiaries if you want to brun something down ([Incindiaries I]). Unfortunately, it'll probably be a while before we can turn our research of [Leyline Manipulation] into something that can be easily used by those without a very specific skillset, but your mentions of energy weapons sound like an excellent experimental use for them! Also, how are your facilities? Our engineers have built a smelter to better refine the local ore into something that can be used to fabricate objects like firearms and vehicles, and are working on a full-sized factory so we can start [Automatic Weapons] production! ([Forge I], [Electronics I], [Automatic Weapons I])

So, what do you think sounds like an appealing trade for those energy weapons and medicine of yours? It might take a while before we can confirm the trade; we're still in the process of building an airfield and planes to run from it, and you'll need one of your own for us to land! Of course, since it's just information we're trading, I think we might be able to use this screen to trade it; if you're really patient!"
>>
File: mad-scientist.jpg (91 KB, 470x466)
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Rolled 13, 89, 64 = 166 (3d100)

>>48136784
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 18
Population: 34 (CAPPED AT FOOD)(+2/turn)
Food: 34 (+2/turn)(-1 from troops)
Currency: 22-12 (+2/turn)(-1 from troops)
Resources: Power: 18-8 (+2/turn) Stone: 14+1 (+1/turn) Wood: 14+1 (+1/turn), Ore: 11-1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Echeneis
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering I], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

It seems we FINALLY have advanced the field of medicine, EXCELLENT! Now we can move on to new projects. Like studying these Echeneis

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies [2/6]
-Techs: [Engineering I] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]
-Resources: Currency 3, Power 10, Ore 2

2 Study the Echeneis with the goal of improving upon them [Labs I][Domestication I][Slime Research I]
-Resources: Currency 10

3 Expand east/north-east along the coast [1 militia]
>>
ON TRADING/IN PROGRESS ACTIONS
BOTH PLAYERS in a trade must send techs over (Or not), in order to complete a trade. Also, would be better for GM if you put in progress trades on your stat sheet, thanks
>>
Rolled 23, 69, 69 = 161 (3d100)

Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray
>Settlements: Atlantis
>Territory: 17
>Population 35 (+4/turn)
>Food 47 (+4/turn)
>Currency: 28 (+2/turn)
>Structures:
2 Mines lvl2
1 Farm lvl1, 1 Farm lvl2
1 Forge lvl1
>Defenses: Atlantis 1
>Military:
3 Atlantinean light spearmen (Militia)
>Resources:
Ore: 8 (+4/turn)
Wood: 2
Professional Xenobiologist
Karkinos Shells
>Tech:
[Foraging 2], [Forging], [Engineering], [Infrantry2], [AI]
>Pollution: 1
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1 Finish the construction of our barracks
[Engineering] [Currency: 26] [Wood:2]

>2 Research some form of genetic splicing for our people. We need a way to merge our people with other animals we find underwater possibly creating stronger and faster warriors.
[Professional Xenobiologist]

>3 Send a scouting-foraging party south towards the Hell Island.
Look for anything out of ordinary. Seek new species and other stuff of interest. Wise mermaid advised us to bring some warriors along because of a bad omen they have.
[Foraging 2], 1 Light Spearmen [Militia]
>>
>>48137032
"Providing you with our location is easy enough, our landing site wasn't exactly a secret. As for what you are able to offer, your knowledge of engineering could very well compliment our own, which would be worth one of our technological breakthroughs. Thought I hear of little else that interests us. Your energy research perhaps, or perhaps if you're able to trade us some of your electronical knowhow. It's clear our focuses lay in vastly different fields of science. No, I think if we could agree upon a suitable amount of food then that would be more desireable."
>Requesting: [Engineering II]
>Interested in: [Electronics I] or [Food: ???]
>>
>>48137355

"Wait, how are you conducting science experiments without the convinience of things like light switches and heating water? You know, it's probably better I don't ask that. We'll send you our surplus of, I don't know, 25 units of food along with the improved engineering technique, which I'll just have an engineer explain to you from this screen later.

That checks out; wait for the food to be dropped off by...uh, our aircraft in a destination around your base of operations! But don't look out for us, and wait until I tell you to look for it; if you don't wait and look, the food giving won't work!"

>Requesting: ['Mad' Energy Weapons I], [Medicine I]
>Offering: [Engineering II], {Food: 25}
>>
>>48137736
"This deal is acceptable, perhaps later when we've both made further breakthroughs we can talk about trading for other things."
>Deal accepted
>>
>>48136784

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Warm-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 32 (+2/turn)
Food: 70 (+5/turn)
Currency: 3 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
>Military:
2 "ILO" Security Forces
Resources: Power: 14 (+2/turn) Ore: 21 (+1/turn) Wood: 13 (+1/turn)
Technology:
[Leyline Manipulation II] [Aircraft I] [Automatic Weapons I] [Forging I] [Agriculture II] [Engineering II] [Electronics I] [Infantry II] [Incendiaries I] [DAN Ammunition I]
Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.

>Statistics here!
>>
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Rolled 77, 57, 85 = 219 (3d100)

>>48138281

1.
+Smelter I
+[Forging I]
+[Electronics I]
+[Engineering II]
+[Trained Engineers]

"So, you can build airplane parts, firearms, AND ammunition, all from this single building? That sounds very inefficient, but hey, you're the gearheads." (3/4 Factory)
2.
+[Engineering II]
+[Trained Engineers]

"Start building a road for our Australian scientist pals so we can quickly commute to their facility and they can come over to the town! Yay, Anglosphere!" (Begin constructing a road to Research Station Alpha!)
3.
>>48137844

"Great! Though, we're less about making breakthroughs at this point and closer to just trying to reinvent the wheel so we're in a state to survive. Once our infrastructure is online, we'll have time to do science!"

Some hours later, the governor had rallied the courier system. Several parcels were being handled, six fairies a box.

"Okay girls, Colonel has apparently told me that revealing to this world that fairies exist is too much for most people to handle, so we're supposed to keep our wings a secret. I want you to drop off the food boxes to those Science Guys to the east: they're subsisting on nutrient paste and food pills and are in need of some good ole' American corn and wheat. When their building comes into view, I want you to drop our stuff down to the fields and then skedaddle back home. Afterward, I'll tell them to come out and search for it!

Yeah, you heard that right: we're gonna give them fast food!"

(Trading [Engineering II] and 25 food for ['Mad' Energy Weapons I] and [Medicine I]!)
>>
Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
Fluff: GARM was, prior to the stranding, an AI supercomputer (a "mind" in one parlance) meant to facilitate the transition of colonists and other lifeforms to a new reality from a reality far from this one. However, the effort resulted in failure: GARM's ship broke up in orbit and GARM was forced to land the vessel partially intact with massive damage in the southern polar regions. Problematically, the entire cargo of settlers -- whoever they were -- was lost, and now GARM is tasked with attempting to salvage aspects of the mission known only to it. GARM, is, frankly, out of its depth: the resources required to fix the transdimesional drive are not easily found, manufactured, or otherwise dealt with. This of course is not helped by the fact that the "life forms" that "exist" in this reality are hard to understand, somewhat arbitrary, and exceedingly strange. It remains to be seen how GARM will deal with the cards it has been dealt by the powers. Still, GARM is extremely intelligent and resourceful: it has vast databanks, legions of small mobile robots, and some working systems...
>>
Rolled 56, 64, 1 = 121 (3d100)

>>48136821
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 28 +(2/turn)
Food: 28 (+2/turn)
Currency: 33 (+2/turn)
Resources: Power: 22 (+3/turn) Ore: 22 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] [Altech Renewable Energy I] [Basic AI; AI I] [Astronomy I] [Rockets I]
Trade:
Mad Medicine - [Altech energy weapons I] and [Basic AI; AI I] for ['Mad' Energy Weapons I] and ['Mad' Hovercrafts I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) We need some building materials so we can get some construction done, and for that we need a forge [2/4]
2) In our rush to investigate the stars, it seems we completely frogot about our deal with mad medicine inc. We should make sure to make up for it (Send to Mad Medicine: [Altech Energy Weapons I] and [Basic AI; AI I] and a reimbursement of 4 currency)
3) Its time to explore space, but first we need more advanced electrical systems for our satellites and such ( begin researching [Electronics II])
>>
>>48139188
>Begin researching [Electronics II]
>Nat 1
Well I'm sure this is going to go just wonderfully and with no fatal accidents at all...
>>
>>48139188

Don't forget to read this too!

>>48136406
>>
>>48126727
Question: what did you use to make that map?
>>
>>48136406
"I see, quite interesting, do you still have the plans or at least some of the scientists notes or are we going to have to start this from scratch? how much do you know about the design? how it harnessed this 'leyline grid' to make sustainable power?"
>>
>>48139279
Gimp. Found a neat tutorial how to randomize coastlines on youtube.
>>
Rolled 60, 23, 63 = 146 (3d100)

Name: Free Army
Race: Human
Color: Orange (?)
Fluff: http://pastebin.com/ss3RKe5c
- Don't fill out -
Settlements: HQ
Territory: 7
Pop: 10 (+2/turn)
Food: 20 (+3/turn)
Currency: 5 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II
Defenses (HQ): 1
Military:
2x Infantry Platoon [basic militia]
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I
Resources:
Power: 9 (+3/turn) Wood: 5 (+2 turn), Stone: 1 (+1/turn), Mine: 2 (+2/turn), Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

Ongoing
Farms [2/10], Lab [2/4], Tactics: Mission-Type [1/4], Physicial Conditioning [2/4]

1) Why the lab is still not ready? Don't tell me the egg-heads started some pointless discission instead of working [2/4]
2) Apparently the HQ greatly over-estimated the level of professionalism and dedication among the soldiers. But it doesn't make new type of tactics and command any less important [1/4]
3) I don't know but I've been told
(I don't know but I've been told)
Our soldiers are a mighty bold
(Our soldiers are a mighty bold)
You see us coming, better step aside
(You see us coming, better step aside)
The last ones didn't and the last ones died
(The last ones didn't and the last ones died)
Soldiers! Barracks! March! [2/4]
>>
>>48139290

The Colonel looked back for a moment before continuing.

"All we got are a few non-functioning drives salvaged from the small portion of the research sector that didn't completely disintegrate. We don't know if you can get anything useful out of them, but you're free to take them back to your HQ and see if you can get something interesting.

Honestly? Aside from the most basic concept, this whole leyline thing is alien to me, but from my basic understanding, it's a pool of constant energy that circles around the world in an invisible latice, a bit like a pipeline. It recharges from some unknown source, or possibly regrows like a plant; apparently, levels were high enough on Earth to supply a Kardashev-class civilization for a millenia. All of Earth's current cities could be powered and it wouldn't even draw a quantifiable precentage from Nibiru's pool."
>>
File: Nibiru.png (1.59 MB, 3000x2500)
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[Devil Ant Nests]
The scouting expedition is sent out again [1/4], and the mushrooms are still growing [6/8].

[Black Feather Tribe]
The flora study is ongoing [4/8], and the ship is completed [Player-named ship (Naval)[+.4x]. The gifts to Mare and Machinia are sent (Ongoing trade), and the Tribe expands! [+6 hex]

[Machinia]
The smelter is finally improved [Smelter II], and better infantry techniques have been introduced [Infantry II]. No progress on the survey though.

[Mad Medicine]
No progress on the hovercraft [materials refunded], though the Echeneis are worked on [3/6], and the Corporation expands [+5 hex]!

[Mare]
The barracks are complete [Barracks I], and the gene splicing starts to be researched [2/6]. Finally, a scouting party is sent to the shores of Hell Island [2/4].

[Afairika]
The factory is completed [Factory I], a road starts [2/5], and the trade goes through (Ongoing Project)!

[Altech]
The forge is ready [Forge I], and the tech is sent. However, a chemical reaction in Altech's satellites cause them to explode [-5 pop].

[Free army]
The lab is ready [Lab I], and the new tactics progress [2/4]. The barracks are finally completed [Barracks I]!

[GARM]
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 3
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 player-fluff militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.
>>
File: Nibiru.png (1.59 MB, 3000x2500)
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>>48140020
Map, now with expansion!
>>
>>48140071
Addendum- New Die!
[New Albion]
[Black Feather Tribe]
[Afairika]
[Mad Medicine]
[Devil Ants]
>>
Rolled 25, 14, 45, 55, 63, 29, 63, 84, 9 = 387 (9d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 3
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 player-fluff militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions--
1.2. **[[DAMAGE SURVEY]]** {{Most manufacturing systems are offline. Attempt to bring manufacturing systems online given the knowledge gained from re-rentry.}}
3.4. **[[SURVEY FOR LOCAL INPUTS]]** {Look for resources: mass and energy appear to be fairly distinct in this universe, among other differences.}}
5.6. **[[DEVELOP XENOBIOLOGY]]** {{Attempt to figure out how the planetary 'ecology' works: life forms do not appear to function in a typical manner.}}
7.8. **[[DEVELOP XENOGEOLOGY]]** {{Attempt to figure out how the planetary 'geology' works: geologic rules do not appear to fit current conceptions of mass and space.}}
9. **[[RESEARCH POWER]]** {{The mass-energy converter does not function as usual in this reality. Efficiency must be improved and alterations must be made.}}
>>
>>48140020
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 23
Population: 36 (Capped at food)(+2/turn)
Food: 60 (+2/turn)(-1 from troops)
Currency: 18 (+2/turn)(-1 from troops)
Resources: Power: 20-10 (+2/turn) Stone: 15+1 (+1/turn) Wood: 15+1 (+1/turn), Ore: 12-2 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Echeneis
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Trades:
-Afairika: ['Mad' Energy Weapons I] and [Medicine I] for [Engineering II] and 25 food - RECEIVED, SENDING
-Altech: SENT AND RECEIVED, TRADE COMPLETE
>>
Rolled 3, 39, 29, 90 = 161 (4d100)

>>48140020
>>48140464
Everyone, I'm happy to report that we're no longer starving, and effective immediately taco tuesday will be making a return in all cafeterias. With that said, WHAT IS WRONG WITH ENGINEERING!? Are the hovercrafts not flashy enough for you to give it your full and undivided attention? Put your personal experiments into that thing if you have to, finish it and roll it out! Or, well, float it out, or whatever hovercrafts do. Also, we need a new base of operations, something closer to water.

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies [2/6]
-Techs: [Engineering II] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]
-Resources: Power: 12, Ore: 3

2 Study the Echeneis with the goal of improving upon them [Labs I][Domestication I][Slime Research I]

3 Construct a Town on the shore in the north-western corner of our territory

4 Send ['Mad' Energy Weapons I] and [Medicine I] to Afairika for the [Engineering II] and 25 food we received
>>
>>48140020
>>48140330

Wooooho! Go team America!

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 34 (+2/turn)
Food: 50 (+5/turn)
Currency: 6 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
>Military:
2 "ILO" Security Forces
>Resources:
Power: 16 (+2/turn) Ore: 22 (+1/turn) Wood: 14 (+1/turn)
>Technology:
[Leyline Manipulation II] [Aircraft I] [Automatic Weapons I] [Forging I] [Agriculture II] [Engineering II] [Electronics I] [Infantry II] [Incendiaries I] [DAN Ammunition I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Pending Trades:
[Engineering II]; Food: 25 to Mad Science Inc. {Sent} for ['Mad' Power Weapons I]; [Medicine I]

>Statistics here!
>>
File: 6_5_77-s.jpg (134 KB, 850x662)
134 KB
134 KB JPG
Rolled 27, 77, 20, 79 = 203 (4d100)

>>48140558

https://www.youtube.com/watch?v=F3LRKy7Ghsc

1.
+Smelter I
+Barracks I
+Factory I
+[Automatic Weapons I]
+[DAN Ammunition I]
+[Infantry II]
+5 Ore
+2 Wood
+2 "ILO" Security Forces

FINALLY! Now that everything is down in order, you can train your men how to be actual infantry! I hope fighting outside a plane isn't too much for them? Now, scramble down to the barracks and start practicing with our shiny new machine guns, Colonel! We can even get everyone to watch; they're excited to see them in action! And I think we can also use the fireworks as mortars too, giving them even more options! (Retraining 2 "ILO" Security Forces into Heavy Weapons Platoons.)

2.+[Engineering II]
+[Trained Engineers]

"Roads are a sign of civilzation! Though, I don't think we actually have any cars to make use of them, you can just use your planes, and we can just use our wings, it's the idea that counts, right?" (Road to Research Station Alpha 2/5)
3.
+[Engineering II]
+[Trained Engineers]
+1 Wood

"The factory's completion means we can build planes too, now! But before we can do that, we gotta build an airfield to station them on, of course!" (Begin constructing an Airfield!)
4.
+Focusing Tower I
+[Leylines]

"And now that we're done playing build-up at the moment, we can try a hand at figuring out how to better work these leylines. Get those Kangaroos onto the scene, we need to teach the humans a thing or two about FAIRY SCIENCE! Which is really just magic!" (Researching Leyline Manipulation III!)
>>
>>48140488
DAMMIT I FORGOT TO INCLUDE PROGRESS!

1) Progress [2/6]
2) Progress [3/6]
3) NEW ACTION
4) TRADE
>>
Rolled 30, 10, 4 = 44 (3d100)

Nation Name: Mare
Nation Race(s): Mermaids/Mermen
Color: Light Gray
>Settlements: Atlantis
>Territory: 17
>Population 39 (+4/turn)
>Food 51 (+4/turn)
>Currency: 4 (+2/turn)
>Structures:
2 Mines lvl2
1 Farm lvl1, 1 Farm lvl2
1 Forge lvl1
1 Barracks lvl1
>Defenses: Atlantis 1
>Military:
3 Atlantinean light spearmen (Militia)
>Resources:
Ore: 8 (+4/turn)
Professional Xenobiologist
Karkinos Shells
>Tech:
[Foraging 2], [Forging], [Engineering], [Infrantry2], [AI]
>Pollution: 1
>>Eccentricities:
>[Waterborn]: The majority of Mare's denizens were born to swim, and are exceedingly fast. They find it easier to expand, but cannot naturally expand onto the land.
>[Fragile Ecosystem]: The oceans of Nibiru, much like earth's, are chock full of nutrients and biodiversity, though they are very fragile. Mare's underwater farms can grow an extra level, but too much disrupting the environment may have deadly consequences.

>1 Keep researching gene splicing. That needs to be one of our priorities nowadays since our technology isn't nearly as good as the others' [2/6]
[Professional Xenobiologist]

>2 Finish the scouting mission of the Hell Island shoreline. [2/4]
[Foraging 2], 1 light spearmen [Militia]

>3 Refine our ores. We need something good enough to make weapons and Karkinos Armors with. Our warriors are getting really excited because of this. Let's go. Put it in the lava already, hurry up.
[Forging]
>>
>>48141524
>Can I use some resources to boost my rolls?
>>
Rolled 22, 3, 96 = 121 (3d100)

>>48140020
Name: Free Army
Race: Human
Color: Orange (?)
Fluff: http://pastebin.com/ss3RKe5c
- Don't fill out -
Settlements: HQ
Territory: 7
Pop: 10 (+2/turn)
Food: 20 (+3/turn)
Currency: 5 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I
Resources:
Power: 12 (+3/turn) Wood: 9 (+2 turn), Stone: 3 (+1/turn), Mine: 6 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

Ongoing
Farms [2/10], Tactics: Mission-Type [2/4]

1) Now soldiers can closely look at the farmers and how they are preparing land for further planting [2/10]
2) No, no, no! You don't wait for the orders from CC, you take the initiative and do the task. It's the task that matters, not the way to achieve it [2/4]
3) We've got a Jeep. We've got basic training. So we've got a rover and mobility. Now go find me a guy named Rick and we can train him as Recon Rover Rick. Preferably for scouting first
>>
>>48141768
>3
>Tactics
I sense some Starship Troopers incompetence incoming
>>
>>48141768
Also:
Pop: 14 (+2/turn)
Food: 26 (+3/turn)
Currency: 11 (+3/turn)
>>
>>48140020
How is this normal ship different from my warship that has an upkeep and the same bonus
>>
>>48142636
Also, how did I expand Northwest while trying to expand SouthEast? Not that I mind, I'll keep the territory, just wondering
>>
File: We will croak you.jpg (160 KB, 701x1023)
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Nation Name: Confederation of Batracyi
Nation Race(s): Anthropomorphic amphibians (frogs, newts, salamanders and what not)
Color: #E1FF0D or something similar, but more sickly in shade
Fluff:
A group of refugees, originally thrown away by their own government. Nobody wants to have as a neighbour highly toxic, slimy creature that floods the entire area due to mating rituals. The feeble supply provided with the refuge ship proved useless in water environment and was quickly abandoned or simplified. That plummeted Batracyis to the very basics of survival again, akin to barbarism, with all the vestiges of knowledge and hi-tech treated as magic. Generations grew on the Nibiru, never knowing Earth or any other life, but also never caring about that. Communities turned into tribes and those eventually formed a confederation. Being able to leave water with relative ease, but always staying dependent on it, Batracyis try to take the best of both worlds.
- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 7
Population (+growth/turn):
Food (+growth/turn):
Currency:
Structures: Power I, Food III, Wood II, Stone II
Defenses:
Military:
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I]
Resources: Wizard [Student Xenobiologist]
Eccentricities:
>>
Rolled 26, 36, 91 = 153 (3d100)

>>48140020
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 44(+2/turn)
Food: 73 (+4/turn)
Currency:31 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop I,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 40 (+3/turn), Stone: 11 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Improve the Machine shop so we can design and produce better machines and products.

2.Begin researching resource efficiency to make better use of all our resources and materials.

3. Expand outwards and claim more land.
>>
>>48143300
Statting you, but cutting it here for the sole reason map is getting crowded (may accept a few more sea-based nations. Also may add another continent if I feel it's doable)
>>
>>48143300
[Confederation of Batracyi]
Pop: 10 (+3/turn)
Food: 10 (+3/turn)
Currency: 5 (+3/turn)
Defenses (Vadimawai): 1
Military: 1 player-fluff militia
Resources: Student Xenobiologist, Power: 1 (+1/turn), Wood: 2 (+2/turn), Stone: 2 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society.
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.
>Feel free to take 6 make-up turns
>>
File: Nibiru.png (1.77 MB, 3000x2500)
1.77 MB
1.77 MB PNG
>>48145477
And here you are on the map.
>>
File: Are you insane.gif (230 KB, 400x169)
230 KB
230 KB GIF
Rolled 97, 96, 90, 34, 32, 26, 26, 36, 99, 69, 70, 3, 47, 100, 30, 48, 69, 85 = 1057 (18d100)

>>48145477
>1 player-fluff militia
Newt spearmen

Ok, let's roll this and hope for the best
1) Nearby cove looks ripe for taking, expansion!
2) That also means coast of the cove, too, pushing as far as possible
3) Start building small, fast sailboats. We are the great swimmers, but there is only this much even the mightiest warriors can do with their legs and arms
4) Send the spearmen on scouting due south - the water out there should be warmer and more suited for further expansion
5) Expand our food gathering operations...
6) ... wood collecting...
7) ... and stone picking ones
8) Start researching on better navigation
9) And how to engage land-based lifeforms in combat, so we can use water on our advantage
10) Search for suitable beasts of burden, both water and land-born
11) Construct organised training place, so all future military units can be better prepared
12) Spear-fishing is a great show of skills, but we need more efficient ways and techniques of catching food
13) Search for and secure best spawning sites in the direct vicinity, so the tadpoles will be safe
14) Better weapons for our warriors
15) And better tools for our builders
16) Let wizards and shamans consult the spirits and start looking for giften youth for their ranks
17) Warriors should start training their ability to excrete toxins
18) Further study life in water [Water-born ecosystems II]
>>
>>48145813
>Weapons
>100
>Expansion rolls above 95
>Fighting land-lobber 99
Yeah, insanity is fun. Who cares if I suck at inventing nets
>>
Im so happy to know #nation group is still alive and kicking
>>
Rolled 73, 4, 29 = 106 (3d104)

>>48140020
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 86 (+5/turn)
Food: 96 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 3 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Scouting the desert continues 1/4
3&4. mushroom growing continues 6/8
>>
Rolled 27 (1d100)

>>48146123
1 more d100
>>
>>48145813
That film was soooo bad... but that exact scene was great
>>
Rolled 63, 81, 86 = 230 (3d100)

>>48140020
Settlements: Swamp Base One
Territory: 22
Population: 44 (+2/turn) (Reptile People)
Food: 73 (+7/turn)
Currency: 27 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2), The One Eye Eel (Naval +.4), Salty Sea Snake (Naval +.4)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Economics I, Defenses I, Efficiency I, Agriculture II, Black Feather Plows I, Medicine I
Resources: Professional Xenobiologist, Power: 10 (+1/turn), Stone: 17 (+1/turn), Wood: 11 (+3/turn), Smokable Opiate: 26 (+4/turn), Medicinal Herbs: 4, Etsai Herd, trade ship
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. Sends Shipbuilding I to Mad Medical

>2. Study Flora (4/8)

>3. Observing their southern neighbors in their refinery gave inspiration to the Chief. Metal can't be the only thing that can be refined. Study Chemistry.

The people prepare for the first trading to begin
>>
[GARM]
The damage survey falls flat, though GARM starts to survey for natural resources (2/4). Xenobiological research progresses (2/4), as well as Xenogeology research (2/4). No ways to improve the power supply, though.

[Mad Medicine]
The hovercraft still stalls, but progress is made of the fish-things [4/6]. Meanwhile, a town starts construction [1/6], and the trade to Afairika goes through.

[Afairika]
The security forces undergo more intensive training [1/10], the road completes [Road (RSA)], no progress on the airfield, and more powerful Leyline Manipulation is in the works [3/8]!

[Mare]
Gene splicing research plods along [3/6], though other projects stall.

[Free Army]
The Free Army only experiences slight farm growth (3/10), and tactics stall. Amazingly, someone named Rick is actually found, and he undergoes recon training [2/4].

[Machinia]
Workers barely start on the Machine shop improvements [1/6], as well as the resource efficiency [1/4]. But Machinia expands! [+6 hex]

[Batracyi]
>Next time, include your stat sheet (Tech/buildings as well)
1) +4 hex
2) +4 hex
3) (Boats 3/4)
4) 1/4
5) 1/4
6) No progress
7) No progress
8) 1/6
9) [Amphibious Warfare I]
10) 2/4
11) 2/4
12) No progress
13) 1/4
14) [Warspears II]
15) 1/4
16) 1/4
17) 2/6
18) 2/8

[Devil Ant Nests]
The scouting mission is complete, and more ore is found [+2 ore], and the improved mushroom farms are almost complete [7/8].

[Black Feather Tribe]
The shipbuilding tech is sent to Mad Medical, and the Flora study progresses nicely [6/8]. Chemistry is studied [2/4].
>>
Rolled 8, 32, 67 = 107 (3d100)

>>48147390
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 11
Population: 46(+2/turn)
Food: 77 (+4/turn)
Currency:34 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop I(1/6),
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(1/6)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 40 (+3/turn), Stone: 11 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1.Continue to work on efficiency of handling resources and minimalizing the wastefulness of our industry. (1/6)
+Industry Center

2.Continue to build on an improve our machine shop. It will help us immensely in designing and producing new machines. (1/6)
+Engineering II
+Industry center

3.Continue our efforts to expand in the mountain ranges. Additionally keep an eye out for new mineral or metal veins that would be useful to us.
>>
>>48147545
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 17
Population: 46(+2/turn)
Food: 77 (+4/turn)
Currency:34 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop I(1/6),
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(1/6)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 40 (+3/turn), Stone: 11 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

revised stats
>>
Rolled 22, 78, 56, 33 = 189 (4d100)

>>48147390
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 91 (+5/turn)
Food: 101 (+5/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture II] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 5 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Continue mushroom selective breeding. 7/8
[Agriculture II]
[Selective Breeding II]
2. Begin constructing an ore mine at one of the spots that ore was found before.
[Engineering I]
3. Back to scouting the desert to see if there is anything, besides ore, out there.
[Scouting I]
4. Begin constructing a second nest within the desert so that we may have a better point of supply storage and branching within the desert.
[Engineering I]
>>
File: lizard.gif (44 KB, 305x450)
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Rolled 17, 98, 44 = 159 (3d100)

>>48147390
Settlements: Swamp Base One
Territory: 22
Population: 46 (+2/turn) (Reptile People)
Food: 40 (+7/turn)
Currency: 29 (+2/turn)
Structures: Farms II (2), Power I, Quarry I, Lumberyard II, Lumberyard I, Dock I, Drug Farm
Defenses: 1.2 (Capital City)
Military: Player-fluff militia unit, Rifle Brigade (+.2), The One Eye Eel (Naval +.4), Salty Sea Snake (Naval +.4)
Tech: Herbology II, Fishing I, body modification I, Construction I, Shipbuilding I, Drugs I, Economics I, Defenses I, Efficiency I, Agriculture II, Black Feather Plows I, Medicine I
Resources: Professional Xenobiologist, Power: 11 (+1/turn), Stone: 18 (+1/turn), Wood: 14 (+3/turn), Smokable Opiate: 30 (+4/turn), Medicinal Herbs: 4, Etsai Herd, trade ship
Eccentricities:
[Botanists]: The Black Feather Tribe are experts on the Flora of the Planet. The Fauna give them more trouble.

>1. With their new territory, the Black Feather Tribe starts to expand the size of the Etsai Herd.
+40 Food

>2. Study Flora (6/8)
>3. Study Chemistry (2/4)
>>
File: 121935633258.jpg (141 KB, 600x834)
141 KB
141 KB JPG
Rolled 40, 72, 100 = 212 (3d100)

>>48147390
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians (frogs, newts, salamanders and what not)
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 15
Pop: 13 (+3/turn)
Food: 13 (+3/turn)
Currency: 8 (+3/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II
Defenses (Vadimawai): 1
Military: 1 Newt spearmen
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Power: 2 (+1/turn), Wood: 4 (+2/turn), Stone: 4 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

3) Sailboats. Not rowboats nor just boats. Don't forget they have sails! [3/4]
10) Come on... there need to be some animal suitable for work out there [2/4]
11) This end of spear is the pointy one, so aim toward enemy... and get this army training place going [2/4]

Currently waiting for free dice:
4) Send the spearmen on scouting due south - the water out there should be warmer [1/4]
5) Expand our food gathering operations [1/4]
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
13) Search for and secure best spawning sites in the direct vicinity [1/4]
15) Better tools for builders [1/4]
16) Let wizards and shamans consult the spirits and start looking for gifted youth [1/4]
17) Warriors still training their ability to excrete toxins [2/6]
18) [Water-born ecosystems II] [2/8]
>>
File: yUlWUu2.jpg (1006 KB, 3000x2500)
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>>48147390
And now with 100% more map
>>
Rolled 70, 100, 39, 97 = 306 (4d100)

>>48147390
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 23
Population: 38 (+2/turn)
Food: 61 (+2/turn)(-1 from troops)
Currency: 19 (+2/turn)(-1 from troops)
Resources: Power: 10+2 (+2/turn) Stone: 16+1 (+1/turn) Wood: 16+1 (+1/turn), Ore: 10+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Echeneis
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

What is wrong with that hovercraft? Tell them that if they finish it by the end of the week they can all take it on a joyride downriver, no consequences for anyone involved. JUST GET IT DONE!

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies [2/6]
-Techs: [Engineering II] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]

2 Study the Echeneis with the goal of improving upon them [Labs I][Domestication I][Slime Research I][4/6]

3-4 Construct a Town on the shore in the north-western corner of our territory[1/6]
>>
Rolled 95, 99, 37 = 231 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 3
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 player-fluff militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions---
1. [[RESOURCE SURVEY: SECOND PASS]] {{2/4}}
2. [[XENOBIOLOGY RESEARCH: SECOND PASS]] {2/4}
3. [[XENOGEOLOGY RESEARCH: SECOND PASS]] {2/4}

----

"Odd. Carbon based organics. Amino-acid structure. Should not function, but do. Entropic in nature. High turnover. Largely impermanent. Variance also high. Replicate with an apparent energy economy."

..

"Very odd. Matter-energy concept. Largely theoretical and speculative. Basically chaotic and transitory. Current systems exhibit entropic features. New inputs required as old inputs are consumed."

...

"Strange. Very strange. GARM coordination web still functional despite general entropy. Failure unlikely despite new properties."
>>
Rolled 79, 12, 42 = 133 (3d100)

>>48147390
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 16 (+2/turn)
Food: 29 (+3/turn)
Currency: 14 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I
Resources:
Power: 15 (+3/turn) Wood: 11 (+2 turn), Stone: 4 (+1/turn), Mine: 8 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1) This only proves how the entire idea of making all those people into farmers was stupid from the very start - why they are not farming?! [3/10]
2) I give up. Just try going there and instead of waiting for orders, capture the flag [2/4]
3) Recon Rover Rick and his Recon Rover. 11/10 would watch that if it was a TV show. But it's just Rick training with the jeep handling and doing scouting [2/4]
>>
>>48148734
I literally give up with those tactics...
>>
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan
Territory: 7
Population (+growth/turn): (GM Generated)
Food (+growth/turn): (GM Generated)
Currency: (GM Generated)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: (GM generated)
Military: 2 Professional mercenaries 2 extra militia
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Small supply of Ore
Small supply of coal
10 food
Student Xenobiologist
Eccentricities: (GM generated, see section I)
>>
>>48148780
I have permission to join
>>
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>>48147390

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 36 (+2/turn)
Food: 55 (+5/turn)
Currency: 9 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
2 "ILO" Security Forces
>Resources:
Power: 14 (+2/turn) Ore: 23 (+1/turn) Wood: 15 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] [Incendiaries I] [Leyline Manipulation II] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Pending Trades:
[Engineering II]; Food: 25 to Mad Science Inc. {Sent} for ['Mad' Power Weapons I]; [Medicine I]

>Statistics here!
>>
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Rolled 85, 38, 67, 25 = 215 (4d100)

>>48149092

1+2.
+Smelter I
+Barracks I
+Factory I
+[Automatic Weapons I]
+[DAN Ammunition I]
+[Incendiaries I]
+[Infantry II]
+5 Ore
+2 Wood
+2 "ILO" Security Forces

"How well does being a pilot or paint applier translate to being boots on the ground? Apparently you might as well have been starting from scratch! I want to see drills, Colonel, and I happen to know exactly what a "drill" is, even!" (Retraining 2 "ILO" Security Forces into Heavy Weapons Platoons 1/10.)

3.
+Focusing Tower I
+[Leylines]

"Leave this work to us! We're getting through just fine- talk to me again in a while for progress!" (Leyline Manipulation III 3/8)
4.
+[Engineering II]
+[Trained Engineers]
+1 Wood

"Minor setback? It's just a big road." (Begin constructing an Airfield!)
>>
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan
Territory: 7
Population: 10 (+2/turn)
Food: 20 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (mercenaries) 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Ore 5 (+3/turn)
Power 4 (+2/turn)
Stone 2 (+2/turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

Need to get done

1. Build a port
2. Build a lumber yard
3. Research Artillery
4. Build Factory
5-6. Build a Rum Distillery (money)
7-9. Build a raiding camp (money)
8-9. Research Robotics
10-11. Research Aircraft
12. Research missiles
13. Research automatic weapons
14-18. Build a town call it Freetown (more people)
>>
>>48149610
>>
Rolled 17, 33, 67, 40, 55, 38, 59, 52, 15, 19, 64, 38, 63, 25, 91, 35, 43, 43 = 797 (18d100)

>>48149610
>>
Rolled 89, 24, 18, 15, 9, 87 = 242 (6d100)

>>48147390
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 27 +(2/turn)
Food: 32 (+2/turn)
Currency: 37 (+2/turn)
Resources: Power: 28 (+3/turn) Ore: 28 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] [Altech Renewable Energy I] [Basic AI; AI I] [Astronomy I] [Rockets I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1/2) We should continue our A.I research, it is the reason we're stuck on this rock afterall
3/4) I's time, time to see if we can glean some more knowlege from orbit, and for that we need to research efficient ways to escape earths atmosphere
5/6) We should begin researching satellites, they served many uses on earth and they will be quite useful here as well
>>
Bump
>>
bumpan
>>
Bump
>>
bump
>>
Bump
>>
Rather than fill this thread with booooring bumps, why not some actual content?

>>48128638

https://www.youtube.com/watch?v=5oqzimZUuWE

The long dormant communications system of New Albion's...presumed communication building that surely existed sprang to life as a transmission went through. The faint image of a woman in what appeared to be a clown outfit was faintly present past the static of the rugged CRT screen.

"*Crack* hey! *Pop* Is this thing *Crzzzzk* working!? I *Crack* first time doing this! *Whirrrrzzz* America!"
>>
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>>48157266
>content

A bit amatourish, but still nice
https://www.youtube.com/watch?v=01j9SyNhavI
Educate yourselves, or we can end up with some cross-species disaster
>>
>>48157568
>Daily reminder she had to re-roll under fake name into different school due to the role
>Daily reminder she never played in anything else
>Daily reminder she ended up as a school teacher and a soccer mom
>Daily reminder school teachers and soccer moms can still kick ass
>>
Rolled 33, 35, 41, 50, 61, 95, 37, 82, 60, 13, 78, 58 = 643 (12d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Mine: +1 ore/turn
>Territory: 29
>Population: 43 (+4/turn)
>Food: 116 (+6/turn) (-2)
>Currency: N/A
>Defenses: 1 (Capital)
>Military:
1 Player-fluff mercenary [+1](-1 food/turn)
1 Player-fluff militia [+.2]
1 Player-named army [+.2 (-1 currency/turn)(-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I
>Resources:
>Ore: 15 +1/turn
>Stone: 14 (+1/turn)
>Wood: 14 (+1/turn)
>Power: 35 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Docks 3/4

1-2. Finish up the docks

3-8.

MASSIVE

INCENTIVIZED

EXPANSION

9-12. Build another village at the edge of our newest expansion
>>
Bump: Lewd Edition

Provide lewd images from your nations!
>>
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This game needs more Americans in it! Come on; July is the most American month of the year!
>>
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>>48158348
>Game run by burger
>Played almost exclusively by other Clappistani
>WE NEED MORE AMERICANS
Colonials are sure dull at times
>>
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>>48158346
>>
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>>48158346

No .

>>48158348

Trying my hardest anon; it's hard to fit enough America into a single colony!

>>48158344

Hey Sir IV, don't forget to respond to this: >>48157266 !
>>
>>48158456
Hey Fairy, need to get in touch with you in some private place
>>
>>48158348
Dude Canada has Canada day on the first, your not the only ones born in July
>>
>>48158348

Why don't you join?
>>
>>48148280

Wait a second, did one of the eastern nations just go poof?
>>
>>48159585
Because the game was closed for new nations after my glorious amphibians started taking over the world
>>
bump
>>
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>>48157266
I got the best fluffy bump.

>>48148283
The Director of Mad Medicine Inc. walk up to the podium to hold a press conference to the rest of the Corporation.

"Welcome, welcome, it's time for me to congratulate all of you on a job well done. You've all been complete disgraces recently so I feel it's worth noting credit when credit is due. Because this last week has been nothing but progress. I'm very interested in seeing what you've learned about the Echeneis, and to see if you actually managed to improve upon them yet or if your increased funding will be misplaced. Also, I want to give a congratulations to the new inhabitants of our future settlement, Sea Lab One, I know it's not actually submerged, and I apologize for that, but it will be your job figuring out how to do that so we can expand oceanways and make Ocean Lab One in the future. Now I'm told Sea Lab One may or may not be ready for operations, but I'm confident you'll be ready when the time comes."

The Director checks his notes and frowns.

"Also, if that hovercraft isn't ready by the next payday then there will be reassignments, harsh reassignments. I'll have those responsible spending their vast expertise doing nothing but teach children the most basic of basics, reduced to never again working on anything more impressive than a potato battery! But, I've heard some good things from your direction, so I'm feeling hopeful for you guys, good luck everyone! And remember what's most important about this Corporation, whatever you do, you do it for SCIENCE!"
>>
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[Machinia]
No progress on the efficiency tech, improvements to the shop plod along [3/6], and Machinia expands! [+6 hex]

[Devil Ants]
The breeding finishes [Agriculture III; +1 food output], and an ore mine starts to be dug [2/4]. The scouting expedition heads out again [2/4], and construction of a second nest barely starts [1/10]

[Black Feather Tribe]
The Tribe starts to breed their Etsai [1/4], the flora study is finished [Herbology III], and the chemistry research is nearly done [3/4]

[Confederation]
Boats are made [Player-named Naval unit [+.2] ], a herd of Etsai are found [Resource: Etsai herd], and the Barracks is completed [Barracks I]. The people are so excited, that they quickly swarm to join the inaugural class [Professional Army training- 2/4].

[Mad Medicine]
Finally, construction on the hovercraft picks up again [4/6]! And the work on the Echeneis is completed... with stunning results [Resource: Savage Echeneis school; TECH: Genetic engineering I]. Progress on the town [4/6]!

[GARM]
Garm senses a small deposit of ore nearby and builds a mine [Mine I; +1 ore/turn], and learns something about the native fauna [Xenobiology I]. It progresses, but doesn't finish, the geology research though [3/4].

[Free Army]
Progress on the farm progresses [6/10], tactics research is still stalled, and Rick is nearly done training [3/4].

[Afairika]
The training progresses well [4/10], and work on Leyline Manipulation advances a bit [4/8]. The airfield starts [1/4]!

>Rest incoming with next post
>>
>>48161924

[Odab]
No port is built, but a lumberyard is underway [1/4], as well as artillery technology [2/4]. A factory starts construction [1/4], as does a small rum distillery [2/4], and a raiding camp [2/4]. Basic robotics undergo research [2/4], as does aircraft [2/4], missiles [1/4], and automatic weapons [2/4]. Freetown is underway [3/6]!

[Altech]
AI research is continued [3/6[, though no progress on the rockets. Satellites are in the process of being built [3/5]!

[New Albion]
The docks are finished [Docks I], and New Albion expands [+6 hex]! Another village starts to go up [2/6].
>>
Rolled 5, 54, 29 = 88 (3d100)

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

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 15
Pop: 16 (+3/turn)
Food: 16 (+3/turn)
Currency: 11 (+3/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I
Defenses (Vadimawai): 1
Military: 1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 3 (+1/turn), Wood: 6 (+2/turn), Stone: 6 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) If they want to enroll, there is no point stopping them [Professional Army training- 2/4]
2) Send the spearmen on scouting due south - the water out there should be warmer [1/4]
3) Search for and secure best spawning sites in the direct vicinity [1/4]

Currently waiting for free dice:
5) Expand our food gathering operations [1/4]
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
16) Let wizards and shamans consult the spirits and start looking for gifted youth [1/4]
17) Warriors still training their ability to excrete toxins [2/6]
18) [Water-born ecosystems II] [2/8]
>>
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ATTENTION ATTENTION!

The GM is opening free spots for new players!
Here is the rulesheet http://pastebin.com/bgzZvPMh
Feel free to join the game!
>>
>>48161924
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 23
Population: 40 (+2/turn)
Food: 62 (+2/turn)(-1 from troops)
Currency: 20 (+2/turn)(-1 from troops)
Resources: Power: 12+2 (+2/turn) Stone: 17-10 (+1/turn) Wood: 17-10 (+1/turn), Ore: 11+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Savage Echeneis school
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
>>
Rolled 25, 12, 20, 59 = 116 (4d100)

>>48161924
>>48162165
Now we're talking, this is SCIENCE! Next on the agenda is to improve our weapons technology. I know we haven't had much luck with shiney machines in the past, but this has to be done, SO GET TO I! Take those guns the Altech Corporation traded us and try to learn what they do better than us.

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies [4/6]
-Techs: ['Mad' Energy Weapons I] [Engineering II] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]

2 Study Altech Energy Weapons in order to improve our 'Mad' Energy Weapons ['Mad' Energy Weapons I --> II]
-Techs: ['Mad' Energy Weapons I] [Altech Energy Weapons I] [Engineering II]
-Buildings: [Labs I]

3 Cart up those Echeneis and ship them back to the Mare [Savage Echeneis school][One Way Trade]

4 Construct a Town on the shore in the north-western corner of our territory[4/6]
Resources: 11 Stone, 11 Wood
>>
Rolled 46, 63, 41, 14 = 164 (4d100)

>>48161924
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 48(+2/turn)
Food: 81 (+4/turn)
Currency:37 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop I(3/6),
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(1/6)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 43 (+3/turn), Stone: 13 (+2/turn), Refined Ore 4
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to work on improving the machine shop. (3/6)
+Engineering II
+Industry center

2.Continue to further our source efficiency techniques.(1/6)
+Industry Center

3. Refine more metals from the smelter for our finished products.
+Smelter II
+industry center

4. Begin researching circuit conductivity and power aggregation technology.
+Industry Center
+Efficiency I
+Engineering II
>>
Rolled 27, 86, 9 = 122 (3d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 7
Population: 12 (+2/turn)
Food: 21 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Ore 8 (+3/turn)
Power 6 (+2/turn)
Stone 4 (+2/turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

Oi you gits, there be shinies over them hills dere, grog the sneaky git said so. Time to whip the boyz into action and go find us some loot.

1-3. Expand (Extra dice)
>>
Rolled 42, 88, 70, 89 = 289 (4d100)

>>48161924
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 96 (+5/turn)
Food: 107 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 5 Ore
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Begin upgrading the level 1 farm to a level 2 farm.
+Agriculture III
2. Continue Ore mine 2/4
3. Continue scouting 2/4
4. Continue nest construction 1/10
>>
Rolled 36, 99, 8 = 143 (3d100)

>>48161924
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 16 (+2/turn)
Food: 29 (+3/turn)
Currency: 14 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I
Resources:
Power: 15 (+3/turn) Wood: 11 (+2 turn), Stone: 4 (+1/turn), Mine: 8 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Farmers my ass, those are just some lousy and lazy idiots! Farm harder! [6/10]
2. Let's start mission-type tactics classes for dummies. [2/4]
3. Recon Rover Rick reporting in in 3... 2... 1... [3/4]
>>
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>>48163527
BOO-YEAH!
Who's the mastermind tactician now!

Non Deficere is officially the new motto of the Free Army
>>
Bump
>>
Rolled 63, 8, 81 = 152 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 4{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions---
1. {{MANUFACTURING REBOOT}} [Research: GARM Manufacturing I]
2. {{XENOGEOLOGY: PASS THREE}} [3/4]
3. {{INTEGRATE XENOFORM CONCEPTS --TO-- XENOBIOMECHANICS ANALYSIS}} [Research: Biomechanics I]

--
"Commencing recalibration of manufacturing systems; transmutation engine status: offline. Adjustments to standard forms required: adapting existing forms."
--
>>
>>48162171
It's now clear to me, that everyone involved in the Hovercraft project should be sacked. Every last one of you. Pack up your desks, you're being reassigned to teaching school kids 1+1 and newtons three laws.
>>
[Confederation]
Training of the inaugural class stalls, and the spearmen are still scouting [3/4]. The search continues [2/4]

[Mad Medicine]
Progress crawls along with the hovercraft [5/6], though no progress on the energy weapons. The Echeneis are sent back to Mare, and the town is complete! [Unnamed town; +2 pop/turn]

[Machinia]
Work continues on both the machine shop [4/6] and the efficiency techniques [3/6]. Another piece of ore is smelted [-1 raw ore, +1 refined ore], though there's no progress on the new research.

[Odab]
The pirates expand their territory! [+4 hex]

[Devil Ants]
The ants start to improve their small farm [1/4], though the ore mine is finished [Mine I; +1 ore/turn]! The scouting mission has nearly returned [3/4], and the Nest progresses well [4/10].

[Free Army]
Farms progress slightly [7/10], and the military FINALLY gets their tactics right [Tactics I]! Recon Rover Rick reporting for duty in 3, 2, 1... three quarters, one half, one quarter... one fifth.... (No Progress).

[Garm]
Garm starts its manufacturing capabilities once again [1/4], though the geological survey hits a snag. Biomechanics are researched [3/4].

>Map will be ready soon
>>
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>>48165097
And the map
>>
Rolled 96, 87, 23 = 206 (3d100)

>>48165097
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 15
Pop: 19 (+3/turn)
Food: 19 (+3/turn)
Currency: 14 (+3/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I
Defenses (Vadimawai): 1
Military: 1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 4 (+1/turn), Wood: 8 (+2/turn), Stone: 8 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) Apparently it was just a quick fad to get interested in military service. Now it's time to encourage people to stick to it [Professional Army training- 2/4]
2) Those spearmen should be already back. What could have stall them? [3/4]
3) Why not search directly in the cove? It's well protected and should be also warmer [Spawning sites 2/4]

Currently waiting for free dice:
5) Expand our food gathering operations [1/4]
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
16) Let wizards and shamans consult the spirits and start looking for gifted youth [1/4]
17) Warriors still training their ability to excrete toxins [2/6]
18) [Water-born ecosystems II] [2/8]
>>
Rolled 80, 14, 11, 63 = 168 (4d100)

>>4816
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 50(+2/turn)
Food: 85 (+4/turn)
Currency:40 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop I(4/6),
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(3/6)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 45 (+3/turn), Stone: 15 (+2/turn), Refined Ore 5
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to work on improving the machine shop. (4/6)
+Engineering II
+Industry center

2.Continue to further our source efficiency techniques.(3/6)
+Industry Center

3. Refine more metals from the smelter for our finished products.
+Smelter II
+industry center

4. Begin researching circuit conductivity and power aggregation technology. Spend twenty credits on it to facilitate this research.
+Industry Center
+Efficiency I
+Engineering II
+20 credits
>>
>>48165252
>>48165097
linking better
>>
>>48165097
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 44 (+4/turn)
Food: 63 (+2/turn)(-1 from troops)
Currency: 22 (+2/turn)(-1 from troops)
Resources: Power: 14+2 (+2/turn) Stone: 7+1 (+1/turn) Wood: 7+1 (+1/turn), Ore: 12+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Savage Echeneis school
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Recent trades: [Savage Echeneis school] to Mare [SUCCESSFULLY SENT]
>>
Rolled 46, 66, 73, 64 = 249 (4d100)

>>48165097
>>48165308
I'm happy to anounce that River Lab One is officially open for business. And to comemorate his, as well as make sure we don't starve to death again, we're going to start up a brand new farm. Now, I know, nobody want to be the one to do it. Which is why this is not a voluntary assignment, no, this is the assignment of everyone who was every involved in the hovercraft project. HOW HARD DOES IT NEED TO BE TO BUILD A HOVERCRAFT!? DO YOU NEED A COFFEE MACHINE THAT SHOOTS FIRE OR SOMETHING! JUST GET IT DONE ALREADY!

1 Construct a hovercraft to ferry troops and researchers, armed with the latest 'Mad' Technologies [5/6]
-Techs: ['Mad' Energy Weapons I] [Engineering II] ['Mad' Energy Weapons I], ['Mad' Hovercrafts I]

2 Study Altech Energy Weapons in order to improve our 'Mad' Energy Weapons ['Mad' Energy Weapons I --> II]
-Techs: ['Mad' Energy Weapons I] [Altech Energy Weapons I] [Engineering II]
-Buildings: [Labs I]

3-4 Construct a new Farm by River Lab One [Agriculture I]
>>
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>>48157266
"Sgt."

"What is it Atkins"

"Lines just been rung. It's the Yanks"

"The fuck you telling me this. Get em on the line to Viscount Tunbridge"

"Yes sir"

---

The Fairy was greeted by the sight of the Imperial Ambassador on the telecoms.

"This is the New Albion colonial Foreign Office, speaking on behalf of the Prince to the colonial office of the Afairkian territory. What news would you have for us? We are listening with open ears."
>>
Rolled 62, 95, 52, 52, 56, 32 = 349 (6d100)

>Settlements: (Capital) (new village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Mine: +1 ore/turn
>Territory: 35
>Population: 47 (+4/turn)
>Food: 120 (+6/turn) (-2)
>Currency: N/A
>Defenses: 1 (Capital)
>Military:
1 Player-fluff mercenary [+1](-1 food/turn)
1 Player-fluff militia [+.2]
1 Player-named army [+.2 (-1 currency/turn)(-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I
>Resources:
>Ore: 16 +1/turn
>Stone: 15 (+1/turn)
>Wood: 15 (+1/turn)
>Power: 38 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Village 2/6

1-3. Finish the Village

4-6. More Expansion!
>>
>>48165606
Crap, I just realized I had been forgetting to add my pop properly for the last few threads

>Population: 66 (+4/turn)
>>
>>48165606
You grow like some sort of tumor. Don't you need a chemo or something?
>>
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Rolled 5, 55, 67 = 127 (3d100)

>>48165097
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 7
Population: 12 (+2/turn)
Food: 21 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Ore 8 (+3/turn)
Power 6 (+2/turn)
Stone 4 (+2/turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1-3. Expand some more
Captain Krug the Skullcrusha, unsatisfied with the current pace of expansion, issued more orders to move out and claim this new land, along with a few punches to show the crew he meant business
>>
>>48165779
https://www.youtube.com/watch?v=x1JNzEKsUxo
What's that?

Almost sounds like the bloody Frogs are trying to say something. Can't possibly be so,

only people can talk.
>>
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"'Settlment: Capital?' 'Player fluffed army'? What the devil is this rubbish."

"Beggin' yer pardon sir, we never updated the roster."

"Get it fixed Corporal."

"Aye sir!"

https://www.youtube.com/watch?v=1XPHL4Q86t4

-

>Settlements:
New Albion (Capital)
New Coventry (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Mine: +1 ore/turn
>Territory: 35
>Population: 66 (+4/turn)
>Food: 120 (+6/turn) (-2)
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I
>Resources:
>Ore: 16 +1/turn
>Stone: 15 (+1/turn)
>Wood: 15 (+1/turn)
>Power: 38 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well
>>
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>>48165908
>>
Rolled 60, 9, 43 = 112 (3d100)

>>48165908
>How to Lose Friends & Alienate People
Typical Anglos

>>48165097
>Tactics I
I feel cheated

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 20 (+2/turn)
Food: 35 (+3/turn)
Currency: 20 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I
Resources:
Power: 21 (+3/turn) Wood: 15 (+2 turn), Stone: 6 (+1/turn), Mine: 12 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. You are going to finish those farms, no matter how much you whine and complain about it! Or you can all starve to death [7/10]
2. Rick, why aren't you training? [3/4]
3. See if the egg-heads can figure out some fuel system for the Jeep other than oil. Preferably something we can grow, instead of mining and extracting. And promise them some funding. Intellectuals love funding, never mind it will be all in Army Scrip [Alcohol Fuel]
Lab and +10 Currency
>>
>>48166785
Grilled Cheesus, why? WHY?! I'm doing the same stuff ever since due to low rolls
>>
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>>48166817
Because you sleep with frogs, wanker
>>
>>48166922
Are you trying to goad me into a coalition against you or what?
>>
>>48167231
I'm not even a player m8
>>
>>48167408
Then why don't you go and find yourself some other thread to post?
>>
>>48165580

https://www.youtube.com/watch?v=bDRIZ03cSr4

"This thing is finally working! So you already know about us, yeah? I just called up because you've been silent lately and I heard there'd be a colony somewhere around this area. Anyways, we've had a bit of a rough landing, but that's been dealt with and now everything is under control. In the meantime, we've established contact with an Australian research station who we've been working closely with as well as an independant one located further on a distant island. We have reports that a race of mutants are leaving in the seas, among other things, and occasionally we get signals from further south!"

Miss Governor Colombina fiddled with her silly hat for a moment, removing it and scratching her head a bit, a lock of hair moving onto her face as a result.

"Nice job with your taming of the wilds, by the way: mind if you build a settlement on the southern tip of your holdings? That'll allow us to build a road connecting our territories together so we can set up a general [Trade Route]! Do you by any chance need anything we have? I mean, we lost a whole lot in the crash, but we've got [Automatic Weapons] and the capability to produce them, as well as knowledge on [Electronic] systems! The scientists also gave us [Energy Weapons] technology, if you're running low on conventional ammo. Also, depending on how well your industry is, we can teach you the secret of [Aircraft], but we have yet to build any ourselves, so it's all theoretical."
>>
>>48168519
"We could certainly fine a use for all of those, I believe, knowledge on energy weapons will aid us in maintaining and replacing our own stocks.

And for all these most generous offers, forgive us but we find that in many dealings things come at a price. Is there anything you are seeking of us?"
>>
>>48168700

"Price? Don't be silly, we wouldn't gouge our friends with a deal that we wouldn't accept ourselves; in fact, we're sending you [Electronics] and [Energy Weapons] now so you can work beyond log cabins and maybe manage indoor lighting. All you gotta do is help us watch each other's backs; you give us some aid when we need it, and we'll give you ours! That's the deal we made with the Australians. You should talk to them sometime by the way, they're working on robots or something: nerdy stuff.

Oh, did I mention I have a chunk of the air force with me? They're the ones working on all the practical stuff at base; when they get planes, they'll be able to keep the skies cleared! The Colonel among them occasionally mans this com. post, so if you see a dude in goggles on future communications to this base, tell him I said hi! Oh, and tell the Prince I said hi too!"
>>
Rolled 27, 55, 13, 5, 77, 40 = 217 (6d100)

>>48165097
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 31 +(2/turn)
Food: 36 (+2/turn)
Currency: 41 (+2/turn)
Resources: Power: 34 (+3/turn) Ore: 34 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [Basic AI; AI I] [Astronomy I] [Rockets I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1&2) Continue researching new and improved AI, hopefully they will be smarter than some of the idiots on the research teams [3/6]
3&4) "Broadcasting to all research teams assigned to research on escaping orbit, if you dont get some progress done then we're replacing the lot of you with A.I."
5) We need to get sone progress done on these satelites, the information they provide will be vital to both our research and our survival [3/5]
6) Why are we researching sattelites when we dont have the tech to make them usefull, we need optical sensors, wireless signals, Orbital bombardment. (Begin researching wireless signals)
>>
>>48168892
"We're most greatful, and you can be assured this gift will not go unrewarded. This channel is and always will be open to you for any calls for aid and the likes.

And do please inform the Australians we would like to resume contact with them. It would be fortunate for us to find more members of the Commonwealth here."
>>
>>48165097

https://www.youtube.com/watch?v=00vYncpl0pk

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: >>48101620
Pop: 40 (+2/turn)
Food: 65 (+5/turn)
Currency: 15 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
2 "ILO" Security Forces
>Resources:
Power: 18 (+2/turn) Ore: 25 (+1/turn) Wood: 17 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] [Incendiaries I] [Leyline Manipulation II] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Pending Trades:
None
>>
Rolled 6, 5, 6, 2, 4, 6, 5, 8, 3, 4, 5, 3, 8, 2, 6, 1, 7, 2, 1, 2, 6, 6, 7, 4, 5 = 114 (25d8)

>>48169046

1+2+3.
+Smelter I
+Barracks I
+Factory I
+[Automatic Weapons I]
+[DAN Ammunition I]
+[Incendiaries I]
+[Infantry II]
+5 Ore
+2 Wood
+2 "ILO" Security Forces

"You know, it's a good thing we're surrounded by friendlies and not by hostile mutants and/or alien wildlife! Take all the time you like, Colonel! Hahahah, I'm joking, but seriously, can you try and make progress a bit faster?" (Retraining 2 "ILO" Security Forces into Heavy Weapons Platoons 4/10.)
4+5.
+Focusing Tower I
+[Leylines]

"Make that a little while longer!" (Leyline Manipulation III 4/8)
-
6.
+[Engineering II]
+[Trained Engineers]
+1 Wood

"Are you in a hurry? I'm in no hurry!" (Airfield! 1/4)
7.
"It's a special relationship!" (Sending over [Electronics I] and ['Mad' Energy Weapons I] as goodwill gifts!)

8.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)

"Trade! An easy way to stimulate the economy of both our settlement and our friends' if to open up caravan routes! Since we already have a road to the research station, this should be simple and easy!" (Open up a trade route from Freedomia to Research Station Alpha!)
>>
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Rolled 3, 84, 51, 53, 46, 46, 35, 70 = 388 (8d100)

>>48169070

Did that wrong. Here are the real rolls!
>>
Rolled 58, 80, 12, 14 = 164 (4d100)

>>48165097
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 101 (+5/turn)
Food: 113 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 6 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Small farm upgrades continue 1/4
2. Scouting party returns! 3/4
3&4. Second Nest construction continues 4/10
+Engineering I
>>
>>48169028

"Okay. We'll make sure to notify them of your interest as soon as possible! Take care! This is Miss Governor Colombina of the United States Territory of Afairika, out!"
>>
>>48169046
>the data on ['Mad' Energy Weapons I] came with a disclaimer about labeling
>"...being patented research of Mad Medicine Inc, all uses of this technology must carry the correct label as being the Mad Medicine brand Energy Weapon design rather than some generic type of energy weapon build in a basement or the brands of any of our competitors..."
In short, you have the ['Mad' Energy Weapons I] tech, please label it as such unless you make it your own somehow.
>>
>>48167231
A coalition you say?
Well, if it's against those dastardly frogs by all means. I'm in the mood for 7 of them!
>>
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[Confederation]
The military class, after their quick break, graduates 9 [Player-made army [Poison][+.6](-1 food/turn, -1 currency/turn)]! The spearmen are back, with food [+4 food]! And the search for a new spawning site halts.

[Machinia]
The machine shop is finally improved [Machine Shop II; -4 stone], though no progress on the techniques, and the smelter breaks and needs to be fixed. But better ways to create power are underway [3/4]!

[Mad Medicine]
Finally, the corporation's engineers are done with the hovercraft[Player-named hovercraft [+.9]! A study is begun to use Altech's weapons to improve the corporation's [2/4], and construction of a farm begins [2/4].

[New Albion]
The new village is nearly finished [5/6], and New Albion starts expanding again [1/2]

[Odab]
Odab expands once more! [+4 hex; remember to keep track of your 'territory' tab]

[Free Army]
The farms are nearly complete [9/10], and Rick is found sleeping in his jeep. Alcohol fuel is looked into [2/4].

[Altech]
Better AI research is nearly done [5/6], and still no progress on the rocketry. But the satellites are completed [Satellites I], and the signals start being programmed [1/6]

[Afairika]
The Security Forces continue their training [7/10], leyline manipulation continues [6/8], and those working on the airfield are definitely not in a hurry [2/4]. The gifts of Electronics and Mad technology are sent to New Albion, and a trade route to Altech starts [2/4]

[Devil Ants]
The farm upgrade is ongoing [3/4] and the scouts return, with more ore, as well as food [+2 ore, +2 food]. Construction on the second nest halts, however.

IF YOU PARTICIPATED IN A TRADE LAST TURN, YOU RECEIVE THE RESULTS NOW!!!
>>
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>>48171265

>Updated Fluff Sheet!

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 42 (+2/turn)
Food: 70 (+5/turn)
Currency: 18 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield (2/4: Under Construction)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
2 "ILO" Security Forces
>Resources:
Power: 20 (+2/turn) Ore: 26 (+1/turn) Wood: 18 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation II] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha [2/4] {In Progress} (Altech)
>Pending Trades:
None
>>
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Rolled 95, 42, 99, 34 = 270 (4d100)

>>48171532

>(On Hold: Airfield 2/4)

1+2.
+Smelter I
+Barracks I
+Factory I
+[Automatic Weapons I]
+[DAN Ammunition I]
+[Incendiaries I]
+[Infantry II]
+5 Ore
+2 Wood
+2 "ILO" Security Forces

"Whatever happens, we have got: The Maxim gun, and they have not! Only, they're not really Maxims, but hey, nothing beats good old fashioned lead either way!" (7/10 Retraining "ILO" Security Forces into Heavy Weapons Platoons.)
3.
+Focusing Tower I
+[Leylines]

"Almost done!" (Leyline Manipulation III 6/8)
4.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)

"Everything is happening awful slow. Should we be the ones starting the caravan instead? Just say the word, Colonel!" (Trade route from Freedomia to Research Station Alpha 2/4)
>>
Rolled 43, 47, 22 = 112 (3d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 15
Population: 16 (+2/turn)
Food: 23 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Ore 14 (+3/turn)
Power 10 (+2/turn)
Stone 8 (+2/turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1-3. Finish the expansion
>>
Rolled 16, 9, 82, 20 = 127 (4d100)

>>48171265
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 52(+2/turn)
Food: 89 (+4/turn)
Currency:23 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop II,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(3/6), power generation (3/4)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 48 (+3/turn), Stone: 13 (+2/turn), Refined Ore 5
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Begin research or heavy armor for our volunteer soldiers and clockwork men.
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2.Continue to further our source efficiency techniques.(3/6)
+Industry Center

3. Refine more metals from the smelter for our finished products.
+Smelter II
+industry center

4. Continue to research ways to increase and optimize our power network.(3/4)
+Industry Center
+Efficiency I
+Engineering II
>>
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>>48171265
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 48 (+4/turn)
Food: 64 (+2/turn)(-1 from troops)
Currency: 23 (+2/turn)(-1 from troops)
Resources: Power: 16+2 (+2/turn) Stone: 8+1 (+1/turn) Wood: 8+1 (+1/turn), Ore: 13+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9]
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Recent trades: [Savage Echeneis school] to Mare [SUCCESSFULLY SENT]
>>
Rolled 85, 76, 9, 81 = 251 (4d100)

>>48171265
>>48172080
...it's finally done? The hovercraft is finally done? BONUSES FOR EVERYONE! Also, we're pleased to report that we intend to expand our facilities by upgrading the labs. We'll need it to continue doing world leading SCIENCE!

1 Expand lab space and provide the labs with the best equipment [Labs I ---> II][Engineering II]

2 Study Altech Energy Weapons in order to improve our 'Mad' Energy Weapons ['Mad' Energy Weapons I --> II] [2/4]
-Techs: ['Mad' Energy Weapons I] [Altech Energy Weapons I] [Engineering II]
-Buildings: [Labs I]

3-4 Construct a new Farm by River Lab One [Agriculture I][2/4]
>>
Rolled 43, 84, 28 = 155 (3d100)

>>48171265
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 33 +(2/turn)
Food: 38 (+2/turn)
Currency: 43 (+2/turn)
Resources: Power: 37 (+3/turn) Ore: 37 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [Basic AI; AI I] [Astronomy I] [Rockets I] [Satellites I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) Complete the research if the AI, making sure to install protocols that prevent rebbelion or uprising [5/6]
2) CAN YOU IDIOTS FIGURE OUT THIS OUT ALREADY, EARTH DISCOVERED IT A CENTURY AGO SO HURRY UP (continue research on rocketry)
3) Continue researching wireless communication, sattelites are useless if they can't even send a signal [1/6]
>>
Bump
>>
>>48172463

Miss Governor Colombina appeared on the communications screen wearing an uncharacteristically normal outfit; granted, it was still hardly what a governor in-office was expected to dress in.

"*Crack* Hey! Hey Doctor whoever's here right now! We have contact with a British colony: calls itself "New Albion!" They're really interested in talking with you; we're just forwarding that!

Oh, and don't be afraid to ask for help; we're setting up a trade caravan to come your way in an effort to restart a sort of economy on this world, and it should be reaching you shortly! Remember, trade routes benefit both parties!"
>>
>>48172981
"I see, also, Miss Columbina, I've been meaning to ask about the properties of your leyline network and its uses? Could it be used, for example to strengthen an object such as a rope or a hull? To hasten or create a chemical reaction? I have a few ideas in mind that could benefit our tech if my theories are correct."
>>
>>48166155
"Greetings, this is Dr. Brown of the Altech Corporation Nibiru Research Colony seeking open communication with the settlement of New Albion"
>>
bump
>>
Rolled 40, 51, 30 = 121 (3d100)

>>48171265
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 15
Pop: 22 (+3/turn)
Food: 26 (+2/turn)
Currency: 17 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 5 (+1/turn), Wood: 10 (+2/turn), Stone: 10 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) No time celebrating new warrior band and safe return of the scouts, the breeding waters are top priority [Spawning sites 2/4]
2) Expansion, to cover entire cove. This way it will be truly secured
3) Rumors say there is another body of water not far away from the waters of the cove - we should then expand directly south from out current south-most territory

Currently waiting for free dice:
5) Expand our food gathering operations [1/4]
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
16) Let wizards and shamans consult the spirits and start looking for gifted youth [1/4]
17) Warriors still training their ability to excrete toxins [2/6]
18) [Water-born ecosystems II] [2/8]
>>
>>48173195
"We're hearing you loud and clear, state your business."
>>
>>48173079

"Sorry doctor, but we aren't scientists, so we've got a bit of a difficulty putting what we're doing into terms that you can easily understand. I mean, we used to know how all this worked, but that information- well, something happened to it.

The way we're currently using they leylines is a means to heat metal which powers a boiler to generate energy; it's a lot like regular old power kinda, but we haven't been able to directly use it as a substitute yet, which is our next goal! I think with some tweaking, we can get it to work with materials in other ways like you're describing, but that'll have to be on you. We do stuff by "feel", and not by "know", if you know what I mean?"
>>
>>48174150
Since Wheelie is not around and I have no idea how this works, I would gladly add 10 currency to 2nd roll.
But please someone explain me how the heck adding money works, because I'm feeling like I just throw it away
>>
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[Afairika]
The two security teams finish their training [2 Heavy Weapons Platoons [+1 (Each)(-2 Food/turn)(-2 Currency/turn)]! Leyline Manipulation is finished [Leyline Manipulation III], and the road is nearly done [3/4].

[Odab]
The pirates expand across their island! [+5 hex, Fourth die!]

[Machinia]
No research into heavy armor, or efficiency technology, though more ore is refined! [-3 ore, +3 refined ore]. Optimization stalls.

[Mad Medicine]
Mad Medicine's lab undergoes renovations [3/4] and it's patented energy weapons are upgraded [II]! The new farm is finished [Farm I; +1 food/turn]

[Altech]
Research completes [AI II], and the rocketry research finally gets off the ground [3/4]. Communications research is still crawling [2/6].

[Batracyi]
A new spawning site is finally found [Spawning site I; +1 pop/turn], and expansion is had [+5 hex; fourth die]! The people start moving south again [1/2]
>>
Rolled 93, 71, 57, 79 = 300 (4d100)

>>48177821
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 54(+2/turn)
Food: 93 (+4/turn)
Currency:26 (+3/turn)
Structures: House of Lords, Power plant III, Mine III, Quarry II, Farm II, Smelter II, Forge II, Machinist shop II,
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II, Engineering II, Infantry II, Machinian Constructs II, Efficiency I(3/6), power generation (3/4)
Resources: Power: 7 (+3/turn)(-3/turn), Ore: 48 (+3/turn), Stone: 15 (+2/turn), Refined Ore 8
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Begin research or heavy armor for our volunteer soldiers and clockwork men.
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2.Continue to further our source efficiency techniques.(3/6)
+Industry Center

3. Refine more metals from the smelter for our finished products.
+Smelter II
+industry center

4. Continue to research ways to increase and optimize our power network.(3/4)
+Industry Center
+Efficiency I
+Engineering II
>>
Rolled 99, 33, 79, 46 = 257 (4d100)

>>48177821
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 20
Pop: 26 (+4/turn)
Food: 28 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I, Spawning Site I; +1 pop/turn
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 6 (+1/turn), Wood: 12 (+2/turn), Stone: 12 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) The colonist should focus first and foremost on securing as much shore as possible - otherwise there will be no way to build future outposts and other structures [1/2]
2) Let wizards and shamans consult the spirits and start looking for gifted youth [1/4]
3) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [2/8]
4) Barracks are up and going and we have a volunteer army - time to resume toxin-excretion training [2/6]

Currently waiting for free dice:
5) Expand our food gathering operations [1/4]
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
>>
>>48177984
>99
>[1/2]
I'm not complaining, just... never mind
>>
Rolled 35, 32, 43, 91, 43, 44 = 288 (6d100)

>>48171265
>>48177821
I guess I can roll double?

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 24 (+2/turn)
Food: 41 (+3/turn)
Currency: 26 (+3/turn)
Structures: Command Center
Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Jeep [+.4](-1 oil/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I
Resources:
Power: 27 (+3/turn) Wood: 19 (+2 turn), Stone: 8 (+1/turn), Mine: 14 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1) Come on, make those farms happen! [9/10]
Engineering I, Agriculture I
2) Rick, the Old Man himself put his faith in you... why are you trying to disappoint the entire Army? [3/4]
Barracks I
3) So you are saying we can build engines runnin' on moonshine? Sweet! [2/4]
Lab I, Engineering I
4) Organise army surplus store, so all the farmhands can buy what they need from what we don't need anymore. Of course with Army Scrip as only legal tender.
5) The Chief Quartermaster and boys from Support should start adjusting and improving our sights and aiming systems. Every bullet counts, so lets make sure they hit where they were aimed at
Lab I, Engineering I, Tactics I
6) A small power plant may be enough for now, but so far we are barely using it. Better expand it now than be sorry later
Lab I, Engineering I, Energy Production I
>>
>>48178262
http://tvtropes.org/pmwiki/pmwiki.php/Main/FascistButInefficient
>>
Rolled 65, 77, 73, 9, 77, 95, 81, 40 = 517 (8d100)

>>48171265
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 111 (+5/turn)
Food: 127 (+6/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 7 Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 10 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Finish up the farm upgrading. 3/4
3-8. Continue constructing the Second Nest and send over a princess when construction is done. 4/10
>>
Rolled 73, 96, 99, 69 = 337 (4d100)

>>48177821
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 18 (+2/turn)
Food: 24 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: Mine 3 Power Plant 2 Farm 2 Quarry 2
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid]
Resources:
Ore 17 (+3/turn)
Power 12 (+2/turn)
Stone 10 (+2/turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Build a port [?/?]
+Sea legs (Any pirate worth his salt need a place to dock)
2. Build a lumber yard [1/4]
3. Research Artillery [2/4]
4. Build a town call it Freetown (more people) [3/6]
>>
Bump
>>
Rolled 61, 77, 78 = 216 (3d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Mine: +1 ore/turn
>Territory: 35
>Population: 70 (+4/turn)
>Food: 124 (+6/turn) (-2)
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I
>Resources:
>Ore: 17 +1/turn
>Stone: 16 (+1/turn)
>Wood: 16 (+1/turn)
>Power: 42 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Continue building the village 5/6

2. EXPAND 1/2

3. Construct a Smelter so we can refine some ores into metal. These new electronics from the Yanks will go quite the ways to make it more efficient.

Forging I
Engineering II
Electronics I
>>
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>>48177821

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 44 (+2/turn)
Food: 75 (+3/turn)
Currency: 21 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield (2/4: Under Construction)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
x2 Heavy Weapons Platoons [x1] (1 Food/Currency/Turn)
>Resources:
Power: 22 (+2/turn) Ore: 22 (+1/turn) Wood: 17 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha [2/4] {In Progress} (Altech)
>Pending Trades:
None
>>
Rolled 46, 97, 70, 26 = 239 (4d100)

>>48180603

1.
+Factory
+[Engineering II]
+[Electronics I]
+[5 Wood]
+[Trained Engineers]

"Hey! Getting sort of crowded over here; it almost seems like we have more fairies (and you guys) than we did when we landed, in spite of the fact that less than a month has passed since the start of this turn of events! Why not build a settlement to let us all breathe a little, on the bridge we hold connecting that penninsula over there to mainland?" (Build a town to the north east of our territory!)
2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Leylines]

"We've cracked a little bit more of the leyline mystery. I think. It might take a bit more before we're able to use it for more complex- nnn, stuff, but why don't we try and test something I'm thinking about, mmhmm? You know about wireless energy transfer? I do, even if I have no idea about how it works, and the leyline network is like a source of energy everywhere! With the right...thingies, we can have our vehicles directly draw power from their surroundings, so we don't need dirty oil; just energy!" (Researching Leyline-Powered Machinery)

3.
+[Engineering II]
+[Trained Engineers]
+1 Wood

"Back to work with the airfield, Colonel!" (Airfield! 2/4)
4.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)

"Still waiting! Gosh, why are you so slow!" (Trade route from Freedomia to Research Station Alpha 3/4)
>>
Rolled 30, 80, 33, 65 = 208 (4d100)

>>48177821
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 52 (+4/turn)
Food: 66 (+3/turn)(-1 from troops)
Currency: 24 (+2/turn)(-1 from troops)
Resources: Power: 18+2 (+2/turn) Stone: 9+1 (+1/turn) Wood: 9+1 (+1/turn), Ore: 14+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 2 Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9]
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Projects on hold: Expand lab space and provide the labs with the best equipment [Labs I ---> II][Engineering II] [3/4]

Alright everyone, we're solving the food crisis, NOW!

1-2 Expand the farm by Univeristy City [Agriculture I]
3-4 Expand the farm by River Lab One [Agriculture I]
>>
File: Hpz6puI.jpg (1011 KB, 3000x2500)
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[Machinia]
Research into heavy armor begins [3/4], and efficiency techniques are made better [Efficiency II]. A few more pieces of ore are refined [+2 refined ore, -2 raw ore], and the power optimization is complete [Optimization I].

[Confederation]
Expansion completes [+5 hex], the Batracyi reaching the other shore. The shamans are still consulting the spirits [2/4], the study crawls along [3/8], as well as training [3/6].

[Freeman]
>Yes, if you miss turns, you can make them up
Farms are finally improved [Farm II>>III;+1 food/turn]! And Rick finishes his training. [Jeep [+.4]>>> Recon Rover Rick [Infiltrate][+.4](-1 currency/turn) {See rulesheet- http://pastebin.com/bgzZvPMh for infiltrate help} ] The alcohol-powered engines are still being researched [3/4], and the surplus store is well on its way [3/4]. Aiming systems [1/4] and another power plant [1/6] are in the works.

[Devil Ants]
Another farm is built [Farm I; +1 food/turn], and the second nest is finally finished [Unnamed city, +3 pop/turn].

[Odab]
Progress on the dock [?/?], just as the lumberyard finishes [Lumberyard I; +1 wood/turn]! Artillery research is finished [Artillery I], and Freetown is nearly complete [5/6].

[New Albion]
>You have a makeup turn
The new village is finished [unnamed village; +2 pop/turn], and expansion completes [+6 hex]. The smelter is nearly done [3/4].

[Afairika]
Construction of a town starts [2/6], and Leyline machinery is nearly done [3/4]. The airfield completes [Airfield I], and the trade route finally reaches Research Station Alpha! [Trade route (Altech); +2 currency/turn]

[Mad Medicine]
Improvements on the farms start [3/6, 2/6]

PENDING TRADES COMPLETE THIS TURN!!
>>
Rolled 15, 5, 64, 94 = 178 (4d100)

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 52 (+4/turn)
Food: 66 (+3/turn)(-1 from troops)
Currency: 24 (+2/turn)(-1 from troops)
Resources: Power: 18+2 (+2/turn) Stone: 9+1 (+1/turn) Wood: 9+1 (+1/turn), Ore: 14+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 2 Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9]
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Projects on hold: Expand lab space and provide the labs with the best equipment [Labs I ---> II][Engineering II] [3/4]

End the distraction, FOOD FOR EVERYONE! Also, if anyone want to do anything fancy with the crops, now is your chance.

1-2 Expand the farm by University City [Agriculture I][3/6]
3-4 Expand the farm by River Lab One [Agriculture I][2/6]
>POSSIBLE ADDITIONAL MODIFIERS: [Genetic Engineering I]
>>
Rolled 85, 7, 97, 83 = 272 (4d100)

>>48181383
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 56(+2/turn)
Food: 97 (+4/turn)
Currency:29 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II
Power grid Optimization I
Armor I
Resources: Power: 8 (+4/turn)(-3/turn),
Ore: 49 (+3/turn)
Stone: 17 (+2/turn)
Refined Ore 10
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. We've made great strides in armor research. Continue working on it. We are very near a breakthrough. (3/4)
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2. Continue to build upon our knowledge of Power grid optimization so we can supply more power for our clockwork men.
+Industry Center
+Efficiency II
+Engineering II

3. Begin Searching our territory and surrounding area for local and useful ore and mineral veins.

4.With our mastery of clockwork automata, we have the ability to make our supply base far more efficient and faster with automization. Begin researching it.
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II
>>
Rolled 79, 5, 34, 80, 46, 44, 87, 59, 53, 72, 75, 9, 3, 61, 21, 94, 49, 51 = 922 (18d100)

>>48181383
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 25
Pop: 30 (+4/turn)
Food: 30 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I, Spawning Site I; +1 pop/turn
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 7 (+1/turn), Wood: 14 (+2/turn), Stone: 14 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) Spirits must be picky this time of a year [2/4]
3) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [3/8]
3) Try to think about something scary - it always helps getting all nice and wet with poison [3/6]
4) We are growing in size and numbers, time to expand our food gathering operations [1/4]

Currently waiting for free dice:
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
>>
Rolled 51, 33, 95, 31 = 210 (4d100)

>>48181383
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 25
Pop: 30 (+4/turn)
Food: 30 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I, Spawning Site I; +1 pop/turn
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 7 (+1/turn), Wood: 14 (+2/turn), Stone: 14 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) Spirits must be picky this time of a year [2/4]
3) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [3/8]
3) Try to think about something scary - it always helps getting all nice and wet with poison [3/6]
4) We are growing in size and numbers, time to expand our food gathering operations [1/4]

Currently waiting for free dice:
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
>>
Rolled 18, 76, 17, 25 = 136 (4d100)

>>48181383
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 116 (+8/turn)
Food: 133 (+7/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 8 Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Improved Soldier Drone [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 10 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1-3. Upgrade the farms some more. More food is required.
4. Look for more mutations within the young.
>>
Rolled 28, 19, 84, 58 = 189 (4d100)

>>48181383
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 25
Pop: 30 (+4/turn)
Food: 30 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I, Spawning Site I; +1 pop/turn
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison I] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 7 (+1/turn), Wood: 14 (+2/turn), Stone: 14 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) Spirits must be picky this time of a year [2/4]
3) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [3/8]
3) Try to think about something scary - it always helps getting all nice and wet with poison [3/6]
4) We are growing in size and numbers, time to expand our food gathering operations [1/4]

Currently waiting for free dice:
6) ...wood collecting...
7) ...and stone picking ones
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
>>
Rolled 87, 54, 52, 42, 82, 76 = 393 (6d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Mine: +1 ore/turn
>Territory: 41
>Population: 76 (+6/turn)
>Food: 128 (+6/turn) (-2)
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2]
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I
>Resources:
>Ore: 18 +1/turn
>Stone: 17 (+1/turn)
>Wood: 17 (+1/turn)
>Power: 45 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1-3. With our new southern village, we now have a line of supply to the borderlands. Once more press south until we reach the sea! Expand

4. Continue the smelter 3/4


Forging I
Engineering II
Electronics I

5-6. We shall need a new farm

Engineering II
Agriculture II
>>
Rolled 92, 70, 66, 84, 98, 48, 87, 41, 15 = 601 (9d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 4{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions---
1. {{MANUFACTURING REBOOT}} [Research: GARM Manufacturing I] {1/4}
2. {{XENOGEOLOGY: PASS FOUR}} [3/4]
3. {{INTEGRATE XENOFORM CONCEPTS --TO-- XENOBIOMECHANICS ANALYSIS}} [Research: Biomechanics I] [3/4]
4.5.6: {{XENOPHYSICS ANALYSIS}} [Xenophysics I+]
7.8.9: {{SYSTEM REPAIR: GENERAL}} [Repair: Drives, Internals, Power Systems, and Weapons]
>>
>>48181599
>>48181663
>>48181683
>>48181705
>>48181720
What's up with all the reposts?
>>
>>48181880
Jesus fucking Christ, someone please curb this guy or the entire map will be red
>>
File: empire_main.jpg (147 KB, 612x371)
147 KB
147 KB JPG
>>48182036
https://www.youtube.com/watch?v=AprzF5_6hGs
>>
File: empire-british-peak.jpg (47 KB, 599x320)
47 KB
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>>48182036
So just like in real life then?
>>
Rolled 32, 50, 2 = 84 (3d100)

>>48182036
>Territory: 41
>But their lands may be more dangerous as a result
I'm still waiting when this will finally kick in. Apparently never.
Let's give agressive imperialist bonus to being agressive imperialist. What could possibly go wrong?

>>48181383
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 26 (+2/turn)
Food: 45 (+4/turn)
Currency: 27 (+2/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I
Resources:
Power: 30 (+3/turn) Wood: 21 (+2 turn), Stone: 9 (+1/turn), Ore: 16 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1) Next step - methane electric production. But so far, let's focus on alcohol-powered engines [3/4]
Lab I, Engineering I
2) Only Army Scrip! No barter! Yes, those eggs look lovely with that bacon, but only Scrip is accepted in Army Surplus Store [3/4]
3) Rick might be well-trained in recon business, but how well-trained is the High Command with using intel and commanding spies? We need to do something about that

The new power plant [1/6] and aiming systems [1/4] will have to wait, we've got urgent needs right now.
>>
Rolled 22, 98, 100, 65 = 285 (4d100)

>>48181383
Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 22 (+2/turn)
Food: 26 (+3/turn) (1)
Currency: 3 (+2/turn) (0)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard 1] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid][Artillery]
Resources:
Ore 23 (+3/turn)
Power 16 (+2/turn)
Stone 14 (+2/turn)
Wood 1 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Build Factory [2/4]
2. Build a Rum Distillery (money) [2/4]
3. Build a raiding camp (money) [2/4]
4. Research automatic weapons [2/4]
>>
>>48182302
>2
>Another glorious training that will take forever
Yep, definitely being autocratic fascist sucks
>>
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>>48182318
>98
>100
>Right after my roll
>>
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>>48181383

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 46 (+2/turn)
Food: 78 (+3/turn)
Currency: 24 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
x2 Heavy Weapons Platoons [x1] (1 Food/Currency/Turn)
>Resources:
Power: 24 (+2/turn) Ore: 23 (+1/turn) Wood: 18 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
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Rolled 38, 91, 65, 33 = 227 (4d100)

>>48182350

https://www.youtube.com/watch?v=F3LRKy7Ghsc

1.
+Factory
+[Engineering II]
+[Electronics I]
+[5 Wood]
+[Trained Engineers]

"Lets call it: New Detroit!" (Build a town to the north east of our territory 2/6!)
2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Engineering II]
+[Electronics I]
+[Leylines]

"Okay, I think we got this: it involves arranging this metal stuff in a kinda way that allows the power to flow through? Here, arrange it like that, and it should pick up leyline energy directly into the circutry- stuff. I think!" (Leyline-Powered Machinery 3/4)

3.
+[Agriculture II]
+[Engineering II]
+[Electronics I]
+[Trained Engineers]

"For a population that seems to be getting larger for some unexplained reason (or maybe I'm just really bad at keeping track of people), we need to make sure we're constantly supplied! I really wish we had brought some sort of animal so we could make burgers...guess more grains are always great...*sigh*" (Begin construction of another farm!)
4.
"Those yellow-toothed guys have the right idea: lets manifest destiny!" (Expanding!)
>>
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>>48182302
>Let's give agressive imperialist bonus to being agressive imperialist. What could possibly go wrong?
You mean what could possibly go right

everything
>>
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>>48182430
And then the empire collapses.
And then it ends up as second-rate power.
And then former subjects are coming in, "taking jobs".
And then nobody likes you.
And then even the core part of the empire splinters and organise secession.
And then people who you fucked over with drag-pushing fuck over your entire industry, buying companies for pocket change.

I guess in the end there is some sense of twisted justice.

Yup, I don't like Anglos
>>
>>48182430
>>48182531
Hey now, we should all just agree that the entire map should be painted blue.
>>
>>48182582

Liberty blue!
>>
>>48182582
Don't care. I've got an army to send home. That takes resources and peace. Having this or that empire at doors isn't calming at all, no matter if made of utter twats with massive artillery or swarm of unkillable insects.
That gives me an idea - fight each other, while I will be busy building my ship, undisturbed.
>>
Rolled 26, 34, 11, 11, 53, 27 = 162 (6d100)

>>48181383
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 37 +(2/turn)
Food: 42 (+2/turn)
Currency: 47 (+2/turn)
Resources: Power: 43 (+3/turn) Ore: 43 (+3/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1. Begin researching improved AI, perhaps they will be able to succeed where we have failed and figure out the mysteries of this strange world
2. Finally we have made some progress on the rocketry research, now we can complete it and refocus our efforts elsewhere [3/4]
3. We need this communications research otherwise the satellite is pointless [2/6]
4. We should begin researching optics and camera technology so the satellite can map and examine the world for us
5. We should begin using the forge to refine some ore so we can construct the things we are researching
6. Perhaps with a satellite network we will be able to bring back a old earth luxury (Begin researching [Internet])
>>
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Rolled 78, 3, 81, 10, 84, 64, 41, 96, 78, 4, 80, 76, 85, 77, 82 = 939 (15d100)

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 19
Population (+2/turn): 26
Food (+2/turn): 51
Currency (+3/turn): 15
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry I]
Resources:
Power (+2/turn): 23
Ore (+4/turn): 40
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

>Turn Bank: 10 - 5 this turn = 5

1. Complete construction of the +[Laboratory I]
>3/4
+Engineering II

2-4 Some of the undead continue to gorge on flesh, powering the XR-15 virus into making them stronger, larger, and several times more dangerous.
>2/6

5-7 Scientists begin the process of weaponizing the XR-15 into ballistic form...for example, missiles that, when launched and detonated, contaminate the area with the XR-15 virus and make its inhabitants mindless, ravenous undead.
+Engineering II
+Explosives I
+Hunger Bioweaponry I

8-9 Begin construction of +[Harvesters] within the auto-factory.
>Harvesters: Battlefield versions of woodchippers that are optimized for rending flesh from bone. Tremendous saw blades reside in the interior near the vehicle's maw, while rocket launchers attached to the sides of the vehicle gib flesh, allowing for easier collection. When deployed in battle and victorious, they add to the national food counter.
+Engineering II
+Explosives I

10-11 +[Aviation I] Begins to be researched.
+Engineering II

12-13 A new +[Airport] also begins to be constructed.
+Engineering II

14-15 Expand South
>>
>>48182986
The hell?
Who are you?
>>
>>48174186
"We are interested in exchanging technology and currency in exchange for protection and defence, in addition we require refined ores and minerals. We will also be able to offer services in the near future such as satellite mapping of the area surrounding your colony and a wireless communication network not unlike earths internet"
>>
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>>48183087
"We must politely decline your offer of currency. . .

On principle, it would not be right for us to reintroduce anything but the Pound.

In practice, the reintroduction of currency to our establishment presents with dilemma's. As it stands, we are more a military venture on behalf of his Majesty, and being so separated from the Bank of England as well as the luxury of supplies from the homeland, as such have resorted to a status of paying our soldiers and colonists through the doling of rations and supplies.

Reintroducing currency would present with the challenge of being able to back it up, and then provide a continuing supply to our forces.

We're very much keen on keeping the current arrangement, thank you.

However, we are more than happy to aid in protection and defense as well as the provision of ores in exchange for renewable energy and programming. We would provide continued resources for additional technologies as well."
>>
>>48181443
- Now, my apprientice, you will be shown true magic... the real deal, not just trick to keep chief Raharuhi in line. And let's hope it's still working.
- Master, what's that humming?
- Magic, my dear apprientice, needs to build up... Now look carefully.
A sudden burst of light caused the young salamander to shiver instinctively. Pale, blue light covered part of the hut's wall, while more intense light formed into writing. Boy started to put letters together, still in shock
- What is this? A library?
- Sometimes... but it has most use when trying to talk with someone far away...
The light flickered a bit, while the apprientice kept on reading all the words.
- Paau, keep the treadle running! And now just watch and don't say anything.
The node kept on humming, while the old toad kept on switching parts of the holographic display. He finally found what he was looking for and...
- Last update of the antivirus base was made: 27 986 days ago
Informed a soft, female voice, while the lights flickered again
- Paau, what did I said about the treadle? Now let's see if there is still someone on that frequency...

~*~*~

A red control light started flashing on the dashboard of the fishing yacht, then the automatic receiving machine started recording.
- ...s thing on? This is Doctor Oraora Enoka speaking. Anyone on this frequency? Hello? Anyone?
- What's a doctor? - Some muted voice joined in the background
- Shhh, Paau. Stay quiet... This is Doctor Oraora Enoka reporting in.
>>
>>48183687
"I'm Doctor Ivan Nikola Sane, Director of Mad Medicine Incorporated. You appear to be changed, this is most interesting. Which colony are you part of and what do you want?"
>>
>>48184229
"I should clarify. I'm Doctor Oraora Enoka Junior. This is my late father's comm-link gear. Greetings from swampy waters of Vadimawai, capital city of Batracyis' Confederacy. Is the other side still populated by people of science? I might have a mutually beneficial offer to push pass new thresholds of knowledge"
>>
>>48184342
"Science? Of course! Mad Medicine is one of the finest institutions of science on the planet, we only accept the Altech Corporation as our rivals in this. From the sound of things it seems you might be having a breakthrough of your own to share. Mad Medicine Incorporated are always ready to trade. So, what do you have to offer us? We're mainly interested in the fields of medicine and biology, but we do dabble with all kinds of science."
>>
>>48184434
Nothing of special value or importance, the working environments are... - A short pause was made - ... rustic. It has mostly a value for anthropologist or ethnographer. But there is entire file of research in field of genetic modification and manipulation. I would gladly turn that for further material in that or similar field to perpetuate own research. Aside of that, I can offer somewhat dated, but still valid research on water-based habitats and their surroundings, focusing predominately on entire eco-systems, but I need something to placate local chieftains. Something flashy and water-resistant. Something good for warriors and spear-hunters to brag about. And something extremely simple to use, so their minds won't explode. Any other research data would be of course welcomed, but the tribal society in which I happen to operate can make things complicated for professional research"
>>
>>48184544
"Genetic modification, we do have a breakthrough in that field ourselves, but by comparing data we should be able to further our knowledge in the field. And we'd gladly see your data on ecosystems, it's useful to the end goals of this Corporation.

As for what we could offer in return, we have our own genetic research [Genetic Manipulation I] but we do not have any water resistant equipment that would be "flashy" or good for combat. We'll have to work on that. In the meantime, could we offer you some insights into the field of medicine?"[Medicine I] Or [Medicine II] if you're able to improve your ecosystem tech to two.
>>
>>48184715
>Genetic Manipulation I
>Not Genetic Engineering I
>mfw

Oh, I'm sure the chief and his warriors can wait. So let's conclude. My won [DNA manipulation I] research in exchange for [Genetic Engineering I], followed by data about [Water-born ecosystems I]. Said data would be exchanged for [Medicine I] knowledge and a promise to provide the cacique with some spectacular gift his mind would handle. If weathers and other factors allow, I will surely continue the research about eco-systems, informing about any breakthrough made.
On behalf of the local chiefs I'm also obliged to ask about what could be called a barter agreement - those people don't exactly grasp the concept of trade in full sense. But the offering is pretty meager and mostly in form of raw resources and specimen for observation during delivery
On behalf of myself, I would gladly join any future research in form of joint-venture cooperation
>>
>>48184842
>I typed it up from memory, but yeah it's supposed to be [Genetic Engineering I]

"Well then I think we have a deal. As for further trade and joint research, I'll take it under consideration. But if it's profitable, and advances science, then I can assure you that we'll take you up on the offer."
>Deal accepted: [DNA manipulation I] and [Water-born ecosystems I], for [Genetic Engineering I] and [Medicine I]
>>
[Mad Medicine]
While the farm by University City stalls, the one by River Lab one progresses nicely [5/6].

[Machina]
Armor research completes [Machinian heavy armor I], and though optimization methods are stalled, a small ore vein is uncovered [+5 ore], and automatization research is well on its way [3/4]

[Confederation]
Finally, a small contingent of priests are trained. They're not really useful in combat though [player-fluffed army [+.2x] (-1 food/turn)] [META: IF YOU DON'T TELL GM WHAT TECHS YOU'RE PUTTING IN, GM WON'T] The study continues [4/8], and poison capabilities are bettered [Poison II]! The Batracyi continue improving their farmlands [1/4].

[Devil Ants]
More farmland starts to be cleared, and some of the newest clutch of larvae seem to be a bit different; research is ongoing [1/4]

[New Albion]
New Albion expands [+6 hex], and the smelter is completed [Smelter I]. Land is cleared for a new farm [3/4].

[GARM]
Manufacturing research is complete [Garm Manufacturing I], and the geology survey is finally done [xenogeology I]. Biomechanics research is also done [Biomechanics I], a basic understanding of physics on Nibiru is nearly had [3/4], and GARM begins repairing itself [3/4].

[Free Army]
Basic alcohol power is worked out [Biofuel I; +1 power/turn], and the surplus store is finally erected [Surplus store I; +2 currency/turn; -2 wood]. Command seems to be incompetent at giving Rick orders.

[Odab]
No progress on the factory, though the rum distillery is built [-2 stone; Rum Distillery I, +.5 currency/turn]. The raiding camp is built as well- it's a bigger success than planned. [Raiding Camp I; +1.5 currency/turn; -2 stone]. Automatic weapons research is done as well [Automatic Weapons I]!

[Afairika]
Progress on New Detroit plods along slowly [3/6], though ley-powered machinery makes a breakthrough [Ley-powered Machinery I]. Another farm goes up [2/4], and the colony starts expanding [1/2].

>Rest in next post
>>
>>48185019
[Altech]
Improvements to the AI are slow, but at least they start [1/8]. Finally, rocketry research is done [Rocketry I]. No progress on either the comm research or the optics, though some raw ore is refined [-2 ore, +2 refined ore]. Something the old-timers at Research Station Alpha start working on something they call the 'internet' [1/4].

[Hunger]
The lab is constructed using some of your ore refined in the factory [Lab I; -2 ore]. The undead continue to improve their bioweaponry [4/6]. Hunger Plague-missiles are under construction [3/4], and the harvesters are nearly done [3/4] The Hunger nearly take flight [3/4], the airport is nearly done [3/4], and the hunger push south [+5 hex, fourth die!]

PENDING TRADES COMPLETE THIS TURN!!
>>
Rolled 29, 9, 20, 96 = 154 (4d100)

>>48185019
Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: http://pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 58(+2/turn)
Food: 101 (+4/turn)
Currency:32 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II
Power grid Optimization I
[Machinian heavy armor I]
Automization research(3/4)
Resources: Power: 9 (+4/turn)(-3/turn),
Ore: 57 (+3/turn)
Stone: 19 (+2/turn)
Refined Ore 10
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to improve and innovate our heavy armor. It is good, we need it better for our troops.
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

Finish our research on the process of automization of our facilities. That will improve output in all our fields immensely.(3/4)
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3.Research power grid optimization with renewed fervor. We shall need it.
+Industry Center
+Efficiency II
+Engineering II

4.Our efficiency in production needs to be greater still. Begin looking into more advanced time and resource saving techniques.
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
>>
Rolled 68, 84, 17, 59 = 228 (4d100)

>>48185019
Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 56 (+4/turn)
Food: 68 (+3/turn)(-1 from troops)
Currency: 25 (+2/turn)(-1 from troops)
Resources: Power: 20+2 (+2/turn) Stone: 10+1 (+1/turn) Wood: 10+1 (+1/turn), Ore: 15+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 2 Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9]
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Projects on hold: Expand lab space and provide the labs with the best equipment [Labs I ---> II][Engineering II] [3/4]

Well, looks like the food crisis is soon solved. Meanwhile it seems we have found another trading partner, we're expecting great things from their meager breakthroughs.

1-2 Expand the farm by University City [Agriculture I][3/6]
3 Expand the farm by River Lab One [Agriculture I][5/6]
>POSSIBLE ADDITIONAL MODIFIERS: [Genetic Engineering I]
4 Send [Genetic Engineering I] and [Medicine I] to Confederation [TRADE]
>>
>>48185019
Name: Confederation of Batracyi
Race(s): Anthropomorphic amphibians
Color: #E1FF0D
Fluff:
http://pastebin.com/n3Ub8PsB

- Don't fill out -
Settlements: Vadimawai, water hex
Territory: 25
Pop: 34 (+4/turn)
Food: 31 (+1/turn)
Currency: 13 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Wood II, Stone II, Barracks I, Spawning Site I; +1 pop/turn
Defenses (Vadimawai): 1
Military: Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
Sacred Band [Army] [+.2x] (-1 food/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II]
Resources: Student Xenobiologist, Etsai herd, Power: 7 (+1/turn), Wood: 14 (+2/turn), Stone: 14 (+2/turn)
Eccentricities:
[Barbaric]: While hard to get, and even harder to master, units equipped with higher technology are revered with an almost demi-god like status in Batracyian society
[Hydrocentric]: Batracyian way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source

1) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [4/8]
2) We are growing in size and numbers, time to expand our food gathering operations [1/4]
3) Time to finalise the deal with Mad Medicine Inc. and exchange data
4) Further southern expansion! On the other side of the strait there is land. We should secure all possible sites that aren't already taken and secure our control of the strait itself in water
>To remind: I can and should expand over water, so the map should cover entire hexes with shore, not just land

Currently waiting for free dice:
8) Better navigation [1/6]
12) Better fishing is the future
15) Better tools for builders [1/4]
>>
Rolled 44, 68, 84, 51 = 247 (4d100)

>>48185326
>>
Rolled 79, 74, 15, 53 = 221 (4d100)

>>48185019
Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 28
Population: 124 (+8/turn)
Food: 142 (+9/turn)
Currency: N/A
Structures: Queen's Chamber, Lvl 8 Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 11 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1&2. Continue farm construction ?/? (Progress was never given)
+Agriculture III
3. Continue monitoring the young for mutations. 1/4
4. Begin breeding a new form of soldier drone, breed for massive size and powerful jaws, as well as a strong exoskeleton to take damage.
+Selective Breeding II
+Drone Morphism I
+Enriched Diet II
+Spiracles I
+Sharpened Pincers I
>>
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Rolled 32, 50, 51, 71, 99, 55, 95, 83, 22, 39, 44, 10, 83, 79, 97, 9 = 919 (16d100)

>>48185036
Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: http://pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 24
Population (+2/turn): 36
Food (+2/turn): 61
Currency (+3/turn): 30
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry I]
Resources:
Power (+2/turn): 33
Ore (+4/turn): 58
+3 [Small Supply of Uranium {Power}]
Eccentricities:
http://pastebin.com/UmTU4LZH

>6 - 4 this turn = 2

1-2. Advanced bioweaponry research is finished. At this rate, our weapons will turn flesh into soup in no time! Keep gorging yourselves!
>4/6
+Lab I

3. Plague Missile schematics are finalized, now all we need to do is construct them...
>3/4
+Engineering II
+Bioweaponry I
+Explosives I

4. The new line of Harvesters is also almost done, just have to tighten in the mounted RPGs on all of them.
>3/4
+Auto-Factory I
+Explosives I
+Engineering II

5. +[Aviation I] is churning out quicker than expected.
>3/4
+Engineering II
+Lab I

6. And the +[Airport] is almost completed!
>3/4
+Engineering II

7-9 The laboratory begins to be expanded, allowing for double the scientists to research there. (+[Lab II])
+Engineering II

10-11 Greater understanding of explosives is also pursued. (+[Explosives II)
+Engineering II
+Lab I

12-13 Push Westward

14-16 I'm also hungry for the sea, start constructing a +[Port]!
+Engineering II
>>
>>48185597
Why do you keep rolling with a bucket of dice?
>>
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>>48185019

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: http://pastebin.com/EFkp51KD
Pop: 48 (+2/turn)
Food: 81 (+3/turn)
Currency: 27 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
x2 Heavy Weapons Platoons [x1] (1 Food/Currency/Turn)
>Resources:
Power: 26 (+2/turn) Ore: 24 (+1/turn) Wood: 19 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory: 23
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None
>>
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Rolled 31, 85, 74, 86 = 276 (4d100)

>>48185869

https://www.youtube.com/watch?v=KjqQQxab8T4

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[5 Wood]
+[5 Ore]
+[2 Power]
+[Trained Engineers]

"Whew! Colonel! Colonel! Colonel! It's time; now you can stop groveling and take back the skies! Use all that technology you gathered to build these planes: electronics covers the avionics, or at least what we could reproduce from looking at the shuttle, forging for the tougher parts of the frame, and the engine is covered under our leyline magic; the planes will absorb the ambient leyline energy in order to keep them powered, so they don't need fuel! Your guns will be good ole' American heavy weapons; not cause' we're expecting to really encounter other aircraft, but because the gearheads want an excuse to make more machine guns!" (Build a Fighter Flight!)

2.
+Factory
+[Engineering II]
+[Electronics I]
+[5 Wood]
+[Trained Engineers]

"Keep it up! Keep it up! We're not just a research station now, we're a colony!" (Build a town {New Detroit} to the north east of our territory 3/6!)

3.
+[Agriculture II]
+[Engineering II]
+[Electronics I]
+[Trained Engineers]

"There's gotta be a better way to make food. Mhmmm..." (Farm 2/4!)
4.
"Don't stop! I want a chunk of land at least as big as Texas!" (Expanding 1/2!)
>>
>>48183248
"In that case, we will send [Renewable Energy I] and [Programming II] in exchange for protection if and when needed and in the hope of future negotions becoming available for our nations"
>>
Rolled 42, 87, 53 = 182 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13
Currency: N/A
Resources: Power: 13, Ore: 4{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military: 1 GARM Robot Militia
Tech: Garm Power II, Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I
Eccentricities:
[Power-dependent]: Though GARM has a limitless backup generator, it is very weak. While it has enough power (~10), results are slightly better, but when the backup generator is on (>10 power), its actions incur penalties.
[One Mind]: While creating miltary units is costly to GARM, it controls each 'body' directly, making them stronger.

---Actions---
1. {{REPAIRS: PASS TWO. WEAPONS AND INTERNALS}} [Repairs: Internal Systems] {3/4]
2. {{RESOURCE EXPLORATION}} [Find more ore]
3. {{PHYSICS ANALYSIS: SECOND PASS}} [Nbiri Physics: 3/4]
>>
Rolled 20, 38, 22, 41 = 121 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 24 (+2/turn)
Food: 27 (+3/turn) (1)
Currency: 5 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid][Artillery][Automatic Weapons]
Resources:
Ore 26 (+3/turn)
Power 18 (+2/turn)
Stone 12 (+2/turn)
Wood 2 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.
1. Build Factory [2/4]
2. Expand Quarry
3-4. Start hunting for food
+Automatic Weapons
+Weapons
>>
>>48185036
[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Fluff: The Altech Corporation sent colonists to Nibiru late into the colonisation wave and had little oppurtunity to establish a foothold. Specialising in Artificial Intelligence, the corporation wasn't interested in the natural resources of the planet, but rather how the strange affect that the planet had upon other life would interact with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 39 +(2/turn)
Food: 44 (+2/turn)
Currency: 49 (+2/turn)
Resources: Power: 46 (+3/turn) Ore: 44 (+3/turn) Refined Ore: 2
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I] [Rocketry I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) We will, as always, continue to research AI, it is our specialty after all [1/8]
>[Programming II]
>[AI II]
>Professional Programmer
>2 Amateur Programmers
2) This is too slow, we need to start working on automating the refining of our ore, perhaps using one of our AI will help
>[Engineering I]
>Basic AI
>Forge I
3) We have reached an agreement with the colony of New Albion and will now send them the technologies they request (Send [Renewable Energy I] and [Programming II] to New Albion)
>>
Rolled 66, 57, 48 = 171 (3d100)

>>48186694
Forgot Rolls
>>
>>48126727
Since Wheelie can't post, he asked someone else. (Me.) To post this on behalf so you guys can vote.

http://www.strawpoll.me/10703037
>>
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>>48185889

https://www.youtube.com/watch?v=lpUiJ_z_w84

In the past month, the barracks had expanded in an effort to contain the additional men crewing the settlement's machine gun defences, the largest and most recent adition being the Kroger Airfield by insistance of the governor; it wasn't anything special, just a simple wooden air traffic control tower next to a a clean dirt airfield and a couple ramshackle hangars, but it would do for the moment. In front of this field stood Colonel Maxwell Vol and his four best men; Lt. Colonel Hank D. Morgans, and Majors Thomas Fido, "Orvile" Robert Loraine, and "Mad Twister" Randy Johnson, all assembled wearing the aviator outfits to match their superior.

Colonel Vol gave the group a speech to prepare them for their upcoming task, his face solemn in a manner he felt comfortable showing to them alone.

"Men, I know that this whole ordeal has been an rather unexpected turn of events; the crash, the settlement, and the issues dealing with this strange new world. The scientists are reporting we might be very, very far away from Earth, and are not even sure if we're still in the Milky Way Galaxy. In spite of our lack of resources, it has been through our luck and witt that we have not only turned this survival situation into something livable, yet also salvaged our original mission of this so called "leyline research" project, which has again progressed through what few resources we have. The Governess has told me that we have finally reached something resembling the original intent of tapping into this energy directly, and your aircraft shall be a test bed of our current capabilities..."
>>
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>>48189186

The Colonel stuttered for a moment, attempting to remember what he was meaning to say to follow up.

"And as experimental aircraft constructed under our current limitations, they shall be correspondingly limited. I'm talking about 150 horsepower, semi-wooden frame, analogue avionics, and limited armaments; something a Cessna 172 would put to shame. These are not F-91s; though I hope we never have to fire the weapons we've attached, you will have to learn traditional dogfighting of a type that has not been seen in centuries; I expect nothing short of the best. Now, I must inform you that technically, it is a violation of treaty to station armed aircraft on the planet of Nibiru, but under these extrodinary circumstances, I have decided that it is in both our and the international community's best interest to have erred the other direction, and in the case that we return to Earth-"

Maxwell took a deep breath. A sharp chill came down his spine as he continued speaking, the next set of words coming from his mouth with pain.

"Well. I cannot promise you that we will ever return to Earth. I cannot promise that this Leyline research will be the magic bullet the original scientists hoped it would be. Lieutenant, I cannot promise that you will see your wife, or your son again. Yet, this settlement, the fairies. The scientist team of Altech. They are both are best chance of making sense of any of this, and possibly finding a way back, however long a shot it might be. That is why we must continue our mission of defense; not only for ourselves, but also the colonies and stations of our allies, and given the situation, you shall be the first responders in the case of an incident.

I give you this duty because I trust you will not fail. Aim High. Fly. Fight. Win. We shall begin training once the aircraft themselves are completed. I wish I could fight with you, but my current duties leave me tied in red tape as is. You are all dismissed."
>>
Bump
>>
>>48189872
>284 posts
>Bumping
You are aware there will be a new thread for the next turn of the game... right?
>>
>>48189879
Yeah, im just lookinh for an excuse to try random tripcodes
>>
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>>48189306

After the dismissal, the group took the moment to salute Colonel Vol, Major Orvile in particular continuing to discuss matters with him. Major Fido and Major Johnson left the fields together, Lt. Colonel taking a separate route away from them.

Mad Twister momentarily removed his flight cap to scratch his head, his ungroomed, oily hair sprouting outward without a sign of compression. The rugged beard and mustache he since grew out to accompany it was most certainly out of regulations, something he had successfully argued his case earlier to the Colonel as a "morale booster". The unkempt man stretched out his arms and legs, giving them much needed circulation after an hour of standing around, and chatted up with his companion. His voice was gravely, and his breath smelled of charcoal. "Hell of a day, huh? Colonel found a way to make us both guinea pigs and put us back into the sky at the same time. Can't say I'm complaining; the more time I'm in the air, the less time I've got sitting down and having those winged gals use my facial hair as a candle wick. I bet they thought it was real funny when I tried to douse it with alcohol: nearly burned the barracks down, eh.

Say, you notice that the Lieutenant hasn't spoken at all since we landed? Least, I've never seen him speak. I question that man's sanity; I mean, we all gotta be a bit crazy to survive here, but I think he's handling it the worst of the lot. Not that I blame him; this situation must be really grinding on him with the family and all, eh?"
>>
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>>48190036

The comparatively younger and finer-looking Major Fido nodded offhandedly, the majority of his focus on the implications of flying. Much of Nibiru, while charted by satellite, remained mostly unexplored by man or man-"oid" creature in the case of the mutant colonies. And they'd be doing it using ancient aircraft that would, at least air frame-wise, have not been out of place from the tail end of the age of exploration. It was something closer to the job as an astronaut he envisioned being, even if he was technically on the job as an aviator.

"Hey, you all right there, Major Thomas? You not still thinking about that maid gal, are you? Didn't know you had a thing for that."

Thomas shook his head, wincing a bit at the mention of maids. His voice was clear and high, almost resembling the accent of the Albionians when it wasn't constrained to USAF standard. "What? Of course not, Twister- Major Twister! I'm thinking about the mission and the well being of the settlement, as always!"

A bead of sweat coincidentally dripped from his forehead; the particular region of Nibiru they were situated within was rather hot and humid; great for growing, and the biology of whatever alien creatures were present differed enough that people had yet to suffer from the diseases and other unpleasantries that would be common to this biome on Earth (at least, where it still remained and the adverse climate change of late didn't desiccate it), but it left everyone ever hot and sweating. That the engineers managed to hook up the shuttle's old filtration system to a large pond and make from it a functional plumbing system was a godsend to all parties involved, though the "fairy side" tended to get clogged with an odd, sweet glitter.
>>
>>48190147

"Just kidding, man! You gotta learn to unwind or else you end up like the L-M."

The airmen were now passing through one of the machine gun emplacements: it was little more than a wooden platform on stilts, the men crewing it half-asleep and clearly drunk, one of them resting on the weapon in such a way that he risked firing it if his hand slipped. Mad Twister grunted and barked at the duo.

"Hey! Corporal sandman! If you're gonna slack on the job, at least have the decency to rotate out before you waste our ammo at worse or turn your pal into swiss cheese!"

One of the two helmeted soldiers abruptly snapped into position and gave a limp salute as the majors continued to walk off. "Sir yes sir! Apologies sir!"

Major Johnson shook his head. "And then we've got those enlisted a-holes here. I mean, demanding more pay is one thing, but they see themselves so important that they can sit around and do nothing all day when even them little ladies work hard to keep growing the grub. Man, I'd use comparisons or something, but not even the dumbest marines I've worked with have pulled off that garbage, if you get what I'm saying? Causing a strain, making it so everyone else needs to work harder to feed them."

They continued walking through the streets, passing by busy aviators, soldiers, and fairies, the former occasionally stopping to congratulate them on their new duties. The town was starting to resemble less a pure military instillation and more something that was meant to be livable: a conscious choice by the Governess, who felt that the best way to keep things from becoming stressful was to deck everything in as much Americana as could be devised.

After a thirty minute walk, Majors Thomas and Johnson stood in front of a large, two-story log cabin; the quartermaster's office, better known for the fact that it was connected to an "aviator's" bar where the majority of the men went to get something to drink. The windows shone from newly installed fixtures.
>>
>>48190268

"All right Major Tom; I can tell you've got your head stuck elsewhere, so I'll get off here. If you need me, I'll be out back where I can keep an eye on the hooligans that crop up this hour; maybe see if the new batch of whiskey doesn't taste like lichen and table rag."

Mad Twister and Major Thomas shook hands before parting ways, the former moving towards the back entrance which led to the bar area. A look at the alley showed little traffic at this point; the sun (or, given the circumstances, "a sun") was setting, and everyone was either present in one of the three bars in town, working on something important, or otherwise indoors, awaiting the darkness which never seemed to last quite long enough even though the divergence from Earth's cycle was incredibly negligible, all things considered.

https://www.youtube.com/watch?v=iMI6yys_yKo

Fido just stood in place for five minutes, staring at the landscape. His focus was broken by a faint tapping, followed by a distinct "click", a flash, and the whir of mechanics.
>>
>>48190378

The Aviator looked up to find a shortish figure in a dress brandishing a camera standing on the roof of the bar, gently using her wings to float down to his level as the taken photo quickly reeled out to be later developed. It was one of the Governess's fairy assistants, Shutter Sterling, who had an interest in photography.

"You're back! So, how did it go, fly boy? Do you get to soar again? Explore the world? Shoot down monsters and solve incidents? I used to know someone who did that!"

She took a moment to examine the lens of her contraption, rubbing it on the cloth of her soft, velvetine skirt, her appearance more in line with what one would find in a certain cafe than any actual house servant.

"Let me know when the actual planes come out. This is an event worth commemorating, and I've finally figured out how to develop these things without ruining the image! See?"

The fairy handed the aviator a photograph of the developing town of New Detroit. "I was down there earlier today: they say it's gonna be finished soon. Isn't it strange that so many humans and fairies were on the shuttle? I guess it's just that hard to keep track of us fairies!"
>>
Rolled 60, 7, 60 = 127 (3d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 41
>Population: 82 (+6/turn)
>Food: 134 (+6/turn)(+2) (-2)
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I
>Resources:
>Ore: 18 +1/turn
>Stone: 17 (+1/turn)
>Wood: 17 (+1/turn)
>Power: 45 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Refine some Ores into Metal
>Smelter Lv1
>Forging I
>Efficiency
>Electronics I

2. Finish construction of the farm 3/4
>Engineering II
>Agriculture II

3. Expand south, following the coastline!
>>
Rolled 29 (1d100)

>>48190488
Almost forgot that 4th die

4. Construct a new docks on the new coastline we have reached to the south
>>
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>>48190476

Major Thomas was startled at the fairy's sudden appearance before figuring out what was going on and responding.

"Shutter! You aren't supposed to be here right now; governor's ruling and all! Why, you know that when the boys get drunk they-"
>>
>>48190505
>Engineering II
>Electronics I
>Shipbuilding I
>>
>>48190506

"They get really easy to photograph, and prank! I'm working on taking pictures of those machine gun boys whenever they slack off and reporting it to the governess so she can report it to the major later! Major Beard said it'd be a good way to ensure "professionalism"!

I know how to react around you guys; just use my wings to get to a hard to reach place like...well, for you, just about the top of any building or tree, and wait for stuff to happen. By the time they realize I took a picture, I'm already gone!

Uuuuuuh, I wish I could come with you! All these opportunities to take pictures of this place! How are we supposed to remember anything we scout if we don't take pictures of them? Pictures are like, well I need to look at a picture of you every day so I remember your face, cause you airmen all look the same!"
>>
>>48190538

Ignoring the irony of the her statement, the Major responded with a set of words stated many times, as she seemed not to remember the first time. "Outside town is dangerous, doubly so for what we're going to be doing. It is our job as specified by NASA to defend you and the science team to ensure no wildlife or other hostiles disrupt our scientific mission, which is still active.

I am sure you are very capable with those wings of yours, but Colonel would chew me into paste if anything happened to you, especially given your position."
>>
>>48190599

Shutter began to whine in a way not unlike a teenager who was grounded to her room.

"But, what about that group of fairies that hauled off food east a while ago? They've went farther away from town than you ever did! And I'm not even doing any of that ley-stuff! Most of us aren't! And we're getting bored! And if we get bored, we prank people, and when we prank people, you get angry anyway!"
>>
>>48190618

"Miss Shutter: you're one of the smartest... girls in the whole town. More than anyone else, you got to tell your sisters that what you're doing is very, very important. You know what Colonel thinks? Colonel thinks that they leylines will let us go back home some day. And all that stuff you do that isn't leyline related is stuff that we "boys" ain't having to do either: if you think we're lazy, make sure that we don't have to take more jobs and lazy it up even more! Get what I'm saying?"
>>
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>>48190488
>Territory: 47
>3. Expand south, following the coastline!
What is this? Map-painting competition?
The guy just effectively divided the continent in half, now being able to expand even further without any real ability or means to stop him. The NW peninsula and everything SE from him is free for taking. And the best part is how pretty much everyone handles New Albion techs like cookies.
It's like that old quote - The Capitalists will sell us the rope with which we will hang them. So congratulations for far-sighted planning and creating an unstoppable juggernaut that at this point can do whatever it pleases, dominating the rest.
The game just stopped being fun to follow and I'm betting New Albion will proceed with curb-stomping everyone and everything within next thread.

Also, to the game runner:
If you are providing more dice for territorial expansion, please don't give people bonuses to that. Especially when giving others penalties to said expansion. That's just bad and extremely unfair game design.
>>
>>48190650

Shutter made an unhappy face at the Major's reassurances, one of the things she didn't easily forget, and sighed.

"Don't think I don't know what we're doing is super important, but you are right; this place would fall apart if YOU were in charge of everything.

So, why don't we go to the fairy bar; you can wait outside if you're too embarrassed to come with me. We just got a shaved ice stand; it's a hit!"
>>
>>48190660
>The game just stopped being fun to follow
>One player making expansion actions makes the entire game unfun
Wow what a bitch
>>
>>48190660
Look mate, everyone has their thing.

The Dwarves are a technological superpower with an industry, infrastructure, and resource capability far surpassing anyone else on the planet and probably will stay that way.

The Ants are even greater population boosters than I, with a similar potential to expand they just live on an island.

Even the fairies have some surprisingly great technological combinations.

But as for me? I am a simple person. I like land and making friends.
Unless they are those dastardly FROGS! who fart in our general direction.
>>
>>48190660

New Abion lacks the technology or military strength to project any power beyond its borders, and territory none-withstanding, its statistics are decidedly average, especially in the economics department.

Territory only gives a single dice out, so the further pushes only serve to give it more space to build towns for population (which at the moment doesn't seem to do anything but consume food and look pretty).

Furthermore, as these towns have no defense, it would be attempting to hold them with an [x1] [.2] [.2] (Max Str. 14) army, with said x1 being irreplaceable wheres most military focused nations are already on the verge of mass producing them.

I dare accuse Albion of being a paper tiger!
>>
>>48190787
>I dare accuse Albion of being a paper tiger!
Nonsense! Sir, nonsense!

>[Sipping tea intesifies]

--
Reminder that you have to specifically state what technologies that you apply to a military, which I unfortunately forgot to do so when building the oscilator corps. They are dreadfully. . .under-armed.

Besides, there is nothing finer than the safari deep into uncharged wilderness! To find new and dangerous species of beasts, outwitting them with skill and cunning on the great hunt, and then charring them into particulate subatomic particles!
>>
>>48190727
>Game completely dominated by single player
>Fun
It's like putting Germany, San Marino, Faroe Islands and Lichtenstein in single group during football championships and call that anything else than slaughter

>>48190767
Thing is - none of those "bonuses" are balanced in any way against each other. In fact, some of them can barely qualify as bonuses at all (I sense that's the reason why Mere, Santa Pirates and Black Feather Tribe dropped from the game. Meanwhile Altech has nothing and Free Army has a severe penalty for population growth due to issues with food production), so there are nations that have two penalties, one of them simply less severe than the other.
You have a bonus and a non-penalty. And constantly exploit it, like a one-trick pony. Maybe I'm just an awful audience, but I hardly see any entertainment in watching games that are one-sided.

From my perspective, the game looks like this: old friends that know each other for a long while got nifty bonuses. Rest is left with shit. And your set is just game-breakingly powerful.
Not exactly encouraging situation to play or even watch.

And let's not forget about a guy who showed up with a zombie faction and is rolling with dice bucket, which apparently doesn't bother anyone.
Rank amatours organise better and more balanced builders on /tg/
>>
>>48190882
Actually you are an awful audience. We haven't even had a single war yet and you're calling out
"domination" and "game breaking" like some kind of buzzword.
>>
>>48190937
>Twice as much territory as anyone else
>Good tech base for military build-up
>Good production base for military build-up
>Good bonus to military units
>Already having nifty army
>Population almost as big as local Zerg stand-in
>No penalties to anything at all
Yes, domination is such an empty and unfitting buzzword.
>>
>>48190882
>Maybe I'm just an awful audience
Yes. You are. You're spouting out conjecture that don't even have any weight on the gameplay. You act like one player has been dominating and pushing around the rest disrupting gameplay when absolutely nothing of the sort has happened.

Has albion stopped people from engaging in diplomacy, from expanding their own lands or developing technology? No they haven't

This game is seeing refreshing diplomacy we haven't seen in a while. As for players dropping players have dropped from good games since time immemorial, it's just what happens. By far the only thing disrupting it is you and this entire conversation.

>>48190967
>I literally don't read the stats of anyone else
>>
>>48190967
So you're just a troll then. Okay,
>>
>>48190991
>>48190999
>I-it's a troll
Now him, but how does it feel to play games in a tight circle that jerks each other?
>>
>>48191099
>Now him
It's like poetry
>>
>>48190991
>Domination only happens when you start rolling around with army
And that's exactly why I only watch those games. People in them are most of the time too inept to see what's going on, until it's waaaay too late
>>
>>48191122
They're even more fun to play in and try to be that rolling army anon. But I gather such things are a bit over your head to understand.

>>48191099
Like playing any other roleplaying game or tabletop game to be honest. Having fun with a group of other people is the entire point.
>>
Wow there is a lot of debate going on right now. . .I just wanted to play Imperialistic Britain striding through wilderness with nothing but the shirt on my back, a pith helm on my head, and a good disintegration rifle.
>>
>>48191140
Not all groups are about self-wankery, anon
>>
>>48191161
Not all groups enjoy having fun. I prefer those groups over the other kind.
>>
>>48191156
Which pretty much reads as "I want to pretend I have some hindicaps, but I don't"
>>
>>48191170
I guess this was intended as "hating fun", but gee, now it's even better
>>
>>48191161
>>48191186
Alas, the dreaded dangling participle strikes again!

>Not all groups enjoy having fun.
>I prefer those groups over the others
Does anon refer to those groups as the groups enjoying having fun, or the groups not enjoying having fun.
>>
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>>48191140
>Being dismissively smug
>Defending self-wankery
Cheers, m8
>>
If you're not even playing in this game why are you even so mad about it? Fuck off and complain somewhere else.

Players are still playing and enjoying it.
>>
Bump
>>
>>48191225
The thread is beyond bump limit. Or salvage
>>
>>48191217
>roleplaying is self wankery
I don't think you're on the right board anon. >>>/out/ is that way
>>
>>48191238
The fuck those posts:
>>48190991
>>48190999
>>48191099
>>48191121
>>48191140
>>48191161
>>48191170
>>48191186
>>48191212
have to do with roleplaying, you dumb motherfucker? It's like you are dense on a purpose
>>
>>48191266
>"These roleplaying games are nothing but self wankery!"
>HURR I WAS ONLY PRETENDING TO BE RETARDED
Fuck off
>>
>>48191266
He means the game in general, since one member of the audience is salty about what amounts to roleplay and is whining about "muh optimization" calling any attempt to roleplay self-wankery. The rest is players and other anons taking the bait laid out for them.
>>
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>>48191298
Jebus Cristos, your reading comprehension is so lacking you should go back to school, summerfag.
>>
>>48191334
>All this backtracking
lol
>>
>>48191305
The self-wankery is about circle of self-adoring faggots patting each other on the shoulder in their game how great and good they are, while pretty much engineering the entire thing in blatant "outsiders from the pack are not welcomed and surely can forget about having balanced gameplay" in a serious case of groupthink syndrome.
But sure, let's talk about releplaying in a game that uses probabilistics-based crunch with bonuses as first and only way to govern things, that's totally not changing a subject from problem to unrelated bullshit.
>>
>>48191386
So to move the "subject" from unrelated bullshit, you make a post entirely of unrelated bullshit.
>>
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>>48191412
>Subject from the start is about self-wankery
>Defensive faggots move the goalposts all over the place
>Goalposts return to original place
>HURRR STOP MOVING GOALPOSTS DURRR
>>
>>48191430
>Subject from the start is about self-wankery
It never was
>>
>>48191386
>>48191430
>subject
The only "subject" you're successfully pressing is how much bullshit you're able to spew out and getting guaranteed responses
>>
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>>48191238
>>48191298
>>48191353
>>48191412
>>48191439
You are time and again completely wrong and off the rised topic, while trying to put the blame for it on the other side. How about you stop making an ass from yourself?

Oh, right, you won't, because that would require admitting you are and were wrong. And we all know nothing hurts more than humiliation and a little money loss.
>>
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ITT: Two wankers shitposting in a thread that belongs to /qst/
>>
>>48191487
>topic
This meme isn't even that funny.

There isn't any topic being discussed here, just shitposting and return shitposting because the thread is well past the bump limit so it doesn't matter.
>>
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>>48191525
>Topic is a meme
>>
>>48190488
>Gaining 8 food a turn
>Has 1 level 1 farm
>has Agriculture 2
>is losing 3 to troops everyturn

Calling bullshit.
>>
>>48191679
But don't you know he's just roleplaying and has nothing but his pith helm? You are just contrarian asshole, mate, stop that. The guy is playing fair and square, surely he has so much shit from roleplaying and not because nobody bothers to check his fucking stats
>>
>>48191679
Huh you're right. I must have screwed up somewhere.

Base was 6 at the start of the game, built 1 farm for +1 and 3 troops for -3

>Food: 132 (+6/turn)(+1) (-3)
There.
>>
>>48191752
No wait, darnit.
Food should be 130
>>
>>48191752
Now recalculate the whole thing from the game start, asshole. Nobody gives a fuck you "corrected" it now, if the stash is way over 100
>>
>>48191752
>>48191768
And same applies to the rest of your "creative accounting", because almost all of your stats are funked
>>
>>48191768
>>48191784
Actually that's a good question.

At the start of the game, Wheelie gave everyone +5 food or +6

From what I'm hearing Ag2 adds food proprotionate to the levels. So that would be +2

I think I remember why I added the +2 now.

But then that begs to ask was that not already calculated in at the start of the game with our base food income
>>
>>48191829
Yeah I definitely remember now, I learned last night that AG2 is supposed to give you +2 food, so I added that to my "base" food income becuase I saw other players were doing that (I.e. started with +6 food, then began calculating +8 food because of AgII)
>>
>>48191829
I started with 4 and still am at 4. With a tier 2 farm and a food bonus. Your food is wonky. Need to recalculate it.
>>
>>48191854
That doesn't sound right.

If you started with 4 and built a Tier 2 farm you should in the least have 6.
>>
>>48191829
wheelie defineately didnt give everyone a base +6 food thats insanity
>>
>>48191886
>>48061194

[New Albion]
Settlements: (Capital)
Territory: 7
Population: 11 (+2/turn)
Food: 10 (+6/turn)
Currency: N/A
Defenses: 1 (Capital)
Military: 1 Player-fluff mercenary [+1](-1 food/turn) 1 Player-fluff militia
Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I
Resources: Ore: 2, Power: 5 (+3/turn)
Eccentricities:
[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result.
[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well.

I started with a base of 6 food
>>
>>48191829
The game barely had enough turns for you to be at 134 or 130 food at this point, even if you would gain +6 food each turn. And you weren't, since you don't get +6 for quite a while.

Fucking busted
>>
>>48191902
Meaning you should gain 7 at most since he factored food already. Also no way in hell you started with 9 techs.
>>
>>48191886
He did.
Right with the bonus to expansion.
This is bullshit, man. It's the Kobayashi Maru test. They fixed it so we can't fuckin' win.
>>
>>48191935
see >>48191902
+6 at the start of the game

>>48191945
>most since he factored food already
That's what I'm asking, because I'm seeing mixed signals on that in regards to the players.

The Ants are adding their ag stat to their original base food income, while others are treating it like "it's already a part of it"
>>
>>48191902
>>48191974
You get base 4 +2 from tech. That's what you started with. Wheelie really need to weigh in on this.
>>
>>48191935
Apparently the passive-aggressive conspiracy troll above was right after all
>>
>>48191974
Just do the fucking math. For you to have 130 food, you would have to gain 6 food per turn, for last 20 of them. Which is exactly the amount of turns so far.
And you know what?
You were not gaining +6 for half of that time. At best you should be somewhere around 100
>>
>>48191992
>You get base 4 +2 from tech
Since the start of the game that's what I presumed too.

I only added in the +2 to the last turn because last night some of the other players on the IRC said it was the other way around "Base 6, then calc in ag2" instead of "Base 4 + already calced ag2)
>>
>>48192038
How many turns have we had so far, exactly 20? That would make calculating this a lot easier.
>>
>>48192040
As someone not even getting base 4 with a tier 2 farm, I find thier logic suspect.
>>
>>48192040
Who gives a fuck?
Your stats require complete recalculation. Stop pissing around and count them again, turn after turn, Mr I'm Just Roleplaying Being OP As Fuck
>>
>>48192073
There is a major difference between +6 a turn and +8 a turn, I cannot calculate correctly until I know which line of thought is correct.

To a point if other players have been doing the ag like that I really don't see why I shouldn't as well but if that gets corrected I'd like a recount on those players too.
>>
>>48192049
Do the fucking job yourself, wanker.

And how about you fucking apologise rest of the players instead of looking for excuses, you cheating cunt.
>>
>>48192084
>I can't count to 10
Get the fuck out of the game. This is not even funny anymore with your childish bullshit.
>>
Can someone please explain me what's going on?
>>
>>48192132
Albion's food totals are highly suspect since it seems he used creative accounting for them.


Beyond that someone salty about Albion expanding a lot and whining about how they are unbeatable.
>>
>>48192110
Exponential growth is nothing to mess around with anon. The difference between +6 and +8.

Supposing you start with a principal of 10 and an income of 6, within 20 turns you would have 130.

Then say you start with a principal of of 10 and an income of 8, within 20 turns you would have 170

That's a difference factor of 40.

Obviously I'd need to also calc in the food expense, but the point is just gotta clarify if the players who are adding ag to their base are correct or not.
>>
Btw OP says new thread sometime later today
>>
>>48192163
However you DID start with a -1 in the form of troops, and that food consumption grew with more troops.
>>
>>48192189
Of course, like I said I would have to also calc in the food expense, but the point is whether when startng from scratch I follow the adding Ag or not adding Ag
>>
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>>48192163
ATTENTION ATTENTION!

New thread will be posted soon, meaning when WheelieOP is done with his breakfast
>>
>>48192163
It makes no fucking difference, because you've started with fucking 6, not 8. From where the fuck you are even trying to pull that 8 aside your ass?
You literally can't count to 10 while playing a builder
>>
>>48192232
Dwarf player:
>The base food you start with includes the Ag stat, so if you start with +6 it's actually a base of +4 +Ag2

Ant player:
>The base food stat doesn't start with Ag income, so a base of +6 food would add +2 from Ag2 for +8
>>
Wheelie the Gm says this.

12:29 wheelie >Line in new OP: If you're upset with how fast New Albion is expanding, feel free to join and stop it
12:29 Newt it lacked mel
12:30 Newt the film was ok, but it would be ten times better with mel
12:30 Newt you mean add that to the post?
12:31 Bazrael1 lol
12:31 wheelie I'll add it to next op. Or one of you lovely players can post that now :^)

You can talk to him yourself on the IRC.https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>48192212
PS
Direct quote from Wheelie:

If you're upset with how fast New Albion is expanding, feel free to join and stop it
>>
Welp if I do the recounting I'm going to default on the Ant style of calculation.
>>
>>48192427
So you can have even more shit due to creative accounting?
Get rekt
>>
>Presuming that Ag2 is directly added to your base food income, as per other players calculations

For the first 17 turns of the game, at an income of:
+6 Base food
+2 AgII
With an expense of:
-1 Mercenary
-1 Militia

I would have a total amount of food to 106.

By the 17th turn, I aquired a new army.

For the nest 12 turns up until now, that would be
+6 Base food
+2 AgII
With an expense of:
-1 Mercenary
-1 Militia
-1 Army
For a total income of 166.00

---
Now, supposing that the other players are wrong and you don't add the Ag2 to your base (i.e. 'it's already a part of your base')

For the first 17 turns of the game, at an income of:
+6 Base food
With an expense of:
-1 Mercenary
-1 Militia

For a total income of 74.00

By the 17th turn, I aquired a new army.

For the nest 12 turns up until now, that would be

+6 Base food
With an expense of:
-1 Mercenary
-1 Militia
-1 Army

For a total income of 110
>>
>>48192572
How about this:
You start with the data you had in first fucking turn, then follow each turn, one by one, calculating gains, expenditure and any changes given by game runner.
So in the end you have the correct value of your food.

Meanwhile, you are trying to pull another creative accounting due to being lazy asshole instead of checking how much food you should have
>>
>>48192606
Sure:

We'll start with the the (Add your ag) line of thinking

Turn 1
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 10

Turn 2
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 16

Turn 3
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 22

Turn 4
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 28

Turn 5
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 34

Turn 6
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 40

Turn 7
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:46

Turn 8
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:52

Turn 9
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:58

Turn 10
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:64

Turn 11
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:70

Turn 12
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:76

Turn 13
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 82

Turn 14
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 88

Turn 15
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food: 94

>continued
>>
>>48192691

Turn 16
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:100

Turn 17
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia

Current food:106

Turn 18
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:110

Turn 19
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:114

Turn 20
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:118

Turn 22
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:122

Turn 23
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:126

>continued
>>
>>48192703
Turn 24
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:130

Turn 25
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:134

Turn 26
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:138

Turn 27
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:142

Turn 28
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:146

Turn 29
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:150

Turn 30 (Now)
Income: +6 Base, +2 AgII
Expense: -1 Mercenary -1 Militia -1 Army

Current food:154

---
Looks like my gross income calculation was off, but there it is turn for turn up till now.
>>
>>48192691
>>48192703
>Still adding +2 pulled from the ass
You've got +6, you bloody idiot, not +8
>>
>>48192731
Again, this is in line with what other players have told me and are currently doing that they are adding their AG stat, to their own income (1-1 ratio per level).

I am leaning toward followig their example and sticking to it and demanding a recount for them as well if made to move.

--
Next let's calc the other way of thinking, that ag is not added to the base income but starts out as a part of it.
>>
>>48192691
>>48192703
>>48192730
You just can't be serious
You've got:
Farm II
Agriculture II
giving you in total +6 food in the first turn.

You don't get any magical bonus from your tech, because it's already included in that +6. You've just added yourself 60 food from thin air.
>>
>>48192769
>You don't get any magical bonus from your tech, because it's already included in that +6.
Calculating this other line of thought right now, but THIS IS what i have been told on the IRC that people are currently doing and calculating.

That they are in fact adding the AG stat in addition to their base food income.
>>
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>>48192761
>>
>>48192791
Funny how that makes you the only fucking person in entire game that calculates the same bonus twice.
But sure, keep going, apparently you are not OP enough without adding blatant cheating to the list of your powers.
>>
Turn 1
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 10

Turn 2
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 14

Turn 3
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 18

Turn 4
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 22

Turn 5
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 26

Turn 6
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 30

Turn 7
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:34

Turn 8
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:38

Turn 9
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:42

Turn 10
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:46

Turn 11
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:50

Turn 12
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food:54

Turn 13
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 58

Turn 14
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 62

Turn 15
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 66

>continued

>>48192811
Ants are doing it. That player was the one who informed me of it actually.
>>
>>48192791
And the OP handled you 6 food production in first turn, obviously calculating everything in. Which already was massive when compared with everyone else.
Then why the fuck you are making 8 from that, aside of being dumb and greedy motherfucker?
>>
>>48192858
Ants are going on separate rules than everyone else, because they are fucking ants, you mouthbreather. Do you see them having anything else than food production or needing anything else than food?
That and starting with three Farms on level 2

Literally nobody else is following that.
And if you seriously need to post now all 30 turns to just substract 60, kill yourself already.
>>
>>48192858
>obviously calculating everything in
Not according to the ants and other players. I have specifically asked for clarification on that matter anyway.

---

Turn 16
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 70

Turn 17
Income: +6 Base
Expense: -1 Mercenary -1 Militia

Current food: 74

Turn 18
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 77

Turn 19
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 80

Turn 20
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 83

Turn 21
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 86


Turn 22
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 89


Turn 23
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 92

Turn 24
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 95

Turn 26
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 98

Turn 27
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 101


Turn 28
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 104

Turn 29
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 107


Turn 30
Income: +6 Base
Expense: -1 Mercenary -1 Militia -1 army

Current food: 110

>>48192895
>Ants are going on separate rules
Citation on that?

Rules are universal, and I don't see anything in their bonus soloing them out from universal food production rules.
>>
>>48192895
In addition to that I'm also a food only society, my military society is payed only in rations since my currency is also N/A like the ants (I believe we're currently the only two nations that doesn't use currency)

So I'm very particulate about the food as well.
>>
>>48192924
They are doing constructions without resources, they don't use (or have) currency and they can't into technology.
What other citation you need?
>>
>>48192957
The
>They have separate food calculation
thing
>>
Have any of you actually gotten an official ruling from Wheelie on this? It sounds like this could be solved pretty quickly by Wheelie saying if the base income did or did not include tech bonuses.
>>
>>48192967
And where did I said that? Read the fucking post again!
What? Not only you can't count, but also read?
>>
>>48192982
>Ants are going on separate rules than everyone else,
This part.

It only says they can't use technology.

It does not speak anything of the rules or game mechanics regarding food.

Either adding AGII is true for everyone, or true for no one.
>>
>>48192992
>Ants are going on separate rules than everyone else
>They have separate food calculation
Yes, that's definitely the same fucking thing.

And if all nations but ants are doing the same thing without any intervention from the OP, what could that possibly mean about food calculation?
>>
>>48193018
>And if all nations but ants are doing the same thing without any intervention from the OP, what could that possibly mean about food calculation?
It means either that the ants are wrong and need to recalc their food.

Or that the ants are right and it would be in the benefit for everyone to recalculate their food with the knowledge that Agii does add to your base
>>
Rolled 29, 99, 55 = 183 (3d100)

>401 posts
Should I read the whole thing or it's just as bad as first few posts of the argument?

>>48185019
Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: http://pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 7
Pop: 28 (+2/turn)
Food: 49 (+4/turn)
Currency: 31 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I
Resources:
Power: 34 (+4/turn) Wood: 21 (+2 turn), Stone: 10 (+1/turn), Ore: 18 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: http://pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

No point trying with the Military Intelligence right now.
1) The aiming systems and precise sights are again the top priority. No point waiting with them [1/4]
Lab I, Engineering I, Tactics I, +5 currency
It's also time to secure borders. Now when the direct vicinity of the HQ is under firm control, a new perimeter should be created
2) Starting from north-most point of control, right from the coast, secure all land clockwise from there, creating an arc protecting northern borders
Mobile II, Engineering I, Tactics I, +5 currency
3) In similar fashion, on east, starting from the coast, secure all the land counter-clockwise
Mobile II, Engineering I, Tactics I, +5 currency

Just to make it clear - I want a circular, one hex thick expansion of my borders

The new power plant [1/6] still awaits for free resources
>>
>>48190882
>Free Army has a severe penalty for population growth due to issues with food production
Yeah, but I've got military units for almost no upkeep, while technology can easily grant a +1 food here and there.
>>
>>48193236
No, clearly anon is right and all nations outside of Albion have shit bonuses and shit everything and will easily be pushed over by the OP british super juggernaut
>>
>>48193280
Well, my bonus is really nothing spectacular and the penalty is pretty steep (come on, 0/10 for a farm is too much), but that's not the end of the world.
Besides, I'm mostly fucked by low rolls and not the rules.
>>
14:06 Javmoj The original base incomes, did they or did they not include the tech everyone started with?
14:06 Javmoj There has been some disagreement on the topic in the thread
14:07 wheelie They did

Righto, the new food for Albion is 110.

Recalcing the Ants
>>
ATTENTION. We have an official ruling from Wheelie. The base incomes everyone started with included all your food from farms and tech.
>>
>>48061194
Ants started with +6 food for turn 1

Turn 1
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 10

Turn 2
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 13

Turn 3
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 16

Turn 4
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 19

Turn 5
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 22

Turn 6
Income: +6
Expense: -3 Basic Soldier Drones

Current food: 25

>>48069879



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