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File: Europe 1000AD Map Game.png (494 KB, 1062x718)
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You are the ruler of a European nation in the year 1000 A.D. Pick one nation (only one per person).

Your goal is to be the nation with the largest amount of territory by the end of the game (the year 1500 A.D.), wins the game. Other surviving nations with large amounts of territory will be
ranked in descending order (2nd, 3rd, etc). Upon losing all territories, a nation is eliminated completely from the game.

>Kingdom Of England: Red
>Kingdom Of Ireland: Orange
>Kingdom Of Scotland: Blue
>Kingdom Of Wales: Neon Green
>Kingdom Of Francia: Teal
>Kingdom Of Burgundy: Green
>Holy Roman Empire/HRE: Yellow
>Kingdom Of Leon: Gold
>Kingdom Of Castile: Pastel Yellow
>Kingdom Of Catalonia: Peach
>Umayyad Caliphate: Black
>Kingdom Of Sardinia: Mustard Brown
>Duchy Of Poland: Dark Green
>Kingdom Of Hungary: Navy Blue
>Kingdom Of Croatia: Lavender
>Kingdom Of Serbia: Pastel Green
>Kingdom Of Bulgaria: Light Pink
>Eastern Roman Empire/Byzantine Empire (ERE): Purple
>Kingdom Of Norway: Neon Blue
>Kingdom Of Denmark: Neon Pink
>Kingdom Of Sweden: Dark Brown
>Finnic Lands: Light Blue
>Lithuanian Lands: Light Grey
>Prussian Lands: Dark Grey
>Estonian Lands: Forest Green
>Kievan Rus: Scarlet
>Khazar Khaganate: Light Brown
>>
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>>5720288
Rolls: Gameplay is based upon rolls (the end digit of each post/reply number). Each nation
receives one roll per turn; their roll determines the success of the action taken during said turn.
Rolls are determined on a 0-9 scale.
Roll 0 = The action fails, and there is a significant negative side consequence to said failure.
Roll 1-4 = The action fails, and there is a small negative side consequence to said failure.
Roll 5 = The action succeeds, but with no significant negative side consequences or positive side
benefits to said action.
Roll 6-8 = The action succeeds, but there is a small positive side benefit to said success.
Roll 9 = The action is taken, and there is a significant side benefit to said success.

Turns: Each nation can take only one action per turn, regardless of which type of action is taken.
Turns are equivalent to seasons, meaning there are 4 turns per year.

Seasons: Each seasons is different in terms of positive and negative buffs, as well as actions that
can be taken during each season. There are 4 seasons per year.
Winter: The first and starting season of each year. During winter, no agricultural actions may be
taken. During warfare, defending nations receive a +1 warfare buff.
Spring: The second season of each year.
Summer: The third season of each year. All agricultural actions receive a +1 production buff.
During warfare, attacking nations receive a +1 buff.
Fall: The fourth and final season of each year.

Years: The beginning year is the year 1000 A.D. (Anno Domini). The ending year is the year
1500 A.D.

Actions: These are the kinds of actions which can be taken during a turn. Each nation can
describe whatever type of action with flavor text they want, as long as it fits within one of the
following categories.
Population Action: Recruiting people for other possible actions.
Infrastructure Action: Building or reinforcing infrastructure.
Agricultural Action: Planting, seeding, harvesting, farming, etc.
Raw Material Action: Logging, quarrying, mining, foraging, hunting.
Industrial Action: Milling, refining, weaving, carpentry, blacksmithing
Trade Action: Exporting or importing raw materials or refined materials from another nation.

Values: Values are the system which determines what resources and manpower a certain nation
has. Values can range from -9 to 9, and these are the minimum and maximum regardless of event
buff and debuffs. However, these are the values which are affected by stockpiling, and events. At
the beginning of the game, all nations start with a value of 5 in all categories.
>>
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>>5720288
>>5720294
Stocks: Stockpiling is the element of strategy which nations can control and use to prevent
losses or potential losses. Stockpiling resources or manpower can help prevent against losses
from bad rolls or negative events that occur.
Roll 0: -1 stock is lost in the relevant action’s value.
Rolls 1-4: No stock is added or lost in the relevant action’s value.
Rolls 5, Roll 6-8: A stock of +1 is added in the relevant action’s value.
Roll 9: A stock of +2 is added in the relevant action’s value.

Technology: Developing technology is something that can be done with industry actions.
However, to keep the game interesting, no technology past the medieval age can be developed. This means no gunpowder, no explosives, no guns, etc. Similarly, no modern or futuristic technology can be developed, such as vehicles.

Territory: Since territory determines how a nation can win or lose the game, it can be acquired
through a number of means. Territory can be donated or given to an allied nation voluntarily. It
can also be given away to other nations as part of the terms of a peace treaty, or given as
appeasement. Territory can also be traded for resources. Obviously, however, it can also be taken during war.

Warfare: Warfare is the main way in which territory is taken. Declaring war on another nation
takes up one turn (season). Wars can last as long as there are two existing sides to a war. During
warfare, a nation can choose to attack or defend. Stockpiles and values cannot be affected
negatively by warfare, but they can affect warfare and thus they help determine whether or not
territory is gained or lost.
For example, if two nations of equal military strength clash on the battlefield, the one with a
higher industry value will typically win if they have the same roll numbers.

Peace: If all countries in a war decide to ask for or negotiate peace, and all parties agree to peace
terms, they cannot declare war on each other for the next 5 years. If one party requests peace but
is not given it, they can attempt to cede land or stocked resources to achieve this if they so
choose.
>>
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>>5720288
>>5720294
>>5720298
Events: After I post the results for each turn, the rightmost roll number for the first post will
determine if an event occurs. The second rightmost roll number will determine which kind of
event occurs. Events affect the entire continent/map when they occur. Depending on the roll, events can be positive or negative. Events which are rolled occur on/during the next turn.
Depending on the event, it can last for one season or one year. Special/Mystery Events can only
occur when Quads happen. Any particular nation’s turn or the turn results post can activate a
Special/Mystery Event if Quads occur.
Roll 0 = There is a severely negative event that occurs.
Roll 1-2 = There is a moderately negative event that occurs.
Roll 3-6 = There is no event that occurs.
Roll 7-8 = There is a moderately positive event that occurs.
Roll 9 = There is a significantly positive event that occurs.
Dubs (of any kind): The event that receives Dubs lasts twice as long as it normally would (i.e.,
one season becomes two seasons, one year becomes two years).
Trips: (of any kind): The event that receives Trips lasts thrice as long as it normally would (i.e.,
one season becomes three seasons, one year becomes three years).

Severely Negative Event Types:
Plague/Epidemic: A horrific plague sweeps the continent, killing thousands. All population
actions taken for one year receive a -1 debuff.
Earthquake: An earthquake shakes the continent, wrecking the land and damaging manmade
structures. All infrastructure actions for one year receive a -1 debuff.
Drought: A drought occurs and chokes the land. All agricultural actions for one year receive a -1
debuff.
Forest Fire: A mass forest fire occurs, devastating the land. All raw material actions for one year
receive a -1 debuff.
Piracy/Banditry: A united league of pirates and bandits emerges, raiding caravans, merchants,
and trade boats. All trade actions for one year receive a -1 debuff.
Economic Crash: Debasement of currency and economic inflation occurs. All industrial actions
for one year receive a -1 debuff.

Moderately Negative Event Types:
Disease: A minor disease kills a portion of the population. All population-related actions for one
season receive a -1 debuff.
Flood: A mass of floods overflow the land, damaging manmade structures. All infrastructure
actions for one season receive a -1 debuff.
Blight: A blight occurs and kills many crops. All agricultural actions for one season receive a -1
debuff.
Volcanic Eruption: A volcano erupts and spews ash and smoke into the air, darkening the sky
and blocking out the sun. All raw material actions for one season receive a -1 debuff.
Tempest/Storm: A trend of bad weather and lightning/thunderstorms ravage the continent,
preventing some travel. All trade actions for one season receive a -1 debuff.
Lower Class Rebellion: The lower class workers rebel against the upper class. All industrial
actions for one season receive a -1 debuff.
>>
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>>5720288
>>5720294
>>5720298
>>5720304
Moderately Positive Event Types:
Fertility Craze: Pregnancies seem to be at an all time high. All population actions for one
season receive a +1 buff.
Building Boom: Being an architect or construction worker has become a popular job field. All
infrastructure actions for one season receive a +1 buff.
Bountiful Harvest: The harvest for this season is more than expected or needed. All agricultural
actions for one season receive a +1 buff.
Gold Rush: Gold mining becomes a popular trend in Europe. All raw materials actions for one
season receive +1 buff.
Hired Mercenaries: Hired mercenaries become a trend for caravans, merchants, and traders. All
trade actions for one season receive a +1 buff.
Local Councils: Local leaders are able to placate the masses and get them to work harder. All
industrial actions for one season receive a +1 buff.

Significantly Positive Event Types:
Papal Bull: The Pope declares a Year Of Jubilee and the continent celebrates. All population
actions for one year receive a +1 buff.
Ancient Scrolls: Old building methods are discovered in ancient ruins, thus making current
processes more efficient. All infrastructure actions for one year receive a +1 buff.
The Great Migration: Massive flocks of migratory birds arrive in the continent eat away at
insects and other pests. All agriculture actions for one year receive a +1 buff.
Natural Regeneration: The plants and animals of the natural world seem to be growing at a rate
faster than usual. All raw materials actions for one year receive +1 buff.
Trade School: Schools, colleges, and universities are trending in Europe. All trade actions for
one year receive a +1 buff.
Propagandist: Pro-manufacturing and pro-industrial propaganda succeeds, and these groups are
able to recruit more workers. All industrial actions for one year receive a +1 buff.

Special/Mystery Event Types (Quads or more only):
0000: Primeval Threat
1111: Gravediggers
2222: King Of The Monsters
3333: Invasion From Beyond The Stars
4444: Did Anyone Bring A Candle?
5555: Critical Impact
6666: Rip And Tear, Until It Is Done
7777: Deus Vult
8888: Not So Savage After All
9999: Austrian Painter
>>
>>5720298
>This means no gunpowder, no explosives, no guns
Technically fire lances already exist.
>>5720304
>Special/Mystery Events can only
occur when Quads happen.
Quads aren't going to happen, this is a slow board
>>
>>5720288
Claiming the Kievan Rus
>>
>>5720307
I suppose fire lances exist but they will not be allowed for use because for the sake of the setting, they would break the game. Lorewise we can say that they exist but the technology never left China. Greek Fire does exist and is usable, however.
Additionally, Quads may not happen, but I knew this going in. I had originally created this game for another, faster, board, but instead decided to test it out on here. The Special/Mystery Events are kind of silly anyways and are supposed to only happen extremely rarely anyways. Thanks for the advice though.
>>
>>5720288
>Kingdom Of Catalonia: Peach
>>
>>5720773
Oops, pretend I added Duke to that will ya. Also QM this looks fun but I don't know if you'll find 27 people to regularly play it on here.
>>
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>>5720336
The ancestor state of modern-day Russia, Belarus, and Ukraine, Kievan Rus, a powerful and old nation, rises. Its lands are vast, stretching from the Dnieper River, across the Eurasian Steppe, to the Ural Mountains. They are ruled by the brilliant tactician, Prince Oleg (Of Novgorod). Its capital, Kiev (marked in yellow), is a city older than the nation itself. At present, they border their ancient rivals, the Khazar Khaganate to the south, Poland and Hungary to the southwest, and the wild lands of the Finns, Lithuanians, Estonians, and Prussians to the west. They, along with the Khazars, are Europe's first line of defense against the Mongol Golden Horde.

Their religion is Christianity, and having been relatively recent converts, have been close allies with the Byzantine Empire in recent years. This puts them at further odds with their pagan tribal Estonian, Lithuanian, and Finn neighbors, as well as the Khazars, who are largely Jewish.

Known for its snowy winters and harsh climate, the Rus people are of hardy Nordic and Slavic stock and can endure conditions worse than most on the continent. Their military is known for the Druzhina, extremely heavy cavalry units that have tough armor and are hard to kill, complemented by local militias sometimes numbering in the thousands.

(feel free at any time to make your move/action for Winter of 1000 AD, I will update the map accordingly)
>>
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>>5720782
>>5720336
Whoops, I already messed up. Here is the map for Kievan Rus along with Kiev (marked with a yellow/black dot).

Additionally, I should mention the alliance with the Byzantines and the rivalry with the Khazars is purely flavor text. The players are able to ally with or fight whichever nations they choose.
>>
>>5720288
Kingdom of England
>>
>>5720773
Catalonia, a nation on the brink, awakens. Once a region that flew the banners of Rome, it is located south of the Pyrenees Mountain Range and touching the Mediterranean, they are located in a prime position for trade with the other Mediterranean nations. Ruled by the shrewd Duke Jaume de Adefonsiz, their capital is the large city of Barcelona. To their west, they border the fellow Christian kingdom of Castile, to the north, the Christian kingdom of Francia, and to the south, they border their powerful Umayyad Caliphate.

In recent times, they have been on good terms with the Crown Of Castile, as allies against their common enemy, the Muslim Umayyads, who increasingly encroach upon the Iberian peninsula and seek to take it over completely. Relations with Francia are shaky at best, because they too wish to exert power upon the Catalonians. (this is flavor text).

Having a mild and temperate climate, many of their people are fishermen, farmers, or traders. Militarily, however, they are known to have a decently sized navy, as well as light mercenaries whom they hire out to fight in other wars.

(feel free at any time to make your move/action for Winter of 1000 AD, I will update the map accordingly)
>>
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>>5720773
>>5720800
Here is the map for Catalonia, along with Barcelona (marked with a black dot).

>>5720776
The game can be played without every nation occupied, I don't expect all nations to be claimed. I will provide text for the unclaimed (NPC) nations when they are relevant to player actions. Player rolls will determine their fate, essentially.
>>
>>5720288
>Kingdom of Ireland

>>5720792
england bro, want to form an alliance of brittania where we team up to keep people out of english isle?
>>
>>5720818
Sure lol, we can work together
>>
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>>5720792
England, a proud nation ruled by King William Of Normandy (even though the Norman invasion hasn't happened yet kek), has risen. Aging back to the days before the Roman Empire, most of its people are a mix of the original Celtic Briton inhabitants and Anglo-Saxon settlers. Its capital is the large city of London, once called Londinium by the Romans. Once a quiet group of petty kingdoms, England is now a united nation that has been forged in fire after surviving, fighting off, and expelling waves of Norse Viking invaders.

As a Christian nation, it is devout and in recent years, has had decent relations with its fellow Christian neighbors, Ireland, Scotland, and Wales, even teaming up with them at times to repel Vikings. However, relations with Norway (recently converted to Christianity) are icy at best, considering they did little to alleviate the raiding issue. Francia is also on less than amicable terms with England, due to the two having been rivals in recent years. (flavor text)

Their lands are cool and wet climactically and contain a varied landscape ranging from gentle hill country, to humid swamps, to dense forests, to rocky peaks. Despite this landscape, much of their nation relies on subsistence farming and subsistence fishing, having little in the way of trade or export.

Militarily, they have few castles and rely mostly on hill forts and small localize garrisons. Their military has little in the way of cavalry, which could make invading continental nations a little harder. However, England does have heavy infantry units known as huscarls, which proved critical during the Viking age. England is also known for its strong navy as well as its numerous archers.
>>
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>>5720866
>>5720792
Here is the map for England, along with its capital of London (marked with a black dot.).

(feel free at any time to make your move/action for Winter of 1000 AD, I will update the map accordingly)
>>
Alright, let's get this going.

Infrastructure Action: Build a great fortress in Perpinyà

Duke Jaume is personally wealthy, but the Catalans are a prize between two pairs of lascivious eyes. The Ummayads and the French. Of the two, the French have always been more willing to risk war. Thus the Duke proclaims a fortress will be built between the eastern edge of the Pyrenees and the sea. To control the trade from the mainland into the peninsula, and most importantly, to show the iron spine of House Adefonsiz, and dare Francia to break herself against it.

QM, some of housekeeping questions if you'd be so kind.
1.The values are the same as the actions correct? As in, the values of a nation are Pop, Infrastructure, etc.
2.Stockpiling is an action you use your turn for right?
3.Do you declare what technology you wish to research? Or do we say we want to spend time advancing our technology and you tell us what we get?

Thank you, and feel free to let me know if there are things I should be doing as far as post formatting.
>>
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>>5720818
Ireland, a nation of warring clans, has begun its ascent. Typically having a decentralized power structure, one man, Brennan McHannagan (of Clan mac Hannagan), has bested his rivals and been crowned as High King of the Emerald Isle; he has brought the clans to their knees for now, but they are not without power or influence. The inland city of Kilkenny serves as Ireland's capital.

Religiously a Christian nation, Ireland is on good terms with its islander neighbors of England, Scotland, and Wales for now. Norway is on less than favorable terms with them however, due to Viking incursions.

Like most of the British Isles, the climate is cool and humid most of the year. The hilly and boggy landscape is good for growing root vegetables, but not much else. This leaves Ireland with a population consisting largely of subsistence farmers and subsistence fishermen, with little export trade value besides their famed horse breeders.

Militarily, they do not have a large or strong navy, nor a large amount of infantry or ranged troops at the moment. However, the clans are all expertly well-versed in guerilla warfare and potentially have some of the most resistant and durable militias on the continent, which would make invading Ireland a supremely difficult task. Their most well-known unit is the scale-armored gallowglass, a heavy infantry unit using claymores and spears. Ireland also has a number of light cavalry troops, but few places in which to use them.
>>
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>>5720881
>>5720818
Here is the map for Ireland, along with Kilkenny (marked with a black dot).

>>5720818
>>5720830
The Kingdom Of England is now currently in an alliance with the Kingdom Of Ireland, stating their common goal, with intentions to prevent invaders from encroaching upon the British Isles.

(Diplomacy between players (not NPCs) doesn't count as a roll; this doesn't count as England or Ireland's Winter of 1000 AD turn, so both of you may still take an action).
>>
>>5720288
Claiming Kingdom of Francia.
>>
>>5720881
>Infrastructure Action: Begin building roads to connect the clans together.
>>
>>5720872
I will write up your turn text, but first I will address your questions.

1. The values are not the same as the actions. Actions can help determine values, however. Remember, Values can only be raised by Action rolls or Events, and only lowered by Action rolls, Events, or Warfare.
At the start of the game, each nation has a base Value of 5 for each Value Category. So just as an EXAMPLE, I will post an example:

So let's say the Kingdom Of Exampleland took a Raw Material Action: Mining for iron in nearby mountains.

I would post this after such action:
>Kingdom Of Exampleland: Raw Materials Action: rolled a 0
In an attempt to bolster raw resources for its military and get material to supply its army with armor and weaponry, Exampleland's leadership sent workers to the iron mines in the mountains. Unfortunately, poor craftsmanship in the mineshafts led to a worst-case scenario, and several shafts collapsed under the mountain's weight, killing dozens of miners and losing the Kingdom some critical resources in the process.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 4
>Industrial Value: 5
>Trade Value: 5

As you just saw, they rolled a 0 and so lost one Value in their Raw Material Category.

2. Stockpiling is not an action you can take. It is just the term I used for what happens if you roll an action that is successful enough to warrant an increase in a certain value. So if you rolled a 9 on an Agricultural Action you'd get a +2 bonus stockpile to your Agricultural Value (up to a total max value of 9)

3. Players can declare whatever technology they want to research within reason. As previously stated, try to keep it medieval or ancient technology in terms of the era (no guns, sorry). However, you must specify which action it is related to. So if it is a new weapon you want to develop that would count as an Industrial Action. If you choose to "develop tech" during an Action and don't specify what kind, I will provide text for it depending on the roll.

Hopefully, I was able to clear some of that up.
>>
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>>5720886
Francia, a mighty kingdom built upon the bones of Charlemagne's legacy, begins its march to power. Ruled by the masterful warrior Roland, Francia's capital is in the sprawling metropolitan city of Paris. With a strong and centralized power structure, Francia has a clear vision to success and few comparable competitors on its end of the continent besides the Holy Roman Empire, which, although comparable in power, lacks Francia's more centralized government.

Religiously, like most of Europe and Francia's neighbors, they are a Christian Kingdom. They are bordered by the Holy Roman Empire and the Kingdom Of Burgundy to the east, and the Kingdoms Of Catalonia and Castile to the south. Unfortunately, they are on less than favorable terms with Catalonia due to projecting power over them, on negative terms with Burgundy due to the region rebelling and separating itself from Francia, and on icy terms with the HRE due to defeating it in the recent Franco-German war. (flavor text)

The lands of Francia are quite varied, ranging from warm temperate beaches touching the Mediterranean to snowy mountain peaks in the Pyrenees and Alps, to sprawling plains, to the windy coasts on the Atlantic coast. This allows for subsistence and large-scale farming, as well as moderate amounts of mine and cloth exports that may assist it in trading.

Militarily, Francia has a decently sized land army consisting of middling infantry and ranged units. Their specialty is a large number of heavy cavalry knights, powerful enough to endure long battles and fast enough to break shield walls. Their navy, however, leaves something to be desired and could be improved. As such, Francia performs much better in large-scale land wars than anything else. Additionally, Francia is somewhat less than ideal for a defensive war and has many fronts upon which an enemy may be able to attack.
>>
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>>5720927
>>5720886
Here is the map for Francia, along with Paris (marked with a black dot).
>>
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IT IS WINTER IN THE YEAR OF OUR LORD 1000 A.D.

>Kievan Rus: No Action

>Kingdom Of England: No Action

>>5720872
>Kingdom Of Catalonia: Infrastructure Action: rolled a 2 (no change in Values)
The Duke Jaume has commissioned a grand fortress in Perpinyá, in an attempt to keep the Frankish power in check, and additionally to secure trade routes. While in his own land, the Duke is powerful, but such a massive undertaking required a significant amount of construction laborers. These workers were recruited from several different locations around Iberia and thus had a hard time working together. That, combined with corrupt and fraudulent construction supervisors, meant the work on the fortress had ground to a halt by the end of the winter. More work is needed before it can be considered complete, a season or two's work at the very least.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5720888
>Kingdom Of Ireland: Infrastructure Action: rolled 888 TRIPS!!!
The High King, noticing the decentralized nature of his lands, decreed that the land should be connected by roads to help bring clans together. The workers, seeing the potential benefit for their proud nation, get to work immediately. Stone and concrete roads are sturdily and quickly built within the span of less than three months, instantly resulting in a benefit not only to the infrastructure to the region, but also the general populace and trade routes. The people of Ireland are quite pleased with how their new High King has been ruling so far.
>Population Value: 6
>Infrastructure Value: 6
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 6

>Kingdom Of Francia: No Action

Around this time, the Norse explorer Leif Erikson has discovered what he called "Vinland", which is located in modern-day Newfoundland in Canada. (flavor text)
>>
>>5720901
Thank you very much for the reply, yes that answers all my questions.
>>
>>5720950
Ahh sweet nice roads, Alright but its time. Begin agricultural expansion.

>Agriculture action: Begin general improvements to agricultural making small incremental improvements wherever possible
>>
>>5721002
Holy shit thank god I missed 000 trips
>>
>>5721002
Wait I just realized no agri actions can be taken. Make that infrastructure then, something to allow the movement of food between villages and clans
>>
>>5721002
>>5721003
>>5721004
What do you mean? There is nothing preventing you from taking Agricultural Action since you are rolling for the upcoming turn, which is Spring 1000 AD.
>>
>>5721006
Ah I thought we were still in winter
>>
Rolled 10 (1d10)

>>5720950
(Are we going by dice rolls or post numbers? It might be better to do a dice roll if this is being run on /qst/)

The Kingdom of Francia declares war on the rebellious Duchy of Burgundy.
>>
>>5720288
Claiming ERE
>>
>>5720950
The English climate is pretty ideal, we need more food to support our growing nation. England specifically is a nation of shepherds.
Agricultural action: Expand farmland and increase our herds of livestock
>>
>>5721006
I know I'm being the guy with all the questions but can we immediately take a turn after you post the summary of our rolls like here>>5720950
Or do we need to wait for every player nation to declare and have a write up from you before we declare another action?

I'm going to bed so just in case
>Infrastructure Action:Continue attempting to build the Fortress at Perpinyà
>>
btw I think dice should be considered in future turns, because the board is on the slower side post numbers are easier to game. Like tg on this board dice are a feature, and inherently more random than post numbers
>>
>>5720950
Sorry, almost forgit about this.

>Infrastructure Action: Build a grand port on the shore of the Finnish Gulf and christen it Olegorod

>>5721064
Greetings! Would the Hansa be interested in commerce?
>>
>>5721142
The market of Constantinople is happy to welcome your slaves, furs and ambers, as long as your traders keep the Imperial peace.
>>
>>5721379
I vouch that no foul man may call himself a trader in the name of the Rus. Likewise, it is a pity that our trades have to either sail around the continent or brave through the lands of the nomands, wouldn't you agree?
Also, my bad for mistaking your for the HRE, I read the name wrong.
>>
>>5721037
>>5721113
I agree, it may be better to use a D10 dice roll. Rules regarding the roll numbers/outcomes will remain the same. BUT, for right now we are still going to use post numbers because I want everyone to be on the same page. This way we will have at least a few seasons for everyone to be up to date and on the same page.
>We will switch to dice rolls when the year ends and we are in the Winter Of 1001 A.D.
IMPORTANT NOTE: ALL EVENTS WILL STAY BASED UPON MY POST NUMBERS AND NOT ROLLS.

>>5721086
To be clear, no, you do not have to wait for everyone else. You can take an Action at any time as long as you're keeping with the rule of one action per turn. Diplomacy between players (barring declaring war) doesn't take up an Action or a turn. However, diplomacy or declaring war between you and an NPC nation does take up your Action for that turn, and it takes that same turn/season to execute said diplomacy/war declaration, as we just saw >>5721037 how player nation Francia did to the NPC nation of Burgundy.

>>5721037
Also, I just re-read my rules, I think I did not explain Warfare sufficiently.
>Player VS Player Warfare
Warfare is mostly conducted by rolls. The nation with the better roll will typically have the upper hand. In conducting warfare, the player should specify whether they want to attack or defend, and where they will be doing so (North, South, East, West, etc). This will put players into one of two categories, Attack or Defense. Rolls come first when conducting Warfare.
Roll 0 = A severe and humiliating loss.
Roll 1-2 = A small but not insignificant loss.
Roll 3-6 = An indecisive battle with no clear winner.
Roll 7-8 = A small but notable victory.
Roll 9 = A huge and resounding victory.
HOWEVER, if the players have the same roll, or both players have rolls between 3-6, then the Warfare Value Category is shown. To calculate this, I take the average of all the Value Categories that both players have. The player with the higher value will win. Additionally, as previously stated, in Warfare during the Winter Season, a Defending Nation will receive a +1 Warfare Value buff if the battle is indecisive. In Warfare during the Summer Season, the opposite applies and an Attacking Nation will receive a +1 Warfare Value buff.
>Player VS NPC Warfare
In this type of Warfare, the same rolling rules as the PVP Warfare, HOWEVER, Warfare against NPC nations will not progress into deciding who has the higher Warfare Value (as they cannot take actions). Outcomes will be solely decided by rolls; if the battle is deemed indecisive, the Player will simply have to continue the war until getting a good roll.
>>
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>>5721064
The Eastern Roman Empire begins its climb back to prominence. The last remnants of the original Roman Empire, its people are led by the brave IMPERATOR, who rules from the proud and nearly impenetrable capital city of Constantinople. Imperial citizens are known to be some of the most well-cultured and educated in the known world, but their nation's slow decline and territory losses over the years have been taking its toll. While the Empire has a stable and well-centralized government, the lack of decisiveness and a system of "check and balances" has led to less than favourable foreign policy decisions.

Religiously, the ERE is a Christian nation, although in recent times its sovereignty has been threatened by the Muslim, Jewish, and pagan neighbors to its East. Its closest current ally is Kievan Rus, but it is on icy terms with the Khazar Khaganate and Bulgaria, both of whom have been encroaching upon imperial land. (flavor text)

Geographically, the Empire's lands range from rocky mountains, rolling hills, and warm islands, most of which are in a good climate for large scale agriculture. Due to its location, it is also a nation with many connections and an ability to trade well with other Mediterranean nations, but it struggles with connecting its trades to nations that do not touch the Mediterranean.

Militarily, the Empire has a very large military composed of imperial-owned Legions (an unusual occurrence in Feudal Europe). The Empire has a serviceable naval and infantry force, but their true strength lies in the Imperial Cataphracts, which are very heavy cavalry units coated in lamellar armour, able to break through even the toughest enemy lines.
>>
>>5721064
>>5721578
Here is the map for the Eastern Roman Empire, along with its capital city of Constantinople (marked in black).
>>
>>5721568
Ah, so next turn I begin rolling against Burgundy, right?
>>
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IT IS SPRING IN THE YEAR OF OUR LORD 1000 A.D.

EVENT FROM PREVIOUS SUMMARY: ROLLED A 50: Severely Negative Event Type: Piracy/Banditry: A united league of pirates and bandits emerges, raiding caravans, merchants,
and trade boats. All trade actions for one year receive a -1 debuff. (It would be wise to withhold from conducting Trade Actions for one year).

>>5721142
>Kievan Rus: Infrastructure Action: rolled a 2 (no change in values)
Attempting to project power into Western lands and onto the Finnic Tribes, the Rus decide to build a port upon the edge of the Baltic Sea. Their great port city will be named Olegorod. Unfortunately, the remnants of the winter snow have been more than harsh, and most workers find it difficult to build. The ice and snow covering the ports slows efforts, and repeated incursions from random and angry Finns doesn't help. Nothing is lost and the foundations are in place, but it will take at least another season or two before a proper city is built.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721070
>Kingdom Of England: Agricultural Action: rolled a 0 (-1 loss in Agricultural Value) (sorry)
The King decrees that farmers should expand their lands and breed more livestock, in order that the nation may bolster its food stores. Believing that the royalty will tax them heavily afterward, In a bizarre stroke of unexpected rebellion, the farming populace across the land rebels and refuses royal orders, actually taking from and decreasing food stores in the process.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 4
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721086
>Kingdom Of Catalonia: Infrastructure Action: rolled a 6 (+1 in Infrastructure Value)
The Duke demands that the fortress at Perpinyá be completed, and sends some of his best men to ensure goals are met. With a military presence standing guard at the construction site, workers are pushed to increase their workload and become more motivated, thus, the Catalans finish the castle and surrounding areas, now having built a grand and strong fortress.
>Population Value: 5
>Infrastructure Value: 6
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721002
>Kingdom Of Ireland: Agricultural Action: rolled a 2 (no change in values)
Small improvements on farms are ordered from the High King. Stone fence walls, wells, hoe and plow sharpeners, and other small farm tools and implements are created by the farmers in an attempt to satisfy the King's request. But in terms of actual agricultural changes and crop or livestock production, little progress is made.
>Population Value: 6
>Infrastructure Value: 6
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 6

(PART 1/2)
>>
>>5721699
>>5721037
>Kingdom Of Francia: Declared War Upon The Kingdom Of Burgundy
Having seen enough of the rebellious and insolent Burgundians, the King Of Francia opts to declare war on the region. He does not recognize their ruler as legitimate royalty, instead seeing them as a Duchy. War has been declared in order to ensure that after a hopefully successful conquest, the valuable area may once again be under Frankish control.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>Eastern Roman Empire: No Action

>>5721142
>>5721379
>>5721406
Kievan Rus and the Eastern Roman Empire have signed agreements to engage in peaceful commerce and trade between their two nations. However, it appears that both nations wish for easier trade routes, as they are separated from one another by the Khazars and the Hungarians.

Around this time in 1000 A.D., the ancient city of Babylon in the Middle East has finally been fully abandoned by its last remaining inhabitants, most of whom were thieves and bandits at the time anyways. (flavor text)

PART (2/2)
>>
Rolled 3 (1d10)

>>5721701
Send our troops to enforce the rule of French Law in Burgundy. The rebels will be taught that they will answer to Roland, and God.
>>
>>5721699
>Agricultural Action: Fix things
Their actions will just lead to the price of bread and other food going up. If there is a famine we can point the blame to them, they need to calm down before people get hurt.
>>
Rolled 3 (1d10)

>>5721699
>Continue agricultural reforms again!
>>
>Agricultural Action: Plant Ducal gardens of Saffron along the Catalan coast

The Duke is please, the capità responsible for seeing the fortress finished is placed as its castellà for his efforts. Now at least reasonably secure from any French aggression, he returns to his most pressing petitions.

The merchant houses of Barcelona are young and full of fire, desperate to prove themselves against the established trade dynasties of Genoa, Pisa, and Marseilles. Full of fire they may be, but they lack any advantage to break into the Mediterranean markets, and they clamor for something they may use.

The Duke thinks up a plan. The climate of Catalonia is conducive to the spice Saffron, that is only otherwise grown in the Islamic territories. He plans to use large swathes of land owned by House Adefonsiz to plant huge groves of Saffron, then sell it to the merchant houses at a low price, handing them an advantage.
>>
Rolled 5 (1d10)

>>5721699
>Infrastructure Action: continue building Olegorod.
>>
Rolled 8 (1d10)

>>5721699
The Eastern Roman Empire is great, beautiful, but vulnerable to the invader's rapine touch. Over the centuries the Roman domain has shrunk, and barbarians of all kinds find themselves once more at our borders.
The Emperor calls its bannermen, from the regional dukes and baronies - to the lowliest lordling and invades the s*rb borderlands to RECLAIM Roman lands!
A pushback against the general border line.
>>
>>5721718
Can I make a diplo action to help this in some way?
>>
>>5721888
If you desire to reclaim the lands of your forefathers then perhaps I could be of help. Dakia is under the khan of the khazars, the people who plagued mine with raids aplenty for far too long, why don't we allie against these barbarians and share the lands of our soon-to-be-vanquished foe? The roman aquila will fly again over the Carphatians, the steppe will be free from the nomand pest and a fast and safe trade route could be established between Kiev and Constantinopol.
>>
>>5721911
The Khazar is a powerful ruler, but we are not against a mutual war to establish trade, borders, and security.
I drink to your health, friend of the eternal city.
>>
>>5721934
And I drink to yours. How about we enact our plan next spring? You have your war against the Serbs and I have my works in the north.
>>
>>5721963
Very well Prince Oleg
>>
>>5721894
Might as well just do your own
>>
>>5722057
THE IRISH DO NOT LEAVE THEIR ALLIES BEHIND!
>DIPLO ACTION: AID THE ENGLISH!
>>
>>5722242
Excuse me?
>>
>>5722348
What?
>>
File: Summer1000AD.png (203 KB, 947x526)
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>JUST AS A NOTE: UNTIL WINTER OF NEXT YEAR (1001 A.D.) IF YOU HAVE ROLLED DICE I WILL TAKE THE HIGHER ROLL BETWEEN YOUR DICE AND POST NUMBER!!!

IT IS SUMMER IN THE YEAR OF OUR LORD 1000 A.D.

EVENT FROM PREVIOUS SUMMARY: Piracy/Banditry: All trade actions for one year receive a -1 debuff. (Event/debuff will last until Spring 1001 A.D.)

>>5721833
>Kievan Rus: Infrastructure Action: rolled 5 (+1 in Infrastructure Value)
Prince Oleg pushes for his port to be finished. As the summer thaw has fully arrived and ice is no longer an issue. The workers, motivated by their own endurance against the previous incursions by the Finnic tribes, move forward and fully complete the port. It could still use some fortification and improvement, but it is fully functional and citizens are arriving to live within the newly constructed city walls of Olegorod.
>Population Value: 5
>Infrastructure Value: 1
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721718
>Kingdom Of England: Agricultural Action: rolled a 8 (+2 in Agricultural Value)
The King's very reasonable pleas are heard, and the populace, realizing the harm they have done in their rebellious anti-farming furor, quietly back down. Local council leaders concoct a plan to amend the wrongs that their communities have committed by acquiescing to King William's requests and encouraging more farmers to produce on a larger scale. By the end of the Spring, England's fields and farms are more productive than ever before.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 6
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721733
>Kingdom Of Catalonia: Infrastructure Action: rolled a 3 (no change in values)
Pleased with his actions in completing Catalonia's newest fortress in defending against potential aggression from Franica, the Duke elects to center his latest efforts around farming Saffron to trade out in order to boost Catalonia's trading economy. Fields upon fields of saffron are planted, but the flowers aren't going to spring up out of the ground so quickly. It will likely take another season to see the fruits of this labour.
>Population Value: 5
>Infrastructure Value: 6
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721726
>Kingdom Of Ireland: Agricultural Action: rolled a 6 (+1 in Agricultural Value)
High King Brennan, wishing to take action upon his previous requests of bolstering the farming economy within his nation, and again asks his people for improvements for farmers and their lands. The people seem to agree and set up weekly farmer's markets in an effort to take advantage of summer harvests.
>Population Value: 6
>Infrastructure Value: 6
>Agricultural Value: 6
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 6

(PART 1/2)
>>
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>>5722439
>>5721713
>Kingdom Of Francia: Warfare (Attacking) rolled a 3
King Roland sends a decent number of men to occupy the closest Burgundian cities nearest to France, in the hopes that a show of force might convert some Burgundians to their side and that they maybe able to enforce the French Law. The local people and town guards are not pleased in the least and sound the alarm to local garrisons. A series of small town-based skirmishes occur and a few of the newer recruits from the border are injured, but no major losses are counted. It will take more than that to pacify Burgundy.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721888
>Eastern Roman Empire: Declared War on the Bulgarians (I will assume you meant Bulgaria as they border you and Serbia does not): rolled an 888 (TRIPSSS!!!) (actual nation vs nation Warfare will not begin until next turn, because you have to declare first) (some territory was won peacefully due to trips)
Disgusted by the incredulous and savage barbarians encroaching upon Roman Land, the Empire declares war upon the illegitimate barbarian state of Bulgaria, in hopes that they may regain land from them. In a stunning show of force, the Empire’s troops rally at the Imperator’s righteous cause, and converge upon the borders of the Bulgarians. Surprised and frightened, several very large tracts of land are lost without bloodshed as the Bulgars flee their homes in complete and utter fear, expanding the Empire’s borders for the first time in years.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5721911
>>5721934
>>5721963
>>5721971
It appears as if the Eastern Roman Empire and Kievan Rus have decided to make another pact; this time, against their common enemy, the Khazar Khaganate, in a bid to take back valuable territory for the ability to trade with one another. They consider attacking the Khan’s lands next Spring, which could be a deadly surprise for those living on Khazar lands.

>>5721894
>>5722242
The Kingdom Of Ireland elects to assist their ally, the Kingdom Of England in its agricultural sector, possibly through a mutual agricultural trade agreement or some other sort of farming goods exchange.

Around this time in 1000 A.D., the city of Oslo in Norway is officially established. (flavor text)

(PART 2/2)
>>
>>5722441
ALSO, I apologize, I did not mention that Francia had a +1 Warfare buff due to attacking in Summer. I did take this into account when writing the outcome but somehow forgot to mention it/reflect that on the summary. The outcome would have been the same anyways though, as a 3 roll and a 4 roll are both considered indecisive.
>>
Rolled 7 (1d10)

>>5722439
>Trade Action: Deal with the pirate and banditry problem, secure the trade lanes!
>ask for english aid when dealing with the pirates
>>
>>5722441
Press the assault on the Burgundian rebels. They shall respect the jus bonus of Roland and France.
>>
>>5722439

>Agricultural Action: Continue planting the Gardens

The Duke grimaces at the latest news from his tenants. The Saffron is taking longer than expected, being a non-native crop to Catalonia. The pagès assure him they can do it, but they simply need more time.

The Duke would have liked to have the crop ready before the Autumn storm made trade dangerous, but reports of rampant piracy across all of Europe's waters mollifies him. Perhaps it is best to go slowly, he will continue his plan, and hope for a better outcome over the next season.
>>
Rolled 8 (1d10)

>>5722439
>Infrastructure Value: 1
I see there has been a typo.

>Trade Action: Send ships from Olegorod towards the northern shores of Europe seeking trade.

>>5722473
>>5722575
>>5721718
Salutation! Would your port be welcoming to some merchants from faraway?
>>
>>5722439
A celebration in Constantinople, with the church bells ringing in joy upon the return of the victorious emperor. Troops march through the capital, and the lords attend mass at the Hagia Sophia - thanking the Kyrios for his aid.
With the barbarians cowering in fear the war is over - for now.
To facilitate trade, armies, pilgrims and interconnectiveness between the distant reaches of the Empire, ERE start constructing vast roadworks - like their ancestors once did.
>>
Rolled 8 (1d10)

>>5722655
>>
Rolled 5 (1d10)

>>5722439
Raw Material Action: Logging
The English will gather new timber in order to construct new seafaring vessels and to last the winter.
>>5722473
Help the Irish with the pirate problem.
>>5722639
Our ports are open to traders
>>
>>5722639
We would indeed, Prince, though it is a long distance to travel, even by water. Still, we welcome all friendly opportunities that come our way.
>>
>>5722639
Aye they are open, So long as they pay the proper tariffs of course
>>
>>5720288
Claiming Kingdom of Sardinia (I live there). It wasn't an actual kingdom at the time, so this will be interesting as an alt-history rp kind of thing
>>
Can I have Sweden? I'm not Swedish I'm British so if there is anybody who is Swedish please be one of my advisers so I know more about Sweden during this time period.

/roll 1d10
or how ever its done
>>
>>5723739
Check the sticky for how to roll
>>
>>5723775
My apologies but I'm certainly a new fag and don't know what a sticky is nor where to find them.
>>
>>5723834
First thread in the catalog
>>
>>5723834
Oh boy...Threads bump off the board and into the archive all day, every day. Threads that don't do this are "stickied" to the top of the board my the mods for one reason or another. Most boards don't have them, this one does.

I'll just tell you how to roll here. There's a field above the comment section where you write your post labeled "options". In the "options" field type "dice+2d6" without the quotation marks. You can roll any number or any type of dice. So in this thread we would eventually roll, "dice+1d10". Again without the quotation marks.
>>
>>5723099
Yeah, I believe that at the time it was 4 small petty kingdoms (I could be wrong), but the map I use didn't account for that so I just kind of pretended that it was 1.

>>5723834
Okay, well you (Kingdom Of Sweden) and >>5723099 (Kingdom Of Sardinia) can roll/enter the game next turn (Winter 1001 A.D.), because I have already written up the previous turn and you all still have to have your starting summaries written.

>>5723837
Thanks mate.
>>
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(NOTE: I DID TRY TO DOUBLE CHECK BUT PLEASE LET ME KNOW IF I MADE ANY ERRORS)

IT IS FALL IN THE YEAR OF OUR LORD 1000 A.D.

EVENT FROM PREVIOUS SUMMARY: Piracy/Banditry: All trade actions for one year receive a -1 debuff. (Event/debuff will last until Spring 1001 A.D.)

>>5722639
(sorry about the typo last turn, I use an Excel sheet for this and made an error)
>Kievan Rus: Trade Action: rolled a 8 (-1 roll value subtracted due to Event: Piracy/Banditry) (+2 in Trade Value) (+1 in Trade Value for player+player trade)
Prince Oleg, pleased with the construction of his port city having finished, decides to send merchant ships to brave the waters of the Baltic Sea in order to find partners to trade with. Despite rampant pirates roaming the waters, the well-armed merchants are able to scare them off easily, resulting in the ships finding safe harbour in the lands of the English and the Irish.
>Population Value: 5
>Infrastructure Value: 6
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 8

>>5722658
>Kingdom Of England: Raw Material Action: rolled an 8 (+2 to Raw Material Value) (due to using your turn you could not help Ireland with a Trade Action, but your diplomatic words are noted) (+1 in Trade Value for player+player trade)
To survive the coming winter, as well as to construct new boats, ships, and seafaring vessels in the service of trade, exploration, or military capacities such as the navy, King William orders his best loggers and treecutters into the deep forests in Northern England. The loggers are extremely efficient and make quick work of the areas they are assigned, sending their logs downriver to London and other cities that are able to process the wood. The loggers are also pushed into replanting the area to ensure England's wood supply will be sufficient in future years.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 6
>Raw Material Value: 7
>Industrial Value: 5
>Trade Value: 6

>>5722615
>Kingdom Of Catalonia: Agricultural Action: rolled a 5 (+1 to Agricultural Value)
The Duke, having refused to give up on his plan of growing the very valuable cash crop spice of saffron. His tenants are working hard to make the crop grow, and while yields are slow, some of the saffron is in fact ready for harvest and can be sold, bolstering the local agricultural market. The rest of the saffron, however, will have to be sold next harvesting season along with the next batch.
>Population Value: 5
>Infrastructure Value: 6
>Agricultural Value: 6
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

(PART 1/2)
>>
>>5723867
>>5722473
>Kingdom Of Ireland: Trade Action: rolled a 7 (+1 to Trade Value) (+1 in Trade Value for player+player trade)
Due to taking DIRECT action against the piracy issue, (and with the moral/signatory support of England) by increasing port security and creating a system of patrols around the entire island, the Irish are able to completely clear their local waters of pirates, thus ensuring trade around their island is safe, for now.
>Population Value: 6
>Infrastructure Value: 6
>Agricultural Value: 6
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 8

>>5722575
>Kingdom Of Francia: Warfare Action: rolled a 5 (+1 in Trade Value for player+player trade)
The Franks and the Burgundians clash once again, shield wall against shield wall. Several battles along the border occur, and little happens until King Roland enters the battlefield and conducts a heavy cavalry charge, and destroys a large number of enemy forces. Although it is largely a pyrrhic victory, (as both sides had large numbers of dead and wounded) significant territorial gains are made in the north of Burgundy.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 6

>>5722655
>>5722656
>Eastern Roman Empire: Infrastructure Action: rolled an 8 (+2 to Infrastructure Value)
The Imperator calls for a march celebrating his victory against the barbarous Bulgars. The people in and outside the capital city of Constantinople celebrate in joyous praise, although the Bulgars hastily plot for eventual revenge, disgruntled at their old enemy. The Emperor begins a united effort to construct roads and highways across their nation to encourage trade and the mobilization of the Imperial legions. It goes more than well enough, resulting in stone and Roman-made concrete pathways stretching from the capital to the furthest edges of the Balkan mountains. Citizens using these roads are reminded of the glory of the Empire.
>Population Value: 5
>Infrastructure Value: 7
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5722639
>>5722658
>>5722728
>>5722778
The Kingdoms Of England, Ireland, and Francia, have each separately agreed to trade with the nation of Kievan Rus.

Around this time, the oldest bell foundry has been officially established in Italy. (flavor text)

(PART 2/2)
>>
>>5720288
Can I still join? If yes then I'll be the Kingdom of Norway.
>>
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>>5723099
The small island nation of Sardinia begins its rise to power. Governed by the enigmatic Efisio, the island was once under the Eastern Roman Empire, considered a province. Considered a lost province by the Byzantines, Sardinia was largely left to its own devices. Ruled by a group of noble families, Efisio came to prominence after promising to unite the island in hopes of greater goals. At times, however, it is still a challenge to get the noble families to cooperate with one another. Its capital is the metropolitan city of Cagliari.

Religiously, Sardinia is a Christian nation, and given its relatively isolated status, doesn't have any political or religious rivals to note of. It is, however, closest to the Holy Roman Empire (HRE), due to that nation's ownership over the northern island of Corsica.

Geographically, Sardinian lands are largely of a temperate, warm, and mild climate, owing to its island nature. Considered to be a paradise by many, it also has a number of mountains and other impressive land features, as well as natural cork tree forests which are a large boon to their already significant ability to trade.

Militarily, they are not known for having a powerful army, but the navies are suitable for the defense of the island, which is already difficult to invade due to the sea itself. Their best units are small, but heavily armed sloops.
>>
Rolled 5 (1d10)

>>5723867
Fall, the harvest season.
>Agricultural/Raw Materials(?) Action: deforest areas around fields to expand them. Use the wood to build small, wooden forts around the border with the Khazars east of the Dniper.
>>
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>>5723099
>>5723901
Here is the map for the Kingdom Of Sardinia, along with its capital city of Cagliari (marked in black).
>>
Rolled 7 (1d10)

>>5723869
use the trade routes that has recently been established within ireland to build industrial and agricultural output of the clans. This will allow us to be more competitive with our neighbors in the long run
>>use trade value to increase industrial and agricultural value
>>
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>>5723739
>>5723834
A land ruled by Nordic peoples, the recently formed nation of Sweden arises. Ruled by their new leader, King Autist Anon, they are a nation of vikings and raiders, as well as farmers and fishermen. Their people are divided up into several Viking clans ruled by their leaders, the Jarls. Although it is difficult to centralize Sweden's power base and direct the clans toward a single purpose, Autist Anon has his ways. Its capital is the city of Uppsala, a day's travel north of what is now Stockholm.

Religiously, Sweden is still mostly a Odinist, or Norse Pagan/Heathen, country, that is polytheistic and worships the many gods of the Nordic Pantheon. Christianity may have made some larger strides in Norway, but Sweden has yet for much of its populace to convert. A very small, but rapidly growing portion of the population, is Christian. While Sweden doesn't have many formal enemies at the moment, potentially hostile actions against Christian nations could draw the ire of much of the continent. Sweden is surrounded by recently Christian Norway to its west, recently Christian Denmark to its southwest, and the Pagan Finns to their direct north and northwest. The Baltic sea separates Sweden from its other neighbors.

Geographically, Sweden is a heavily forested nation but does have some various hills and highlands mixed in as well. Sweden has yet as a nation, to expand into its northern corridor, and so lacks tall, rugged, mountains and tundra that it now has in the modern day. Regardless, it is a land that has surprisingly mild winters despite its latitude, at least in the southern portion of the nation.

Militarily, the Kingdom Of Sweden has a small, but effective infantry, but lacks much in the way of cavalry or ranged troops. Their most notable infantry unit is the berserker (nordic for "bear-skin") which is a type of heavy shock troop. Their navy is also small, but very efficient, consisting of longships that mostly conduct raids.
>>
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>>5724068
>>5723834
>>5724068
Here is the map for the Kingdom Of Sweden, along with its capital city of Uppsala (marked in black).
>>
>Industrial Action: Develop Technology, Armillary Sphere

The Duke is consulting with the merchant houses on a strategy for next season when the capità de la guàrdia storms into his meeting hall, escorting what looks like an overly excited soldier.

There are often skirmishes on the borders of Al-Andalus and the rest of Christian Spain. This time however, a convoy was raided and something marvelous brought back to the Duke, a working Armillary sphere.

Long the envy of European naval powers, the Armillary sphere allows much more precise, intricate, dependable, and regular readings of the positions of the stars, the sun, and the moon. It is an invaluable piece of technology that the Moors have jealously hoarded.

The Duke commends the soldiers, and immediately sets about having his mechanics reverse engineer the sphere for his own fleets.
>>
>>5723869
We have begun to bring these Burgundian rebels to heel. Death to the traitors! France will be whole again soon. We press the attack, and King Roland enters battle once again to lead our troops to victory.
>>
Gentlemen! these pirates are ruining our trade lanes and sinking or stealing from our merchants. We must make a coordinated effort this coming winter, A campaign against piracy if you will.
>>
Rolled 10 (1d10)

>>5723867
Prospect for iron ores in the mountainous reaches of the Empire and begin constructing a mine if succesful
>>
Rolled 7 (1d10)

>>5723867
>Trade Action: Hunt down remaining outlaws
Sink their ships and raid any place that harbours these criminals.
>>
>>5723893
Greetings! Would the ports of Sweden be opened to their distant kin?

>>5724338
I'm afraid the ice limits our Northern Fleet's voyages to just the warm seasons, lest the waters freezes before our ships can make it back to Olegorod.
>>
>>5724338
To Brennan McHannagan, Lord of the Irish isles, our armies are required to keep the barbarians from our borders. We cannot aid in this honorable mission.
>>
>>5723838
Thank you you are nice person very gentlemen
>>
Religious relations conduct a diplomatic approach with neighbouring Scandinavian countries and there pagan minorities, we must evaluate our strength and see unto improvements of our religion. our people must not fall to the dead gods ways Odin wills it!
>>
Rolled 2 (1d10)

>>5724556
>>
>>5724557
FUCK
>>
>>5724444
Greetings! That I cannot say, as far as the realm or the Norwegians extends I suppose you are as welcome as you're able to tolerate our customs and if I'm even in the game lmao
>>
>>5724444
Uh oh quad event
>>
>>5724613
I believe that's only if QM's post has quads
>>
>>5720288
Put me in as the Prussian Lands.
>>
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>>5724569
A cold northern land of vikings, the Kingdom Of Norway ascends. Governed by the King Olaf Tryggvason, it is a land very similar to its neighbor, Sweden, in that much of the populace makes their living through small-scale fishing and subsistence farming, as well as being vikings and raiders. The old viking clans still hold some power, but the King has greater control of them than Sweden's ruler and consolidates his power further with every passing year. However, this puts more of a 'burden of leadership' upon him, and forces him to make a lot of uncomfortable decisions that he might have been able to delegate if his power base was less centralized. King Olaf rules from his great city of Nidaros (modern-day Trondheim).

Religiously, Noway has recently undergone a mass Christianisation, with most of its population having converted and been baptized within the last generation. There is however, still a non-insignificant Norse Pagan/Heathen, or Odinist, minority within the country, particularly in Norway's northern regions, Iceland (under Norwegian control), and more rural areas. Norway's closest neighbors are Sweden, whose population is still pagan, Denmark, which has also converted to Christianity, Finnic lands (also pagan), and across the sea, Scotland and England, both of whom are Christian. Political relations with Sweden, Denmark, and the Finns are on acceptable terms. But the people of Scotland, England, and Ireland may still hold some grudges for the Kingdom OF Norway's inaction and reluctance to curb the severe Viking raider issue of the past few generations, even though it is largely a non-issue now. Norway's placement on the North Sea allows for good trade with its fellow Scandinavian neighbors.

Geographically, much of Norway (and its territory of Iceland) is mountainous and rugged, with much tundra, glaciers, and ice wastes in the far north of the nation. Many lakes, rivers, and fjords are also present along the coast, with thick pine forests present in the inlands. However, the more temperate lands in the south do allow for farming and agriculture to take place.

Militarily, the Kingdom Of Norway is quite similar to that of Sweden, in that it doesn't focus on ranged or cavalry units, though its total forces are a bit larger. Their navy in particular is a bit more sizable due to the need to control Iceland, which takes a week or two in travel time by longship. Its most famous unit is also the berserkers (heavy shock troops).
>>
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>>5723893
>>5724569
>>5725697
Here is the map for the Kingdom Of Norway, along with its capital city of Nidaros (marked in black).
>>
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>>5724727
Prussia, a small nation at the edge of the Baltics, begins its ascent. It is a tribal land ruled by the ruthless Chief Vytautas, who rose above the other petty tribes to a seat of relative prominence. Powerful as he is, however, the other tribes and their leaders are restless and constantly battling for the power they so desperately crave, waiting for the day when it is their chance to rule these lawless lands. This has resulted in a very decentralized power base. Though it is not a large or powerful city, the settlement of Twangste (modern-day Kaliningrad) serves as a functional (though unofficial) capital.

Religiously, Prussian lands are still very much pagan, worshipping a bizarre mix of forgotten Slavic gods, some of whom had no Roman, Greek, or Nordic equivalent. It is on good terms with its fellow tribal lands of the Estonians and the Lithuanians, who are also pagan. However, relations with its major southern neighbor, Poland, are extremely soured, as the Christian Poles have attempted colonization and conversion several times, and remain attempting incursions into Prussian lands.

Geographically, Prussia is remarkably similar to its neighbors in that much of it is relatively flat land covered in forests, with a number of swamps, bogs, and lakes dotting the region. Its summers, falls, and springs are temperate, for the most part, but the winters are bitterly cold. The position on the Baltic sea might allow for trade with its neighbors, but Prussia has not yet developed any major trade industries yet, as most of its people are still simple hunter-gatherers and farmers.

Militarily, Prussia has few organized military structures at all. with nearly no navy or organized armies. Its best asset is its defensive strategy, with is made up of a system of many well-defended hillforts and local militias. However, many of the Prussian tribesmen are skilled with bows and most are experienced in warfare against the Poles, which could prove useful in potential future conflicts.
>>
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>>5724727
>>5725737
Here is the map for The Prussian Lands (or Chiefdom Of Prussia) and the unofficial capital city of Twangste (marked in black).
>>
Rolled 10 (1d10)

>>5725737
Nice.

>>5723867
Action: attempt to further centralize/consolidate power. And begin to create the skeleton of a military if actually successful.
>>
>>5725907
>Prussian
>Immediately militarizes
I may nae be the brightest bulb, but I know a pattern when I see one
>>
>>5725932
Ackchyually the culture is Baltic, nothing to do with Germans (besides getting colonized by them eventually).
Other than that I'll probably eventually go into Poland after the country gets its
shit together lmao.
>>
Rolled 5 (1d10)

>>5723867
>Industrial Action:
Start to further fund and consolidate the blacksmiths, weapon and tool forgers, creating guilds controlled by the crown in order to better oversee them and help them progress.

>>5725957
>the (not)Germans invading Poland, the start of a cycle
kek
>>
>>5725964
It's too perfect, I know. There's even a reasonable(?) causus belli for doing it (you try to invade us? We invade you!)
>>
>>5724428
The irish navy is at your disposal then
>Diplo action: Lend the english ships

Also are you open to expanding our alliance to perhaps the western part of europe. it will be defensive of course.
>>
>>5725957
german or not that military build up is making me questions me priorities.
>>
>>5725997
Don't blame me too much, I'm mostly just preparing for the inevitable crusade against pagans in my region lol
>>
>>5726034
To the northern chief Vytautas, whomst rise to power reached the eternal city of constantinople. I beseech thee to do away with thine idols of forestry demons and be baptised in the faith of the romans and accept Gods grace.
>>
>>5726034
And your ambition to attack poland.
>>
I have no idea if my first post and roll was counted or valid so I will try again
>Population Action: Consolidate local tribes and pagan peoples our religion needs to be capable of fighting off Christian encroachment and allow for our beliefs to be solidified in a written form to strengthen ourselves. In other words we need to strengthen ourselves at home so we can fend off any Christian aggression.
>>
Diplo action: contact neighbouring Pagan lands for defence pacts and Trade deals, the Baltics. This includes Finland and Prussia. Send Diplomats to Denmark and Norway for peace and Trade lasting at least a decade to encourage stability within the region.
>>
Rolled 1 (1d10)

>>5726399
My roll did not work first time.
>>
>>5726401
MOTHER FUCKER!!!!!!!
>>
>>5726401
The irish are a pragmatic folk, if you are willing to let use join the pagan trade deals we will be willing to aid you economically of course.
>>
>>5726421
Yea sure we are planning to create a mercenary core to increase our economic standing we are also willing to buy agriculture technology in exchange of mercenary services.
>>
>>5726429
We have no plans in taking any military action, All we need are for the ability for our merchants to create trade posts within or around your ports.
>>
>>5726400
Very well. Let there be peace with the Norse folk, and our estranged kin.

>>5726034
I would also like to extend a defensive pact and trade deals with you, my distant brother.
My kingdom has long existed harmoniously with the pagan miniority, even as we are a Christian nation, and strange as your gods may be we can still cooperate.

>>5726429
>mercenary core
That actually sounds pretty interesting. I'm sure the French would want some help, maybe even the Greeks and Russians too.
>>
>>5726400
>>5726466
Gladly accepted!

>>5726345
Hey they tried colonize my nation. I'm merely doing a little trolling preemptive war, cause they'll try to invade me again if I get unlucky with rolls/events.

>>5726175
To the honorable emperor of the Romans, long life be given to you!
While I appreciate the offer, it cannot be accepted, at least not as of yet. For the way in which the tribes are organized will mean turmoil in my nation if I adopt such radical change so quickly.
I would offer you that your God would be allowed in our pantheon, but as this was met with outrage by the Poles I imagine this too would be unacceptable.
>>
>>5726466
>>5726490
I'm hoping the trade deal offered to your pagan kin is open to us as well?
>>
>>5726562
As far as you can tolerate them, for many have not forgotten their history with your people and will likely boast of it. The Christian areas in Norway are more likely to give a warmer reception, I imagine.
But you are free to trade with the nation at large if you so wish, if that's your inquiry.
>>
>>5726562
As long as you vow not to attack, it is fine by me.
However in the lands of the Prusai there are no ports to speak of and little trade that would be of interest.
>>
Hello French, Greek and romans I am planning to create Mercenaries we will help you in your wars in exchange for looting rights and a guarantee that there will not be a betrayal nor an attempt to convert anyone who does not follow any Abrahamic religion.
>>
where OP?
>>
>>5727622
I'll post the turn summary here in a bit, I was waiting to see if we would get any other newcomers wanted to join since it takes me a while to write up their background descriptions. Plus not everyone has rolled yet apparently.
>>
I fear that the Sardinia player has gone to the pizza restaurant in the sky.
He will be missed.
>>
>>5727112
Auxiliaries are allways welcome to aid in the (re)conquests of Rome.
Constantinople does not care for the fate of the "13th tribe" of the khazars, nor the saracen and moorish heresies.
>>
>>5727627
Please let me know if I miss anything
>>
Rolled 8 (1d10)

>>5723867
Start me in al-andalus
>Population action: recruit berber tribesmen from north africa and settle them in iberia
>>
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>>5726878
>However in the lands of the Prusai there are no ports to speak of and little trade that would be of interest
Our lands have a land border and your merchants are welcomed to trade with ours, should they be treated with respect I see no reason not to conduct trade with the irish through them, so what do you say, trade?

As for the lack of ports, we could also build one at the mouth of the Pregolya in exchange for it being administered as a condominum, neither one of us having more authority over it than the other.

>>5726399
>fighting off Christian encroachment
Any Rus dying in your lands or due to your people and the snow will be red from your blood.

>>5727627
>Pic rel
>>
Hey OP I know we start out as kingdoms but can I pull off a venice and reform into a serene republic?
>>
>>5728036
To the mighty prince of all Rus, greetings.
While I accept the trade deal with you, the building of ports to be dually administered will end with one of the many tribes settling in and claiming it (I'll try to build a port next turn so don't worry irishbro and russiabro).
>>
>>5728189
I trust that your ports will remain open to the Scandinavian trade deals?

>>5727627
QM I was wondering a few things as well:
Can naval invasions could be done? Raiding?
Are trade deals able to be done with npc nations?
Are peaceful territorial transfers with npc countries possible if we have a good enough relations with them and give them an offer in exchange, or if we roll well enough?
>>
>>5728201
Of course! In fact, I imagine it shall be primarily used by the Scandi pact.
>>
>>5727627
Do I have to roll?
>>
looks like it's time to protect my coast and start harassing the sea lanes raiders use to attack my coast to protect my trade interest and maintain stability within the general area
>>
>>5723943
to specify, I want to lower my trade value by 3 to increase my infrastructure and agricultural value by a good bit
>>
Is this the end?
>>
I think QM got a few more people on board than he expected.
>>
>>5732578
>>5733269
No, it isn't the end yet. I'm deeply sorry for having been gone on an... unexpected hiatus for so long. But I'll be completely honest. Unfortunately, shortly after the last turn I was given a sitewide 4chan ban from /an/ for something that wasn't even against the rules (it was a stupid and pointless spat) and finally now I am back and able to post again. I didn't really think it would have many ramifications but then I remembered I wouldn't be able to continue posting here, so in the future I'll be more careful so as to not jepoardize the game. However, I do completely understand if anyone has dropped out due to my absence and I do apologize and will adjust the game accordingly for any remaining players.
>>
>>5740035
LET'S FUCKING GOOOO!
>>
>>5740035
Well OP hope yer actually back for realsies this time
>>
>>5740035
WE ARE SO FUCKING BACK!
>>
>>5740035
I'm still here if you are.
>>
>>5740035
Still here! It's good to see you back.
>>
>>5740035
Nice to see you QM!
>>
TO ADDRESS A FEW QUESTIONS:

>>5728144
I have no problems with this, at least from a roleplaying perspective you can remake your nation into a republic or a dictatorship or whatever you want.

>>5728201
>Can naval invasions be done? Raiding?
Yes, naval warfare can be conducted, the same as land warfare. I suppose raiding could also be done. I didn't really plan for that so if someone wanted to do it I guess I would just kind of make it up as I went along.
>Are trade deals able to be done with NPC nations?
In a strictly roleplaying manner? Yes. For a value bonus? Probably not. The only reason I included the whole player-to-player trading option was to provide an incentive for players to cooperate because there are really no other incentives and that would make it hard to justify not invading weaker nations.
>Are peaceful territorial transfers with NPC countries possible if we have good enough relations with them and give them an offer in exchange, or if we roll well enough?
Yes, depending on the roll I would suppose that you can maybe "marry off nobles" or negotiate to transfer NPC territory to your own nation. I think that would only apply to adjacent land (or land directly across the coasts) at first to limit how powerful that tactic is and make it fair. However, this option will also cost some resources.
>>
>>5742697
Clans will become patricians soon enough!
>>
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>>5727988
The Ummayad Caliphate rises, stretching across North Africa and the Middle East, Within the European continent, however, the Caliphate has been limited to the southern portion of the Iberian peninsula, kept in check by the Christian Spaniard nations. On the other side of the continent, the Caliphate's advance has been halted by legions of the Eastern Roman Empire, making them their greatest enemy. The Caliphate has strong central structure, yet its leader, the Caliph, still struggles sometimes to contain the revolts and discontent from the large Christian population within the province of Al-Andalus (Iberia). The capital of Al-Andalus is the city of Cordoba, considered to be an academic and scientific hub of literate and educated scholars, which benefits the Caliphate.

Religiously, the Caliphate is Sunni Islamic officially, and its noble population reflects this. However, the province of Al-Andalus is still mostly Christian in peasantry, as over 50% have yet to convert. Al-Andalus's religion puts it at odds with Christendom. The Caliphate may yet make allies among the pagans of Europe.

Geographically, most of Al-Andalus is similar to the rest of Iberia. The land and elevation varies quite a bit, ranging from mountains and valleys. The land is warm for much of the year, with rainfall for agriculture due to the Mediterranean climate, making land valuable for desolate sandy areas that constitute much of the Caliphate's land. Most of the people of Al-Andalus are farmers and fishermen, and trade with the rest of the Caliphate also has a place here.

Militarily, the Caliphate has a large and powerful military, yet, in Al-Andalus, they don't keep high numbers of soldiers, so as to provide protection to the other provinces, which can sometimes stretch manpower and resources thin. Their most notable units are horse-mounted archers, and their most notable weakness is the lack of heavily armored troops, due to the fact that almost all of their troops travel light.
>>
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>>5727988
>>5742774
Here is the map for Al-Andalus (part of the Ummayad Caliphate) and the provincial capital city of Cordoba (marked in white).
>>
>>5725697
>>5725705
>>5725737
>>5725738
Also it just now occurred to me that somehow I did not use my tripcode name on these posts. Just for future reference, these posts were written by me.
>>
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IT IS WINTER IN THE YEAR OF OUR LORD 1001 A.D.

EVENT FROM PREVIOUS SUMMARY: Piracy/Banditry: All trade actions for one year receive a -1 debuff. (Event/debuff will last until Spring 1001 A.D.)

>>5723903
>Kievan Rus: Raw Material Action: rolled a 5 (+1 to Raw Material Value)
Prince Oleg, preparing for a planned military action against the Khazars, declares to expand the agricultural fields and put the cleared lumber to good use, by building and forming small wooden forts against the border with the Khazar Khaganate. While his nation’s peasants dutifully carry out his orders, the wooden log stake and palisade-enclosed forts aren’t a complete defense against the mostly equestrian forces of the Khaganate. However, it does provide a good place for local militias to gather and train, and defend in if need be. It also sends a message to the Khan that the Rus are no longer going to put up with lost territory and Khazar harassment at the borders.
>Population Value: 5
>Infrastructure Value: 7
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 8

>>5724428
>Kingdom Of England: Trade Action: rolled a 7 (+1 to Trade Value)
King William has clearly had enough of the piracy issue, and seeing its end in sight, deems it the proper time to clean up the remaining mess. He places bounties on the heads of any notable pirate or outlaw, redeemable at the local sheriff’s office, and has the churches throughout his land spread word that the peasants have the full backing of his military in taking down outlaws. Local militias and peasants alike seek out these bounties, and with the additional diplomatic support of Ireland, the pirate and outlaw menace is completely eliminated within miles of the British Isles coastline, as well as inland.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 6
>Raw Material Value: 7
>Industrial Value: 5
>Trade Value: 7

(PART 1/???)
>>
>>5742812

>>5724169
>Kingdom Of Catalonia: Industrial Action: rolled a 9 (+3 to Industrial Value) (please roll a (1d10) next turn)
Duke Jaume has received an unexpected and masterful technology, known to the educated world as an armillary sphere. Navigation, trade, military conquests. All these things and more are possible with this amazing technology which has for years been relatively unknown to the majority of Christendom. In a lightning strike of insane human ingenuity and cooperation, the Duke’s scientists and mechanics send word to the Pope (Pope Sylvester II), who sends his best academics to assist in the reverse engineering process and gives the project the Church’s full backing. Mass production of the sphere begins posthaste, and soon nearly every large merchant and military vessel in Catalonia has one of the valuable devices.
>Population Value: 5
>Infrastructure Value: 6
>Agricultural Value: 6
>Raw Material Value: 5
>Industrial Value: 8
>Trade Value: 5

>>5723943
>Kingdom Of Ireland: Trade Action: rolled a 7 (-3 to Trade Value, +1 to Agricultural Value, +2 to Industrial Value)
High King Brennan believes the Irish economy can be further diversified, as he does not want his nation to become overly dependent upon one particular pillar of the European economy. It is a wise and forward-thinking decision that should prove useful in the long run, should disaster strike the continent. Yet it is also a risky move if the diversified economy cannot stand on its own; after all, a chain is only as strong as its weakest link. Today, however, the Irish “chain” is strong, and throughout the season, the High King’s men move trade goods inland from the ports to farms and mills, boosting textile production and farm yields.
>Population Value: 6
>Infrastructure Value: 6
>Agricultural Value: 7
>Raw Material Value: 5
>Industrial Value: 7
>Trade Value: 5

(PART 2/???)
>>
>>5742812
>>5742816

>>5724179
>Kingdom Of Francia: Warfare Action: rolled a 9 (please roll a (1d10) next turn)
In a stroke of strategic genius, King Roland himself appears on the fields of Burgundy, rallying his cavalry. The heavy knights decimate the Burgundian rebels, sending them back to their fortresses immediately. They hold out for a few weeks, but the King and his men assault, sending infantry and ranged troops, as well as a of hardcore siege weapons to break their resolve. One by one, the fortresses fall, leaving a few coastal territories under the Burgundian rebel’s control. Seizing the opportunity, Roland sends his navy around the rock of Gibraltar and to the Burgundian coast, pinning the rebels between two sides. After a hard-fought war, their last men surrender to the King Of Francia, ending Burgundy’s “sovereignty”. Celebrations in Paris begin as the King returns victorious.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 6

>>5724427
>Eastern Roman Empire: Raw Material Action: rolled a 0 (sorry) (-1 to Raw Material Value) (please roll a (1d10) next turn)
The Imperator sees a need for more raw materials to feed the development of his nation and progress the legions. Thus, he orders the construction of a mine within the Balkans to pierce stone in order to find useful ores such as iron. Unfortunately, due to the remote location and bad weather, supply runs to this area proves difficult, leading to slowed progress. In a display of under-preparedness, the miners forgot to reinforce one of the support beams holding up the entrance/exit to the mine, and became trapped. Without a way to signal for help, the mine collapsed and the miners perished. Despite this setback, it will take much more to sully the determination of the Empire.
>Population Value: 5
>Infrastructure Value: 7
>Agricultural Value: 5
>Raw Material Value: 4
>Industrial Value: 5
>Trade Value: 5

(PART 3/???)
>>
>>5742812
>>5742816
>>5742831

>>5723099
>Kingdom Of Sardinia: No Action This Turn
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5724556
>Kingdom Of Sweden: Population Action: rolled a 2 (No change in Values) (I went with the higher of the 2 rolls, just stick to one roll please)
Sweden’s King, Autist Anon, has personally witnessed the rise of Christian nations cropping up closer to his lands. Wanting desperately to cling to his nation’s traditional way of life, and seeking above all to preserve his people’s integrity, culture, and religion, he sends diplomats to wherever he can find them. Within his own nation, some tribes pledge to him, wishing for pagan unity against the rapidly approaching monolith of Christendom. While his words have yet to convince the tribal lands of the Finns, Estonians, or Lithuanians, (as they don’t even have a leader yet), Norway and Prussia have gladly agreed to terms of peace and trade, for the foreseeable future.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5725964
>Kingdom Of Norway: Industrial Action: rolled a 5 (+1 to Industrial Value)
King Olaf creates a fund to build several guildhalls in the capital city of Nidaros and in the other major Norwegian cities, in order to facilitate mass production of the goods created by blacksmiths and other skilled craftsmen, as well as to regulate their trades. This idea is taken up well by the populace, and while the construction of the many guildhalls takes most of the season, the Norse are able to accomplish most of the halls by the end of the winter. It will take some time to see the benefit of these new guilds, as the craftsmen and tradesmen are still acclimating to the requirements of said organizations.
>Population Value: 5
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 6
>Trade Value: 5

(PART 4/???)
>>
>>5742812
>>5742816
>>5742831
>>5742838

>>5725907
>Chiefdom Of Prussia: Population Action: rolled a 0 (sorry) (-1 to Population Value)
Chief Vytautas, seeking to militarize and prepare an army for what could potentially erupt into a full-scale conflict with Poland, tries to consolidate power and gain military allies within his nation. The tribesmen are unruly and have a distaste for what they see as “high and mighty” leaders, refuse to contribute significant amount of troops. While his efforts may not be entirely in vain if he continues to keep pressuring the tribal leaders, a few of his tribesmen do end up deserting, mostly for their own personal vendettas against Poles.
>Population Value: 4
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

>>5727988
>Ummayyad Caliphate: Population Action: rolled a 8 (+2 to population value)
The Caliph of the Ummayyads builds up his people in the lands of Iberia, wishing to populate the fertile farms of Al-Andalus to benefit the rest of his nation. He orders the recruitment of tribesmen from the African sands, many of whom are eager to escape to a fruitful land. Thousands of farmers and herders are ferried across the Strait of Gibraltar, where they settle lands once abandoned by Christians who have since fled north.
>Population Value: 7
>Infrastructure Value: 5
>Agricultural Value: 5
>Raw Material Value: 5
>Industrial Value: 5
>Trade Value: 5

We had many diplomacy and negotiations between players, but to summarize:
>Prussia has opted to attempt at conducting trade with Kievan Rus and Ireland so long as the do not attack
>Prussia, Swede, and Norway have entered into a series of trade deals and defensive pacts
>The Eastern Roman Empire and Ireland have agreed to accept Swedish mercenaries in exchange for coin

Around this time, the first several major settlements in Vinland have been established and populated by Leif Ericsson and his followers. (flavor text)

(PART 5/5)
>>
Rolled 3 (1d10)

>>5742697
Thank you for responding to those questions after so long lmao.

>>5742846
>Infrastructure Action
With the success of the guild organization, it has been decided to better the roads and increase the efficiency of seafaring voyages.
I personally find it interesting that a 10 is considered bad.
>>
Rolled 3 (1d10)

>>5742846
>Infrastructure Action
Even with the unruliness between the tribes, attempt to build a port for future trade relations and potential naval construction.
>>
Rolled 9 (1d10)

Seeing the build up of militaries in the mainland High King Brennan decides to build a mighty navy to serve as a bulwark against possible aggression
>>
>>5742853
The 1d10 on 4chan cannot roll a 0, only 1-10.
The rolling scale which I originally made (you can see it at the top of the thread) was made for 0-9 (the last digit in someone's post number). I made the scale this way because I originally intended to host this game on another board that did not have dice rolls. So unfortunately I have had to make 10 into 0. Fortunately, only the 0 will result in a loss to a player's particular value.
>>
Rolled 1 (1d10)

>>5742812
>Shipbuilding (Industrial?)
To protect our waters from foreign invasions additional ships are built and our fleet is expanded.
>>
Rolled 6693 (1d9999)

>>5742935
Maybe try 1d1000 or 1d9999
>>
>>5742935
I mean I get why it's done and it makes perfect sense, I just find it a bit funny since it usually isn't the norm.
>>
Rolled 3 (1d10)

>>5742846
>Raw Material Action: Establish Silver Mines

The Pirineu have always been coveted mountains. The Romans lusted over the enormous gold and silver mines scalloping the great range.

While most of the hoard of natural riches are long pumped out by Roman hydraulic equipment, Duke Jaume's nephew, while hunting with his friends on the border of Alto Aragon, falls and breaks his leg.

Through the pain and shock of the injury and subsequent rescue, the Duke's nephew still has the presence of mine to recognize significant silver veins in the surface rock. He sends immediately for his uncle and a crew of excavators.

Could it be possible that the great mountain rage has one more strike to give? Only time and sweat will reveal how deep the silver mine goes...
>>
Rolled 4 (1d10)

>>5742846
>infrastructure action: expand irrigation channel
While irrigation channel already exist from roman period in southern spain it has begun to show signs of deterioration from age and confict of the iberian conquest. with new manpower coming from the berber tribes the caliph ordered for the roman irrigation channels to be repaired and expanded. while a section in the arid, mountainious region of Granada a newer section of irrigation channel is built using the qanat system, a network of underground aqueduct imported from persia which is more resistant to natural disasters, such as earthquakes and floods, and to deliberate destruction in war.

https://en.wikipedia.org/wiki/Qanat
>>
>>5742812
>Population/Trade(?) Action: buy extra food from noblemen and give it to struggling peasants to survice the winter
>>
Rolled 2 (1d10)

>>5720288
>Kingdom of Hungary
Better late than never.

>Population Action
>Fight against my cousin Cupan and attempt to secure the throne of Hungary.
OP do you mind if I change my name to Cupan if I lose? Not with any population bonus, just for flavor.
>>
QM you might want to think about archiving this in http://thisisnotatrueending.com/qstarchive.html and making a new thread.
>>
QM?
>>
http://thisisnotatrueending.com/qstarchive/2023/5720288/
Archived

>>5750596
He might've gotten banned again.

>>5743892
I think you forgot to roll the dice.



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