Colonies of Nibiru III - Salt Pleases GM Edition

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

Don't like the Big Red Blob? Feel free to join and stop it (Hint: Lots of land in no way translates to military strength). Hell Island can certainly use more residents as well! (Can expand the map into Hell Islands if need be).

Rulesheet:
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 feel free to join the chat:

Update in a bit, as OP was lazy last night. Stay tuned!

Other urls found in this thread:

pastebin.com/2xjfSak5
pastebin.com/bgzZvPMh
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
pastebin.com/vTabg3DK
pastebin.com/n3Ub8PsB
pastebin.com/eScDFmh0
pastebin.com/ss3RKe5c
pastebin.com/pN1fMK4n
pastebin.com/EFkp51KD
youtube.com/watch?v=EU0abN5XT1s
pastebin.com/6svjJX2s
pastebin.com/UmTU4LZH
youtube.com/watch?v=pgdZjvhk_J4
youtube.com/watch?v=gp6wFrpQYog
twitter.com/SFWRedditVideos

pastebin.com/2xjfSak5
Recalculated the ant food, they should have 100 food atm increasing at a (total) rate of +5 per turn

Previous thread: Rulesheet: pastebin.com/bgzZvPMh

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

Let the game continue!

The masters of Mad Science are standing by.

[Machinia]
The armor starts undergoing improvements [1/6], though automization research stalls. Optimization research barely gets off the ground [1/6], though production research takes off [3/4]

[Mad Medicine]
The farms ar finally expanded [+2 food/turn], and the technology is sent.

[Confederation]
The study crawls along [5/8], and another farm is built [+1 food/turn]. The techs are sent, and expansion starts again [1/2].

[Devil Ant Nests]
A new farm is built [+3 food/turn], and the monitoring continues [3/4]. A new breed of ant starts [2/6].

[Hunger]
The Undead of Hunger finish their improved biological weapons [II], and plague-missiles are complete [Plague Missiles I]. Finally, the harvesters roll out of the assembly line [1 Harvester [Scavenger][+.6](-2 power/turn)], and the airport is completed [Airport I]. Lab expansion occurs [3/6], and more explosive research crawls along [1/6], the push westward succeeds [+5 hex], and a port is nearly done [3/4].

[Afairika]
A fighter flight is nearly trained [2/4], and new Detroit is finished! Place is a shithole, though [New Detroit, +2 pop/turn]. The new farm is completed [+2 food/turn], and expansion is done [+5 hex].

[Garm]
Garm finishes its repairs [Repairs I], and a bit of ore is found [+3 ore]. Finally, the basics of the physics of this planet are worked out [Physics I]

[Odab]
The factory sees no progress, the quarry barely does [1/8]. A hunt begins [2/4]!

[Altech]
AI research progresses [3/8], and basic automization research starts [2/4]. The trade goes through to New Albion.

[New Albion]
Some ore is refined [-2 ore, +2 refined ore], and the elephants come back [-1 farm progress]. New Albion, once again, expands [+6 hex].

[Free Army]
Aiming systems progress slowly [2/4], and the army expands [+5 hex]! And again [+5 hex]!

PENDING TRADES COMPLETE THIS TURN!!

>Map is still being worked on

UPDATE FROM OP

Actually yes, you do calc in the +2AG /in addition/ to your base stat.

So yes, having +6 food a turn and then purchasing Ag2 WILL add +2 more, for +8 a turn.

15:33 Bazrael1 pastebin.com/2xjfSak5
15:33 Bazrael1 calced both yourself and my food, turns out we don't add Ag2 to the base income
15:34 randomperson wheelie: how did I have less food than I did farms and tech?
15:34 wheelie You shouldn't
15:34 wheelie and bazrael, you counted wrong
15:34 Bazrael1 Ah
15:34 Bazrael1 what did I miss
15:34 wheelie you do add tech to base income


Albion's food is officially: 166

...

Rolled 1, 59, 12, 36 = 108 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 60(+2/turn)
Food: 105 (+4/turn)
Currency:35 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (3/8)
Power grid Optimization I (1/6)
[Machinian heavy armor I] (1/6)
Automization research(3/4)
Resources: Power: 10 (+4/turn)(-3/turn),
Ore: 60 (+3/turn)
Stone: 21 (+2/turn)
Refined Ore 10
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

1. Continue to improve and innovate our heavy armor. It is good, we need it better for our troops.(1/6)
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

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

3.Research power grid optimization with renewed fervor. We shall need it. (1/6)
+Industry Center
+Efficiency II
+Engineering II

4.Our efficiency in production needs to be greater still. Begin looking into more advanced time and resource saving techniques. (3/8)
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I

Rolled 31, 4, 95, 34 = 164 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 24 (+2/turn)
Food: 27 (+3/turn) (1)
Currency: 5 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging][Infantry][Weapons][First Aid][Artillery][Automatic Weapons]
Resources:
Ore 26 (+3/turn)
Power 18 (+2/turn)
Stone 12 (+2/turn)
Wood 2 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.
1-2. Build Factory [2/4]
3. Build a Construction Depot (To construct things faster)
4. Start hunting for food [2/4]
+Automatic Weapons
+Weapons
+Xenobiologist

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 60 (+4/turn)
Food: 73 (+5/turn)(-1 from troops)
Currency: 25 (+2/turn)(-1 from troops)
Resources: Power: 17+1 (+2/turn) Stone: 11+1 (+1/turn) Wood: 11+1 (+1/turn), Ore: 16+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs I
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons I], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
Trades: [DNA manipulation I] and [Water-born ecosystems I], for [Genetic Engineering I] and [Medicine I] [ARRIVES NEXT TURN]

Rolled 54, 29, 42, 24 = 149 (4d100)

With the food crisis out of the way it's time for new and exciting projects. First and foremost, we need to finish expanding our laboratories. Secondly, we're investing in waterproofing in order to sell our product underseas. And last, but not least, we're getting back to our main objective of understanding and gloriously exploiting the change. NOW GET TO WORK!

1 Expand lab space and provide the labs with the best equipment [Labs I ---> II][3/4]
-Techs: [Engineering II]
2 Research waterproofing for all our technology
-Techs: [Engineering II]
-Buildings: [Labs I]
3-4 We need to continue studying our slime population to better understand the change [Slime Research I ---> II]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs I]
-Eccentricities: [Determined][Completely Mad]
-Buildings: [Labs I]

Rolled 88, 18, 72, 75 = 253 (4d100)

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: 132 (+8/turn)
Food: 154 (+12/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I]
Resources: 12 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Young monitoring continues 3/4
2. The Tank Drones continue to be breed. 2/6
+Selective Breeding II
+Drone Morphism I
+Enriched Diet II
+Spiracles I
+Sharpened Pincers I
3. As well begin breeding a new type of drone that shall work in the farms and be better at spotting and collecting ripe foods.
+Selective Breeding II
+Drone Morphism I
+Sharpened Pincers I
+Scouting I
4. Begin expanding throughout the mountains.

Rolled 13, 19, 39, 45, 75 = 191 (5d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 88 (+6/turn)
>Food: 171 (+6/turn)(+2 AgII) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 17 +1/turn
>Refined Ores: 2 refined ore
>Stone: 18 (+1/turn)
>Wood: 18 (+1/turn)
>Power: 48 (+3/turn)
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

1. Continue to expand along the coastline, the beaches are a bit safer than the jungle

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

3. Trade 2 refined ores to Altech

4. Work on a Disintegrator Factory so we can turn our refined ores into Aether Oscilator rifles.
>Engineering II
>Efficiency
>Electronics I

Too many dice, take the first 4

Rolled 36, 92, 58, 70 = 256 (4d100)

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

Settlements: Vadimawai, water hex
Territory: 25
Pop: 36 (+4/turn)
Food: 33 (+2/turn)
Currency: 15 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
Sacred Band [Army] [+.2x] (-1 food/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I]
Resources: Student Xenobiologist, Etsai herd, Power: 8 (+1/turn), Wood: 16 (+2/turn), Stone: 16 (+2/turn)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [5/8]
2) Further south-western expansion! On the other side of the strait there is land. We should secure all possible sites that aren't already taken and hold firm control over the strait's waters themselves [1/2]
>To remind AGAIN: I can expand over water - the map should cover entire hexes with shore, not just land
3) Finally develop better fishing techniques
>Fishing, not Hunting III
4) Search for valuables in water. Pearls, corals, anything like that
>Currency income
>In both cases I already have Foraging II and Hunting II, so pretty please include that, since apparently we must list every tech we want to relate with actions. If I'm wrong, then sorry

Waiting for dice:
Better navigation [1/6]
Better tools for builders [1/4]

Another glorious roll for action that doesn't need one. Oh well, I might as well get used to it

bamp

From the big man himself
wheelie pop and military: You can put some pop to be trained into military, with a slight increase of power every 10 pop- but upkeep will increase dramatically and you don't 'lose' the pop

Rolled 85, 13, 66 = 164 (3d100)

There is a mistake with the map - I took 2x5 hexes, while the map gave me 11.

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 30 (+2/turn)
Food: 53 (+4/turn)
Currency: 20 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I
Resources:
Power: 38 (+4/turn) Wood: 23 (+2 turn), Stone: 11 (+1/turn), Ore: 20 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n

No point trying with the Military Intelligence right now.
1. Better be sure those sights are well-calibrated now than find out later we can't hit the wide side of the barn [2/4]
Lab I, Engineering I, Tactics I
2. Finally we can allocate workforce to the new power plant [1/6]
Lab I, Engineering I, Energy Production I, Biofuel I
3. The surplus store proved to be a very lucrative business, convincing civilians the normal economy is working and we are not just rationing goods. Let the farmers see they can make some small amout of Scrip on their own, by "selling" us foodstuff in sanctioned Farm Market Area, while the Quartermaster will make the real profit. Datalinks say Romans used to set up such things in their camps, you know?
Tactics I, Surplus Store I, +5 currency

Oh, and by the way - should building Power-plant II really be 0/6 business? I know I've got a penalty for Farms, but from what I see, level two wasn't that costly in most of the cases. And then there are all the co-related techs...

[The US Territory of Afairika]
Nation Race(s): Fairy (Female, American), Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
Pop: 52 (+4/turn)
Food: 86 (+5/turn)
Currency: 30 (+3/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
>Military:
x2 Heavy Weapons Platoons [x1] (1 Food/Currency/Turn)
>Resources:
Power: 28 (+2/turn) Ore: 25 (+1/turn) Wood: 20 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory: 28
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None

Rolled 76, 88, 91, 82 = 337 (4d100)

youtube.com/watch?v=EU0abN5XT1s

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

"Just four planes? Ah, we can expand the number later!" (Build a Fighter Flight 2/4!)

2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[8 Wood]
+[12 Ore]
+[4 Power]
+[Trained Engineers]

"How about to test our large-scale building abilities, we build a couple passanger aircraft; that happen to double as incendiary bombers during wartime! The weapons are really just for testing purposes, honest." (Build a bomber flight!)

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

"Freedomia is starting to become a major crossroad! Why? Cause I said we are! Being Governess is awesome!" (Build a road from Freedomia to New Nottingham!)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"It's important that we don't stop studdying the leylines! I think we're getting close to figuring out a way to allow you no-winged people to manipulate it...maybe." (Researching Leyline Manipulation IV!)

Rolled 56, 38, 28 = 122 (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: 41 +(2/turn)
Food: 46 (+2/turn)
Currency: 51 (+2/turn)
Resources: Power: 49 (+3/turn) Ore: 47 (+3/turn) Refined Ore: 2
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I] [Rocketry I]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1) We will, as always, continue to research AI, it is our specialty after all [3/8]
>[Programming II]
>[AI II]
>Professional Programmer
>2 Amateur Programmers
2) The Progress on the automation tech is progressing finely, once this is complete we can refocus our efforts elsewhere [2/4]
>[Engineering I]
>Basic AI
>Forge I
3) We need a lot of tech before we can have this satellite ready, but most important of all is communications, without that it'll just be a hunk of rock in space
>[Electronics I]
>[Satellites I]

Bump it, nerds!

O-ok...

"Message to Altech from the Imperial government.

Requesting a list of any supportive materials or action assistance that can be provided to the corporation, to maintain good relations."

"Message to the United States territory of Afairika from the Imperial government.

Requesting a list of any supportive materials or action assistance that can be provided to the corporation, to maintain good relations."

The transmission line was picked up by an individual in aviator's garb, speaking in a formal militaristic, yet warm tone.

"This is representative of the United States Territory of Afairika speaking. Everything is fine here, but a look at some of your methods is gathering interest: [Efficiency] would go a great deal to stretch our currently improvised resource base further. If you can spare to send more, the trade of [Ship Building] isn't something we specialize in, though at the moment no plans on creating a dock are underway.

Other information that might be of possible interest; the road between our colonial HQ of Freedomia and the Albionian village of New Nottingham has been completed ahead of schedual, thanks to the brevity of our engineers.

Morale over here is average; we hope that once we get some boys into the air it will begin to pick up."

"This is Dr. Brown, we are currently not in need of resources, we would appreciate any scientific assistance you could offer our researchers however, we will also be in need of engineweeing and industrial assistance in the near future. If required we can also offer you extra energy or technologies if required"
Forgot progress for action 3
3) Research Communications [2/6]

Got it.

Bump

Rolled 77, 22, 97, 91, 49, 23, 50, 27, 75, 8, 94, 1 = 614 (12d100)

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 29
Population (+2/turn): 44
Food (+2/turn): 69
Currency (+3/turn): 42
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab I]
+1 [Airport I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
+1 [Harvester {Scavenger} {x1.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry I]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 41
Ore (+4/turn): 74
+3 [Small Supply of Uranium {Power}]
Eccentricities:
pastebin.com/UmTU4LZH

>Turn Bank: 3 - 3 this turn = 0

1-2. Complete Lab Expansion
>3/6
+Engineering II
+10 Currency

3. Also complete the Port
>3/4
+Engineering II

4-6. Continue +[Explosives II] Research
>1/6
+Engineering II
+Lab I
+20 Currency

7-8 Build another Nuclear Power Plant
+Engineering II

9-10 Create Shock Troopers, gun-toting, fearsome soldiers that also carry RPGs that, on explosion, release clouds of the XR-15 virus into the air.
+[Explosives I]
+[Hunger Bioweaponry I]
+[Infantry II]

11-12 Build a +[Barracks I]
+Engineering II

Bump

Bump

[Machinia]
Disaster after disaster plagues the new heavy armor, from forge spills to attacks from the local fauna; one man is even crushed when his armor was a bit too small [-5 pop; progress 0/6]. However, automization techniques are ironed out; the system is still pretty small though [Automization I, -1 ore/turn, +1 refined ore/turn]. Improvements to the power grid halt, though Machinia's efficiency technology crawls along [4/8].

[Odab]
The factory is nearly complete [3/4], as well as the construction deopt [3/4]. The hunt is ongoing [3/4]

[Mad Medicine]
Mad Medicine's labs are expanded [Labs II; -3 wood]. Waterproofing techs are in the works [1/4], and the slime research continues [2/6].

[Devil Ant Nests]
The young are hatched; some have small wings [Flight I]! Tank Drones are still in training [3/4], and 'collector drones' are also bred [2/4]. The Devil Ants spread throughout the mountains [+6 hex]!

[New Albion]
New Albion doesn't expand, though the farm is nearly done [3/4]. The ores are sent to Altech, and the factory is in progress [1/4].

[Confederation]
The study of Nibiru's coastal ecosystems is nearly complete [6/8], and the expansion completes [+5 hex]! Better fishing techniques are in the works [2/4], and a scouting mission is sent out to trawl the Confederation's waters [2/4]

[Free Army]
The sights are finally calibrated [Aiming I], though the new power plant still stalls. The farm market is in the works [2/4] (Note: You lose any money you put toward an action!)

[Afairika]
>Note: Your 'Heavy Weapons Platoons' don't have a combat multiplier, rather an additive.
The fighter-flight is finished [Player-named air unit [+1.2](-1 food/currency/turn, -2 power/turn)], the bombers are nearly done [3/4], and the road to New Albion is done [-2 stone; Road (New Albion)]! Finally, progress on Leyline manipulation is had [3/10].

[Altech]
The AI research progresses [5/8], and the automation belt falls to a crawl [3/4]. Communications tech is also slow [1/4].

[Hunger]
The labs are nearly expanded [5/6], and the port is completed [-1 wood; Port I]. Research into more powerful explosives are in the works [4/6], A new power-plant is being built [2/4], Shock-troopers are being trained [3/5], though the barracks proves to be... structurally unsound [-2 Stone, -5 pop]

PENDING TRADES COMPLETE THIS TURN!!

Rolled 60, 76, 95 = 231 (3d100)

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 41 +(2/turn)
Food: 46 (+2/turn)
Currency: 51 (+2/turn)
Resources: Power: 49 (+3/turn) Ore: 47 (+3/turn) Refined Ore: 2
Structures: Government Building, Power-plant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI II][Astronomy I] [Rockets I] [Satellites I] [Rocketry I]
Progress:
Internet - [1/4]
Communications - [4/6]
AI III - [5/8]
Automation - [3/4]
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)This AI research is taking a long time, this is not an issue however as it is a big project, however, i still expect all you ‘scientists’ to work your hardest. (Continue to research [AI III]) [5/8]
>[Programming II]
>[AI II]
>Professional AI Programmer
>Amateur Programmer
>Amateur Programmer
2)The forge is nearly automated, then we will be able to refocus our efforts elsewhere, i think next time we do engineering work we get some actual engineers.
>[Engineering I]
>[Forging I]
>Basic AI
3)Communications research is likewise slow, what’s worse is that we have a multitude of techs that we need afterwards to even have a functioning Satellite
>[Electronics I]
>[Satellites I]

Forgot action progress
1) [5/8]
2) [3/4]
3) [4/6]

>>[Ley-powered Machinery I] reduces Power Upkeep by 1!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
Pop: 56 (+4/turn)
Food: 90 (+4/turn)
Currency: 32 (+2/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Flight {AIR} [Str. 1.2] (1 Food/Currency/Power Turn)
>Resources:
Power: 27 (+1/turn) Ore: 21 (+1/turn) Wood: 16 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory: 28
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None

Rolled 43, 33, 11, 43 = 130 (4d100)

youtube.com/watch?v=pgdZjvhk_J4

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

"Hey wait! Before we go off to this wild blue yonder! Our airforce is too small. Build more planes!" (Expand Biplane Fighter Flight into a Biplane Fighter Squadron!)

2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering II]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines I]
+[8 Wood]
+[12 Ore]
+[4 Power]
+[Trained Engineers]

"Continue with the airliner-bomber project!" (Bomber Flight! 3/4)

3.
+[Infantry II]
+[Barracks I]
+[20 Currency]

"Hey! I really like it that you all enjoy the custom money I've made for our colony, but all this expense is distracting us from the research gig! Colonel, your soldiers gotta learn that if they want to hog ALL the fun positions, they should do it with a smile! Basically, I'm quitting handing out extra money to get your dudes to do their jobs! Those that don't like it can go back to farming, while those that have an investment can stay!" (Researching Volunteer Military!)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Okay? Okay. Yeah, we're making progress, I think. Just give us another week. Maybe two!" (Leyline Manipulation IV 3/10!)

>>Adden...Addem- Additional Thingy: As it turns out that the starting militia units already consumed 1 food to start with (even though it isn't displayed on the unit by default), the two [Heavy Weapons Platoons] were actually consuming 2 food more than needed! After an intrepid photographer revealed this abuse, the five turns worth of additional food they were hoarding is confiscated and the records are set straight!

>>Food: 100 (+7/turn)

Can someone please explain me why this guy keeps rolling with bucket? It's not like he has make up turns all the time, he just rolls shitload of dice for no real reason. And even when he has make up turns, he still rolls much more than he should.
What the fuck?

Rolled 43, 61, 27, 33 = 164 (4d100)

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

Settlements: Vadimawai, water hex
Territory: 30
Pop: 40 (+4/turn)
Food: 35 (+2/turn)
Currency: 17 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
Sacred Band [Army] [+.2x] (-1 food/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems I] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I]
Resources: Student Xenobiologist, Etsai herd, Power: 9 (+1/turn), Wood: 18 (+2/turn), Stone: 18 (+2/turn)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

>Pic related about the expansion
1) Now, when entire cove is secured, it should be easier to study different elements of water environment [Water-born ecosystems II] [6/8]
2) And now, the complete novelty! A fishing rod! For better fishing! [2/4]
+ [Foraging II] [Hunting II] [Scouting I]
3) Search for tradable goods continues [2/4]
+ [Foraging II] [Hunting II] [Navigation I] [Scouting I] [Water-born ecosystems I]
>Currency income
4) Better tools for builders - they will soon be handy [1/4]

If disbanding units is a free action, I would like to disband my Sacred Band army

Waiting for dice:
Better navigation [1/6]

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 64 (+4/turn)
Food: 77 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 18+1 (+2/turn) Stone: 12+1 (+1/turn) Wood: 9+1 (+1/turn), Ore: 17+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+.9](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I], [DNA manipulation I], [Water-born ecosystems I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

Rolled 84, 45, 94, 71 = 294 (4d100)

It is good to once more do SCIENCE! But, we need more samples for our research, mor changed life to study to reach our goals. So I hereby order you to go out and find some, AND QUICKLY!

1 Search our surroundings for more native life
-Techs: [Domestication I]
-Units: 1 Militia, 1 Mad Speed Hovercraft [+.9], 1 Professional Xenobiologist
2 Research waterproofing for all our technology [1/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
3-4 We need to continue studying our slime population to better understand the change [Slime Research I ---> II][2/6]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs I]
-Eccentricities: [Determined][Completely Mad]
-Buildings: [Labs II]

Rolled 84, 25, 45, 43 = 197 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 28 (+2/turn)
Food: 31 (+5/turn) (3)
Currency: 9 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons]
Resources:
Ore 32(+3/turn)
Power 22 (+2/turn)
Stone 16 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1-2. Build Factory [3/4]
3. Build a Construction Depot (To construct things faster) [3/4]
4. Start hunting for food [3/4]
+Automatic Weapons
+Weapons
+Xenobiologist

Rolled 70, 57, 64, 43 = 234 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 57(+2/turn)
Food: 109 (+4/turn)
Currency:35 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (4/8)
Power grid Optimization I (1/6)
[Machinian heavy armor I]
[Automization I, -1 ore/turn, +1 refined ore/turn]
Resources: Power: 11 (+4/turn)(-3/turn),
Ore: 62 (+3/turn)(-1/turn)
Stone: 23 (+2/turn)
Refined Ore 11 (+1/ turn)
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.Despite the horrendous set backs, our ability to create better armor must progress.
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2. Continue to improve our automization techniques so we may produce our goods quickly and easily.
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3. Continue looking into power grid optimization. We need to increase our power output for our machines and constructs. This will help immensely. (1/6)
+Industry Center
+Efficiency II
+Engineering II

4.We've made several strides in efficiency research, and are close to a break through. Continue working on it.
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
+Automization I

(4/8) on efficiency III

>>World Event — Beetle III has completed his latest work: the most expansive nations!

>1. New Albion the Glorious (47)
>2. The Confederation of Batracyi the Great (30)
>3. Devil Ant Nests the Fair (29)
>4. The US Colony of Afairika the Mediocre (28)
>5. The Hunger the Forgotten (24)

>>World Event — Beetle III has completed his latest work: the most literate nations!

>1. The Confederation of Batracyi the Glorious (19)
>2. The US Colony of Afairika the Great (18)
>3. Mad Medicine Inc. the Fair (16)
>4. New Albion the Mediocre (16)
>5. Altech Corporation the Forgotten (15)

>>World Event — Beetle III has completed his latest work: the nations with the pointiest sticks!

>1. The US Colony of Afairika the Glorious (35)
>2. Odab the Great (23)
>3. Mad Medicine Inc. the Fair (20)
>4. Machina the Mediocre (17)
>5. New Albion the Forgotten (14)

>>World Event — Beetle III has completed his latest work: the best fed nations!

>1. New Albion the Glorious (177)
>2. Devil Ant Nests the Great (140)
>3. Machina the Fair (105)
>4. The US Territory of Afairika the Mediocre (100)
>5. Mad Medicine the Forgotten (77)

>>World Event — Beetle III has completed his latest work: the most settled nations!

>1. Machina the Glorious (17)
>2. The US Territory of Afairika the Great (16)
>3. New Albion the Fair (14)
>4. Odab the Mediocre (14)
>5. Free Army the Forgotten (13)

>mfw most literate nation

>Notes on value calculation: expansion value is gleaned from the tiles on the most up to date map. Literacy is derived from technologies known, with each technology adding as many points as equivalent to its level. Military might is derived from total unit strength with each individual unit's value multiplied by ten, default strength militia accounting for one point each. Best fed nations count total food of the most current turn. Most settled nations derive a point from each settlement, improvement, and building (not counting the government building default with all capitals), buildings and improvements contributing an equivalent amount of points to their level.

>only third place in literacy
>actually reaches third place in pointiest sticks
>actually in the top five on food
I wonder if I lost track of my priorities somewhere...

Tell me about it... I suck at military so bad I'm not even on the list

>#5 on literacy
>Literally 90% of my actions have been researching tech
Where did it all go so wrong

Also im pretty certain im in the bottom categories for military (only have my starting infantry unit), Land (Only completed two succesful expansions) and settled (only got my capital and that only has the starter buildings+forge)

>90%
>Not 100%
Somewhere around here you made the mistake

Kek

You've at least made sure to arm your military. . .

Luckily I think in the long run we'll be able to help each other with both numbers and weaponry (respectively)

"Gentleman, and Gentlefairies, I believe in the interest of sustained and coordinated future mutual endeavors it would be wise of us to plan out future borders between our various territories.

Particularly within the immediate peninsular area. Not merely for the sake of knowing who owns what, but so that borders can be joined immediately and thus open the path to direct trade routes, roads, and a more interactive economic commnunity between our colonies."

Im second in military strength, jeez did not expect that, although all my other stats are abysmal

All I have in weaponry is energy weapons I, and maybe rocketry. You have your disintegrator guns and 'Mad' energy wepons. I'm pretty much out-teched in military as well.
>Not really complaining just observing, im just in it for the RP anyway, couldn't give a damn if I win or lose

"Altechs borders are not relevant, we care little for the land around us and instead, look to the potential for expansion above us. Take all the land you need, take all you want."

Rolled 21, 9, 20, 77 = 127 (4d100)

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
Territory: 29
Population (+2/turn): 45
Food (+2/turn): 75
Currency (+3/turn): 21
Structures:
+1 [Nuclear Power Plant II]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab I]
+1 [Airport I]
+1 [Port I]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {x1}]
+1 [Harvester {Scavenger} {x1.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives I]
+[Hunger Bioweaponry II]
+[Plague Missiles I]
+[Aviation I]
Resources:
Power (+2/turn): 41
Ore (+4/turn): 83
+3 [Small Supply of Uranium {Power}]
Eccentricities:
pastebin.com/UmTU4LZH

1. With lab expansion nearly complete, the Hunger are nearly foaming at the mouth at the possibility of even better weapons research.
>5/6
+Engineering II

2. Explosives research continues, focusing on remote detonation and cluster bombs.
>4/6
+Engineering II
+Lab I
+10 Currency

3. The terrifying shock troopers continue their training. The loud kabooms of their ballistic weapons going off causes quakes throughout New Kazan.
>3/5
+Infantry II
+Hunger Bioweaponry II
+Explosives I
+10 Currency

4. The new nuclear power plant continues to be erected.
>2/4
+Engineering II

Rolled 8, 70, 55, 99 = 232 (4d100)

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: 34
Population: 140 (+8/turn)
Food: 166 (+12/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I]
Resources: 13 Ore (+1/turn)
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

1. Continue expansion through the mountains.
2. Continue training the Tank Drones. 3/4
+Selective Breeding II
+Drone Morphism I
+Enriched Diet II
+Spiracles I
+Sharpened Pincers I
3. Continue breeding the Harvester Drones. 2/4
+Selective Breeding II
+Drone Morphism I
+Sharpened Pincers I
+Scouting I
4. Begin scouting the jungle to the south to see if there is anything of use.
+Scouting I

Rolled 72, 17, 98, 26 = 213 (4d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 94 (+6/turn)
>Food: 176 (+6/turn)(+2 AgII) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 18 +1/turn
>Refined Ores: 0e
>Stone: 19 (+1/turn)
>Wood: 19 (+1/turn)
>Power: 51 (+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. Finish up the farms 3/4

>Engineering II
>Agriculture II

2. Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I

3. Build a new village to our southernmost coast! Now with more electronic conveniences.

>Engineering II
>Efficiency
>Electronics I

4. And another Dockyard to our southern coast too

>Engineering II
>Efficiency
>Electronics I

Kiyahahahaha~! We're on every list! We're on every list! Go team America (but how did we fall behind those fish people with spears in technology!?)!~

youtube.com/watch?v=gp6wFrpQYog

Being completely honest to herself, the Governess was slightly jealous of all the territory the Brits managed to lay claim to; yet she supposed it was a nice thing to let them have their fill, as it wasn't as though they had any land back home. The daintilly dressed fairy responded with a smile, noting it was slightly odd that the Albionians managed to figure out her little secret; perhaps the scientists said something? Not that it mattered; now she didn't have to hide her wings!

"How about that south-eastern penni- penninsula? The land-thing that's east of us that isn't in your line of development anyway! If we really need any territory you come across on, we'll offer to purchase it or something, but you're free to expand as far east as you think you can handle!

Oh, that reminds me! Some of the scientists say that you don't have any money? How are we gonna buy stuff from you? How does your economy even work!?"

>Fish people
Say what!?

Fish, newts. What's the difference between them? They're both slimy and live in the water?

"While we are more than happy to say that we have no future plans for the area east of you, do to its distance, we believe it is not us you may have to contend with but the nations east thereof. Nevertheless we can assure you that land will surely not be contested by us.

Are you sure you do not wish any of the lands west of you? The Altech Corporation were strangely similarly not interested.

Currently our endeavours are headed southward along the coast."

"As for our economy, we are a purely military endeavor. And bereft of the Bank of England and the pound, we did not see it fit to create our own scrips or fiat.

Instead, our troops and soldiers are paid in their daily rations, supplies, and luxury items directly for their services as per their hours and days of service.

In between governments, we prefer exchanges of direct resource and technology over actual currency. In such a way we maintain control over our tightly organized economic status quo."

"As for indivdual tourists visiting and making purchases, we'll have separate tourism export shops watched closely by government officials to document the export of any goods or services who will document receipts and accept your currency."

"In confidentiality between our governments, reintroduction of currency to our society at this time adds an. . .unecessary burden. We would have to start paying our troops in money, and then we would have to actually continually back up a growing supply of money with the added hassle of inflation. It's much easier for us to pay in direct rations."

>Typical level of American education: The Post

"We're gonna give you a head start; the land west is nice, but like you said, we gotta claim our rightful eastern area before someone else does! We'll decide if we want any from the other direction if and when we completely claim the penninsula, but we'll merely not be unhappy if you manage to claim space to the west.

And, for the money issue! Well... I don't know how to break this your Majesty... but I think we're gonna be here for a very, very long time. The stuff running through Freedomia isn't USD, but an original currency called Clownscript! We originally made it as something to wager for poker games, but the idea took off and now it's being used as real money!

But I totally know what you're talking about when you refer to the troops wanting pay though. Here in America, we believe in defending our country in the name of freedom and liberty, and some of the boys think that's not enough for them! I'm gonna remind them a thing or two about the virtues of volunteering, or they're gonna find themselves replaced by my gals who want to do their jobs for free! Besides, it seems they forgot that they're gonna get payed once they return from the mission...which isn't gonna happen if we get eaten by the wildlife cause' they're too lazy to keep the machine guns ready!"

[Altech]
Stunningly, all of Altech's projects complete [AI III] [Automization I (-1 ore/turn +1 refined ore/turn) ] [Communications I]!

[Afairika]
More planes are being built to expand the flight [2/6], and the first of Afairika's bombers roll off the assembly line [-2 ore; Bomber Flight [+1] [Bombard: 1] (1 Food/Currency/Power Turn)]! The Afairikan's start implementing a volunteer-based army; it should take away some of the monetary strains, though training might take a bit longer [1/4]. Leyline Manipulation research progresses slowly [4/10].

[Confederation]
The study completes [Ecosystems III], and the fishing tech completes as well [Fishing I]. The search continues [3/4], and tools progress [2/4].

[Mad Medicine]
>Addendum: Your hovercraft unit should be +1
A search party is sent out to find more creatures [3/4]. Waterproofing technology progresses [2/4], and slime research nearly completes [5/6].

[Odab]
The factory is complete [-1 wood; Factory I], as well as the construction depot [-1 wood; Construction Depot I]. The hunters return, laden with food [+3 food].

[Machina]
Research into heavy armor again progresses [3/6], and automization tech increases [2/6]. Optimization of the power grid continues nicely [3/6], as well as efficiency research [6/8].

[Hunger]
>Your units should have additives, not multipliers!! Your militia get 1d10, and your harvesters have a +.6 modifier. Don't confuse the GM by automatically adding your defensive bonus.
The lab completes [Lab II; -2 ore], though explosive research stalls. The shock troops are almost done training [4/5], though the new power plant opens [+1 power/turn]!

>Rest in next post

[Devil Ant Nest]
Expansion stalls, though the first Tank Drones are ready for battle [Tank Drone {Large}[+1.2](-2 food/ore//turn)]! The harvesters are ready as well; they aren't really useful as combatants though [Harvester Drone {Forager} [+.4](-1 food/ore//turn ]. The scouting mission heads out... and returns with prey. They've managed to knock out some of the black-furred apes that inhabit the island [Resource: captive Menehune: 5].

[New Albion]
New farms are finished [+2 food/turn], though the disintegrator factory stalls. The new village progresses fast [4/6], and a dockyard is in the works [1/6]

Rolled 14, 52, 51, 43, 64 = 224 (5d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 100 (+6/turn)
>Food: 183 (+6/turn)(+2 AgII)(+2 New Farm) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 19 +1/turn
>Refined Ores: 0e
>Stone: 20 (+1/turn)
>Wood: 20 (+1/turn)
>Power: 54 (+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

1-2. More effort is put on the Dockyard 1/6

>Engineering II
>Efficiency
>Electronics I


3-4. As well as the new village 4/6

>Engineering II
>Efficiency
>Electronics I

5. Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I

Rolled 100, 18, 41, 79 = 238 (4d100)

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: 34
Population: 148 (+8/turn)
Food: 178 (+9/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture III] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I]
Resources: 14 Ore (-1/turn)
[Captive Menehune: 5]
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. See what we can do with these Menehune. Maybe we can put them to work in the mines or farms?
2. Send the Harvester Drones to the jungle to collect wood and leaves to use as fertilizer in the farms.
3. Continue expansion through the mountains.
4. Expand the mine to collect more ore.

Rolled 48, 95, 29, 51 = 223 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital)
Territory: 20
Population: 32 (+2/turn)
Food: 40 (+5/turn) (3)
Currency: 6 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons]
Resources:
Ore 38 (+3/turn)
Power 26 (+2/turn)
Stone 20 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Research Robotics [2/4]
+Forging
+Spending money to boost the action [5 currency] (I took it off already, was at 11 now at 6)
3. Unscuttle the fleet (Build some boats)
+[Sea legs] – What’s a pirate without a ship? Nothing, nothing I tell you nothing!
+[Port] – we have a place to build our vessels, we might as well put it to good use
+Forging – Ships aren’t just made from trees anymore, and metal is the future
4. Build a town in the south point of the island call it Freetown (more people) [5/6]
+Construction Depot
+Factory

Rolled 20, 77, 84, 80 = 261 (4d100)

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

Settlements: Vadimawai, water hex
Territory: 30
Pop: 44 (+4/turn)
Food: 38 (+3/turn)
Currency: 19 (+2/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I]
Resources: Student Xenobiologist, Etsai herd, Power: 10 (+1/turn), Wood: 20 (+2/turn), Stone: 20 (+2/turn)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Search for tradable goods continues [3/4]
+ [Foraging II] [Hunting II] [Navigation I] [Scouting I] [Water-born ecosystems I]
>Currency income
2) Better tools for builders - they will soon be handy [2/4]
3) With the gifted youth no longer serving in the military, it's time to use them as apprientices for the wise sages and wizards
>Basically - trained scientific personel, pretty please this time
4) We now can finally return to the improvement of navigation techniques [1/6]
+ [Navigation I] [Scouting I] [Sailing I] [Shipbuilding I] [Water-born ecosystems II]

Food production increased by 1 due to no longer having Sacred Band Army

Scratch that 5th, forgot this isn't Selenra's game

>>Refunding all the resources spent on units that apparently weren't needed/actually spent!

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
Pop: 60 (+4/turn)
Food: 106 (+6/turn)
Currency: 13 (+1/turn)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/turn)
-Ley Reactor II (Power, +2/turn)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/turn)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit:
-Farm II, (Food, +2/turn)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
x2 Heavy Weapons Platoons [Str. 1] (1 Food/Currency/Turn)
x1 Biplane Fighter Flight {AIR} [Str. 1.2] (1 Food/Currency/Power Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Currency/Power Turn)
>Resources:
Power: 30 (+0/turn) Ore: 30 (+1/turn) Wood: 22 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] ['Mad' Energy Weapons I] [Engineering II] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation III] [Ley-powered Machinery I] [Medicine I]
>Territory:
28
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak. (Fairy units marked with "[F]" next to their names.)
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/turn)
>Pending Trades:
None

Rolled 99, 28, 22, 76 = 225 (4d100)

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

"The current flight will form the core of the squadron. Have your best air guys train and lead these newer people so they don't crash our new planes!" (Expanding Fighter Flight 2/6)

2.
+Focusing Tower I
+[Leyline Manipulation III]
+[Engineering II]
+[Electronics I]
+[Leylines]

"So far, so good, but our planes are eating all of our current power reserves, so there's hardly any left for the town to use! Luckily, I think if we work to make the engines... better, we can achive planes that are entierly powered by background energy! So, get to work everybody!" (Researching Ley-Powered Engines II)

3.
+[Infantry II]
+[Barracks I]

"We're just weak, frail little fairies, and we try our best to give you all the money to do that big, hard job of yours, but we're so WEAK that we have our limits. If you don't protect us, those BIG, SCARY monsters and evil mutants are gonna CONSUME us!

(And you're not going home to get your actual paycheck from NASA, cause we're the only ones with magic.)" (Volunteer Military 1/4)

4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Hey, all this research is hard, okay? At least we aren't asking you to PAY us for this!" (Leyline Manipulation IV 4/10!)

Rolled 90, 42, 3, 88 = 223 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 59(+2/turn)
Food: 113 (+4/turn)
Currency:38 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency II (6/8)
Power grid Optimization I (3/6)
[Machinian heavy armor I](3/6)
[Automization I, -1 ore/turn, +1 refined ore/turn](2/6)
Resources: Power: 12 (+4/turn)(-3/turn),
Ore: 64 (+3/turn)(-1/turn)
Stone: 25 (+2/turn)
Refined Ore 12 (+1/ turn)
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.Armor is coming along quickly now. We're half way done, finish it!(3/6)
+Forging II
+Engineering II
+Forge II
+Machine Shop II
+industry center

2. We need more refined metals, that means better automization techniques. Keep at it.(2/6)
+Industry Center
+Machinian Constructs II
+Efficiency II
+Engineering II

3. The power grid optimization is coming along. Keep working at it.
+Industry Center
+Efficiency II
+Engineering II

4.We are incredibly close to a break through in efficiency techniques. Keep working at it. (6/8)
+Machinist shop II
+Forging II
+Engineering II
+Machinian Constructs II
+Efficiency II
+Power grid Optimization I
+Automization I

optimization is (3/6)

I missed the turn, so I'll be rolling double. What about my question toward powerplant construction from here: Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 34 (+2/turn)
Food: 61 (+4/turn)
Currency: 23 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 46 (+4/turn) Wood: 27 (+2 turn), Stone: 13 (+1/turn), Ore: 24 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

Rolled 35, 10, 55, 22, 4, 14 = 140 (6d100)

1. What do you mean by "stalls"? Clearly that's just a minor inconvenience, keep working on that powerplant [1/6]
Lab I, Engineering I, Energy Production I, Biofuel I
2. No, no. Beans go there. You can't just set up a stand with whatever you have, this must be kept in orderly fashion. This is not some village fair, this is a military-grade Farm Market Area [2/4]
Tactics I, Surplus Store I
3. The energy supply is steady and fuel reserve is managable with destilation. The Old Man wants to handle limited amount of fuel to the farmers, so we can have Mechanised Agriculture again and increase yield of farms. It clearly takes too much effort to build new ones
Surplus Store I, Biofuel I
4. Energy supply is already secured and still expanding, so there is nothing stopping guys from Support to organise real Workshop now instead of improvising everything in some random tent.
Lab I, Infantry II, Mobile II, Engineering I, Forging I, Energy Production I, Biofuel I, Aiming I
5. Just like the last time. Starting from north-most point of control, right from the coast, secure all land clockwise from there, creating an arc protecting northern borders
Mobile II, Engineering I, Tactics I
6. Let the Engineers measure where the first team will finish their border operation and start from below that point. It should be somewhere on the eastern perimeter. Secure all land clockwise from there, creating an arc protecting eastern and south-easter border. The southern perimeter will have to wait for future notice.
Mobile II, Engineering I, Tactics I

About border shuffle - again, the same drill as the last time. A one hex thick expansion of my borders. If I'm right, that should be 10 hexes in total, 5 for each action, so entire N, E and SE border should be covered in hexes. Unless we are counting that tiny piece of land in the north (small strip of shore) as land hex, then things get a bit complicated

Oh Jesus, this is just horrible...

Bump it!

[New Albion]
The dockyard progresses [3/6], and the village is completed [+2 pop]!

[Devil Ant Nests]
It turns out that the Menehune are ~very~ good farmers... and troublemakers [Agriculture III (+1 food/turn); Espionage I]. With the excitement the Menehune slaves bring, the harvester drones are not sent out, though expansion does start [1/2]. The mine system is expanded [3/4].

[Odab]
The pirates begin to build tanks [2/4], and robotics research completes [Robotics I]! Oddly, boats are a bit slower to start [1/4], and Freetown is completed [Freetown; +2 pop/turn]!

[Confederation]
Tradeable goods are found- shiny shells [+2 currency/turn]! Better tools are had, increasing construction capacity [Construction I], and scientific personnel are undergoing training [3/4]. Finally, navigational techniques are being researched again [4/6].

[Afairika]
The flight is expanded [+.4, [Training I] ], and better ley-powered engines are in the making [1/6]. No progress on getting people to volunteer, though manipulation research progresses nicely [7/10].

[Machina]
Better armor is done [Heavy Armor II]! Better automization techniques are crawling along [3/6], and the power grid shorts out [-2 progress]. However, the breakthrough occurs [Efficiently III].

[Free Army]
>yes, tier 2 is /6
The powerplant crawls along [2/6], the farm market stalls, and the mechanized agriculture starts [1/6]. No progress on the workshop or expansion, though.

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 61(+2/turn)
Food: 117 (+4/turn)
Currency:41 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II
Efficiency III
Power grid Optimization I (1/6)
[Machinian heavy armor II]
[Automization I, -1 ore/turn, +1 refined ore/turn](3/6)
Resources: Power: 13 (+4/turn)(-3/turn),
Ore: 66 (+3/turn)(-1/turn)
Stone: 27 (+2/turn)
Refined Ore 13 (+1/ turn)
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.


stat post

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv1
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 47
>Population: 108 (+8/turn)
>Food: 190 (+6/turn)(+2 AgII)(+2 New Farm) (-3 military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2] (-1 food/turn)
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture II, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I
>Resources:
>Ore: 20 +1/turn
>Refined Ores: 0e
>Stone: 21 (+1/turn)
>Wood: 21 (+1/turn)
>Power: 57 (+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

Rolled 48, 32, 74, 20 = 174 (4d100)

1.Despite delays and mishaps with the power grid recently, research into further optimizing the power grid continues!. (1/6)
+Industry Center
+Efficiency III
+Engineering II

2. Continue to refine and improve our automization processes so our metal refining can keep pace with demand.
+Industry Center
+Machinian Constructs II
+Efficiency III
+Engineering II

3.New, sharper an heavier drills are needed for our work. Begin researching them.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

4.Our clockwork men are woefully and criminally outdated. They need to be upgraded and retrofitted to be in line with new mandates and regulations. Can't keep our people safe with old machines. Also if the forge has time making more would be great. Authorize some overtime to make sure this gets done.
+Industry Center
=Forging II
+Engineering II
+Infantry II
+Machinian Constructs II
+Efficiency III
+Power grid Optimization I (for optimized circuitry)
+[Machinian heavy armor II]
+Forge II
+Machine Shop II
+20 currency

(3/6) on automization

Rolled 57, 27, 32, 89 = 205 (4d100)

1. Design a new type of military cargo ship that can be readily constructed to aid in the transport of heavy goods, equipment, and such over waters as well as smaller craft to ferry them onto land in the absence of a dock.

Not only will these help in expansion alongside waters, but they will assist in impromptu dock construction as well.

Develop Heavy Engineering Ship blueprints
>Engineering II
>Shipbuilding I
>Forging I

2. Continue construction of the dockyard 3/6
>Engineering II
>Efficiency
>Electronics I

3.
Keep working on the Disintegrator Factory1/4

>Engineering II
>Efficiency
>Electronics I

4. With our new village to the south, EXPAND southwestward along the coast. This may be desert terrain, yet there should be plenty of fish alongside the waters.

Programming I

For the disintegrator factory action

Rolled 7, 70, 84, 67 = 228 (4d100)

Nation Name: Odab
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 36 (+4/turn)
Food: 43 (+5/turn) (3)
Currency: 6 (+4/turn) (2)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crew (army) [-2 food -2 currency] 3 Land Guard (militia)
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics]
Resources:
Ore 38 (+3/turn)
Power 26 (+2/turn)
Stone 20 (+2/turn)
Wood 4 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

1. Put some research into Tanks (Land ships) [2/4]
+Forging – We understand how to mold metal into armor
+Automatic weapons – Tanks require anti-infantry weapons which we posses
+Artillery – we already know how to make guns, now we just need to learn how to mount them
2. Build a automated Fabricator to assist in the creation of badly needed products
+Robotics
+Factory
+Construction depot
3. Unscuttle the fleet (Build some boats) [1/4]
+[Sea legs] – What’s a pirate without a ship? Nothing, nothing I tell you nothing!
+[Port] – we have a place to build our vessels, we might as well put it to good use
+Forging – Ships aren’t just made from trees anymore, and metal is the future
4. Build a pasture to keep grazing animals and get more food
+Construction Depot
+Factory
+Student Xenobiologist

Rolled 50, 70, 19, 20 = 159 (4d100)

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

Settlements: Vadimawai, water hex
Territory: 30
Pop: 48 (+4/turn)
Food: 41 (+3/turn)
Currency: 23 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I
Defenses (Vadimawai): 1
Military:
Warrior Band [Army, Poison][+.6]](-1 food/turn, -1 currency/turn)
1 Newt spearmen, 1 Small Wa'a [Naval unit [+.2]]
Tech: [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding I] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I]
Resources: Student Xenobiologist, Etsai Herd, Power: 11 (+1/t), Wood: 22 (+2/t), Stone: 22 (+2/t), Shiny Shells (+2 currency/t)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) What a waste this could be - such bright minds were almost used for warfare [Trained scientific personel 3/4]
2) We now can finally return to the improvement of navigation techniques [4/6]
+ [Navigation I] [Scouting I] [Sailing I] [Shipbuilding I] [Water-born ecosystems II]
3) Send out hunting parties, securing more food!
+ [Foraging II] [Hunting II] [Poison II] [Navigation I] [Scouting I] [Warspears II]
4) Sages complain how hard it is to contact spirits in crowded villages. They need an isolated, quiet place to better channel with the outer world and meditate in peace
>Lab stand-in

Rolled 59, 19, 55, 32 = 165 (4d100)

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: 34
Population: 156 (+8/turn)
Food: 188 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine I
Defenses: 1 (First Nest)
(Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
Tech: [Foraging I] [Selective Breeding II] [Agriculture IV] [Poison I] [Drone Morphism I] [Engineering I] [Sharpened Pincers I] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-1/turn)
[Captive Menehune: 5]
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 the Harvester Drones out to collect wood and leaves as fertilizer for the mushrooms.
+ [Foraging I]
2. Expansion continues 1/2
3. Mine system expansion continues 3/4
4. Begin breeding a new form of drone. Small and fast with wings to fly with. It shall be the spies and scouts of the swarm.
+Drone Morphism I
+Selective Breeding II
+Poison I
+Scouting I
+Espionage I
+Flight I

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 40 +(2/turn)
Food: 50 (+2/turn)
Currency: 55 (+2/turn)
Resources: Power: 54 (+3/turn) Ore: 52 (+2/turn) Refined Ore: 3 (+1/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge 1
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI
Defenses (RSA): 1
Military: 1 Security Guard
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI III][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Atomisation]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1&2) At Last our AI research and atomisation are complete, now we can refocus our full efforts at getting our satellites ready, first we need to give them a way to observe the earth below them
3&4) Secondly our satellites need something that makes them useful, a network that allows all citizens within range to communicate. Some of the older citizens here remember something similar on earth known as the internet [1/4]
5&6) While I had hoped to avoid needing it, it seems we are going to need something extra, something to help us defend ourselves or our allies when the time becomes necessary, it is to this end that we are researching Orbital Bombardment

Rolled 100, 34, 59, 11, 43, 17 = 264 (6d100)

Forgot dice

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 23
Population: 72 (+4/turn)
Food: 85 (+5/turn)(-1 from troops)
Currency: 26 (+2/turn)(-1 from troops)
Resources: Power: 19+2 (+2/turn) Stone: 13+2 (+1/turn) Wood: 10+2 (+1/turn), Ore: 18+2 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5
Structures: Government Building, Powerplant II, 4 Farm I, Mine I, Quarry I, Lumberyard I, Labs II
Defenses (Capital City): 1
Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1](-1 food/turn, -1 currency/turn), Mad Speed Hovercraft [+1](-1 power/turn)
Tech: [Engineering II], [Agriculture I], [Medicine II], [Slime Research I], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering I], [DNA manipulation I], [Water-born ecosystems I]
Eccentricities:
[Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
[Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.

Rolled 90, 15, 42, 43, 79, 45, 44, 93 = 451 (8d100)

Our expeditions is tracking down new creatures has found something? Prepare the labs, we need to be ready for when they return.

1 Search our surroundings for more native life [3/4]
-Techs: [Domestication I]
-Units: 1 Militia, 1 Mad Speed Hovercraft [+1], 1 Professional Xenobiologist
2 Research waterproofing for all our technology [2/4]
-Techs: [Engineering II]
-Buildings: [Labs II]
3 We need to continue studying our slime population to better understand the change [Slime Research I ---> II][5/6]
-Techs: [Medicine II] [Genetic Engineering I]
-Buildings: [Labs II]
-Eccentricities: [Determined][Completely Mad]
4-5 We'll improve our Genetic Engineering with the knowledge we possess of the Confederation's DNA manipulation technology [Genetic Engineering I ---> II]
-Techs: [Medicine II] [Genetic Engineering I][DNA manipulation I]
-Buildings: [Labs II]
-Eccentricities: [Determined]
6-8 We need to boost our power production capabilities by upgrading our power plant [Powerplant II ---> III]
-Techs: [Engineering II]

Rolled 38, 51, 84 = 173 (3d100)

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 17
Pop: 36 (+2/turn)
Food: 65 (+4/turn)
Currency: 27 (+4/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I
Defenses (HQ): 1
Military:
2x Infantry Platoon
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry II, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics I, Biofuel I, Aiming I
Resources:
Power: 50 (+4/turn) Wood: 29 (+2 turn), Stone: 14 (+1/turn), Ore: 26 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Yes, you need a permit from the Quartermaster. You can't just open your stand on your own. No, he's not here. The Quartermaster is in his office... god, this entire Farm Market Area sucks on guard duty! [2/4]
Tactics I, Surplus Store I
2. Just like the last time. Starting from north-most point of control, right from the coast, secure all land clockwise from there, creating an arc protecting northern perimeter
Mobile II, Engineering I, Tactics I +6 Currency
3. Energy supply is already secured and still expanding, so there is nothing stopping guys from Support to organise real Workshop now instead of improvising everything in some random tent.
Lab I, Infantry II, Mobile II, Engineering I, Forging I, Energy Production I, Biofuel I, Aiming I

For now, halting Powerplant II [2/6], Mechanised Agriculture [1/6] and further expansion