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Welcome to the fifth thread of Primal Nations-War of the Ancients! Turn crunch in next post.
Archived threads:
Thread 1- Sadly no archive yet, but we're trying to figure it out.
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Primal+Nations+2
And I made a special IRC!: https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
>>
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[Classa]
Research into better fire magic goes slowly [6/8], but Sauna Oasis has almost achieved flight [18/20]! The knowledge and materials are sent to Butterland.

[Arakos]
While there's no progress reforming the government, the hobgoblins and new Ceadni citizens greatly approve of the Khal'ima system, though it's still very basic [Feudalism II]. The lands of Arakos expand [+4 hex], and better armor is made [1/6, -2 iron].

[Underhold]
Iron is found [Iron:5 (+1/turn)]! Also, engineering technology is furthered [Engineering II].

[Riaetrusqe]
The centaur begin to expand to both the north, east, and west [1/2 each], while the granary is nearly finished [3/4], more astrological is started [2/6], and research into better water magic is had [2/6]; the giant crocodile seems restless.

[Henoan Conclave]
The trades to the Black Feather Tribes and Machaka are sent, while the outpost is readied [Refugee outpost, +1 pop/turn, +1 currency/turn].

[Black Feather Tribes]
A large trade route to the Conclave has been established [+3 currency/turn], and a smaller, but still sizeable one to Balbyionia [+2 currency/turn]. The Quarry has been improved [Quarry II, +1 stone/turn, +.5 Industry.

[Aurean Dominion]
The Templars are nearly ready for battle [4/6], and the Paladin is readied [3.6 [Healer(-2 food, -2 currency/turn)]! Construction of the Thermae begins [1/4, -1 stone].

[Machaka]
The scouting mission slows a bit [5/15], though the better fishing techniques progress slightly [1/6]. The armies of Machaka move again, securing more land for the kingdom! With the outposts of the Mole-people now firmly under Machakan control, it is easy for them to thoroughly conquer the rest.

>In the northern Kingdom of Galkoki, something stirs...
>>
>>1162680
Also, population now factors into how much land you grab via expansion!
>>
Muhahahaha! Most Populous Nation
>>
>>1162680
[ADDENDUM-Machaka]
Fishing II completed [+1 food].
>>
>>1162680
Any currency bonus from recieving Mathematics II?
>>
Rolled 24, 88, 86 = 198 (3d100)

>>1162680
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 46(+4/turn):
Food: 1
Currency: 10 (+4/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: 3 (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing II, Economy I, Writing III, Infantry I, Clergy I, Trading Goods I, Housing I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (5/15)
Resources: [Bronze: 14+1] [Stone: 9+1] [Wood: 9+2]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>Research Djinn ruins
(Writing III, Scouting I, All-Terrain Training, Clergy I)

>assimilate Subterra
(Scouting I, Economy I, Writing III, Clergy I, Trading Goods I, Housing I, Enlightened Earth I)

>assimilate Aquantis
(Boating II, Fishing II, Economy I, Writing III,Water I, Clergy I, Trading Goods I, Housing I)
>>
>>1162742
2 stone on subterra and 4 currency on aquantis.
forgot to list new resources, but will add in next turn.
>>
[MORE ADDENDUMS-Feathered Empire/Black Feather]
[Feathered Empire]
>Apologies for skipping you
With the Feathered Empire's help, Sauna Oasis finally achieves lift-off [Sauna Oasis: +5 Defense, Classa: 4th die!]! Progress on making dyes crawls slowly along [3/4], and the implementation of the Caste System is finally complete [Caste System I]!

[Black Feather]
+1 currency/turn for mathmatics II.
>>
>>1162820
[MOAR ADDENDUMs- Classa]
>Final one hopefully
Magic research completes [Primal Fire III].
>>
Classa would you be willing to give me a loan, so I can invest in the ruins and to assimilate the nations? It would help Heno get their side of the trade faster.
>>
>>1162680
You missed me.
>>1159525
>>1159526
>>1159531
>>
>>1163011
[OP IS STUPID-'NOTHER ADDENDUM]
>Really sorry
While the trade is sent to Classa, the search for iron continues [5/10 (Note: Modified 100 is the same as nat 99, currency not needed)]. Meanwhile, the First World Bank opens for business [First World Bank I, +1 currency/turn].
>>
Rolled 39, 41, 53 = 133 (3d100)

>>1163029
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 81(+4/turn)
Food: 1
Currency: 83(+7/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat 1, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I
Resources: [Bronze :28(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 19(+1/turn)] [Parasaur: 21/+1/turn], [Hollow Runners: 5+1/turn] [Doctors][Obsidian 26+1/turn], [Medical Equipment I], [Stone: 2+1/turn]{Glass: 1+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Send my side of the trade to Black Feather. [Boat I, Flight III, Roads I]
>5 Obsidian, Banking I

Keep looking for Iron. [5/10] [Parasaurs, Hollow Runners]

Now that we have glass, start working on Microscopes. [Glassmaking I, Optics I]
>>
>>1163072
9 currency to roll 2.
>>
Rolled 66, 53, 60 = 179 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 42
Population (+growth/turn): 80 (+4/turn) (+1 in 1 turn(s))
Food: 4.5 (4 in use)
Currency: 65 (+13/turn)
Industry: 8
Structures: Hall of Paragons (Government Building), Farm I (3), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I, Iron Mine I
Defenses: 1 (Vanitas)
Military: Dominion Munifex 1x, Ordo Silentius 1.6x, Aestus Paladin 3.6x [Healer]
Tech: Bronzeworking, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I, Swordsmithing I, Hygiene I, Light Armor I, Roads I, Clergy I, Medicine III, Primal Water Magic I, Runic Magic I
Resources: [Bronze: 26 (+1/turn)] [Gems: 47 (+2/turn)] [Wood: 61 (+3/turn)] [Stone: 28 (+2/turn)] [Iron: 17 (+2/turn)] [Equus: 6 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+2/turn)
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: Grand Arena (3/20), Air Magic (2/4), Aestus Templar x2 (4/6), Thermae (1/4)

Actions:
1. By the Great Spirit the Aestus Templar will be complete soon to stand guard over the homeland!
>(+Bronzeworking)
>(+Ironworking)
>(+Swordsmithing I)
>(+Swordsmanship I)
>(+Craftsmanship I) (For their weapons)
>(+Archery I)
>(+Enlightened Earth Magic II)
>(+Primal Water Magic I)
>(+Flashy)
>(+Light Armor I)
>(+Medicine III)
>(+Runic Magic I)

2. We should get the thermae up and running immediately.
>(+Enlightened Earth Magic II)
>(+Masonry I)
>(+Craftsmanship I)
>(+Medicine III)
>(+Primal Water Magic I)
>(+Hygeine I)
>(+Herbalism I)

3. Trouble brews in Galkoki. The people are lost and in need of guidance, and unrest is rampant due to the lack of leadership. Send the Aestus Paladin to Galkoki to quell the unrest and unite the people under the Great Spirit. (moving Aestus Paladin to southern Galkoki outpost and taking it)
>>
>>1163095

Spend 8 currency to bump action #2 to the next level
>>
>>1163095

And damn it all I forgot to update a good chunk of my stats sheet..population is 85 and currency is 71
>>
Rolled 31, 88, 29 = 148 (3d100)

>>1162680
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Outposts: Codilia (N), Chelydra (E), Natricinae (W)
Territory: 51
Population (+growth/turn): 106 (+5/turn)
Food: 5
Currency: 5 (+16/turn)
Trade Routes: Aurean Dominion, Machaka
Industry: 8
Structures: Hall of Scales, Farm I (2), Stone Quarry II (1), Temple of the Great Spirit, Lumbermill I (1)
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Economy I, Writing I, Clergy I, Mathematics II,
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I
Expansion Tech: Scouting I, Roads I, Skirmishing I
Magic: Earth Magic I, Primal Water I, Runic magic I
Military tech: Archery I, Incendiaries I, Boats II
Resources: [Copper: 4] [Stone:5 +2/turn] [Wood: 7 +2/turn] [Peat 13 +1/turn] [Crocodiles 5 +1/turn] [Parasaur 2]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Continue Roads II (1/6)
+Roads I, +Masonry, +Craftmanship I, +10 currency
>Send Boating II to Butterlord
+Roads I, +Boating II
>Begin construction on Eastern Outpost into Town
+Masonry I, +Treeweaving II, Craftsmanship I, +20 currency
>1 more turns until Codilia becomes a town

High Chief Moss Scale has announced that he has adopted a son name Julius Rex. His son will travel around to be educated in the various cultures of the Black Feather republic.
>>
>>1163126

He's Aurean isn't he
>>
>>1163162
No a lizardman, but he is lithe and has a similar build and features to a certain someone.
>>
>>1163095
If the Aurean Dominion meddles in the affairs of the Galkoki we will take offense.
>>
>>1163095
Aurean that is really not a good idea, since I rolled a one on the missionary attempt.
>>
>>1163199
>>1163239

Alright I'll turn back next turn because I probably won't get there this turn but if OP turns them into wandering barbarians or some shit and they come knocking on my door I'm claiming self defense though
>>
>>1163260
ON THE GALKOKI
They're isolationist meanies. Might attack people who fuck up on magic rolls though...
>>
>>1163265

Fun
>>
>>1163281
So will the Paragon have a reaction to this situation at all or pretend not to see it?
>>
>>1163300

He'll react, in fact we'll probably be the front line. But not right now. Sending one paladin unit alone into who-knows-what doesn't sound like a good idea anyway.

For now, we wait and see.
>>
>>1163323
Oh I was referring to the adoption of a familiar looking Lizard person.
>>
>>1163334

This isn't Vincentius's kid, is it? He's 160 years old, and well...while the elves retain their looks until the day they die, they still get old.

Plus his position demands that he be chaste and pure to avoid any corrupting influences that might get in the way of him and the Great Spirit. So yes, if he did turn out to have a kid, it would be a very big deal.

You could always go with the ambassador though, and in that case the situation would be outside Aurea's borders and therefore not its jurisdiction or problem.
>>
>>1163346
Nah, no actual relation, just the implied man crush. But I guess poor Moss Scale will never be noticed by Sempai (lol)
>>
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>>1162912

https://www.youtube.com/watch?v=_HWRWTb6gNI

Oh, hello tall person nation to the distant west. We'd love to give you out a loan, though our last project led our reserves to being a bit drained; we have a gem less than twice the second wealthiest nation! In addition, can I ask you a favor, since you're here? You know that transaction between [Economics III] for [Charm III] I wanted from that one distant nation you apparently know? You can do that too while I trade you the currency over! Let me use my friends to draft up a contract, because that's quite high-class~!
>>
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>>1163367

And now, the Contract! (1st Machakan-Classán Transaction)

>Current Funds 207 (45 in reserve - transaction to Feathered Empire) 152 Free
>a1. You (referring to Machaka or a succesor as defined in c1.) are limited to a loan of 50% (76) of the Principality of Classá's free funds.
>a2. You will spend these funds on the PEACFUL assimilation of your distant territories.
>a3. You will pay back the withdrawn amount of money in between the session (turn) AFTER the transaction is accepted and the 30th session at any rate you wish, though the Principality of Classá reserves the right to claim this currency at any time as defined in article d1.
>b1. You will be given [Economics III].
>b2. [Economics III] is to be traded to a nation that owns [Charm III] for [Charm III], and not to any other nation for any other reason.
>b3. In the case this transaction is for some reason unsuccesful, please contract the Principality of Classá for further information.
>b4. In the case you are to advance to Economic IV for whatever reason, article b2 is voided, but see article b5.
>b5. In order to completely fulfil the request of this contract, the Principality of Classá must have the following information: [Charm III], else it reserves the right to invoke article d1.
>c1. In the case your nation were to somehow collapse or transaction into a different form of government/leadership before debts were payed, whichever nation that holds the majority of the former Nation of Machaka inherits this contract. (But see d2.)
>d1. The Principality of Classá reserves the right to recall debts at any time: especially in the case a breach in contract is made and these funds are used in a way other than to invest in the ruins and assimilate the local PEACEFULLY, or Economics III is traded to a nation that does not fit the above criteria of b2, or the following nations are attacked by the debt holder: Principality of Classá, Henoan Conclave, Feathered Empire, Riaetrusqe Tribes, and Butterland. In the case of the last sentence, economic sanctions (cancelation of trade routes) are to follow. This is a free action and will put you into negative currency if you have less than the required amount of money.
>d2. In the case the inheritor is either the Principality of Classá, Henoan Conclave, Feathered Empire, Riaetrusqe Tribes, or Butterland, or any of their descendent governments thereof, this contract is rendered void.
>Note: Repayment can be accomplished through as little or as many transactions as required, but transactions higher than 1 currency/turn require an action. Likewise, you can automatically repay this debt through allowing The Principality of Classá access to your CPT: for instance, withdrawing 40 currency and sending 4 currency/turn from your currency bank (not a private trade route) using an action will fulfill the agreement 10 turns after the action is accounted for and free you from debt, and so on.

Is this agreeable?
>>
>>1163392
Are these faeries or the devil? 0_0
>>
Rolled 82, 42, 96, 10 = 230 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94
Population (+growth/turn): 117 (+9/turn)
Food: 7.0
Currency: 55 (+8/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture II, Primal Life Magic I, Commodities II, Feudalism II
Resources: [Bronze: 22+1/Turn] [Stone: 21+1/Turn] [Wood: 10+1/Turn][Equus: 11+1/Turn][Iron: 6+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Government Reform (Elected Co-Dictatorship) 5/15
Writing III, Grand Academy, Library I, Culture II

2. Iron Mine I 2/4
Construction I, Recent Nomads

3. Armorsmithing II 1/6
Writing III, Grand Academy, Ironworking I, Library I, Culture II

4. Search for rare material that will strengthen our infantry further.
+94 territory
>>
>>1163404
7 stone into roll 2 for an even 50.
>>
>>1163392
>We will take a loan of 75 gold
>We will take economics III and trade it for Charm III
>We will use the gold on the ruins and on peacefully assimilating subterra and aquantis
>We ask in the event of galkolki threatening to attack us that we be allowed to use the money on our army
>We assume the 30th session means turn, correct us if we are wrong
>We ask that you give advance warning that you want to collect your debts, so that we can prepare ourselves for the transfer.
>We understand the debt inheritance and potential sanctions that may occur.
>>
>>1163430

Okay, those terms are agreeable. Congratulations! You are now the holder of 75 currency in loans (sending this turn)! Don't go spending it all in once place~.
>>
Rolled 93, 75, 28, 94 = 290 (4d100)

>>1162680

>>>Mathematics II adds +1 currency/turn!

[Classá]
Territory: 39
Population: 99 (+4/t)
Food: 2
Fire Points: 1
Currency: 207 (+20/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +1c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Optics I, Writing I
Resources: [Bronze: 26+1/t] [Wood: 19+1/t] [Obsidian: 1+1/t] [Glass: 35+1/t] [Sand: 25+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[Flight III]
[Economics III]
[Mathematics II]
Sorry Sameda, but our funds are being streched a bit thin from all this activity, and we're going to need to spend the time to generate some more instead of learn about fire. Is putting this much attention to money the right idea? I heard the Henoans were trying to expand their influence oversees. Too bad we can't do that, or even really leave the southern end of the continent.
<Expanding trade route to Heno!>
>2.
[Flight III]
Without the efforts of the Feathered Empire, our beautiful floating city would not be possible! As a token for their help, I'll make sure they get payed well for their work.
<Sending [Hygene I], [Mathematics II], and [Currency: 45] to the Feathered Empire!>
>3.
[Flight III]
I hardly have any idea how banking works, but we're already handling the first loan in history! We've got to tell the Butterlanders sometime, maybe they'll teach us how to be bankers too! And those Machakans. They might be kind of scary, but I think they're all right. But I do wonder how they found us in the first place!
<Sending [Economics III] and Loaning [Currency :75] to Machaka!>
>4.
[Jungle Herb: 1 (New and Exciting)]
【Astrology I】
[Optics I]
[Flight III]
[Library I]
"We have to learn more about the stars and sky. There's something in the heavens that we should be looking for, I can sense it! [2/6]
<Research Agreement: Astrology II.>
>>
>>1163483
The Princeps knows much that we do not understand ourself, little one.
>>
>>1163095
"As a neighbor vested in certain affairs among the Galkoki, I strongly do not recommend this course of action Aurean's.

This is a matter which we believe a diplomatic approach may suffice over a military one."
>>
Rolled 57, 73, 35, 94, 93, 67, 77, 18, 53 = 567 (9d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 69 (+4/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 124 (+8/turn)
Industry: 6
Structures: Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
Embassies: Aurean Dominion
Defenses: 1 Walls of Balbyion
Military: 1 Balbyionian Home Guard
Tech: Bronzeworking, Agriculture II, Fortifications I, Masonry I, Bowmanship I, Spears I, horsemanship I, Writing III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm II, Nationalism I
Resources:
[Copper: 27] +1/turn
[Stone:24] +2/turn
[Wood: 23] +1/turn
[Equus: 18 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources.
[Terraced Farms]: Like their cities, the farms of Balbyonia are very advanced.

1-3. "Well! . . . Shit." the Galkoki becoming active again was definitely NOT within our plans. But nonetheless we cannot just pull out now that we are coming so close. Research Charm III 3/8

Buildings: Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Culture I

4-9. The idea would have been so simple. . .a diplomatic effort to win over the hearts and minds of the Galkoki, then slowly wean them away from hostility with other powers. But seeing that the Galkoki are no longer content to remain isolationist, and fearing that intervention by other magical powers might shift them from isolationist to outright hostility, the Balbyonian's proceed to enact their plans.

Being closest, and with the benefit of offering direct territorial shielding against foreign powers, and the promise that Balbyon has not and will not engage in magical research (at this time, a thing no other nation can offer, Balbyon proceeds with diplomatic negotiations to win over the Galkoki promising them a stronger security under a more active nation and isolation from magic powers of any sort.

Charm II, Nationalism I

Vast amounts of currency is offered, up to 100 along with huge quantities of copper (20), stone (20), Wood (20), and horses (10) to build a new Galkoki city revitalize the Galkoki economy if they so choose to join our great endeavor.

"We are the only nation in the world like you who has not devoted ourselves to magic but if you refuse to join us, we will not be able to shield you from hostile magical powers who are less diplomatic than us. We have the diplomatic influence to ensure Galkoki remains a completely magically free zone."
>>
>>1163675
And to be honest if they want more than 100 currency be our guest.
>>
Balbyon diplomats and gift bearers make their moves and swell within the ranks of their villages and city. Any sort of violence against them will no doubt result in violence against our diplomats, and show us the true colors of those who we would consider ally or foe.
>>
Rolled 63, 54, 34 = 151 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 24 (+3/turn)
Food: 1
Currency: 31 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I, Engineering II
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Tunneller I
Resources: [Bronze: 9][Wood: 9][Stone: 9][Iron:5](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Crossbows 3/4
#1-2 study Engineering III
+Engineering School I, Engineering II
#3 perhaps now with better engineering, our crossbow designs will be much better 3/4
+Engineering School I, Engineering II
>>
Rolled 95, 32, 89 = 216 (3d100)

>>1162680
Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 39
Population: 68 (+4/turn)
Food: 0
Currency: 31(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic I, Astrology I
Resources: [Stone: 17+1] [Wood: 4] [Bronze: 6] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Granary 3/4, Expansion N E W 1/2 each, Astrology 2/6, Primal Water Magic I 2/6

>Finish Granary
>Find more food to give to the big Crocodile
>Work on Primal Water Magic
>>
Rolled 27, 15, 85 = 127 (3d100)

>>1162820
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 48 (+2/turn)
Food: 2
Currency: 56 (+11/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing I, textiles I, caste system I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing research: Farms [1/4] Weather [4/8] dyes [3/4]
1. Dyes (eternal mandate)
2. Weather magic (born of air)
3. >>1163392 this reminds me, I intend to send you textiles and maybe dyes if I finish that this turn, as per some for of agreement, trade for hygiene and mathematics I do believe.
>>
>>1163483
Yeah, I'm still giving you our arts.
>>
Rolled 60, 23, 44 = 127 (3d100)

Territory: 39
Population: 30 (+4/turn)
Food: 1
Currency: 28 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 2/4, Prophet School 1, Art School 3/4, Forge 2/4
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating II, Trade Goods I, Housing I
Resources: [Bronze: 10][Wood: 7][Stone: 7](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

1. Use my school for people with precognition that I forgot I made last thread to start training some seers.
2. Forge
3. Port

Who wanted to trade with me last turn?
>>
>>1164294
That was me, the qm gave me the trade items since you weren't around, but I will send you my side.
>>
>>1164294
thx, are we opening a trade route too?
>>
>>1163072
We would be willing to finish your quest into ironworking if you will provide us skirmishing. We'll also give Equus plows for agriculture or mathematics.

>>1163483
Likewise we'll teach you proper culture if you'll exchange architecture with us.

>>1163949
We would like to teach you proper culture in exchange for engineering, and teach you basic drill in exchange for crossbows.
>>
>>1165032
Don't do it! Grow your own culture!
>>
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>>1165032

(Sorry, we don't know you exist yet beyond vague stories and can't leave the southern half of the map to discover you due to our inability to withstand the lower temperatures of the north.)

However:

>>1164139

Aithlin! I heard some distant nation you know had [Engineering II] and is on the verge of discovering [Engineering III]! I'm going to send you over [Architecture III] in order to trade with them once they discover it, as well as [Economics III] just because you need a modern economy!
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
4.84 MB
4.84 MB PNG
[Machaka]
Research slowly crawls along [6/15], while assimilation begins with both defunct nations [4/10 each].

[Butterland]
The obsidian and banking plans are sent to the Black Feather, while the search for iron is nearly done [7/10]. Microscopes are about halfway ready [2/4, -1 glass].

[Aurean Dominion]
Both templars are now ready for battle [2.4x [Healer](-1 food, -2 currency/turn each]. The Thermae is nearly ready [3/4], and the Aestus Paladin is sent north to check out the Galkoki Kingdom.

[Black Feather]
Better roads are ready [Roads II, +1 currency/turn], and the trade is sent to Butterland. The eastern outpost undergoes major renovations [3 turns, -5 wood, -5 stone].

[Arakos]
Government reform is coming along smoothly [8/15], while the iron mine is nearly done [3/4]. Better Armorsmithing is nearly ready [5/6], though the search for rare material yields nothing.

[Classa]
The trade route undergoes massive expansion [+4 currency/turn], while the technology and currency is sent to the Feathered Empire, and the loan is sent off to Machaka. Further astrological research is done [Astrology II]!

[Balbyionia]
The diplomats finish their advanced training [Charm III], and thanks too it, as well as the massive amounts of resources and energy poured into the persuasion, the Galkoki have agreed to become part of the Balbyionian Kingdom!

[Underhold]
Further Engineering research is begun [4/8], while the crossbows are finally complete [Crossbows I]!

[Riaetrusqe]
The granary is finished [Granary I], and more food is found and given to the crocodile (Ancient Appeased!}. Better watter magic is had [Primal Water II]!

[Feathered Empire]
The production of dyes completes; it turns out they are a huge hit within the empire [+1 currency/turn]! Only slight progress on the weather magic though [5/8]. The textiles and dyes are sent to Classa as well.

[Provinces]
Some seers are being trained [2/4], though progress is slow with the forge [3/4] and port [3/4].
>>
>>1165090
>Missed Turn: Henoan Conclave
>>
Rolled 78, 8, 6 = 92 (3d100)

>>1162680
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn, Unnamed Aquantian Outpost)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t];[Butterland +2c/t]
Territory: 39
Population: 90(+5/turn)
Food: 5
Currency: 75(+16/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology I, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 28+1] [Wood: 65+3] [Seeds:22+1] [Equus Herd:27+1] [Hollow Runners [Skirmisher]: 16+1] [Parasaur Herd: 6+1] [Triceratops Herd: 7+1] [Jungle Herbs: 5+0] [Crocodile Float 3+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Ecology (3/6)

>Resume Ecology II Research (Ecology I, Master Ecologists, Life II)

>Expand Territory to the NW along the river to prevent further encroachment from neighbor. (Scouting I, Skirmishing I, Flight III, Horsemanship I)

>Expand Territory even further to the NW along the river to prevent further encroachment from neighbor. (Scouting I, Skirmishing I, Flight III, Horsemanship I)
>>
>>1165090
ayo hol up

I got 93 on government reform to take me to +4, spent extra stone to get 50 on the iron mine to take me to +2 and, you stated territory acted as a bonus when it came to finding resources.
>>
>>1165115

Hey Heno! Don't forget you have an extra turn!
>>
>>1165115
wow.
Spend 13 and 15 on #2 and #3 to make progress.

>>1165102
Ah, I see you're early today.
>>
[ADDENDUMS-Arakos]
Gov. Reform: 9/15
Iron Mine I, +1 Iron/turn, +1 Industry
Material: More Iron found, +5

>>1165131
Yeah, figured everyone except you had posted, so I'd update. Will get both turns in at crunch.
>>
>>1165090
I think I've left something out somewhere, and my Currency should be +9/t

Base 5-2(soldiers)+1(Roads I)+3(Economics III)+1(Banking)+1(FWB)=9
>>
>>1165173
That is fine.
>>
Rolled 80, 88, 3 = 171 (3d100)

>>1165090
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn, Unnamed Aquantian Outpost)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t];[Butterland +2c/t]
Territory: 39
Population: 95(+5/turn)
Food: 5
Currency: 69(+17/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology I, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 29+1] [Wood: 68+3] [Seeds:23+1] [Equus Herd:28+1] [Hollow Runners [Skirmisher]: 17+1] [Parasaur Herd: 7+1] [Triceratops Herd: 8+1] [Jungle Herbs: 5+0] [Crocodile Float 4+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Ecology (3+?/6)

>Expand NW a bit more to make-up for lame rolls last time. (Scouting I, Skirmishing I, Flight III, Horsemanship I)

>Establish a trade route with Black Feather (Flight III, Economics III, Naval I)

>Expand up from Northern Outpost for good measure.(Flight III, Naval I, Horsemanship I, Scouting I, Skirmishing I)

>>1165144
that's cool whenever. Its all the same anyway. I just got in and wasn't expecting it is all.
>>
>>1165195
fug, spend 18c on #3.
>>
Rolled 48, 96, 80 = 224 (3d100)

>>1165090
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 50 (+2/turn)
Food: 2
Currency: 113 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing I, textiles I, caste system I, hygiene I, mathematics II, dyes I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing research: Farms [1/4] Weather [5/8]
1. Weather magic (born of air, holyshitIdon'thaveanyobligationsthisturneternalmandate!
2. Baskets.
3. Finish that farm (caste system, Weather II, mathematics II, architecture III)
>>1165070
K
>>1163949
Hey, I'm mediating a trade via being a friend who can handle the cold, so, architecture III for engineering II?
>>
>>1165234
7 on one. That was well done.
>>
[ADDENDUM-ARAKOS]
Split territory into free/owned territory
Owned Territory:15 (5 each unit).
>>
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Rolled 77, 12, 13, 18 = 120 (4d100)

>>1165090

[Classá]
Territory: 39
Population: 103 (+4/t)
Food: 2
Fire Points: 1
Currency: 112 (+25/t) {75 Loaned}
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +5c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t} {Machaka, Loaned: 75c}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Optics I, Textiles I, Writing I
Resources: [Bronze: 27+1/t] [Wood: 20+1/t] [Obsidian: 2+1/t] [Glass: 36+1/t] [Sand: 26+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[Primal Fire III]
[Architecture III]
[Firestarting I]
[Glassworking I]
[Mathematics II]
Build another beacon! Use our architectual abilities to make it better than the last one!
>2.
【Herbalism II】
[Medicine III]
[Library I]
[Writing I]
Our various medicine fairies are wanting to group into a formal organization after hearing about the ills of the outside world, but first we need to modernize our herbal theories alongside the Flying Men! We're going to go ahead and start advancing this under our own power until the Butterlands are able to join in themselves.
<Research Agreement: Herbalism III>
>3.
[Firestarting I]
[Primal Fire III]
[Herbalism I]
Lets bake a cake!
>4.
[Flight III]
<Trading Economics III and Armor I to the Feathered Empire!>

>>1165173

We're finding your new writing system difficult to decipher. Could we work together later to make it compatible with ours?

>Offer: Research Agreement: Writing IV
>>
>>1165347

Opps, I forgot my bonuses:

>Action #2: [Jungle Hervs: 1 (New and Exciting)]
>Action #3. [New and Exciting] (+10)

Spending 10 currency on action #2!
>>
Can I spend resources/currency to get stuff done quicker?
>>
>>1165032
What does Plow give?


>>1165347
We will Accept, but remind you that currently we still have matters we want finished first.
>>
>>1165388
+1 food per farm level
>>
>>1165366
Of course
>>
>>1165688
Same bonus for completing another town? Also Banking?
>>
>>1165763
Same bonus banking gets another +1 currency/turn.
>>
Rolled 10, 47, 28 = 85 (3d100)

>>1165090
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 85(+4/turn)
Food: 1
Currency: 83(+9/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism II, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat 1, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I
Resources: [Bronze :29(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 20(+1/turn)] [Parasaur: 22/+1/turn], [Hollow Runners: 6+1/turn] [Doctors][Obsidian 22+1/turn], [Medical Equipment I], [Stone: 3+1/turn]{Glass: 1+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Keep looking for Iron. [7/10]

Keep building Microscopes. [2/4] [Optics I][Glassmaking I]

Send Mathematics I and Skirmish I to Arakos.
>>
>>1165818
10 Currency roll 1.
3 Currency roll 2.


>>1165793
Having another town/city gives extra bonuses?
>>
>>1165826
I've been giving out pop/currency boosts whenever someone makes a new town/upgrades something. I did it for you too.
>>
Arakos will you be willing to give me commodities II and hunting I for infantry I and Runic I
>>
Rolled 37, 21, 87 = 145 (3d100)

>>1165090
Having appeased the ancient the clans begins to resettle the wilds of their nearby borders looking for new places to call home, never before has there been so many of their kind now to the elders it's almost like the glory days when the beastfolk would roam without challenge upon the grassy knolls and plains. Along the way there can be seen the Cheiftain forging new pathways as he travels along with his small cadre of followers usually after them is a trail of either crisped animals of prodigious size or many pack vermin that would use to threaten the herds. Anul meanwhile delves deeper in the dark and damp places of the oceans by watching the crocodile maybe there is something more yet to be learned from the great one, but as the tide turns he must wait yet for the great beast to return, maybe a visit to the nearby fairies might be in order... One of the disciples of the Chieftain, Wiltight has an idea of the rapid expansion working as a better means of observing the stars, as a result he hurries back home to aide his fellow clan members with the work he had gained from the work done on the glass castle.

Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 39
Population: 72 (+4/turn)
Food: 0
Currency: 36(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic II, Astrology I
Resources: [Stone: 17+1] [Wood: 4] [Bronze: 6] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Expansion N E W 1/2 each, Astrology 2/6

>Expand North
>Expand East
>Expand West
>>
Rolled 19, 4, 76 = 99 (3d100)

>>1165090
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N) Outposts: Chelydra (E), Natricinae (W)
Territory: 51
Population (+growth/turn): 112 (+6/turn)
Food: 5
Currency: 23 (+18/turn)
Trade Routes: Aurean Dominion, Machaka
Industry: 8
Structures: Hall of Scales, Farm I (2), Stone Quarry II (1), Temple of the Great Spirit, Lumbermill I (1)
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Economy I, Writing I, Clergy I, Mathematics II, Banking I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I
Expansion Tech: Scouting I, Roads II, Skirmishing I
Magic: Earth Magic I, Primal Water I, Runic magic I
Military tech: Archery I, Incendiaries I, Boats II
Resources: [Copper: 4] [Stone:2 +2/turn] [Wood: 4 +2/turn] [Peat 14 +1/turn] [Crocodiles 6 +1/turn] [Parasaur 2] [Obsidian 5]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Create a standard unit of measurement
+writing I, +Mathematics II, +Banking I, +Currency I
>Begin Retraining of the First Claw
+Archery I, +Scouting I, +Skirmishing I, +Primal Water I
>Expand territory
+Roads II, +112 population

Things were moving all according to his plans. Dedicating his life to the people and the State will pay off. Perhaps even fill the emptiness inside. High Chief Moss Scale picked up an etching of his son. "You help, and I will give you everything for helping."

>>1163346
An envoy arrives at the capital, seeking audience with its leaders.
>>
>>1166001
Paul friend, I think you died on roll 2.
>>
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>>1166001
>>1166001
Well fuck. I spend 2 currency on the first action to make it pass and 17 currency on the second to make it pass.
>>1166016
Power of money
>>
Rolled 75, 10, 5, 88 = 178 (4d100)

>I'm still missing 4 hexes on the map linking my territory
[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 126 (+9/turn)
Food: 7.0
Currency: 71 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II
Resources: [Bronze: 23+1/Turn] [Stone: 14+1/Turn] [Wood: 11+1/Turn][Equus: 12+1/Turn][Iron: 8+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Government Reform (Elected Co-Dictatorship) 9/15
Writing III, Grand Academy, Library I, Arakosi Culture II

2. Send Ironworking I and Equus Plows I to Butterland

3. Armor 2 5/6
Writing III, Grand Academy, Library I, Arakosi Culture II

4. Research Education I
Writing III, Grand Academy, Library I, Arakosi Culture II
>>
>>1166115
4 currency on roll 1
10 currency on roll 2
4 bronze on roll 3
>>
Rolled 51, 14, 11 = 76 (3d100)

>>1165090
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 46(+4/turn):
Food: 1
Currency: 91 (+6/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing II, Economy III, Writing III, Infantry I, Clergy I, Trading Goods I, Housing I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (6/15), Subterra (4/10), Aquantis (4/10),
Resources: [Bronze: 14+1] [Stone: 9+1] [Wood: 9+2] [Seeds: 5+1] [Triceratops: 3+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>send economics I and scouting I to dancing river
(economics III, Boating II, Water I, Writing III, Clergy I, Trading Goods I, Scouting I)

>assimilate Subterra
(Scouting I, Economy I, Writing III, Clergy I, Trading Goods I, Housing I, Enlightened Earth I)

>reposition iron mariner to northern inkopolis outpost and send it to the western outpost
(boating II, Fishing II, Water I, Scouting I, Writing III)
>>
>>1166134
spend 5 wood and 5 currency.
>>
>>1166134
on action 3 and 7 currency on action 2.
>>
>>1165974

Hey Chieftain, you have Astrology II!
>>
[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: [WHATEVER IT IS ON THE MAP]
Population: 111 (+8/turn)
Food: 17 (1 Base, 4 farm at +4 each {AG2 + Equus Plow2}
Currency: 36 (+12/turn) [6 from base, 6 from trade]
Industry: 6
Structures:
BALBYON:Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
GALKOKI: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Embassies: Aurean Dominion
Defenses:
1 Walls of Balbyion
1 (Galkelan)
Military:
1 Balbyionian Home Guard
1 (Man at Arms) 1.8(Knight)
Tech:
>Economic
Agriculture II, Fortifications I, Masonry I, Writing III, Economy I, Craftsmanship I, Expansion II, Roads I, Construction I, Equus Plow II, Charm II, Nationalism I
>Military
Bronzeworking, Weaponsmithing I, Armorsmithing I, Bowmanship I, Spears I, horsemanship I, Chariots I, Boats I, Sailing I
Resources:
[Copper: 22] +1/turn
[Stone:9] +3/turn
[Wood: 13] +2/turn
[Equus: 9 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources

Galkoki Projects:
Armorsmithing II 3/4
Weaponsmithing I 1/4
Tools 1/4.

Added Galkoki stats. Will make actions later, kinda busy at work.
>>
Rolled 2, 94, 63 = 159 (3d100)

>>1166970
1-2. As promised by the Arakosi, we are permitted to build a Foreign Embassy in their land where we can further make efforts to learn of them, much as they are using our Grand Academy.

Build one.

Masonry I, Craftsmanship I, Construction I, Writing III

3. Study Nationalism II, mimicing the efforts of the Arakosi indoctrinating their populace but modifying to spread our own propaganda to our people and the newly assimilated Galkoki.

Buildings: Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Culture II
>>
>>1166970
I can understand that you get the territory really quickly due to your investment, but also getting to assimilate them on the same turn is kinda bullshit.
>>
I am inclined to agree. To my knowledge you don't get buildings and techs only territory and population.
>>
To put it into more mechanical terms. Wheelie said that it takes two turns to assimilate the capital which then lets you assimilate the outposts for only 1 turn. making it 6 actions total without the need to roll for assimilation apparently. if you are doing a military route however this is what you need to go through. Spend an action to deploy your army and then wait several turns for them to actually arrive, wait even more turns to actually conquer the city and outposts, have to spend an average of 5 turns to actually assimilate the provinces with low dice rolls fucking you over. making it a total 6 actions on average, with a several turn waiting period generally as long as peacefully assimilating, along with the actual assimilation process. the peaceful assimilation process also only needs to get minimal successes to take over the nation as well.
>>
>>1167173
>>1167260
I'll definitely change it if that's what Wheelie wants. I'm just used to previous NBs where if you did the peaceful route you got the whole shebang. Because nothing was destroyed as with steamrolling in an invasion which would be simpler and faster, while negotiations would be longer.

I didn't anticipate or plan for it to be in one turn, I had expected it to be drawn out and earned as much of the tech, assets, and resources as I could fair and square but I also hadn't anticipated Galkoki to come alive let alone start getting into fights. That got the drop on me.

But I invested a ton of resources and as many actions as I could and I am willing and desiring to work more for the rest of Galkoki stats if needed, rather than settle for just terriroty.
>>
>>1167173
Also it wasn't exactly on the same turn, I invested my makeup turn on it.
>>
By the way Underhold player is currently visinting my college dorm and using the universities wifi network. So if we share IPs for a bit that's the reason why.
>>
Hey, I'm not sure if I'll be able to play regularly anymore. Got a bunch of stuff going on. So I'm giving all my assets to the church (Paul). Merry christmas bud, I just have one wish - Kill those fucking weeb fairies. It was nice playing with you all
>>
>>1168158
Well, that's a shame. Hopefully you'll be able to join any future games, friend
>>
>>1168158
Sad to see you go, but I am little insulted that you dont consider me part of the church.
>>
File: Spoiler Image (284 KB, 876x900)
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>>1168158

It's too bad you have to leave. I hope you had fun!
>>
Aw shucks
>>
File: city location.png (5.24 MB, 2500x2000)
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Here is the city that will be finished this turn
>>
File: Ancients4chan.png (4.83 MB, 2500x2000)
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[Henoan Conclave]
Ecology research has completed [Ecology II], and the Conclave extends its influence to the Northwest [+18 hex (9 each)]! A great trade route to the Black Feather Republic is established [+4 currency/turn], and northward expansion begins [1/2].

[Feathered Empire]
Weather magic research progresses nicely [Weather III], and baskets are woven [Baskets I]! Finally, the farm is finished [+1 food].

[Classa]
Another beacon is being built [3/6, -2 bronze], and further herbalism research begins [1/8]. A cake is baked for some reason [1/4], and the trade to the Feathered Empire is set.

[Avaros]
The search for iron is nearly done [8/10], and while microscopes are finally built [Microscopes I], the techs are sent to Arakos.

[Riaetrusqe]
The tribe's lands expand greatly [+24 hex (8 each)]! Mejan seems pleased, but seems to hint that the Riaetrusqe's fire magic would be improved if everything was on fire.

[Black Feather]
The scholars of the Black Feather start working on a unit of measurement [1/4], and retraining of the First Claw begins as well [1/2]. The Republic expands its lands [+10 hex]!

[Arakos]
The reformation of the Arakosi government is nearly complete [13/15], and the ironworking tech and Equus plows are sent to Butterland, while better armor is ready [Armor II]. The Arakosi further their educational practices [Education I]!

[Machaka]
The techs are sent to Dancing River, and while the assimilation of Subterra continues [5/10], the Iron Mariner secures Inkopolis's western outpost.
>City Complete! +5 pop/turn, +3 currency/turn

[Balbyionia]
An embassy is built [Embassy (Arakos); -1 stone]! Also, the Kingdom is in the process of becoming much more nationalistic [2/6].
>>
>>1168571

Mr. OP, I think you forgot to crunch the Butterlands!
>>
Rolled 7, 30, 29 = 66 (3d100)

>>1168571
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 55(+9/turn):
Food: 1
Currency: 100 (+9/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing II, Economy III, Writing III, Infantry I, Clergy I, Trading Goods I, Housing I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (6/15), Subterra (5/10), Aquantis (4/10),
Resources: [Bronze: 15+1] [Stone: 10+1] [Wood: 11+2] [Seeds: 6+1] [Triceratops: 4+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>send runic I and infantry I to arakos
(economics III, Boating II, Water I, Writing III, Clergy I, Trading Goods I, Scouting I)

>assimilate Subterra
(Scouting I, Economy I, Writing III, Clergy I, Trading Goods I, Housing I, Enlightened Earth I)

>assimilate Aquantis
(Boating II, Fishing II, Economy I, Writing III,Water I, Clergy I, Trading Goods I, Housing I)

Army movement: move iron mariner to inkopolis capital
>>
>>1168614
sacrifice 5 pop and spend 9 currency on action 1 to appease the dice gods.
>>
>>1168584
Thanks for catching that
[ADDENDUM-Butterlands]
The search for iron is nearly complete [8/10], while microscopes are finally built [Microscopes I]. The knowledge is sent to Arakos.
>>
>>1168158
Oh my. I was planning on doing the same in a months time when I had to go on the ship.

Who has something in the works with the Aurean Dominion?
>>
Rolled 32, 13, 31 = 76 (3d100)

>>1168571
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 52 (+2/turn)
Food: 4
Currency: 118 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing I, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects:
1. Let's do a thing, we make big floating basket. (Born of air, baskets I, Air I)
2. Get our own capital off the ground. (Born of air, eternal mandate )
3. And Soil's Meet as well I suppose. (Born of air)
>>
>>1163949
>>1165234
I'm not playing around shady, we needs those mechanik.
>>
Rolled 42, 44, 68 = 154 (3d100)

>>1168571
A period of great rejoicing is had as the grasslands are settled further out and the herds are allowed more room to grow. Yet upon hearing the words of the Ancient one Teslaiec comes upon a novel idea insipired in part by the great lights from the Classa region; to better protect his people the Cheiftain orders each shaman of the clans to keep a bonfire lit and alight for there people to always travel back to in times of danger, if danger were ever to approach the flames will rear up and bite away at the foe consuming them as fuel for the flame. Meanwhile Wiltight gathers a few other like minded students and upon the research findings of Classa in Astrology delves even deeper beginning to map out constellations in the sky, oddly enough observence of certain stars seem to trigger events before they even happen...

Else where Anul travels to the deserts of Classa itself to meet in peacetalks and brings with him knowledge of Primal Water, upon arrival the centaur calls out in greetings to the fairies inquiring as to finding a flame healer hoping to learn more upon the curious way they restore vitality of their patients and how that relates to primal water.

Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 63
Population: 76 (+4/turn)
Food: 1
Currency: 41(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic II, Astrology II
Resources: [Stone: 18+1] [Wood: 4] [Bronze: 6] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued:,

>Build Fire Beacons at each settlement [Stone?]
>Research Enlightened Fire Magic II [Writing I, Library I, Mejan's Approval]
>Research Astrology II [Writing I, Library I]
>>
>>1168648
So Wheelie, what all do I gain?
>>
>>1168845
Whatever was on Aurean's stat sheet.
>>
>>1168889
except eccentricities right?
>>
>>1168900
Correct.
>>
Rolled 81, 15, 34, 38 = 168 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 126 (+9/turn)
Food: 7.0
Currency: 75 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I
Resources: [Bronze: 23+1/Turn] [Stone: 14+1/Turn] [Wood: 11+1/Turn][Equus: 12+1/Turn][Iron: 8+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Government Reform (Elected Co-Dictatorship) 13/15
Writing III, Grand Academy, Library I, Arakosi Culture II, Education I

2. Construct a War College
Arakosi Culture II, Education I, Construction I, Recent Nomads

3. Send Hunting I and Commodities II to Machaka

4. Exert Cultural Pressure on Balbyion
Education I, Arakosi Culture II
>>
>>1168571
Not posting actions or turn changes cause I want to do some decent RP to explain the current situation but I'm hitting the hay early.

[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich Outposts: Chelydra, Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 103
Population (+growth/turn): 192 (+10/turn)
Food: 9.5 (5 in use)
Currency: 88 (+29/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(1), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)

General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I
Magic: Earth Magic I, Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I

Resources: [Copper: 4] [Bronze 26 +1/turn] [Stone:30 +4/turn] [Wood: 65 +5/turn] [Peat 14 +1/turn] [Crocodiles 6 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 47 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
Ongoing projects: Public Bath Houses (3/4), Standard units of measurements (1/4), First Claw Retraining (1/2), Grand Arena (3/20), Air Magic (2/4)
>>
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>>1168748

Anul is met by a familiar face within the outskirts of Brasa; the Herald of Fire, or at least the same one who had met him the first time. Notably, several banners of red and yellow were hanging from several points in the town: Classá had decided on a standard from which to represent its nation, a stylized star or flower which represents beauty, such as the beauty of their capital or the beauty of friendship.

She greets him with a smile and begins to tell him what she knows of her trade. "According to Sameda, the light emitted from fire contains very important...things that plants need to grow. If I had to guess, it's kind of like how fire is needed to melt down glass into a usable building material. And light is important for things like you and me as well, and can work to rejuvenate the body! If you're deprived of light, you become pale and sickly. Ashes burned by fire like ours contain part of the structure of the plants they burned, and when they're mixed with water, they become something that plants can quickly assimilate in order to rapidly grow; it's like taking apart a building in chunks, and then adding those chunks to a second building so you have one that's as big as both." Reaching around her pockets, the herald lifted out a large five-pronged leaf and handed it to the Anul.

"Speaking of plants and healing: we're studding herbs with the flying men. We can give you [Herbalism] so you can help us unlock the mysteries of these herbs together; afterward we're going to train a formal unit of medicine fairies, so in case you come into conflict we can support your warriors from the rear. And since we're here, we'll teach you better methods of starting fire with [Firemaking].

One thing the Princess is concerned with is the difficulty it is for people who lack wings like yourselves to venture to the capital; it's something we didn't really account for. We don't have the physical strength neeeded to lift you up ourselves, and neither do any of the other flying people, so we're trying to look for a solution. If you can obtain [Boating II] or higher somehow and give it to us, we can begin using our accumulated knowledge to try and build some sort of system to transport; beacons generate [Fire Points] which can be used to support fire-based things like ourselves or some of our devices, so maybe you can even own one of these things yourself if we can build one. We're going to tell the Feathered Empire about it later as well as perhaps the Butterlands and Heno: it's going to be a big project!"

>Free Offer: [Herbalism I] and [Firemaking I]
>Requesting: Research Agreement (Herbalism III)
>Requesting: [Boating II] or [Boating III]
>>
>>1169411
Anul warmly greets the Herald, no pun intended before looking at the leaf in hand. Holding it gently the older centaur waves a hand over the delicate looking flower. "It's interesting...how the things that make fire burn so brightly could be so vital, I think.." With that Anul swiftly pulls at the flower and it sways ever so slightly towards him. "Interesting, maybe through further study of [Primal Water Magic] I might be able to uncover something simlair to what you have Herald..."

At the mention of firemaking Anul looks on in interest, "That reminds me of something that silly brother of mine had decided upon. Meren, I think her name was, had wanted us to burn things as we went along with increasing our stomping grounds with all the new foals in this season. Completly out of sorts to be honest, but then my brother happened upon the idea from your own beacons, bonfires he called them. Instead of acting as waystations for your people, that is how they work yes? Sorry off track," Anul shakes his head with a smile, "Teslaiec had in mind of Bonfires that would act as places of safety and care that would harm all those who would tread into it's sacred area. Do your fire beacons do something much like that?"

"As for your problem with your flying city...Can you not simply land it when needed? Or even better a...thing that simply reaches up towards it? I cannot think of what a system might entail or perhaps you could ask the air itself? After all you are of flame and I have learned of water surely there must be something of air itself?" Stroking his goatee Anul hums in thought, "I would gladly bring knowledge back for my people, but as for boats...some might be interested, but others like my own kind, the idea of being upon such rocking and unsteady things makes me uneasy at heart...or at least my stomach."

>Accept Offer: Herb I and Firemaking I
>Agree Request: Herb III
>Pending on Boating II or Boating III
>>
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>>1169432

The attempted mentioning of the Ancient one's name brought momentary concern to the herald, but she quickly snapped out of it, looking behind her shoulder for an unknown reason. "Her name is Mej— ... it's not important, but what she's suggesting has a certain kind of basis..." She pointed at a distant light, the result of glass castle being illuminated from its own beacons.

"When you're as close to fire as us, its presence emboldens you and recharges you as if whatever it's consuming is something you're consuming as well. When we're cold in the middle of the forest or somewhere else that isn't naturally heated, it can get tempting sometimes to light a single dead tree on fire just enough so it can sustain an ember, but if you lack self control you can find yourself burning a whole grove in short order. I'm not sure if "she" knows that you don't function that way, but fire can be used defensively as well if needed. An abatis is a structure that can be used as a framework from which to sustain a firewall, and a skilled flame controler can directly grab existing flames from a bonfire and hurl them at any potential targets. Sameda doesn't really want us to practice that kind of thing too much, says we should remain busy trying to bring life to the desert instead." The fire fairy picks of a strange brass pipe with a piece of glass on the end of it and looks through its narrower end, directing it at the castle.

"We don't understand the fine details behind how our flying city works. It would be a tall order to bring it down after we ordered to lift it up, and the Feathered to the far west were the ones that did the majority of the work behind floating it and are starting to lift their own capital into the air; they say that they're the "masters" of the skies, but I think it's a bit more fickle of a relationship: they don't seem to get along with non-fliers well, but they aren't bad people at all. They probably don't know how hard it is for someone like you to live when you can't fly over a river or forest: if I were to walk to the places I needed to go, I'd easily be lost! On the positive, nobody gets lost in the desert anymore as the castle is visible from the entire desert, so we know more about our surroundings and can scout it at will. The city sways a bit to the sides every little bit, so anything that attaches to it from the base can't be a solid structure. You wouldn't feel it on the castle itself, though!

To be honest, the whole idea of boats scares me. Being in the middle of the ocean, in a vessel that if you try to start any fires risks burning down and surrounding you with more water! We hope that we can find a way to have boats without having to touch them with the water, and with them being more- fire receptive."
>>
Rolled 6, 77, 34, 44 = 161 (4d100)

>>1168571

[Classá]
Territory: 39
Population: 107 (+4/t)
Food: 2
Fire Points: 1
Currency: 127 (+25/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +5c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t} {Machaka, Loaned: 75c (29)}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Optics I, Textiles I, Writing I
Resources: [Bronze: 26+1/t] [Wood: 21+1/t] [Obsidian: 3+1/t] [Glass: 37+1/t] [Sand: 27+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Bake a Cake 1/4

>1.
[Primal Fire III]
[Architecture III]
[Firestarting I]
[Glassworking I]
[Mathematics II]
This can be an educational lesson for Riaetrusqe. The key is to sustain the flame with magic in order to ensure that a single piece of wood lasts for ten times as long as it would without- though I'm not sure enlightened fire would work that way; if anything, it would probably make it burn faster. [3/6]
>2.
[Jungle Herbs: 1 (New & Exciting)]
【Herbalism II】
[Medicine III]
[Library I]
[Writing I]
I worry about the world beyond the forests. According to the traders, great turmoil is happening about. Do you suppose the butterlands know? If injured people start coming here, we'll have to know how to properly treat them! [1/8]
>3.
[Flight III]
It's good to see that the centaur still value the ideas of creation and restoration.
<Sending Riaetrusqe [Herbalism I] and [Firestarting I]!>
>4.
[Economics III]
[Architecture III]
[Glassworking I]
[Mathematics II]
I sense an imbalance— an economical imbalance! While I hate to divert our efforts from other tasks, if were are to compete on the global market, we need to ensure that our trade routes are operating on peak efficiency. Construct a toll house to extract more currency on all our existing trade routes!
>>
>>1169562

I'm sorry, but I don't have time for this. Spending 69 currency on action #1.
>>
>>1169235
>Elected Co-Dictatorship
The last time someone tried that one of them fell for a trap and they decided it wasn't such a good idea.
>>
>>1169235
Also, General Smoke is still there, she didn't touch her bacon. Said "it smells tainted"
>>
>>1163949
>>1169565
The three of us are the only peeps who have yet to expand our borders, we are the smallest nations, the quikest to march across. But we shouldn't be easy to conquer, less so if we band together.
>>
>>1169347
The Balbyonians approach the Black Feathers. "We have heard there is some change in leadership among the elves to the east of us. What manner of people and leaders be ye, and can we expect continued trade and relations with the elves, and in turn yourselves?"
>>
Rolled 13, 63, 44, 1, 30, 96 = 247 (6d100)

Territory: 39
Population: 38 (+4/turn)
Food: 1
Currency: 38 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 3/4, Prophet School 1, Art School 3/4, Forge 3/4
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking I, Boating II, Trade Goods I, Housing I, Seers 2/4
Resources: [Bronze: 12][Wood: 9][Stone: 9](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.


I cannot believe how many turns I'm missing :/

1. Open trade route with Machake, and do the research agreement thing for Boats III.
2-3. Expand along river.
4. Build fish hatcheries around the capitol to produce more food.
5. Research astronomy/astrology in the prophet school.
6. Research Philosophy in art school, so I don't sound like a total washout when I graduate.

Also, spend however many resources I need to finish up everything.
>>
>>1169631
It looks like the fish men from the deep will be using YOU to produce more food.
>>
>>1169643
???
>>
>>1169645
you rolled a nat 1.
>>
>>1169648
;_;
rip
>>
>>1169660
Don't panic, it just mran bad stuff you can't wriggle out of by dropping a load of cash, probably just some pop loss.
>>
>>1166970
You are visited by two ambassadors, a human woman of strong build and a elf male with unkempt, light brown wings and long, thin fingers. "I am Grassroots, and this is Minerva. We come representing the Feathered Empire."
>>1169631
"Sup." says the elf, with his blue and green wings. "Nice boats. I'm Jack."
>>1169347
As if in jest, the empire sends a trio of black winged aelves to treat with you, they introduce themselves as Ein, Zyve and Drey. They seem interested in runes, incendiary, and your work on bath houses and air magic (the last in a "look, they think their people" way)
>>
>>1169347
In the cover of night they moved. Fed by the words of the faith and armed by a neighboring benefactor, the slaves of the Aurean Dominion revolted with surprising swiftness. The army from the Black Feather Republic was there to restore order, but the major leaders laid dead in their beds or in the streets. The prior slaves subjected themselves to the Black Feather Tribe and the common people followed seeing them as the bringers of peace.

In the Republic horrific murders took place. The first High Chief was chopped to pieces in her home and her eggs smashed. The Turtle folk representative's empty shell was found with blood everywhere. Priestess Undergnaw had fallen into a hunter's trap and now is on her death bed.
https://www.youtube.com/watch?v=plgg9sSLRvQ
"To my people. Dark forces work against us, trying to break our unity. We will show them that our faith isn't easily broken. As I have led you before, Now with full support of the counsel I have been given emergency executive power. My new title is Caeser Moss Scale, and I shall guide you onto greatness that shall outshine the Sun!"

"The Arcanaeum is closed to the outsiders until they have given tribute to Caeser. Let this start our relations anew. Come forth all peoples."

>>1169589
"We will continue already existing trade relations," said Caeser.
>>1169735
"You mention projects that amidst completion. With the recent events that have occurred, there is no guarantee when these projects will be complete. Maybe soon, maybe not.
>>
Rolled 88, 93, 25 = 206 (3d100)

>>1169347
Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich Outposts: Chelydra, Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 103
Population (+growth/turn): 202 (+10/turn)
Food: 9.5 (5 in use)
Currency: 88 (+29/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(1), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)

General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I

Resources: [Copper: 4] [Bronze 27 +1/turn] [Stone:34 +4/turn] [Wood: 70 +5/turn] [Peat 15 +1/turn] [Crocodiles 7 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 49 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
Ongoing projects: Public Bath Houses (3/4), Standard units of measurements (1/4), First Claw Retraining (1/2), Grand Arena (3/20), Air Magic (2/4)
>Government Reform
Caeser Moss Scale is determined to solidify his rule and to clean out the corruption that was allowed by the previous government.
>Finish the retraining of the First Claw (1/2)
+Scouting I, +Skirmishing I, Primal Water Magic I, +Archery I, +Light Armor
>Finish the construction of the Bath Houses
His people needed to be rewarded for their faith in the Great Spirit and him.
>>
>>1169773
Spend 3 currency to move it to the next level.
>>
>>1169775
First action
>>
>>1169758
"We could help you finish them, for a price." the triplets say in discordant unison.
>contract for bathhouse construction for herbalism or writing
>air magic I for runic.
>>
>>1169786
I'm certain that the bathhouse will be finished. How about diagrams to our bathhouses so you build ones faster?
>>
>>1169791
"That sounds reasonable"
"Just for the one trade"
"Air for runes still on?"
>>
>>1169827
No, cause I'm 1 turn away from finishing it. So how about I send Bathhouse Diagrams and Writing II for Infantry I and Dyes I
>>
>>1169840
Anyway I can get writing III?
>>
>>1169735
Thanks! They have plates of armor made out of hardened ceramics. This makes them brittle, but also much harder to destroy than normal copper or bronze armor. It also lets us use the plentiful clay from the riverbank instead of wasting metal.
>>
>>1169919
"Yea, ceramic is nice, have you ever considered reinforcing it with plant matter?"
>trade wicker for...you don't actually have a "ceramic" tech, do you?
>>
>>1170002
I could trade boatmaking II for writing I and armor I
>>
>>1170069
Fair nuff.
>>
Rolled 18, 18, 39 = 75 (3d100)

>>1168571
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn, Unnamed Aquantian Outpost)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 58
Population: 100(+5/turn)
Food: 5
Currency: 72(+21/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 30+1] [Wood: 71+3] [Seeds:24+1] [Equus Herd:29+1] [Hollow Runners [Skirmisher]: 18+1] [Parasaur Herd: 8+1] [Triceratops Herd: 9+1] [Jungle Herbs: 5+0] [Crocodile Float 5+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Northward Expansion [1/2]

>Complete Northward Expansion (Flight III, Horsemanship I, Naval I, Scouting I, Skirmishing I)

>Create a school for improved training in martial skills. (Treeweaving II, Craftsmanship I, Mathmatics II, Parasaur Labor, Equus Labor, Triceratops Labor)
In order to protect the order of the universe, we need to perfect ourselves so that we may be a bastion of life and strength in times of hardship.
Do I need to list the martial skills too?

>Upgrade our Northern outpost into a town to better handle our expanding population and trade. (Treeweaving II, Craftsmanship I, Mathmatics II, Parasaur Labor, Equus Labor, Triceratops Labor)
>>
>>1170222
Spend 3c on #1 & #2 to make progress
Spend 12c on #3 to take it to the next tier.
>>
Rolled 27, 50, 71 = 148 (3d100)

>>1168648
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 89(+4/turn)
Food: 1
Currency: 79(+9/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism II, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I
Resources: [Bronze :30(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 21(+1/turn)] [Parasaur: 23/+1/turn], [Hollow Runners: 7+1/turn] [Doctors][Obsidian 23+1/turn], [Medical Equipment I], [Stone: 4+1/turn]{Glass: 2+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Hopefully finish looking for Iron [8/10]

Build Bank in Classa. [Parasaurs, Hollow Runners]

Research Agreement Herbalism III. [1/8] [Natural Healers, Micrscopes I]
Do the plows give me +1 food/per farm/per level(3), or just +1 food/level(1)?
>>
>>1170233
23 Currency on roll 1.
>>
>>1168730 (You) #
1-8
2-17
3-9
Total-34
Monies
>>
>>1170266
You don't need to you already have ironworking. You just need to build an iron mine.
>>
>>1169848
"Why don't you tell me about the nation you represent."

>Boathouse Diagrams & Writing III for Architecture III and infantry I
>>
Hi Aithlin, can you come over to the special IRC channel so we can talk about a secret project?

>https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
>>
>>1171681
More discordant unison, "The Feathered Empire is an aerocratic dictatorship populated by a higher "air" caste of winged elves and a lower "earth" caste of humans. Many citizens worship our leader, the eternal child, Aithlin. Lately the arts have been quite popular. Namely these new "flying baskets" that'll supposedly provide resting places completely inaccessible from the ground."
>>
>>1172008
>yeah, is good trade.
>>
>>1172008

Sorry I had to subject you to that, but did you get my PM?
>>
>>1172008
is aithlin male or female btw?
>>
>>1172142
No, part of why I hate that site
>>1172154
Idunno
>>
>>1172193
how many different names and threads are you a part of?
>>
>>1172193
also I imagine aithlin is a girl, because it seems like all your important people are female.
>>
>>1171681
A friend just let me know the extent of that tech's importance down with the earth. I'm afraid I cannot part with architectural designs. However, dyes and Infantry, even our wicker design shall be offered for the runic alone.
>>
>>1172223
Not really,
Males: sacchrine, the triplets, grassroots and Jack
Females: smoke, viper, and Minerva is human, and barely counts as a woman
>>
>>1172264
I try to keep it quite balanced cause our leader is themselves androgynous. Thereby ensuring that gender is quite unimportant to the Feathered Empire.
>>
>>1172272
I just assumed that everyone but jack was female, since i skimmed through everything. but the androgynous aspect makes sense.
>>
File: Ancients4chan.png (4.83 MB, 2500x2000)
4.83 MB
4.83 MB PNG
[Machaka]
The techs are sent to Arakos, and assimilation continues [6/10, 5/10], while the Iron Mariner secures Inkopolis's capital!

[Feathered Empire]
A floating basket is woven [1/4], and the Empire's builders begin to lift the capital [1/20], as well as Soil's Meet [1/15].

[Riaetrusqe]
Fire beacons begin [1/4, -1 stone], but Mejan appears again; according to her, fire must be wild and free to be powerful. She seems angry, but consents to training the tribal mages more [1/6]. More Astrology research is begun as well [2/6].

[Arakos]
Government reform completes! No progress on the war college, though the trade is sent to Machaka, and pressure is exerted onto the Kingdom of Balbyion.
[ECCENTRICITIES]
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.

[Classa]
The beacon is finally lit [Beacon I, +1 food], while better herbalism practices are about halfway finalized [4/8], and the trade to the Riaetrusqe is sent. Finally, work on a toll house begins [1/4, -1 stone].

[Provinces]
No trade route is opened, but the provinces expand their lands along the river [+8 hex]! Disaster occurs at the fish hatchery, though- though there is much skepticism among the clan bosses, the returning workers claim that monstrous fish-like beings, with arms and legs, lept out of the water and attacked [-4 pop]. However, Astronomy research is off to a good start [1/4], and the first Philosophy majors graduate from the art school [Philosophy I].

[Black Feather]
Caesar Moss Scale begins to reform the government; it is going smoothly, for now [3/15], and the retraining of the First Claw completes [2x]. The bath houses are ready as well [Bath Houses I, +1 pop/turn].

[Henoan Conclave]
Northward expansion finally completes [+14 hex], and the foundation for a Military Academy is laid [1/4, -1 stone], while the northern outpost is expanded [3 turns, -5 wood, -5 stone].

[Butterland]
Iron is found [Iron: 5 (+1/turn)]! A bank is opened in Classa [2/4, -1 stone], and the research goes smoothly [5/8]!
>>
Rolled 74, 26, 23 = 123 (3d100)

>>1172518
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 62(+12/turn):
Food: 3
Currency: 105 (+14/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing II, Economy III, Writing III, Infantry I, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (6/15), Subterra (5/10), Aquantis (4/10),
Resources: [Bronze: 15+1] [Stone: 10+1] [Wood: 11+2] [Seeds: 6+1] [Triceratops: 4+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>Research Djinn ruins
(Writing III, Scouting I, All-Terrain Training, Clergy I, City)

>assimilate Subterra
(Scouting I, Economy I, Writing III, Clergy I, Trading Goods I, Housing I, Enlightened Earth I)

>assimilate Aquantis
(Boating II, Fishing II, Economy I, Writing III,Water I, Clergy I, Trading Goods I, Housing I)
>>
>>1172533
Use the power of moloch to bend the nations to our will.
>spend 100 currency on assimilation
>>
>>1172518
[ADDENDUM-Classa]
Beacon II
-Glass instead of stone
>>
>>1172518
I boosted the first action (reform) into the next category.
>>1169775
>>1169779
>>
>>1172533
spend 6 stone and 10 bronze to rebuild the ruins to their former glory and have the people relive the lives of the djinn to increase our understanding.
>>
Rolled 82, 2, 67 = 151 (3d100)

>>1172518
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 89(+4/turn)
Food: 1
Currency: 65(+9/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism II, Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I
Resources: [Bronze :31(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 22(+1/turn)] [Parasaur: 24/+1/turn], [Hollow Runners: 8+1/turn] [Doctors][Obsidian 24+1/turn], [Medical Equipment I], [Stone: 4+1/turn]{Glass: 3+1/turn][Iron: 6+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Finish Bank in Classa [2/4] [Parasaur]

Research Agreement Herbalism III [5/8] [Natural Healers, Microscopes I]

Research Chemistry [Natural Healers, Microscopes I, Herbalism II, Medicine III]
Does Plow bring my Food to 2 or 4?
>>
>>1172554
Will fix next update
>>
>>1172556
Have no response to the Caeser?
>>1172557
Thanks
>>
>>1172556
I think my Techs bring the roll to 6, so 4 Currency on Roll 2 to avoid bad shit.

>>1172560
To what?
>>
>>1172567
I responded to you here at the bottom. Didn't know if you wanted something else, like a trade deal or access to the Arcanaeum.
>>1169758
>>
>>1172577
Nah. For now I mostly need to work on some personal projects and goals.
>>
>>1172560
"To Caesar,

The Skal hereby sends this demand: Deliver to us the slaves of the Aurean without delay. They are guilty of no crime, and deserve freedom. Your wicked religion excuses the most heinous of crimes, and it is a travesty to leave the downtrodden in your hands. Under our care they may yet thrive."
>>
Rolled 37, 49, 46 = 132 (3d100)

>>1172518
Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich Outposts: Chelydra, Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 103
Population (+growth/turn): 213 (+11/turn)
Food: 9.5 (5 in use)
Currency: 114 (+29/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I
Resources: [Copper: 4] [Bronze 28 +1/turn] [Stone:38 +4/turn] [Wood: 75 +5/turn] [Peat 16 +1/turn] [Crocodiles 8 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 51 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
Ongoing projects: Standard units of measurements (1/4), Grand Arena (3/20), Air Magic (2/4), Government Reform (4/15)

>Government Reform (4/15)
+Writing III, +Clergy I
Caesar Moss Scale started to parade his son with him at all times. Turning most encounters into lessons and opportunities to show off Julius' intellect.

>Send Boathouse Diagrams & Writing III to the Feathered Empire
+Roads II

>Research Standard unit of Measurement (1/4)
+Writing III, +Mathematics II, +Banking I, +Currency I
>>
>>1172518
I spent c to raise those to +2
>>
>>1172518
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 54 (+2/turn)
Food: 4
Currency: 96 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing I, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: flying basket (2/4) Feather's Cradle flight (2/20) Soil's Meet flight (2/4)
1. Trade armor&writing to Provinces for Boating
2. Continue make flying basket (born of air, eternal mandate, air, weather, flight, bakets, mathematics, armor, textiles, navy) [2/4]
3. Feed into Soil's Meet (born of air) [2/15]
>>
What resources would I need to spend to finish work on the level I buildings I have?
>>
Rolled 55, 56, 64, 42, 64, 85 = 366 (6d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: [WHATEVER IT IS ON THE MAP]
Population: 127 (+8/turn)
Food: 17 (1 Base, 4 farm at +4 each {AG2 + Equus Plow2}
Currency: 60 (+12/turn) [6 from base, 6 from trade]
Industry: 6
Structures:
BALBYON:Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
GALKOKI: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Embassies: Aurean Dominion, Arakos
Defenses:
1 Walls of Balbyion
1 (Galkelan)
Military:
1 Balbyionian Home Guard
1 (Man at Arms) 1.8(Knight)
Tech:
>Economic
Agriculture II, Fortifications I, Masonry I, Writing III, Economy I, Craftsmanship I, Expansion II, Roads I, Construction I, Equus Plow II, Charm II, Nationalism I
>Military
Bronzeworking, Weaponsmithing I, Armorsmithing I, Bowmanship I, Spears I, horsemanship I, Chariots I, Boats I, Sailing I
Resources:
[Copper: 24] +1/turn
[Stone:15] +3/turn
[Wood: 17] +2/turn
[Equus: 11 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources

Galkoki Projects:
Armorsmithing II 3/4
Weaponsmithing I 1/4
Tools 1/4.
Nationalism II 2/6

>>1169735
>Sorry I missed this
"You visit Balbyon, feathered ones. What is it you wish to say?"

As promised by the Arakosi, we are given free reign to study their specific technologies at our leisure, in exchange for them using our Library to enhance their own projects. It is an acceptable trade, Balbyon is a shrewd and thrifty people who do not like to share its technology often but is willing to share the use of its academy, Arakos has no academy or libraries to offer Balbyon but does have technologies Arakos want to learn. Technology in exchange for research institutes. A fair trade.

And with the Arakos already having studied these methods, learning them should prove easier.

1-2. Study the Arakosi methods of producing Commodities for a stronger internal market.

Buildings: Arakosi Embassy, Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Commodities II

2-4. Study the Arakosi methods of superior drill for training soldiers

Buildings: Arakosi Embassy, Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Drill III

5-6. Study the Arakosi methods of Fuedalism to reduce our military costs

Buildings: Arakosi Embassy, Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Fuedalism II
>>
>>1173063
I never gave you permission to study my military tech. Our agreement was strictly for civil technology.
>>
>>1173188
This was never outlined in our agreement.

http://suptg.thisisnotatrueending.com/qstarchive/1128599/#p1141326
>Arakos will gain access to use our academy to develop and refine their own research projects
>Balbyon will be permitted to build a foreign school in Arakos to learn from their civilization
>"If you have any additional qualms or comments or a counter proposal, say so."
http://suptg.thisisnotatrueending.com/qstarchive/1128599/#p1141333
We have none. We find this acceptable.
>>
>>1173228
The Balbyions are not permitted to be near the Field of Vykus unless they're willing to finally swear fealty.
>>
>>1173239
We are not interested in the fields of your god. We are fully capable of study from our embassy. If you are going to claim all of Arakos and our embassy as the field of Vykus, then we will consider this a betrayal and act accordingly.
>>
>>1173242
The Field is where we study martial matters. If you're not at it you're not acquiring any military knowledge from us. If strength of arm is what you want, join us.
>>
>>1173246
We were considering joining you, as you had seemed true to your word and honest in your dealings.

But how can we now join you now that you are clearly capable of amending your deals at your convenience. When Balbyon had found a problem in our agreement, we brought it up to you and offered the chance to make an amendment. No qualm was given, and no additional conditions described. That you have shown you show no regard for the sanctity of your word, does not incline us to believe you would adhere to anything you say where we to swear fealty to you.
>>
>>1173249
The Balbyionians are traders and merchants. Our concern has always been for the sanctity of our military traditions and protecting them from falling into the wrong hands. We trust you with a great deal, but we do not trust you with this as you are. There are no assurances that these things would remain between us.
>>
>>1173251
"If your concern was of your technology falling into the wrong hands, then you should have said so. Balbyon would have understood openly, for we had the same agreement not to share the technology given to us by the Aureans and we ourselves are a people who fear our own knowledge falling into ill hands. We ourselves are not inclined to share our technology with anyone who has not sworn loyalty to us as subordinate or ally. It is already a sign of great trust we allow you use of our Grand Academy despite us being but close associates and not militarily bound.

If you are asking for an amendment, then you should have said so when we asked. However, you should also ask now that you have voiced your concern."
>>
>>1173063
"We are architects, and we've come to learn what we can from you.
>>
>>1173058
I think you just gotta finish it with an action and the stone or wood or whatever will be deducted. Like "you finished bulding, [-1 wood]" or whatever.
>>
>>1173258
>>1173251
"We await your reply, whether you would like to open the table to discuss a limitation to sharing technology as your desire or you wish to renege on this deal entirely."
>>
>>1173258
"There is a difference between an arrangement and fealty. With fealty you accept our wisdom in military matters as a son accepts the wisdom of the father or the daughter of the mother. That wisdom is only imparted so long as the relationship remains."

Arakos Offers
>Balbyionia and the Iron Alliance (Arakos/Machaka) sign a non-aggression treaty
>Balbyionia can benefit from Arakos military techs as a standard "tech" bonus to their own research, but have to research their own techs to get the benefit for their troops. I.e. no "he has drill 3 so I research drill 4"
>Balbyion will not trade military techs to other nations
>>
>>1173435
you do not speak for us when it comes to allies. we will join your wars and and defend your borders, but if you seek to add others then we expect compensation.
>>
>>1173476
This isn't an alliance, this is a non-aggression treaty. If you don't want to sign it, don't. But I won't come to help you in a fight unless he gives me some other reason to break the treaty.
>>
>>1173504
we question why you want to sign a non-aggression pact and then give them access to advance military technology. if you do not want to worry about aggression then dont give them ability. if you want them to be strong then give them access, but have them fight for you as well.
>>
Rolled 79, 23, 52, 31, 7, 10, 55, 15, 27 = 299 (9d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 33 (+3/turn)
Food: 1
Currency: 42 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Engineering II, Tunneller I, Crossbows I
Resources: [Bronze: 12][Wood: 12][Stone: 12][Iron:8](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
#1-2 dig a jewel mine
+Engineering II, Tunneller I, Mining I
#3-4 learn underground agriculture using torches to light plants
+Engineering II, Mining I
#5-6 study Engineering III
+Engineering School I, Engineering II
#7-9 study Mining II
+Engineering School I, Engineering II, Mining I
>>
>>1173529
They still have to research it themselves.
>>
Because fuck mibbit.
https://discord.gg/7EZQAmb
>>
>>1173435
"We are not willing or desiring to swear fealty at this time. Balbyon would lead by its own wisdom, for now, and would not be subordinate to another. But we can and are able to swear loyalty and proof of our word."

>Balbyionia and the Iron Alliance (Arakos/Machaka) sign a non-aggression treaty
This is acceptable
>Balbyion will not trade military techs to other nations
*we would amend this. Balbyon would not trade military techs to other nations excepting:
1) this nation is a proven ally of Balbyon AND not a current or accused enemy of Arakos either by their own admit or by Arakos. such an ally will also be made to sign a NAP with the Iron Alliance
2) in the event we are allied with a nation, and wish to share military technology with them, they themselves are not permitted to share to other parties not allied with Balbyon and/or in NAP with the Iron Alliance
3) we will inform Arakos of these things ahead of time, and they can interject at any time if they note something is amiss
>>Balbyionia can benefit from Arakos military techs as a standard "tech" bonus to their own research, but have to research their own techs to get the benefit for their troops. I.e. no "he has drill 3 so I research drill 4"
*we would amend this. we sought to learn from your civilization, this was is intent: i.e. "Arakos has Drill III. because he has already pioneered the technology, I will learn Drilll III with greater ease (either directly as studying Drilll III OR as Drill I -> II -> III very quickly with less ticks. it is not an automatic tech exchange. I will research Drilll III before I can IV.)

This is all subject to Wheelie anyway
>>
Rolled 47, 79, 34, 20 = 180 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 131 (+9/turn)
Food: 7.0
Currency: 75 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I
Resources: [Bronze: 24+1/Turn] [Stone: 15+1/Turn] [Wood: 12+1/Turn][Equus: 13+1/Turn][Iron: 10+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Research Armor III
Writing III, Grand Academy, Library I, Arakosi Culture II, Education I

2. Construct a War College
Arakosi Culture II, Education I, Construction I, Recent Nomads

3. Refit the Army
2 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Arakosi Culture II

1 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Horsemanship I, Arakosi Culture II, +3 Equus

1 Ceadni Khal [2.6][Disciplined]
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II,
Arakosi Culture II

1 Siege Khal [2.6]
Give this unit Catapults
+Siege I, +Mathematics I, + Skirmishing I

4. Construct Schools
Arakosi Culture II, Education I, Construction I, Recent Nomads, Executive Orders
>>
>>1173886
Spend 5 currency on roll 2 to bring it to 91
>>
>>1173908
>>1173745
>>
>>1173745
Amendment to clause 3: Arakos retains the right to either veto trades, or request equal share of a trade of civil tech. ie. drill for architecture
>>
>>1174077
"Balbyon is very stingy when it comes to giving away our technology. the reason we opened our academy to you was the gift of a research boost from our academies, while we retained our own technologies.

We do not veto the use of our academy library, or any *additional reseaerch institutes we open based on individual use which will also be for yours to use, we allow you total freedom in this regard. We wish to see the same, and not coerced into ensuring equal tech exchange. A research boost for technology boost, that is what we had agreed upon."
>>
Rolled 45, 72, 13 = 130 (3d100)

>>1172518
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) City:(Aria) Outposts:(Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 72
Population: 105(+5/turn)
Food: 5
Currency: 75(+21/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 31+1] [Wood: 63+3] [Seeds:25+1] [Equus Herd:30+1] [Hollow Runners [Skirmisher]: 19+1] [Parasaur Herd: 9+1] [Triceratops Herd: 10+1] [Jungle Herbs: 5+0] [Crocodile Float 6+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Military Academy(1/4), Northern 'City'? Expansion auto-completes in 2 turns.

>Continue Military Academy (Treeweaving II, Craftsmanship I, Mathmatics II, Parasaur Labor, Equus Labor, Triceratops Labor)

>Expand eastward to link up with NeoVenezia outpost. (Flight III, Horsemanship I, Naval I, Scouting I, Skirmishing I)

>Plant the specimens of Jungle Herbs that we aquired to begin growing more. (Life II, Agriculture II, Ecology II, Herbalism I)
>>
>>1174416
Spend 6c on #1 to advance a tier
Spend 8c on #3 to make progress
>>
File: 10714472_p0.jpg (1.23 MB, 892x892)
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Rolled 78, 13, 63, 70 = 224 (4d100)

>>1172518

>>Opps, when checking food/fp it turns out there was a second farm I apparently had that I wasn't accounting for. Not that it matters too much, as I mainly use fire points for unit upkeep~.

[Classá]
Territory: 39
Population: 111 (+4/t)
Food: 3
Fire Points: 3
Currency: 83 (+25/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +5c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t} {Machaka, Loaned: 75c (28)}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Optics I, Textiles I, Writing I
Resources: [Bronze: 26+1/t] [Wood: 21+1/t] [Obsidian: 3+1/t] [Glass: 37+1/t] [Sand: 27+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Bake a Cake 1/4

>1.
[New & Exciting] +10
[Economics III]
[Mathematics II]
[Library I]
[Writing I]
In order to handle large organizations, we need to learn resource managment! Study [Logistics] to see if we can't reduce their potental operating costs before they're even started!
>2.
[Jungle Herbs: 1 (New & Exciting)]
【Herbalism II】
[Medicine III]
[Library I]
[Writing I]
I hope Mejan's ambitions don't distract the centaurs' attempts at learning medicine. I wonder how the Butterlands are doing on their personal goals? [5/8]
>3.
【Firestarting I】
[New & Exciting] +10
[Primal Fire III]
[Ecology I]
[Library I]
Our beacons could be burning brighter and creating more life-giving light for less resources, like how Sameda says! If we can improve firestarting, we can have it so that beacons produce more fire points than stadard, much more! Now that's fuel efficiency~.
>4.
[Economics III]
[Architecture III]
[Glassworking I]
[Mathematics II]
Maybe if we can get back to baking a cake later, we can have the toll house double as a bakery? No, that's a silly idea. [1/4]
>>
>>1172609
"The Black Feather Republic does not have slaves or ever had slaves. Your ignorance will be forgiven as you have only experience the Dominion's interpretation of the faith, not the origin or the pure version. Caesar is open for dialogue as long as it is civil."
>>
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>>1174834

>Spending 3 currency on action #1, and 5 currency on action #4!
>>
>>1174834
"To Princess Zharar,
Caesar invites you to dine and discuss the future of our nations."
>>
>>1174416
"To the Conclave,
We have shared positive past relations before, we would wish to discuss relations further."
>>
>>1174077
>>1174123
"We cannot accept the particular clause amendment of "request an equal share of a trade". We give unrestricted access to our Grand Academy, library, and future research centers without strings and reciprocation without expectation is what we seek.

For the prospect of veto'ing trades Balbyon is more likely to consider, but we would remind that any whom we pick as an ally we will make swear loyalty and/or fealty to us, bound by oath and word, and any who break this word will be an enemy to us. Rather than veto rights, we would want to assure you that tech both civil and military derived from Arakos will only be traded to a loyal ally of Balbyon, and Arakos can reserve the right to veto trades of tech to non-allies of Balbyon and especially suspected enemies of Arakos."
>>
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>>1174907

The trade route to Riaetrusqe yielded something special today; a peculiar letter written in the same sort of script that the flying men were using, on a type of pressed cloth. Unfortunately, the Princess was able to read this language herself, so she fetched an interpreter from one of those regions to read it for her.

After further information on the identity of its senders, Princess Zharar blushed and silently gasped. It was the empire of the north that she had based the structure of her civilization on— they finally took notice of them! The heart of civilization noticed her! Further inquiry revealed that one of its major cities was located close enough to be able to traverse without risk of freezing, but the Princess was nervous. She never really went father than the Henoian Conclave before- there was no telling what things lurked beyond the forest and river.

Yet then again, this was her chance to finally become known on the world stage, where she could show off the progress of her flying glass city to everyone and awe them. She grabbed a handful of torches and turned to her advisor. "I'm going North, Sameda! The major civilizations have finally taken notice of us, and they want to meet with me personally! I hope you can look after my kingdom while I'm away! I promise it won't be any longer than needed." With that, she scoured the royal closet for the finest dress she could find, grabbed a handful of glass amulets and super-heated rocks which served as a workable heat storage and flew off, using the palms of her hands as a sort of jet to increase ascension speed, charting a route from the Butterlands to the swampy marshlands of the Black Feather Dominion.

A few days later, and Zharar made landfall to the reported area, but what she found somewhat surprised her. The area didn't appear as developed as the fire fairy monarch initially thought it would be, with surroundings that strongly remsembled Heno only damper, and while the Princess would never admit it... it kind of smelled. Crocodiles and other life teemed across various murky pools, keeping her on edge even if her fiery wings were probably an effective detterance. Probably.

"Hello? Is this the Dominion of Ceaser? This is the Princess of the Principality of Classá!"

Wandering the outskirts of Basiliscus appears to be a red-haired young woman wearing a fine red and white dress as well as a bow of golden thread. Though human in general appearance, a set of burning flames which resembled wings trailed behind her and danced with the breeze. She appeared to be lost, cautiously watching her every step to ensure that she didn't accidentally slide into the mud, remaining conspicuously clean for her surroundings.
>>
Rolled 5, 71, 52 = 128 (3d100)

>>1172518
At the disapproval of Mejan, Teslaiec simply bows asking for guidance then how are his people to live if fire runs wild and free without constraint? At least with these bonfires they would be honored and allowed to never go out. If needed Travelers wishing for good fortune and fire's blessing to burn those who would wish them harm could bring something to burn to appease the bonfires, something important to each person perhaps? None the less the bonfires must be made if the world is to be made safer for his people.

Meanwhile Teslaiec's company of fellow shamen from different clans delve ever deeper into the flames to better understand the power they draw upon. One day during meditation to commune with their inner flames one of the shaman suddenly combusts into flames! Many cry out and bring water and dirt to try to save their friend. Yet when the flames burn hotter as if to spite them when suddenly they go out revealing the shaman completly unharmed! Many of the other shaman are amazed by this and questions are asked; some wonder if this is a type of metamorphosis of their people or a new power to harness...

Anul upon returning to the nation commends his brother's pupile Wiltight in furthering knowledge of the stars, yet with the recent agreements made between Classa and Riaetrusqe hastens to have them both look into the knowledge of herbalogy already simple herbs when mashed together into poultices greatly aide the wounded from hunts. Further research is definitely required...

Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 63
Population: 80 (+4/turn)
Food: 1
Currency: 46(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic II, Astrology II, Herb I, Firemkaing I
Resources: [Stone: 18+1] [Wood: 4] [Bronze: 6] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued:, Bonfire 1/4, Enlightened Fire Magic III 1/6, Astrology III 2/6

>Build Fire Beacons at each settlement [Fire Making I, Enlightened Fire Magic II]
>Research Enlightened Fire Magic II [Writing I, Library I, Mejan's Approval, Fire Making I]
>Research Herbology II [Writing I, Library I, Primal Water Magic II]
>>
>>1176667
Oh dear, spending 16 currency on actions 1, I don't care if Mejan is upset with me about it I want bonfires for my people damn it.
>>
>>1176675

You're part of a research agreement silly, we're working on [Herbalism III] at 5/8. If you spend 23 currency on it (aciton #3) you can complete it for all of us!
>>
>>1176716
Oooh...Well in that case, sure lets go ahead and do the 23 currency for the third actions here.>>1176667
>>
File: Ancients4chan.png (4.83 MB, 2500x2000)
4.83 MB
4.83 MB PNG
[Machaka]
The study of the ruins is nearly complete [11/15], and the defunct nations have been assimilated; the populations, economy, and what little infrastructure that is still functional is now Machaka's [+3 pop/turn, +3 currency/turn, +3 Industry].

[Butterland]
>4
The Classan branch of the First World Bank is finally open for business [+1 currency/turn], though there's no progress on the herbalism research. Chemistry research is nearly done [3/4].

[Black Feather]
The governmental reform goes slowly [5/15], and while the trade to the Feathered Empire is sent, measurement research nears completion [3/4].

[Feathered Empire]
>forgot to roll

[Balbyionia]
Commodities are studied and made [Commodities I, +1 currency/turn, +1 Industry], as well as better drilling methods [Drilling I], and Feudalism [Feudalism I (Knight (1.8) requires five hexes].

[Underhold]
A jewel mine is dug [Jewel Mine I, +1 currency/turn, -1 wood], and underground agriculture is being researched [3/4]. No progress on further engineering, but better mining techniques are slowly being uncovered [1/4].

[Arakos]
Better armor is being researched [2/8], and while the War College is opened [War College I -1 stone], a school is undergoing construction [1/4, -1 stone], and the army is refitted (1/

[Henoan Conclave]
The Military Academy is nearly open [3/4], and the Conclave expands its lands eastward [+15 hex]. Jungle herbs are planted [1/4, -1 jungle herb].

[Classa]
The study of basic logistics concludes [Logistics I], and though there is only slight progress on herbalism research [6/8], basic firestarting techniques start smoothly [2/4], and the cake is almost baked [3/4].

[Riaetrusqe]
Mejan grumbles about it, but a beacon is constructed in Tolretnac [1/4, -1 bronze, -1 wood]. Mejan is reluctant, but teaches the Riaetrusqe more of her ways [2/6], and herbology research completes [Herbology III]!
>>
Rolled 40, 17, 59 = 116 (3d100)

>>1177846
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 93(+4/turn)
Food: 4
Currency: 71(+10/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I
>Bank Branch - Classa (+1 currency/turn)
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism II, Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I
Resources: [Bronze :31(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 22(+1/turn)] [Parasaur: 24/+1/turn], [Hollow Runners: 8+1/turn] [Doctors][Obsidian 24+1/turn], [Medical Equipment I], [Stone: 4+1/turn]{Glass: 3+1/turn][Iron: 6+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Research Chemistry [3/4] [Natural Healers, Microscopes I, Herbalism II, Medicine III]

Research Agreement Herbalism III [5/8] [Natural Healers, Microscopes I]

Build a Grand Observatory, for which to view and study the stars. [Parasaurs] [Optics I][Glassmaking I]
>>
>>1177930
Wraggle fraggle.
I shouldn't try responding to these things at 2 in the morning.

>>1177905
Then just change it to Herbalism IV if that's okay.
>>
>>1177905

Hey Butterlord, [Herbalism III] was completed by Riaetrusqe this turn!

>>1177846

I should have made it cleared in the post (but was running out of text room), but action #4 is for a trade toll house to increase the revenue of my trade routes, and not the cake baking which is still on hold (and was given money to rush it to completion >>1174903!)
>>
>>1177846
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 80(+18/turn):
Food: 5
Currency: 26 (+21/turn)
Industry: 9
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (11/15),
Resources: [Bronze: 7+1] [Stone: 8+1] [Wood: 15+2] [Seeds: 8+1] [Coral: 1+1] [Seaweed: 1+1] [Triceratops: 6+1] [Icthy: 1+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>Research Djinn ruins
(Writing III, Scouting I, All-Terrain Training, Clergy I, City, LARPing)

>reform exemplar and khal invictus into khal Exemplar, bring iron mariners to new standards
(Scouting I, Infantry I, Armor I, Weapons I, Enlightened Earth I, Water I, Runic I, Drilling III)
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)

>create new iron mariner
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)
>>
Rolled 57, 85, 45 = 187 (3d100)

>>1178654
>>
>>1178654
25 currency and 8 pop on action 1, 5 pop on action 2, 6 pop on action 3.
>>
Rolled 94, 85, 12 = 191 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 36 (+3/turn)
Food: 1
Currency: 47 (+5/turn)
Industry: 8
Structures: Government Building, Farm I (2), Jewel Mine I (1), Mine I, Engineering School I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Engineering II, Tunneller I, Crossbows I
Resources: [Bronze: 13][Wood: 12][Stone: 13][Iron:9](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Underground Agriculture 3/4
Mining II 1/4
#1 continue studying Underground Agriculture 3/4
+Engineering II, Mining I
#2 study Engineering III
+Engineering School I, Engineering II
#3 continue studying Mining II
+Engineering School I, Engineering II, Mining I
>>
Rolled 3, 78, 35, 9 = 125 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 140 (+9/turn)
Food: 7.0
Currency: 93 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I, War College I
Resources: [Bronze: 25+1/Turn] [Stone: 16+1/Turn] [Wood: 11+1/Turn][Equus: 14+1/Turn][Iron: 12+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Research Armor III 2/8
Writing III, Grand Academy, Library I, Arakosi Culture II, Education I, War College I

2. Expand to link the two halves

3. Refit the Army
2 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Arakosi Culture II, , War College I

1 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, War College I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Horsemanship I, Arakosi Culture II, +3 Equus

1 Ceadni Khal [2.6][Disciplined]
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II,
Arakosi Culture II, , War College I

1 Siege Khal [2.6]
Give this unit Catapults
+Siege I, +Mathematics I, + Skirmishing I, , War College I

4. Construct Schools 1/4
Arakosi Culture II, Education I, Construction I, Recent Nomads, Executive Orders
>>
>>1180208
Spend 2 currency on roll 1
Roll 3 is 1/6
Spend 3 currency on roll 4
>>
Rolled 95, 63, 90 = 248 (3d100)

>>1177846
Just curious but why do I have 1/4 for bonfire stuff? Thought I already had it at 1/4?

Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 63
Population: 84 (+4/turn)
Food: 1
Currency: 12(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic II, Astrology II, Herb III, Firemkaing I
Resources: [Stone: 19+1] [Wood: 3] [Bronze: 5] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued:, Bonfire 2/4?, Enlightened Fire Magic III 2/6, Astrology III 2/6

>Build Fire Beacons at each settlement [Fire Making I, Enlightened Fire Magic II]
>Research Enlightened Fire Magic II [Writing I, Library I, Mejan's Approval, Fire Making I]
>Research Astrology III [Writing I, Library I, Astrology II]
>>
Rolled 18, 16, 57 = 91 (3d100)

>>1177846
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) City:(Aria) Outposts:(Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 87
Population: 110(+5/turn)
Food: 5
Currency: 82(+21/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 32+1] [Wood: 66+3] [Seeds:26+1] [Equus Herd:31+1] [Hollow Runners [Skirmisher]: 20+1] [Parasaur Herd: 10+1] [Triceratops Herd: 11+1] [Jungle Herbs: 5+0] [Crocodile Float 7+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Military Academy(3/4), Jungle Herb Planting (1/4), Aria (N.Outpost) Upgrade auto-completes in 1 turn.

>Complete the Military Academy
(Treeweaving II, Craftsmanship I, Mathmatics II, Parasaur Labor, Equus Labor, Triceratops Labor)

>Tend to the Jungle Herb seedlings to ensure healthy growth. (Life II, Agriculture II, Ecology II, Herbalism I)

>Construct an Apothecary complete with a plant nursery for the improved production and study of herbs, medicines, crops and other plant related research. (Life II, Agriculture II, Ecology II, Herbalism I, Treeweaving II, Craftsmanship I, Mathmatics II, Parasaur Labor, Equus Labor, Triceratops Labor)
>>
>>1173272
"You come with a request, what can you offer in exchange? Mind you, Balbyon is loathed to share its technology. We prefer to share our methods of learning instead. It would take a significant invesment to convince us to give you our technology."
>>
>>1181033
Spend 3c on #1 for progress
Spend 5c on #2 for progress

>>1178654
pls don't forget our trade.
1/3 of aquantian pop with starter resources.
>>
Rolled 68, 13, 2 = 83 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: [WHATEVER IT IS ON THE MAP]
Population: 135 (+8/turn)
Food: 17 (1 Base, 4 farm at +4 each {AG2 + Equus Plow2}
Currency: 73 (+13/turn) [7 from base, 6 from trade]
Industry: 7
Structures:
BALBYON:Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
GALKOKI: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Embassies: Aurean Dominion, Arakos
Defenses:
1 Walls of Balbyion
1 (Galkelan)
Military:
1 Balbyionian Home Guard
1 (Man at Arms) 1.8(Knight)
Tech:
>Economic
Agriculture II, Fortifications I, Masonry I, Writing III, Economy I, Craftsmanship I, Expansion II, Roads I, Construction I, Equus Plow II, Charm II, Nationalism I, Commodities I
>Military
Bronzeworking, Weaponsmithing I, Armorsmithing I, Bowmanship I, Spears I, horsemanship I, Chariots I, Boats I, Sailing I, Drilling I, Fuedalism I (Knight (1.8) requires five hexes
Resources:
[Copper: 24] +1/turn
[Stone:15] +3/turn
[Wood: 17] +2/turn
[Equus: 11 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources

Nationalism II 2/6

Galkoki Projects:
Armorsmithing II 3/4
Weaponsmithing I 1/4
Tools 1/4.

1. Let us learn the Arakosi's methods of producing commodities further.

Buildings: Arakosi Embassy, Grand Academy I, Library I, Commodities I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Commodities II

2. Further learn the Arakosi method of drilling soldiers en masse.

Buildings: Arakosi Embassy, Grand Academy I, Library I, Drill I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Drill III

3. Further learn the means and methods of a fuedalistic army from the Arakosi

Buildings: Arakosi Embassy, Grand Academy I, Library I, Fuedalism I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Fuedalism II
>>
>>1181073
I have to wait for the resource generation.
>>
File: ar121841540218052.jpg (57 KB, 800x564)
57 KB
57 KB JPG
>>1177846

>>GM correction made, Toll House I (+1c/trade route) completed!

[Classá]
Territory: 39
Population: 115 (+4/t)
Food: 3
Fire Points: 3
Currency: 106 (+31/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I, Bank I}{Brasa Def. 0| Toll House I}
Trade: {Riaetrusqe +4c/t, +1Fd} {Heno +6c/t} {Feathered +6c/t} {Butterland +3c/t Medical Equipment I*, Jungle Herbs +1/t} {Machaka +1c/t, Loaned: 75c (27)}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism III, Hygiene I, Logistics I, Mathematics II, Medicine III, Optics I, Textiles I, Writing I
Resources: [Bronze: 27+1/t] [Wood: 23+1/t] [Obsidian: 4+1/t] [Glass: 38+1/t] [Sand: 28+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Bake a Cake 1/4
>>
File: Pyromedic.png (303 KB, 500x649)
303 KB
303 KB PNG
Rolled 26, 63, 61, 75 = 225 (4d100)

>>1181333

https://www.youtube.com/watch?v=E-u7DLTHbjE

>1.
【x1 Sentairy [Str. 1]】
-Abilities-
[Primal Fire III]
[Flight III]
-Skills-
[Medicine III]
[Herbalism III]
[Hygiene I]
-Equipment-
[Glassworking I]
[Optics I]
[Textiles I]
[Dyes I]
-Upkeep-
[Logistics I]
[Firemaking I]
-Resources-
Obsidian: 1
Glass: 1
{Medical Equipment I}
-Training Facility-
[Fire Tower I]
It's time to show everyone our power in bloom! Now that we have everything needed, we can reform the Sentairies into medics capable of healing the injured and fighting disease using the power of fire! But, the outside world is dangerous, so we'll have to learn how to defend ourselves too. The outside people are going to learn to respect fairies~.
>2.
-Abilities-
[Primal Fire III]
[Flight III]
-Skills-
[Medicine III]
[Herbalism III]
[Hygiene I]
[Firemaking I]
-Equipment-
[Glassworking I]
[Optics I]
[Textiles I]
[Dyes I]
-Upkeep-
[Logistics I]
-Resources-
Obsidian: 1
Glass: 1
{Medical Equipment I}
-Training Facility-
[Fire Tower I]
We'll need a second Pyromedic unit to be able to make expeditionary trips. They don't have to just wait for armies to get injured; they can help with medical research, as well.
>3.
【Firestarting I】
[Jungle Herb: 1 (New & Exciting)]
[Primal Fire III]
[Ecology I]
[Library I]
Since we're about to found a standing organization, we're going to need to increase our fire output pronto. Upgrade firestarting so our beacons produce more fire! [2/6]
>4.
[Medicine III]
[Herbalism III]
[Economics III]
[Writing I]
[Library I]
These organizations are going to need a good amount of funding from the treasury in order to function, but for personal wealth, isn't the greatest fortune of all being able to help the less fortunate and sick? We should have an Oath to cement this so we can be sure all the fairies in these groups are there because they truly want to be there.
>>
>>1181160
that's cool, just a daily reminder.
>>
>>1175744

Elves and Reptile folk were happy to direct the Princess toward the capital. They pointed her toward the cobble stone roads. "All the roads lead to the capital."
"You're so pretty!"
The people offered her treats of local cuisine. Asking the princess to stay for awhile and the nature of her visit. Some suggested that she was here for marriage.

>>1172609
>>1174869
>>1180337
I responded
>>
Rolled 40, 19, 71 = 130 (3d100)

>>1177846
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich, Chelydra Outposts: Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 103
Population (+growth/turn): 225 (+12/turn)
Food: 9.5 (5 in use)
Currency: 144 (+30/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I
Resources: [Copper: 4] [Bronze 29 +1/turn] [Stone:42 +4/turn] [Wood: 80 +5/turn] [Peat 17 +1/turn] [Crocodiles 9 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 53 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
Ongoing projects: Standard units of measurements (1/4), Grand Arena (3/20), Air Magic (2/4)
>Reform Government (5/15) x2
+Writing III, +Clergy I
Caesar Moss Scale has started inviting foreign dignitaries to legitimize his rule.
Research Standard unit of Measurement (3/4)
+Writing III, +Mathematics II, +Banking I, +Currency I
Ideal models have started to be made.
>>
>>1182309
51 currency on the first action and 31 currency on second action
>>
>>1182309
"We look to you to maintain the welfare of your people, and not to renege on any deals we had made with the Aureans. Do not accost our traders, travelers, or students. Your opposition to slavery is commendable, but we know all too well that you were complicit in it's allowance and how hollow the words of your faith are. Do not send your missionaries into Arakos. They won't come back."
>>
>>1182226

"I was requested directly by your Ceaser to come to his capital in order to speak. This is apparently all a recent happening? Oh, these stews and "gumbos" are most savory and of the perfect temerature! I'm sure my friends would love to know your secrets!"

Princess Zharar found herself flattered at the genorosity and general kindness of the population, taking her time to visit the locals and dine with them (usually partaking in the meal as soon as it came off the cooking fire, entierly unphased by the boiling waters); the whole experience was pleasantly familiar to one she once had with the Conclave, and the Princess blushed at the possibility of becoming wed to this mysterious Ceaser: something Sameda had informed her on the inner workings of a Kingdom was the need to have a royal family from which to make succesors, something which fire fairies in general had very little knowledge about in spite of their medical comprehension. The more she thought about it, the more she wondered where herself and her people came from in the first place, and why they seemed to be the only race who was directly tied to their element of choice. She spent the night at an inn sitting on a chair surrounded by lit candles, her wings preventing her from resting on a conventional cot without risk of setting it ablaze.

All those thoughts prior were put to the back of her mind as she closed in on the road to the capital city the following day succeding a period of self-cleaning involving heating herself up to the point of burning away any foreign contaminants, the swamplands giving way to some rather impressive structures which appeared to be sculpted of monolithic stone halfway through completion, interwoven with vines in a way that while aesthetically pleasing for some reason felt uncanny. Was this what civilization was like? It was both exciting and intimidating at the same time.

The Princess of Classá was at the front gate of the capital city. She appeared to be waving.
>>
>>1182891
"Your students have been sent home safely, the Arcanaeum has been closed to outsiders who have not given tribute to the Caesar. Despite your aggressive stance, we will be open for future relations."

>>1183133
A boat appears near the gate, "Hey there. I'm assuming you're the princess. Would you like a tour of the city or do you want to be transported straight to the Caesar's home?"
The Capital was a spiderweb of canals, roads, and docks.Two structures were noticeably larger than the others.
>>
>>1183349

Gingerly climbing into the boat, Princess Zharar found herself feeling uncomfortable at the fact she was surrounded by wood and water at the same time, yet tried her best to hide any sense of displeasure. "I suppose I can spend an hour or two touring the area. That building up ahead is rathe— rather impressive. I assume it is the Ceaser's palace? I'm sure you'll tell me everything you need on the tour."

Up close, the princess appeared to smell of some kind of incense which originated from her hair, with just the faintest hint of charcoal.
>>
File: Ancients4chan.png (4.83 MB, 2500x2000)
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[Butterland]
Chemistry research completes [Chemistry I], and further herbalism research is started [1/10]. The foundations of an Observatory are laid [1/4, -1 stone].

[Machaka]
Ruin research is finally complete []! While the Exemplar, Khal Invictus, and Iron Mariner are being retrained and refitted [3/5], a new Mariner is readied for battle [1/3, -2 wood].

[Underhold]
Underground Agriculture studies are completed [Underground Ag I], And further engineering studies begin [3/8]. No progress on the mining research, though.

[Arakos]
There is only slight progress on the new armor [3/8], and the nation expands to link itself [+18 hexes], while the army continues to be refitted and retrained [2/6]. There is also slight progress on the school [2/4].

[Riaetrusqe]
>OP's bad, should be 2/4
Finally, a beacon is lit at Tolretnac [Beacon I], and Fire magic continues to be researched, though Mejan grows sourer by the day, complaining that this strictness is not fire's way [4/6]. Further astrology research is completed [Astrology III]!

[Henoan Conclave]
The Military Academy is completed [Military Academy I], and the seeds are still growing [2/4], while the beginnings of an apothecary are raised [2/4, -1 wood].

[Balbyionia]
Further commodities are being made [2/6], but the soldiers don't want to drill, and it's even worse when the feudalistic practices are introduced. The soldiers demand even more payment [-10 currency].

[Classa]
A push to reform the Sentairies begins, but slowly [1/4, -3 glass], and another Pyromedics corps in trained, though faster [2/4, -3 glass]. Better firestarting methods are nearly ready [4/6], and the doctors swear an oath to help the sick and dying [3/4].

[Black Feather]
Reformation of the government is nearly done [11/15]! Also, the unit of measurement is complete, and spread throughout the tribes. It regulates the economy, and gets a bit of coin flowing [Measurement I, +1 currency/turn].

>There will be no turn crunch today, Monday the twentieth. New thread on Tuesday, probably.
>>
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>>World Event — Following the new standards in writing and the discovery of every civilization by a major empire, scholars have begun the task of recording their information for certain census. This is a sporadic affair based on what the particular scholar has an interest in at a time.

>>World Event — Motthide the Lesser has completed his latest work: the most literate nations!

>1. (184) The Butterlands
>2. (182) Principality of Classá
>3. (162) Feathered Empire
>4. (150) Black Feather Republic
>5. (142) Henoan Conclave
>6. (142) Machakan Empire
>7. (140) Arakosi Nation
>8. (130) Balbyionian Empire
>9. (100) Tribes of Riaetrusqe
>10. (34) The Underhold
>11. (26) Dancing River Provinces

>Notes on tech points: Literacy ranking is calculated by the amount of "tech points" a nation possesses between all their technologies and magic types, which is determined ny the amount of successes required to equate to their total. Generally, level I technologies equate to 4 points, level II techs. 10 points (being a combination of the 6 points it takes to upgrade on top of the initial 4 points from the last level), level III technologies 18 points, level IV technologies 28 points, and level V technologies 40 points. Current exceptions to this rule include [Bronzeworking] (a default technology virtually all nations start with worth 0 points) and [Ironworking] which costs a unique 10 points in order to initially discover. Aligned schools of magic such as Primal and Enlightened are worth an additional 4 points due to the 4 point action it takes to convert to them from their base variant.
>>
Rolled 53, 87, 49, 66, 94, 13 = 362 (6d100)

>>1183771
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 56 (+2/turn)
Food: 4
Currency: 108 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing I, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: flying basket (2/4) Feather's Cradle flight (2/20) Soil's Meet flight (2/4)
1,2,3 last turn roll >>1173055
4. Alchemy
5. Transmutation
6. Check out runes for enchanting
>>
>>1184185
4. 9
6. 7
>>
Rolled 100, 22, 75, 68 = 265 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 140 (+9/turn)
Food: 7.0
Currency: 93 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I, War College I
Resources: [Bronze: 25+1/Turn] [Stone: 16+1/Turn] [Wood: 11+1/Turn][Equus: 14+1/Turn][Iron: 12+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

1. Research Armor III 3/8
Writing III, Grand Academy, Library I, Arakosi Culture II, Education I, War College I

2. Research Military Organization
Writing III, Grand Academy, Library I, Arakosi Culture II, Education I, War College I

3. Refit the Army 2/6
2 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Arakosi Culture II, , War College I

1 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, War College I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II, Horsemanship I, Arakosi Culture II, +3 Equus

1 Ceadni Khal [2.6][Disciplined]
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor II, Weapons I, Primal Life Magic I, Feudalism II,
Arakosi Culture II, , War College I

1 Siege Khal [2.6]
Give this unit Catapults
+Siege I, +Mathematics I, + Skirmishing I, , War College I

4. Construct Schools 2/4
Arakosi Culture II, Education I, Construction I, Recent Nomads, Executive Orders
>>
>>1185464
Neat.
>>
>>1183448
"You're a funny lady, Caesar living in a palace, ha!"
The first building was circular with a partial dome, leaving a large portion open to the sky. "That's the hall of scales, were the counsel meets." He then points to a large building with branches of a central tree emerging from the top. "And there is the Grand Temple, the center of our faith."
>>
Rolled 37, 49, 1 = 87 (3d100)

Wheelie you forgot to take account for my spending and forgot to actually write the ruin eccentricity.
>>1183771
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis, Inkopolis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 80(+18/turn):
Food: 5
Currency: 22 (+18/turn)
Industry: 9
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Khal Exemplar 2X3.0,[disciplined]), (Iron Mariner 2X3.0,[disciplined])
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (11/15),
Resources: [Bronze: 8+1] [Stone: 9+1] [Wood: 17+2] [Seeds: 9+1] [Coral: 2+1] [Seaweed: 2+1] [Triceratops: 7+1] [Icthy: 2+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>Start mobilization (3.0 strength militia)
(Scouting I, Infantry I, Armor III, Drilling III, Enlightened Earth I, Water I, Runic I, Infantry I, Weapons I, Skirmishing I, Life Magic I)

>create khal exemplar
(Scouting I, Infantry I, Armor I, Weapons I, Enlightened Earth I, Water I, Runic I, Drilling III)

>create new iron mariner
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)
>>
>>1186401
I had a feeling that i was going to get a another 1. Never lucky.
20 currency and 6 pop on action 2
>>
>>1186213

The fire fairy princess brushed a loose lock of hair from her face as she listened carefully, her disposition and posture tensing up for reasons unknown, though this was not reflected in her tone of voice. "This is a most educating experience. But if the Ceaser doesn't live in a grand palace, where does he-"
>>
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Rolled 65, 71, 21, 6 = 163 (4d100)

>>1183771

[Classá]
Territory: 39
Population: 119 (+4/t)
Food: 3
Fire Points: 3
Currency: 137 (+31/t)
Industry: 7
Settlements: Sauna Oasis [Flying Cap], Ugnis {N} [Out], Nar {E} [Out], Fuego {S} [Out], Brasa {W} [Vil]
Structures: {Sauna Oasis Def. 7 | Glass Castle II, Farm I x2, Beacon I, Beacon II, Glass Workshop I x2, Library I, Fire Tower I, Bank I}{Brasa Def. 0| Toll House I}
Trade: {Riaetrusqe +4c/t, +1Fd} {Heno +6c/t} {Feathered +6c/t} {Butterland +3c/t Medical Equipment I*, Jungle Herbs +1/t} {Machaka +1c/t, Loaned: 75c (26)}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire III, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology II, Domestication II, Dyes I, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism III, Hygiene I, Logistics I, Mathematics II, Medicine III, Optics I, Textiles I, Writing I
Resources: [Bronze: 28+1/t] [Wood: 24+1/t] [Obsidian: 5+1/t] [Glass: 33+1/t] [Sand: 29+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New & Exciting]: The fairies of the inexperienced nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.
On Hold: Bake a Cake 1/4

>1.
【x1 Sentairy [Str. 1]】
-Abilities-
[Primal Fire III]
[Flight III]
-Skills-
[Medicine III]
[Herbalism III]
[Hygiene I]
-Equipment-
[Glassworking I]
[Optics I]
[Textiles I]
[Dyes I]
-Upkeep-
[Logistics I]
[Firemaking II*]
-Resources-
Obsidian: 1
Glass: 1
{Medical Equipment I}
-Training Facility-
[Fire Tower I]
It's time to show everyone our power in bloom! Now that we have everything needed, we can reform the Sentairies into medics capable of healing the injured and fighting disease using the power of fire! But, the outside world is dangerous, so we'll have to learn how to defend ourselves too. The outside people are going to learn to respect fairies~.
>1./2.*
-Abilities-
[Primal Fire III]
[Flight III]
-Skills-
[Medicine III]
[Herbalism III]
[Hygiene I]
-Equipment-
[Glassworking I]
[Optics I]
[Textiles I]
[Dyes I]
-Upkeep-
[Logistics I]
[Firemaking II*]
-Resources-
Obsidian: 1
Glass: 1
{Medical Equipment I}
-Training Facility-
[Fire Tower I]
<Pyromedic #1, Pyromedic #2.> [1/4] [2/4]
[2/4]
>3.
【Firestarting I】
[Jungle Herb: 1 (New & Exciting)]
[Primal Fire III]
[Ecology I]
[Library I]
<[Firestarting II]> [4/6]
>4.
[Medicine III]
[Herbalism III]
[Economics III]
[Writing I]
[Library I]
We have to finalize those oaths with the graduation of our first medical units! <Medic's Oath> [3/4]
>>
Rolled 83, 11, 4 = 98 (3d100)

>>1183771
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich, Chelydra Outposts: Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 103
Population (+growth/turn): 237 (+12/turn)
Food: 9.5 (5 in use)
Currency: 93 (+31/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I, Architecture III
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I, Measurement I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I, Infantry I
Resources: [Copper: 4] [Bronze 30 +1/turn] [Stone:46 +4/turn] [Wood: 75 +5/turn] [Peat 18 +1/turn] [Crocodiles 10 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 55 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
Ongoing projects: Grand Arena (3/20), Air Magic (2/4)
>Government Reform (11/15)
Caesar Moss Scale has now made the position of Caesar a permanent one, with the line of succession be by appointment. The counsel members are now made up of representatives from each town and they have the power to create laws.

>Create a Town between the gap in territories
+Masonry I,+Treeweaving II, +Craftsmanship I, +Architecture III, +Mathematics II, +Measurements I, +10 wood

>Expand Territory
+Scouting I, +First Claw (2, Scouts, skirmishers, archers), +237 population
>>
>>1186947

Spending 10 currency on action #1, 29 currency on action #3, 14 on action #4!
>>
>>1186976
+9 currency on Action 1, +11 currency on action 2, +46 currency on Action 3
>>
>>1186401
Sacrifice 1 extra pop for another unit.
>>
>>1186814
"The home of our chief is the last stop. He'll see you once the counsel meeting is ended."
On the outside, the home didn't seem much larger than the other wooden homes. It had a noticeably larger porch and some stone structure adjacent to it. The inside was far from humble. The floors were covered in imported rugs from various nations. The walls covered in art except for the one dedicated to scrolls and books. Several incense sticks were burning, filling the room of basil and bergamot. The room had openings to other rooms, but curtains block the view into them. In the center of the room was a semi circle of pillows were a lithe Lizard man was sitting and reading a book. He stands and gives a little bow, "Greetings, I am Julius Rex, son of Moss scale."
>>
>>1181049
Perhaps the basics needed for weaving weather in return for those methods.
>>
>>1173586
I did a thing so that we don't have to worry about who is or isn't phone posting and no one cares.
>>
>>1178872
Get your underground ass in this discord right now to discuss our not-being-beat-up-ness
>>
>>1181033
>>1181073
Hey did you have any response to this?
>>1175211
>>
Rolled 30, 45, 98 = 173 (3d100)

>>1183771
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) City:(Aria) Outposts:(Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 87
Population: 115(+5/turn)
Food: 5
Currency: 95(+21/turn)
Industry: 8
Structures: Government Building, Farm I(3), Lumber Mill I(1), Orchard I(1), Military Academy I(1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 33+1] [Wood: 69+3] [Seeds:27+1] [Equus Herd:32+1] [Hollow Runners [Skirmisher]: 21+1] [Parasaur Herd: 11+1] [Triceratops Herd: 12+1] [Jungle Herbs: 5+0] [Crocodile Float 8+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Apothecary (2/4), Growing Jungle Herbs (2/4)

>Complete the Apothecary (Life II, Agriculture II, Ecology II, Herbalism I, Treeweaving II, Craftsmanship I, Mathmatics II, Master Ecologists, Parasaur Labor, Equus Labor, Triceratops Labor)

>Continue nurturing the Jungle Herbs (Life II, Agriculture II, Ecology II, Herbalism I, Master Ecologists)

>Upgrade Horsemanship with the aid of our new academy (Horsemanship I, Life II, Domestication II, Ecology II, Military Academy I)

>Passive: Northern Outpost Upgrade is now complete
>>
>>1189531
Spend 6c on #2
Spend 2c on #3
>>
>>1162664
Nation Name: Ezjai Collective
Race(s): Insects
Color: (Your Color on the map)
Fluff: The Ezjai are a nation of insects, organized into a rigid caste system. Intelligence varies greatly between castes, with highly intelligent psionic nobles ruling over swarms of nearly mindless worker drones. They communicate largely through pheromones and telepathy, granting the nobles almost perfect control over their subjects The Ezjai rely almost entirely on biotechnology and psionics, preferring to breed new specialized castes rather than use tools.
-Don't fill out (unless told)-
Settlements: Central Hive, Hive I, Hive II, Hive III, Hive IV
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
>>1189470
Ah, yes! thanks for reminding me.

A boat from the wood elves sails up the river and hails your docks.
"Greetings, I hope your ways have brought you closer to The Spirit since last we met. We received word that your leaders had something to discuss with us."
>>
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>>1189547
Being familiar with the capital the wood elves dock outside the Hall of Scales. They didn't have to wait long for a procession of senators to exit the building, but it was surprising to see elves among them though. The last to exit was Caesar Moss Scale. He was escorted by the leaders of First Claw, Ordo Silentius, Aestus Paladin, and Aestus Templar. Caesar places his right fist on his left shoulder, "Greetings, you know who I am, may I ask who you are."
>>
>>1189024

Though unsure of what she was meant to be expecting exactly, the leader of the greatest nation in the land's dwellings were... barer than the Princess expected? From the stories she heard of far off lands, she would have assumed that leaders lived in opulant palaces like her own, with her own neighbors being exceptions only due to their various vows: she doubted that this hut was larger than the first crude palace that they made as a temporary provision. What was more, to be terribly honest, Zharar was expecting the leader of this realm to be elvish? Perhaps it was from the fact that in the other elven nations, it appeared that way, but the Ceaser was totally unlike what she imagined- not that was a bad thing, of course he would be unlike anything else as he was a leader, and could do what he wished!

Opps, she was staring. Don't stare at the leader of an empire! "I, ah— it's a great pleasure to meet you, Ceaser Rex, I mean Kaiser Rex I-... I'm the Princess and leader of the Principality of Classá. Did you require anything?" Her voice hinted confusion and nervousness.
>>
>>1190316
He raises his hands in a defensive manner, "Calm down Princess. First off, I appreciate the compliment that I bear same noble bearing as my father Caesar Moss Scale. However I won't be Caesar for a long time hopefully. My father is at the counsel at the moment. Would you like to join me for tea and sweet cakes?"
>>
New thread almost here, folks. Been gone and busy all day.
>>
>>1190378

Princess Zharar wanted to slap herself on the forehead, and was giving off a steady wisp of steam. "Terribly sorry for mixing you two up! I would love to join you~, but if your father is Ceaser, does that make you a... prince?" Though she didn't really enjoy tea, perhaps foreign herbs would function better in the role than the medicine used at home.
>>
Rolled 3, 49, 6 = 58 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: [WHATEVER IT IS ON THE MAP]
Population: 143 (+8/turn)
Food: 17 (1 Base, 4 farm at +4 each {AG2 + Equus Plow2}
Currency: 76 (+13/turn) [7 from base, 6 from trade]
Industry: 7
Structures:
BALBYON:Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
GALKOKI: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Embassies: Aurean Dominion, Arakos
Defenses:
1 Walls of Balbyion
1 (Galkelan)
Military:
1 Balbyionian Home Guard
1 (Man at Arms) 1.8(Knight)
Tech:
>Economic
Agriculture II, Fortifications I, Masonry I, Writing III, Economy I, Craftsmanship I, Expansion II, Roads I, Construction I, Equus Plow II, Charm II, Nationalism I, Commodities I
>Military
Bronzeworking, Weaponsmithing I, Armorsmithing I, Bowmanship I, Spears I, horsemanship I, Chariots I, Boats I, Sailing I, Drilling I, Fuedalism I (Knight (1.8) requires five hexes
Resources:
[Copper: 25] +1/turn
[Stone:18] +3/turn
[Wood: 19] +2/turn
[Equus: 12 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources

Nationalism II 2/6

Galkoki Projects:
Armorsmithing II 3/4
Weaponsmithing I 1/4
Tools 1/4.
Commodities II 2/6

1. Continue learning the art of self-reliance via commodities 2/6

Buildings: Arakosi Embassy, Grand Academy I, Library I, Commodities I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Commodities II

2. Yeah, well tough nuts they are soldiers not civilians. Get back to learning Drill II

Buildings: Arakosi Embassy, Grand Academy I, Library I, Drill I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Drill III

3. Well we payed em, so now they have to fight. That was the point of Fuedalism. Continue to learn from the Arakosi.

Buildings: Arakosi Embassy, Grand Academy I, Library I, Fuedalism I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Fuedalism II
>>
>>1190417
Julius Rex takes a seat in the pillows. "No, the Republic does not have Kings. I am a groomed successor that will take over as Caesar with approval of the counsel. But I've talked enough about me, tell me about yourself and your people."
>>
Rolled 82, 19, 34 = 135 (3d100)

>>1183771
Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 63
Population: 88 (+4/turn)
Food: 1
Currency: 17(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd, Beacon I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic II, Astrology III, Herb III, Firemkaing I
Resources: [Stone: 20+1] [Wood: 3] [Bronze: 5] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Enlightened Fire Magic III 4/6

>Research Enlighted Fire Magic III, Appease Mejan
>Expand North
>Research Primal Water Magic III
>>
>>1191000
Test
>>
>>1191315
Trying to create a new thread, people. Upload keeps failing for some reason.
>>
>>1191318
No new thread, because 4chan is being shit, Updates here instead.
[Feathered Empire]
The knowledge is sent to the Provinces, while the flying baskets are completed [Flying Baskets I] and there is progress making Soil's Meet take flight [4/15]. Meanwhile, Alchemical research begins [3/4], and the Empire learns how to transmute materials! Only slight progress on the runes, however [1/4, -1 stone].

[Arakos]
A major breakthrough is had with the new armor; the forges work all night, and the resulting product is much better than predicted [Armor IV]. Meanwhile, there is only slight progress on the organization methods [1/4], and the army is nearly refitted [5/6], while the school is opened for business [Schools I]!

[Machaka]
Mobilization begins, and another Exemplar is trained [3x (-1 food, -2 currency/turn, -2 bronze], but the Iron Mariner, along with its crew, sinks [-5 pop, -2 bronze, -2 wood].

[Classa]
The Sentairy is being retrained and refitted [3.8x(Fire)(Healer) [-1 food, -2 currency/turn], and the other medics are still being trained [3/4, 3/4]. Meanwhile, the Medic's Oath is finalized [Oath I].

[Black Feather]
The transition into an Empire is completed, while a town is being built [3 turns, -5 wood, -5 stone], and the territory of the Black Feather Empire is expanded greatly [+28 hex]!
>Eccentricity:
[Executive Order]: The Ceasar of the Black Feather Empire may decree a special focus be given to one task each turn, but at the detriment to the others.

[Henoan Conclave]
>Outpost Upgrade: +1 pop/turn, +1 currency/turn
While the apothecary is nearly done [3/4], the herbs are nurtured [Herb garden I, +1 Jungle Herb/turn], and horsemanship techniques are nearly upgraded [4/6 (Modified 100s are not the same thing as nat 100s!)]

[Balbyionia]
Disaster strikes as a fire sparks up in the factory; it's quickly put out though, with only a few casualties. [Progress @ 0, -2 pop]. Finally, the soldiers begin to drill more [2/6] and once again, the soldiers demand payment instead of land [-5 currency]

[Riaetrusqe]
Mejan grumbles again, but the advancement of the Centaur's fire magic still proceeds. Just barely [Enlightened Fire III], though there's no expansion north. Better water magic research is begun [1/6].

[NEW NATION- Ezjai]
Pop: 20 (+3/turn)
Territory: 39
Currency: 3 (+3/turn)
Industry: 5
Defenses: 1 (Central Hive)
Tech: Bronzeworking, Caste-System II, Infantry II, Psionics II
Eccentricities:
[Mindless Drones]: The majority of the Collective are mindless worker drones that can't really think for themselves. While great at building things, the Collective has a harder time coming up with new technologies because of this.
[Total Control]: The higher caste is in complete control of the lower ones. While this slightly boosts every action the Collective makes, if one of the drones manages to break free of this conditioning, it could prove disastrous to the Collective.
>>
>>1191343
So 4chan is no longer letting me post any images, so that's fun.
>>
Rolled 39, 50, 98 = 187 (3d100)

>>1191343
Since Mejan is in sour moods Teslaiec takes it upon himself to try to cheer his teacher up by organinzing a hunt with the various clans shamen to hunt down the wild game that was the cuase of the failed expansion north. Their targets are often the bigger beasts that prowl the land requiring team work and excessive amounts of fire power to handle properly...

Meanwhile the clans start to expand slowly after their cheiftain secure in the hopes that his flames would protect them from the wilds.

Anul meanwhile is still cautious of Mejan and thinks it might be better to learn how to treat and heal burns and prevent fires themselves, doing this leads the centuar to take those who practice the Primal Waters to the ocean coastline where they learn in the shallows seeking knowledge.

Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 63
Population: 92 (+4/turn)
Food: 1
Currency: 22(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I, Granary I+1fd, Beacon I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic III, Primal Water Magic II, Astrology III, Herb III, Firemkaing I
Resources: [Stone: 21+1] [Wood: 3] [Bronze: 5] [Fresh Water Spring Near Swift of Hoof]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Qued: Primal Water Magic III 1/6

>Appease Mejan by going on Wild Hunts to clear out the wilds near the expansion areas often to the determint of the area leading to ashlands in their wake.
>Expand slowly after the Wild Hunts[North]
>Research Primal Water Magic III[Look into healing with the deep Waters]
>>
Rolled 13, 42, 41 = 96 (3d100)

>>1191343
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (outpost: Azen(w), Azil(n), Aza(s), Saeps(e)) (city: Saturna, Subterra, Aquantis, Inkopolis)
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 92(+18/turn):
Food: 5
Currency: 20 (+14/turn)
Industry: 7
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: (Khal Exemplar 2X3.0,[disciplined]), (Iron Mariner 2X3.0,[disciplined]), (Jihadi 2X3.0)
Civil: Bronzeworking, Fishing II, Economy III, Writing III, Clergy I, Trading Goods I, Commodities II, Hunting I, Housing I, Architecture I, Coral Farming I, Fish Herding I, Agriculture I, Weaving I, Domestication I, Mathematics I
Military: Scouting I, Boating II, Infantry I, Armor I, Weapons I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing: Djinn ruins (11/15),
Resources: [Bronze: 9+1] [Stone: 10+1] [Wood: 19+2] [Seeds: 10+1] [Coral: 3+1] [Seaweed: 3+1] [Triceratops: 8+1] [Icthy: 3+1]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>expand aquantis from coast to coast
(Scouting I, Fishing II, Economy III, Writing III, Clergy I, Coral Farming I, Fish Herding I, Mathematics I, Boating II, Aquantis Eccentricy)

>create khal exemplar
(Scouting I, Infantry I, Armor I, Weapons I, Enlightened Earth I, Water I, Runic I, Drilling III)

>create iron mariner
(Boating II, Armor I, Weapons I, Scouting I, Water I, Runic I, Drilling III)
>>
>>1191343
[ADDENDUMS-Classa/Machaka]
Classa- Both Pyromedics are complete x2 [4.2x(Fire)(Ranged)(Healer II) (Flying)](-1 food, -2 currency turn each), Firestarting II mixes with primal magic to strengthen the torches (+1 food/beacon/level), and the Medic's Oath is finalized [Oath I]

Machaka: Add Eccentricity:
[Jihad]: Can mobilize quicker, but at the cost of pop production.
>>
Rolled 76, 18, 11, 54, 86, 26 = 271 (6d100)

>>1183771
>>1191343
Fuck me.


Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 101(+4/turn)
Food: 4
Currency: 91(+10/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I, First World Bank I, Observatory [1/4]
>Bank Branch - Classa (+1 currency/turn)
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine III, Herbalism III[1/10], Skirmishing I, Mathematics II, Domestication II, Crossbows I, Anatomy I, Boat II, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I, Astrology I, Microscopes I, Ironworking I, Equus Plow I, Chemistry I
Resources: [Bronze :33(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 24(+1/turn)] [Parasaur: 26/+1/turn], [Hollow Runners: 10+1/turn] [Doctors][Obsidian 26+1/turn], [Medical Equipment I], [Stone: 5+1/turn]{Glass: 5+1/turn][Iron: 8+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Build Observatory [1/4] [Parasaurs, Hollow Runners]

Build Medical Academy. [Parasaurs, Hollow Runners]

Look for Gold. [Parasaurs, Hollow Runners]


Research Physics.

Research Steel.

Research Chemistry.
>>
>>1191448
5 Currency on roll 3
5 Currency on roll 5
>>
Rolled 83, 26, 74 = 183 (3d100)

>>1191343
Nation Name: Ezjai Collective
Race(s): Insects
Color: Light Grey
Fluff: The Ezjai are a nation of insects, organized into a rigid caste system. Intelligence varies greatly between castes, with highly intelligent psionic nobles ruling over swarms of nearly mindless worker drones. They communicate largely through pheromones and telepathy, granting the nobles almost perfect control over their subjects The Ezjai rely almost entirely on biotechnology and psionics, preferring to breed new specialized castes rather than use tools.
Settlements: Central Hive, Hive I, Hive II, Hive III, Hive IV
Territory: 39
Population (+growth/turn):+3
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses:
Military: 1 Ezjai Warrior Drone
Tech: Bronzeworking, Caste-System II, Infantry II, Psionics II
Resources:
Eccentricities:
[Mindless Drones]: The majority of the Collective are mindless worker drones that can't really think for themselves. While great at building things, the Collective has a harder time coming up with new technologies because of this.
[Total Control]: The higher caste is in complete control of the lower ones. While this slightly boosts every action the Collective makes, if one of the drones manages to break free of this conditioning, it could prove disastrous to the Collective.

1: Work on improving our races psionic abilities

2: Breed another unit of Warrior Drones.

3: Being to breed a new caste, the Knights, large heavily armored warriors with almost as much intelligence as nobles, to support our Warrior Drones.
>>
Rolled 77, 69, 35, 56 = 237 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 94 Owned: 20
Population (+growth/turn): 158 (+9/turn)
Food: 7.0
Currency: 111 (+18/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I, Iron Mine I, War College I, School I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing II, Horsemanship I, Siege I, Writing I, Economics I, Arakosi Culture II, Primal Life Magic I, Commodities II, Feudalism II, Education I, runic magic I, Skirmishing I, Mathematics I, Infantry I, War College I
Resources: [Bronze: 26+1/Turn] [Stone: 17+1/Turn] [Wood: 12+1/Turn][Equus: 16+1/Turn][Iron: 14+2/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
[Executive Orders]: The co-dictators of Arakos can designate any action for a major boost every turn, but at the detriment of the other actions.
Ongoing: Forge III 3/8 Drill IV 2/10 culture III 1/8

Spend 20 currency on Machaka's iron mariner

1. Refit the Army 5/6
2 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor IV, Weapons I, Primal Life Magic I, Feudalism II, Arakosi Culture II, War College I

1 Warrior Khal [2.2][Disciplined]
Baseline Strength 1.4 from earlier 100
+Ironworking I, runic magic I, Skirmishing I, Training Field I, War College I, Drill III, Armor IV, Weapons I, Primal Life Magic I, Feudalism II, Horsemanship I, Arakosi Culture II, +3 Equus

1 Ceadni Khal [2.6][Disciplined]
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor IV, Weapons I, Primal Life Magic I, Feudalism II,
Arakosi Culture II, War College I

1 Siege Khal [2.6]
Give this unit Catapults
+Siege I, +Mathematics I, + Skirmishing I, Schools I, War College I

2. Mobilize
+Ironworking I, runic magic I, Skirmishing I, Training Field I, Infantry I, Drill III, Armor IV, Weapons I, Primal Life Magic I, Feudalism II,
Arakosi Culture II, War College I

3. Expand south toward aquantis


4. Integrate Ceadn, with particular focus on its industry (+4) and the Spawning Pool.
>>
>>1191615
Spend 15 currency on roll 3
>>
Rolled 58, 42, 92 = 192 (3d100)

>>1191343
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Codilia (N), Vanitas, Alberich, Chelydra Outposts: Natricinae, Nathalum, Ael'wyn, Silvanar
Territory: 131
Population (+growth/turn): 249 (+12/turn)
Food: 9.5 (5 in use)
Currency: 58 (+31/turn)
Industry: 16
Structures: Hall of Scales (Government Building), Hall of Paragons (Government), Farm I (5), Stone Quarry II (1), Stone Quarry 1 (1) Temple of the Great Spirit, Lumbermill I (2), Gem mine I (1), Iron Mine I (1), Arcanaeum, Bath Houses I (1)
Defenses: 1 (Black Feather), 1 (Vanitas)
Military: First Claw(2, archers, scouts, skirmishers), Swift Maw (Naval, 1.4), Dominion Munifex (1), Ordo Silentius (1.6, stealth), Aestus Paladin (3.6) [Healer], 2 Aestus Templar (2.4)
General Tech: Bronzeworking, Ironworking, Agriculture I, Animal Husbandry I, Treeweaving II, Herbalism I, Medicine III, Mathematics II, Hygiene I
Research Tech: Writing III, Clergy I
Construction Tech: Masonry I,Treeweaving II, Craftsmanship I, Swordsmithing I, Architecture III
Expansion Tech: Scouting I, Roads II, Skirmishing I
Economic Tech: Currency I, Economy I, Banking I, Measurement I
Magic: Primal Water I, Runic magic I, Enlightened Earth Magic II
Military tech: Archery I, Incendiaries I, Boats II, Swordsmanship I, Horsemanship I, Light armor I, Infantry I
Resources: [Copper: 4] [Bronze 16 +1/turn] [Stone:50 +4/turn] [Wood: 80 +5/turn] [Peat 19 +1/turn] [Crocodiles 11 +1/turn] [Parasaur 2] [Obsidian 5], [Gems 57 +2/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
[Executive Order]: The Ceasar of the Black Feather Empire may decree a special focus be given to one task each turn, but at the detriment to the others.
Ongoing projects: Grand Arena (3/20), Air Magic (2/4)
>Explore newly expanded territory for new resources
+Scouting I

>Convert the Hall of Paragons into a new temple
+Masonry I,+Treeweaving II, +Craftsmanship I, +Architecture III, +10 gems
It was time to bury the old government of the Dominion. The new temple will be decorated with precious gems and a wing dedicated to the slaves rising up with the aide of Caesar.

>A new more balance currency will be made featuring the face of the first Caesar (Currency II)
+Craftsmanship, +Measurement I, +Economy I, +Banking I, +Mathematics II, +15 bronze
>>
>>1191640
I was going to post a reaction image, but it's not letting me post images either.
>>
>>1191650
Yup, looks like images are borked for the time being.
>>
>>1184185

Attention Aithlin! Can we learn about [Weather III] (which you have and forgot to update to reflect >>1168571
.) for something special? We promise we'll put it to good use, and maybe give you something in return, just pick out of our list http://pastebin.com/85yQP9VF! We also think that those [Flying Baskets] might be able to help us with the problem we've got; nobody but other fliers can reach our capital, and it's making it harder to communicate with our friends!
>>
>>1190975

"Myself and my people?" Princess Zharar made herself comfortable on a pillow herself, noting it was much softer than the sand bags used at home, if likely not as fire resistant.

"Well, to be honest, our history at the moment is a bit... sparse. We live in the Eastern Deserts of Heno, a place where nothing else dares to live. No trees grow, no beetles scamper, and the only water is constantly boiling to the point that only we can drink it. On the other hand, it's safe for everyone, as it means there's nothing to threaten us, more importantly we won't threaten anyone else with our gift.

But that leads me to us. We speak for the flames, and ensure that they exist in harmony with the other elements of nature. I'm sure you're well aware of the idea that most mortal creatures have of fire- it's a dangerous, destructive force that can destroy civilizations and forests alike that took centuries to create in the span of days. But that's not all it can do: if you ever venture to my home, you'll find that we used fire to create a city out of glass, which you might have heard about. I hope that our city is proof that there's more to our element than destruction, and that it can be a source of life and beauty on its own." She closed her eyes and set her hand on the tea kettle, apparently absorbing its heat.

Even though I'm a Princess, I don't really have a "successor" which came before me; fire fairies seem to come into being... whenever it's convinient. The closest I can call that is my mentor." Zharar reached into a pocked sewn into the side of her dress (a trick originating from the elves of the sky) and pulled out a fragment of faded red cloth. Unfolding it, the cloth beared a symbol of flame, printed in black and yellow.

"Before Clausae, before the fire fairies, there was the Fire Kingdom. My mentor, the Primal Ancient of Fire, was its last queen, and she told me it was greater than any nation in existence today. But it's gone now, nobody even aware of its history except for us, and it was all because of the ambition of her own advisor, who thought that fire's destructive ability should be used to exert fear and control over the other elemental powers. For a creature of fire, the urge to release it onto forests and plains can be hard to overcome as spreading it gives us a sense of gratification, but when we burn down a forest we're destroying the lifeswork and homes of others, like our wood counterparts. Her advisor burned history, and now nobody knows that fire ever did anything but destroy things."

She held down her head. "I became leader because I was the one able to bring all the stray fairies together. I don't really see them as subjects though, even if I'm supposed to. We're all friends here, and they do a lot for me so we can see my wish come true: that we make something as beautiful as the sky, or the sea, or the earth or life itself.

... I'm sorry, am I saying too much?"
>>
>>1191404
8 currency for action 1, 9 currency for action 2, 15 wood for action 3
>>
Rolled 99, 48, 18 = 165 (3d100)

>>1191343
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Towns:(Aria) Outposts:(Aerie, Aribeth, Arwyn, NeoVenezia)
Trade Routes: [Classa+3c/t];[AureanD+1c/t];[FeatherE+4c/t];[Butterland+2c/t][BlkFeather+4c/t]
Territory: 87
Population: 121(+6/turn)
Food: 5
Currency: 109(+22/turn)
Industry: 8
Structures: Government Building, Farm I(3), Lumber Mill I(1), Orchard I(1), Military Academy I(1), Herb Garden I(1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Scouting I, Naval I, Ecology II, Domestication II, Agriculture II, Treeweaving II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 34+1] [Wood: 72+3] [Seeds:28+1] [Equus Herd:33+1] [Hollow Runners [Skirmisher]: 22+1] [Parasaur Herd: 12+1] [Triceratops Herd: 13+1] [Jungle Herbs: 6+1] [Crocodile Float 9+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
WIP: Apothecary (3/4), Horsemanship II(4/6)

>Finish building Apothecary (Life II, Agriculture II, Ecology II, Herbalism I, Treeweaving II, Craftsmanship I, Mathmatics II, Master Ecologists, Parasaur Labor, Equus Labor, Triceratops Labor)

>Finish Horsemanship II Training (Horsemanship I, Life II, Domestication II, Ecology II, Military Academy I)

>Expand Northward (Horsemanship II, Skirmishing I, Scouting I, Flight III, Naval I, Equus, Hollow Runners)
>>
>>1191951
Spend 1c on #1
just kidding, It was worth a shot.
I hope its a nice place tho.

For real this time:
Spend 3c on #2
Spend 33c on #3
>>
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18 KB JPG
test
>>
Rolled 66, 16, 21 = 103 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: [WHATEVER IT IS ON THE MAP]
Population: 148 (+8/turn)
Food: 17 (1 Base, 4 farm at +4 each {AG2 + Equus Plow2}
Currency: 84 (+13/turn) [7 from base, 6 from trade]
Industry: 7
Structures:
BALBYON:Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
GALKOKI: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Embassies: Aurean Dominion, Arakos
Defenses:
1 Walls of Balbyion
1 (Galkelan)
Military:
1 Balbyionian Home Guard
1 (Man at Arms) 1.8(Knight)
Tech:
>Economic
Agriculture II, Fortifications I, Masonry I, Writing III, Economy I, Craftsmanship I, Expansion II, Roads I, Construction I, Equus Plow II, Charm II, Nationalism I, Commodities I
>Military
Bronzeworking, Weaponsmithing I, Armorsmithing I, Bowmanship I, Spears I, horsemanship I, Chariots I, Boats I, Sailing I, Drilling I, Fuedalism I (Knight (1.8) requires five hexes
Resources:
[Copper: 26] +1/turn
[Stone:21] +3/turn
[Wood: 21] +2/turn
[Equus: 13 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources

Nationalism II 2/6
Commodities II 0/6
Drill II 2/6

Galkoki Projects:
Armorsmithing II 3/4
Weaponsmithing I 1/4
Tools 1/4.

1. Rebuild that factory and get right back to work! 0/6

Buildings: Arakosi Embassy, Grand Academy I, Library I, Commodities I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Commodities II


2. Continue drilling our soldiers. Drill II 2/6

Buildings: Arakosi Embassy, Grand Academy I, Library I, Drill I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Drill III

3. A little money now will lead to a lot less money in the future. Continue the military reorganizing for Fuedalism II

Buildings: Arakosi Embassy, Grand Academy I, Library I, Fuedalism I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Fuedalism II
>>
Rolled 7, 42, 67 = 116 (3d100)

>>1191343
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 58 (+2/turn)
Food: 4
Currency: 104 (+12/turn)
Trade routes: heno (4) classa (2)
Industry: 5
Structures: Government Building, Farm I (4)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture III, writing III, textiles I, caste system I, hygiene I, mathematics II, dyes I, baskets I, economics III, armor I
Magic: Air I, Hope I, Weather III, Flight III, Jetstream I, Weather Weaving II, transmutation, flying baskets
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 4]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing projects: Feather's Cradle flight (2/20) Soil's Meet flight (4/15) bathhouse blueprints (0/?) alchemy (3/4) runes (1/4)
1. Construct a facility out of flying wicker for the production of flying wicker (born of air)
2. Continue work for Soil's Meet (born of air eternal mandate)
3. Build some bathhouses.
>>
>>1191690
Just some medicine, you'll have it next [year?].
>>
>>1192639
>>
>>1190206
"I am called Gowestor, Emissary of the Woodland Realm. I see your company has changed as of late."
"Regardless, to what do I owe the pleasure of our meeting?"




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