Colonies of Nibiru II- Colonies to Nations

Welcome back to Nibiru, a land of Brits, machine-men, lizardpeople, AI, fairies, and slimes, and an island players have lovingly dubbed Hell Island.

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

Also, join us in our IRC: client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
Let the game continue!

Other urls found in this thread:

pastebin.com/5YaNvhEk
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
youtube.com/watch?v=jGKNaIXtBZQ
pastebin.com/vTabg3DK
youtube.com/watch?v=RliVwGohBR8
pastebin.com/ss3RKe5c
pastebin.com/pN1fMK4n
youtube.com/watch?v=F3LRKy7Ghsc
twitter.com/SFWRedditImages

Please, please, give me 10 more minutes, I'm doing currently accounting for my faction and I can join... just don't rush another turn, I'm already so much behind

Don't stress user, no one's posted yet :^) Plus I'm giving you extra beginning stuff cause you've started late.

Rolled 52, 2, 50 = 104 (3d100)

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

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

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

>3 Construct the Barracks.
We need a place to make training of our troops easier. Training in open waters just won't cut it. We need a controlled enviroment. Orders have come from King Oannes himself that we can use all the currency and wood we have to make sure the Barracks are made up to standards. Builders, take in mind that The King has very high standards! Dare not underpreform.

I... I can't decide. So I say - GM pick, I can work with any of those three. And yeah, 1 and 2 are inter-locked, so what misses in first can be taken from the second and vice versa

pastebin.com/5YaNvhEk

But one thing I decided is not harming you by splitting your faction. But next time, I'm taking merfolk from the start.

Updating a missed turn, not actual update.
[Devil Ants]
The larvae are still being carefully monitored [3/4], and the diet is complete! [-1 ore, Enhanced Diet II]. And the Nest starts expanding again [1/2]

Rolled 28, 47, 46 = 121 (3d100)

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


1. Hohoho those landlubber ain’t seen nothing yet [Pirate ARtillery II]
2. The ships sunk to easy, they need more candy canes and red paint [Shipbuilding II]
3. We need more ore ELVES WORK HARD [Build new mine]

>pastebin.com/5YaNvhEk
Fine, go ahead and make me do more work :^)

I don't mind my nation being hurt. Afterall it was me who even suggested that. But if that doesn't fit your tastes go ahead and make a new merfolk nation or some other nation.
Eitherway, have fun with whatever you pick!

You don't have to harm anyone, user :^) Another merfolk nation would be completely acceptable. I'll even put you far away from Mare so you won't be in an immediate warzone.

Rolled 32, 33, 67, 84, 90, 34 = 340 (6d100)

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

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

S-sorry, senpai

But I do mind being a dick for you. Plus you don't have enough members of Scyphozoa and Cephalopoda

...

1) Builders are allowed on Veeky Forums
2) Builders are not quests
3) If you have enough time for shitposting, you have enough time to just filter this thread out

Rolled 35, 23, 90 = 148 (3d100)

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

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

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

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

3 Trade ['Mad' Energy Weapons I], ['Mad' Hovercrafts I] to Altech Corporation for [Altech Energy Weapons] and [Basic AI; AI I]

Thanks for the bump user :^)

Getting you statted!

But which version of me?

I eenie meenie minie mo'ed it :^) You'll see.

Why don't you drop by the IRC while you wait.

Because I'm playing WoT while waiting

[Free Army]
Pop: 10 (+2/turn)
Food: 20 (+3/turn)
Currency: 5 (+3/turn)
Structures: Power-plant I, Farm II, Lumberyard II, Quarry I, Mine II
Defenses (HQ): 1
Military: 2 Player-fluffe Militia
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I]
Resources: Power: 7 (+1/turn) Wood: 5 (+2 turn), Stone: 1 (+1/turn), Mine: 2 (+2/turn), Professional Xenobiologist
Eccentricities:
[Junta]: Colonel Kurtz will have order! The threshold for failure is lowered slightly, but too many failures in quick succession may cause tempers to flare.
['Free' Army]: With Colonel Kurtz now in the lead, military service is a necessity, not just some job. Farms are harder to create, though monetary upkeep for armies is nearly nonexistant.

Finally done. Free Army, you have six makeup turns! And please, do join us in the IRC. client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net

Also, you will be on the next map.

Rolled 76, 26, 41, 71, 49, 60, 30, 14, 30, 29, 49, 99, 69, 96, 86, 80, 20, 79 = 1004 (18d100)

>I will put everything together with next post

youtube.com/watch?v=jGKNaIXtBZQ

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

Rolled 76, 22, 1 = 99 (3d100)

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

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

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


3. EXPAND!
Efficiency I

>EXPAND
>1

Rolled 53, 54, 67, 84, 22, 26 = 306 (6d100)

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

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

2. Refine more metals

3.Improve Infantry Techniques

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

5-6. Begin working on improved infantry techniques so our natural and clockwork troops will be stronger.

Rolled 14, 60, 66 = 140 (3d100)

Makeup turns
1-3.
EXPANSION (aka STOP THAT NAT1)

Just a lurker, but damn shame - I was hoping for treants.

You could always join yourself as treants.

This

Can I? And I mostly just lurk in builders

Of course you can. I'll put you away from Hell Island so you aren't in an immediate warzone.

Let me first thing it over. Plus shouldn't the other guy have a say about his own creation?

Making your own treants is in no way messing with the Free Army, I don't think :^)

I don't mind, you can take them as they are or change them completely. Just don't flake if you will pick them straight

Just to make things clear - this is a non-magic setting? Or it's Clarke's magi-tek?

scifantasy, though if you join up now, I might not be able to get to you until tonight.

Ok, let's say I take the treants. I won't write any better fluff, but I would like to replace [Infantry 1] with [DNA Splicing 1] if that's an option.
And I never played a builder before, just watch them, so there is a high chance of doing some noob stuff

That won't be a problem. I'll update tonight, as time is running short.

It would be much quicker to get answers to your question if you joined the IRC

One final bump before I go. Apologies for the lack of updates, as computer/mouse troubles held them back. Update tonight!

Bamp.
Also, what timezone is OP?

It's one of the US time zones. Not sure which one.

Rolled 65, 50, 20, 91, 8, 15 = 249 (6d100)

That's American Fairy to you, OP!

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

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

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

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

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

Spending 15 Currency to push the [Automatic Weapons] research through; you R&D types ALWAYS delay these projects to rake up as much dough as possible, and I won't have it, which is why I'm bribing you to finish your results up now so we've got something better than pistols!

Isn't this just cheating? I mean it's pretty much after action add-on

It's something that comes from the older set of rules this game is based off of; the main use of money is using it to boost actions into successes! You can't boost failures (1s), though!

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

1) We need to complete this forge or all the ore we mine is basically useless
2) We look to the stars in the hope that we can discover where we are, where is earth, where is our home
3) It is time to begin looking into rocketry, perhaps more will be unveiled if we can view the planet from orbit

I've seen it used in games before, but actually that might vary by GM.

Some of them take roll averages or mitigate a bad roll if other rolls are used alongside it, other's make the nat1 devalue the entire lot, so Iunno.

Rolled 11, 63, 98 = 172 (3d100)

Forgot dice

That's also true there were GM's that made nat1's dominate everything. Guess I'l have to find out

>resuming communications

Bamp

Colombina continued knocking. The communications room was rather cramped and a few times in the past she narrowly avoided getting her wings snagged on the not completely secured panels of the haphazardly (in order to avoid further damaging the remaining electronics) errected zone, which was more or less just the midsection of the shuttle with a roof attached and an entrance applied. The fairy took a deep breath, and the wings on her back gradually faded into nothingness.

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

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

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

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

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

Colombina waved at Dr. Sane's screen.

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

youtube.com/watch?v=RliVwGohBR8

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

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

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

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

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

Vol took a deep breath.

Nearly done with update, just messing with map.

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

All of this is sadly just in the early stages of development but we've been stretched thin due to various minor setbacks to our schedule."
"Ah yes, the Altech Corporation, our labs are looking forward to going over the data that you promised to send us. We've already started sending our data to your servers, however we've yet to hear anything from you since we last spoke. I assume this is a temporary delay and that we shall have the data soon, correct?"
>I thought we had a deal? and
>But I'm not seeing anything int your turn post about you completing the trade.

[Mare]
The scouting expedition returns with something special; the hard shells of the giant crabs of Nibiru's waters. With some work, they could be retrofitted into armor [Resources: Karkinos Shells]. Mare attempts to push southward, but disaster strikes back at home; something big has damaged the forge, lava spilling out and boiling the surrounding water, though it gets cleaned up [+1 pollution]. Mare's architects start building a barracks [2/4]!

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

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

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

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

[New Albion]
An army is drummed up [Player-named army [+.2 (-1 currency/turn)(-1 food/turn)], and construction continues [3/4]. The white elephants come back, not only killing many, but eating up foodstores [-5 pop, -10 food]. After the rampage, New Albion does manage to expand [+5 hex].

[Machinia]
The forge is upgraded [Forge II, -2 stone], and more ore is refined. [-2 ore, +2 refined ore]. Better infantry techniques are in the making [2/6], the smelter undergoes some improvements [3/6], and Machinia again works on its infantry techniques, though to only minor success [3/6].

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

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

Rolled 28, 53, 84 = 165 (3d100)

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

1. Send scouts throughout the desert to see if there are any points of interest.
+Scouting I
2&3. Continue the selective breeding of the mushrooms to improve the farms. 3/8
+Agriculture II
+Selective Breeding II

Rolled 64, 72, 76, 35, 22, 74, 87, 89, 49 = 568 (9d100)

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

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

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

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

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

>6-9 Expand Territory SouthEast toward the bay

Rolled 96, 87, 20 = 203 (3d100)

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

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

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

3.Begin surveying the area for useful mineral veins.

3/6 on infantry II

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

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

So, what do you think sounds like an appealing trade for those energy weapons and medicine of yours? It might take a while before we can confirm the trade; we're still in the process of building an airfield and planes to run from it, and you'll need one of your own for us to land! Of course, since it's just information we're trading, I think we might be able to use this screen to trade it; if you're really patient!"

Rolled 13, 89, 64 = 166 (3d100)

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

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

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

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

3 Expand east/north-east along the coast [1 militia]

ON TRADING/IN PROGRESS ACTIONS
BOTH PLAYERS in a trade must send techs over (Or not), in order to complete a trade. Also, would be better for GM if you put in progress trades on your stat sheet, thanks

Rolled 23, 69, 69 = 161 (3d100)

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

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

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

>3 Send a scouting-foraging party south towards the Hell Island.
Look for anything out of ordinary. Seek new species and other stuff of interest. Wise mermaid advised us to bring some warriors along because of a bad omen they have.
[Foraging 2], 1 Light Spearmen [Militia]

"Providing you with our location is easy enough, our landing site wasn't exactly a secret. As for what you are able to offer, your knowledge of engineering could very well compliment our own, which would be worth one of our technological breakthroughs. Thought I hear of little else that interests us. Your energy research perhaps, or perhaps if you're able to trade us some of your electronical knowhow. It's clear our focuses lay in vastly different fields of science. No, I think if we could agree upon a suitable amount of food then that would be more desireable."
>Requesting: [Engineering II]
>Interested in: [Electronics I] or [Food: ???]

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

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

>Requesting: ['Mad' Energy Weapons I], [Medicine I]
>Offering: [Engineering II], {Food: 25}

"This deal is acceptable, perhaps later when we've both made further breakthroughs we can talk about trading for other things."
>Deal accepted

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

>Statistics here!

Rolled 77, 57, 85 = 219 (3d100)

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

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

"Start building a road for our Australian scientist pals so we can quickly commute to their facility and they can come over to the town! Yay, Anglosphere!" (Begin constructing a road to Research Station Alpha!)
3.
"Great! Though, we're less about making breakthroughs at this point and closer to just trying to reinvent the wheel so we're in a state to survive. Once our infrastructure is online, we'll have time to do science!"

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

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

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

(Trading [Engineering II] and 25 food for ['Mad' Energy Weapons I] and [Medicine I]!)

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

Rolled 56, 64, 1 = 121 (3d100)

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

1) We need some building materials so we can get some construction done, and for that we need a forge [2/4]
2) In our rush to investigate the stars, it seems we completely frogot about our deal with mad medicine inc. We should make sure to make up for it (Send to Mad Medicine: [Altech Energy Weapons I] and [Basic AI; AI I] and a reimbursement of 4 currency)
3) Its time to explore space, but first we need more advanced electrical systems for our satellites and such ( begin researching [Electronics II])

>Begin researching [Electronics II]
>Nat 1
Well I'm sure this is going to go just wonderfully and with no fatal accidents at all...

>cough
>read this
>and this

Don't forget to read this too!

Question: what did you use to make that map?

"I see, quite interesting, do you still have the plans or at least some of the scientists notes or are we going to have to start this from scratch? how much do you know about the design? how it harnessed this 'leyline grid' to make sustainable power?"

Gimp. Found a neat tutorial how to randomize coastlines on youtube.

Rolled 60, 23, 63 = 146 (3d100)

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

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

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

The Colonel looked back for a moment before continuing.

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

Honestly? Aside from the most basic concept, this whole leyline thing is alien to me, but from my basic understanding, it's a pool of constant energy that circles around the world in an invisible latice, a bit like a pipeline. It recharges from some unknown source, or possibly regrows like a plant; apparently, levels were high enough on Earth to supply a Kardashev-class civilization for a millenia. All of Earth's current cities could be powered and it wouldn't even draw a quantifiable precentage from Nibiru's pool."

[Devil Ant Nests]
The scouting expedition is sent out again [1/4], and the mushrooms are still growing [6/8].

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

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

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

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

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

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

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

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

Map, now with expansion!

Addendum- New Die!
[New Albion]
[Black Feather Tribe]
[Afairika]
[Mad Medicine]
[Devil Ants]

Rolled 25, 14, 45, 55, 63, 29, 63, 84, 9 = 387 (9d100)

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

---Actions--
1.2. **[[DAMAGE SURVEY]]** {{Most manufacturing systems are offline. Attempt to bring manufacturing systems online given the knowledge gained from re-rentry.}}
3.4. **[[SURVEY FOR LOCAL INPUTS]]** {Look for resources: mass and energy appear to be fairly distinct in this universe, among other differences.}}
5.6. **[[DEVELOP XENOBIOLOGY]]** {{Attempt to figure out how the planetary 'ecology' works: life forms do not appear to function in a typical manner.}}
7.8. **[[DEVELOP XENOGEOLOGY]]** {{Attempt to figure out how the planetary 'geology' works: geologic rules do not appear to fit current conceptions of mass and space.}}
9. **[[RESEARCH POWER]]** {{The mass-energy converter does not function as usual in this reality. Efficiency must be improved and alterations must be made.}}

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital)
Territory: 23
Population: 36 (Capped at food)(+2/turn)
Food: 60 (+2/turn)(-1 from troops)
Currency: 18 (+2/turn)(-1 from troops)
Resources: Power: 20-10 (+2/turn) Stone: 15+1 (+1/turn) Wood: 15+1 (+1/turn), Ore: 12-2 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Echeneis
Structures: Government Building, Powerplant II, Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 sharpshooter professional mercenary [+1](-1 food/turn, -1 currency/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Trades:
-Afairika: ['Mad' Energy Weapons I] and [Medicine I] for [Engineering II] and 25 food - RECEIVED, SENDING
-Altech: SENT AND RECEIVED, TRADE COMPLETE

Rolled 3, 39, 29, 90 = 161 (4d100)

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

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

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

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

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

Wooooho! Go team America!

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

>Statistics here!

Rolled 27, 77, 20, 79 = 203 (4d100)

youtube.com/watch?v=F3LRKy7Ghsc

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

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

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

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

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

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

DAMMIT I FORGOT TO INCLUDE PROGRESS!

1) Progress [2/6]
2) Progress [3/6]
3) NEW ACTION
4) TRADE

Rolled 30, 10, 4 = 44 (3d100)

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

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

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

>3 Refine our ores. We need something good enough to make weapons and Karkinos Armors with. Our warriors are getting really excited because of this. Let's go. Put it in the lava already, hurry up.
[Forging]

>Can I use some resources to boost my rolls?

Rolled 22, 3, 96 = 121 (3d100)

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

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

1) Now soldiers can closely look at the farmers and how they are preparing land for further planting [2/10]
2) No, no, no! You don't wait for the orders from CC, you take the initiative and do the task. It's the task that matters, not the way to achieve it [2/4]
3) We've got a Jeep. We've got basic training. So we've got a rover and mobility. Now go find me a guy named Rick and we can train him as Recon Rover Rick. Preferably for scouting first

>3
>Tactics
I sense some Starship Troopers incompetence incoming

Also:
Pop: 14 (+2/turn)
Food: 26 (+3/turn)
Currency: 11 (+3/turn)

How is this normal ship different from my warship that has an upkeep and the same bonus