Colonies of Nibiru IV: Nations of Nibiru

Welcome back to the world of Nibiru! Nearly everyone posted their turns last thread, so I'll be updating as soon as I can. Want to join? Simply fill out a 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 feel free to join the chat: client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net

It's also helpful if you read the rulesheet: pastebin.com/bgzZvPMh

Don't want the responsibility of managing a fully fledged nation? Then you can play as a courtier to an existing one (If they'll have you). Courtiers share the stats of their parent nation, an eccentricity of their own, and have 2d100 actions.

Update soon!

Other urls found in this thread:

archive.4plebs.org/tg/thread/48059415/#48059415
pastebin.com/n3Ub8PsB
pastebin.com/eScDFmh0
pastebin.com/6svjJX2s
pastebin.com/UmTU4LZH
pastebin.com/ss3RKe5c
pastebin.com/pN1fMK4n
pastebin.com/vTabg3DK
pastebin.com/NcDQV1cw
pastebin.com/EFkp51KD
youtube.com/watch?v=6MYNlmAVBuk&spfreload=1
youtube.com/watch?v=zWbQKKLWit4
youtube.com/watch?v=iJo0rY8hNpw
youtube.com/watch?v=O6OOC36_u6s
twitter.com/AnonBabble

And here are previous threads, for some context:
Thread I

Thread I: archive.4plebs.org/tg/thread/48059415/#48059415
Thread II: And thread III:

Bump while I work on update.

I would really, really be glad if my turn from here was evaluated in that update. I'm still in the game and still waiting for my turn to be accounted. So far I've got a single make up turn already and I would prefer to stay with that, instead having another one.

Also, thank you for answering the questions.
No, IRC is not an option for me.

Fair enough, just keep it civil. And noted, that turn will be included in the update.

Will wait. And to not waste more posts and time... ahem...


>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Confederation of Batracyi
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Scouting I. Your information on Navigation II intrigues me. Are you willing to exchange it for my research on Infantry I and enough weapons to outfit two companies?
>Terms of this offer are non-negotiable.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I and Biofuel I, and you, in return, will fully disclose your data on Medicine II.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: GARM Mainframe
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Greetings to the great mind of GARM. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I. In return, I'm asking for data on Repairs I.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Your information on Artillery I intrigues me. Are you willing to exchange if for my research on Tactics I. If not Tactics I, maybe Aiming I will be of bigger interest.
>Other terms of this offer are non-negotiable.

[Machina]
Autocannon research completes [Autocannons I], and a new detachment of Clockwork men finally roll off the assembly line [1 Clockwork Man Brigade [+2][-1 Power/turn]. Another power plant starts going up [2/4], and research begins [2/8].

[Odab]
Robotics research is completed [Robotics II], aircraft research is done [Aircraft I], though there is no progress on the fuel drill. Rocketry is done [2/4].

[Afairika]
Flight research begins [2/4], and the DANMAKU ammo is done [DANMAKU ammo I]. The new farm nears completion [3/4], though further manipulation techniques prove harder to master [5/12].

[Royal Society]
Research slows to a crawl [6/8], and there is no progress on the university.

[Altech]
No progress on the first satellite, but the second completes [Satellite Alpha [Bombard:1] ] and the third nears completion [5/6].

[Hunger]
Another battalion of shock troopers are trained, these more powerful than the last [+1][Bombard: 1.5](-1 food/currency//turn]. The Silo is armed [Buildings: Missile Silo [Bombard: 1], and crude targetting systems are complete [Targetting I]. Expansion efforts plod along [2/3], and a stealth bomber undergoes construction [3/5].

[Devil Ant Nests]
Agricultural progress [5/10] is had, and through the breeding program, more virulent poison has been developed [Poison II]! The scout doesn't come back from his mission [-1 scout drone]. However, defensive tunnels are in the works [3/4]!

[New Albion]
One again, New Albion expands its borders [+5 hex], and construction of the Cornucopia continues [4/25].

[GARM]
The scout takes a moment to recharge, and there's no progress on the repairs. However, the project does move ahead, if only slightly [7/25].

[Confederation]
Wakenui completes [Wakenui, +3 pop/turn]! The Confederation's camouflage is ready [Bio-camo I], and a permanent fishing crew is almost done with recruitment [3/4]. The new rice paddy is nearly done [3/4]!

[Mad Medicine]
Expansion south [+6 hex], while the scientists working on the elephants complete their project! The new beasts aren't quite dragons... but they have wings [Resource: Winged Elephants]! No progress on improved food production, however.

[Free Army]
(Apologies for skipping you, mistakes happen.)
The power-plant nears completion [5/6], and new training is implemented [3/8]. Better tactics training goes down the pipeline [2/6], and the barracks undergoes expansion [2/6]

Map, cause it didn't go through for some reason.
Next turn starts now!

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: 46
Population: 204 (+8/turn)
Food: 246 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
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 II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.

Rolled 54, 91, 83, 80 = 308 (4d100)

1. Continue Agricultural upgrades. 5/10
2. Continue construction of defensive tunnels 3/4
+Engineering I
3. Begin breeding new scout drones.
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. Send other scouts out to see what happened to the first scout drones.
+Scouting I

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 96 (+4/turn)
Food: 109 (+5/turn)(-1 from troops)
Currency: 30 (+2/turn)(-1 from troops)
Resources: Power: 20+2 (+3/turn) Stone: 14+1 (+1/turn) Wood: 14+1 (+1/turn), Ore: 14+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 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 II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics 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 76, 61, 35, 55 = 227 (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: 52 (+4/turn)
Food: 59 (+7/turn) (5)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft]
Resources:
Ore 50 (+3/turn)
Power 31 (+3/turn) (1)
Stone 24 (+2/turn)
Wood 8 (+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. Construct a Butchers to keep meat on the menu
+Factory
+Construction Depot
+Tools
2. Expand our mining network (more ore is needed for our war machines)
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [2/4]
+Construction Depot
+Factory
+Robotics
4. Research Rocketry [2/4]
+Forging
+Research Labs

Rolled 66, 82, 58, 8 = 214 (4d100)

Winged elephants? BRILLIANT! Now study the results of the change that WE have caused to further our understanding further.

1-2 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3-4 Let's put our knowledge to good use improving our food production [Agriculture I ---> II][4/6]
-Techs: [Domestication I], [Genetic Engineering II]
-Buildings: [Labs II]

Rolled 48, 67, 41, 46 = 202 (4d100)

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

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 30
Pop: 75 (+7/turn)
Food: 68 (+6/turn)
Currency: 22 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing 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 II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I]
Resources: Student Xenobiologist, Etsai Herd, Power: 16 (+1/t), Wood: 32 (+2/t), Stone: 32 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]


1) There is no shame in being a fisher - you provide. That's what the best hunters do. Come join our fishing crews [3/4]
+ [Foraging II] [Hunting II] [Navigation II] [Scouting I] [Sailing I] [Shipbuilding II] [Water-born ecosystems II][Fishing I]
>Analogous to just finished Hunting Party - constant source of food

2) Fried rice! Cooked rice! Raw rice! All the rice we can get from this paddy! [3/4]
+ [Water-born ecosystems II] [Agriculture I] [Construction I] [Science I]

3) Confederation is growing! And so should grow the chiefs' ability to lead our people
>Leadership tech
+ Barracks I

4) With two strong centres of power, it shouldn't be hard to organise barter between both sides of the land strip
>Currency growth

Rolled 39, 90, 44, 95 = 268 (4d100)

- You've got: ONE new message. - The soft female voice took a shot pause before saying the number.
- Master Enoka! Master Enoka!
- What is it Pa... what are you doing on my working station? And what are those...
That day Paau learned the hard way to not meddle with holographic models of his teacher.

~*~*~

Right, this time with covered camera. Nobody needs to suddenly get picky due to an amphibian maw in the videolink.
- Greetings, Colonel. This is Doctor Oraora Enoka, the closest thing the Confederacy has to legal representative. Now you can't even imagine how glad I am this old equipment still managed to get some signal from outside. But to the point. Your offer is very problematic for me to consider. First of all, I have no authority over armed forces of the Confederation. But I know our... commanders will be very glad for any shipment of weapons. It is the reserarch data offer that I consider outrageous for such price. I can only handle valuable information on navigation if I'm going to get a guarantee the weapons will come with enough ammunition, additional ordnance and spare parts to keep them operational instead of just giving guns now, bullets never.
- And this is also non-negotiable, asshole - Croaked the toad, but the transmission was already over by then.

Rolled 52, 46, 66, 14 = 178 (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: 35
Population (+2/turn): 59
Food (+0/turn): 84
Currency (+1/turn): 15
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (+2/turn): 50
Ore (+4/turn): 103
+3 [Small Supply of Uranium {Power}]
Eccentricities:
pastebin.com/UmTU4LZH

1. Expansion efforts westward complete.
>2/3

2. The stealth bomber continues to go through assembly.
>3/5
+[Aviation I]
+[Hunger Stealth Aircraft I]
+[Hunger Bioweaponry II]
+[Engineering II]
+[Explosives II]
+[Airport I]

3-4 A subsequent shock trooper battalion undergoes swift training.
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]

Oops forgot to include stat additions:
>Pop: 61
>Currency: 16
>Power: 52
>Ore: 107

A NOTE ON POPULATION'S EFFECT ON THE MILITARY:
When recruiting for your military, you can assign however many population you want to it (It is not lost), to make the unit stronger. However, this will also increase upkeep!

Rolled 23, 15, 88 = 126 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
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.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. The scout floats around some more without much incident. [Scouting]
2. Work on the power systems continues despite the nearly constant issues. GARM is increasingly frustrated but keeps at it. [Power: 2/4]
3. The engine has some new housing and proper internals have begun to come online. [Mega-Project: GARM's translation engine - 7/25]

>FROM: Col. John W. Kurtz
>TO: Doctor Oraora Enoka
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal accepted
_Handling
Techs: Tactics I, Infantry I
Resources: 2x Weapon Cache
_For
Techs: Scouting I, Navigation II

.

Question to OP
Do I need to produce each Cache separately or can I make them both with single action?

[Garm]

The communications channel that GARM responds with is extremely strange. It appears to be a series of flashing lights, but a semi-audible voice can be heard. Apparently it hasn't mastered communications yet, so the voice seems to cycle through a series of language, chirps, buzzes, odd movements, and other forms of communication. After fifteen minutes GARM appears to figure out how to speak in an coherent manner and begins.

"Fuels. I require high-energy fuels. I do not underSTAND why you do not simply give me the technology, as it costs you nothing. I will send you the repAIRSS technology. Please send me the poWERR technology. This is not an exchange. I do not exchange."

Single action

>FROM: Col. John W. Kurtz
>TO: GARM Mainframe
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. Offer accepted.

.

Deal accepted
_Handling
Tech: Energy Production I (+1 Power/turn)
_For
Tech: Repairs I

Thank you

However, I do stress that it requires an action (There was some confusion a thread or two back)

I've already noticed that while reading previous threads to search about diplo-deals details.

Another question, before I will post my move. Can I decide how many dice I'm using? I've got in total 8d100 to roll due to make up turn. Am I required to use that pool ASAP or any way I want to, so this turn 6d100 and next two 5d100, or any other way I want, up until the pool is exhaused?

4d100 groups, sorry.

>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
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 162 (+10/turn)
>Food: 246 (+6/turn)(+2 AgII)(+2 New Farm)(+2 New Farm) (-2 (standard) 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]
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, Albion Heavy Ships I
>Resources:
>Ore: 26 +1/turn
>Refined Ores: 0
>Stone: 27 (+1/turn)
>Wood: 27 (+1/turn)
>Power: 75 (+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

Fertilizer Plant 6/8
Agriculture III 6/8
Underground Cornucopia 4/25

Rolled 77, 68, 25, 64 = 234 (4d100)

Shit, that complicates things a bit. Ok, I will have to wait with the make up, for now just 4 actions

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 48 (+2/turn)
Food: 92 (+5/turn)
Currency: 28 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage 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, Mechanized Agriculture I, Ballistics I
Resources:
Power: 74 (+4/turn) Wood: 39 (+2 turn), Stone: 16 (+1/turn), Ore: 38 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Now, Private, I don't expect from you to understand why you are taking part in extensive Military Training, polishing your doctrine and maintaince skills, but that's the very reason why you are a Private, while I'm your Drill Sergeant! [3/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. Listen up, cadets! Proper implementation of this Tactics requires from you to think about each soldier as a separate unit, fully self-sufficient and working under minimal support... [2/6]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I
3. Well, I'll be damned if they are putting a real gym in the Barracks instead of that brick-lifting bullshit. [2/6]
Barracks I, Workshop I, Engineering I
4. Start assembling those Weapon Caches the Old Man ordered. And make absolutely sure that all guns are in perfect condition!
Workshop I, Aiming I, Ballistics I

1 Make Up Turn in reserve
The powerplant will have to wait yet again [5/6]

Rolled 3, 50, 98, 18 = 169 (4d100)

1-2. Continue construction of the Cornucopia 4/25

Although we do not use currency in our economy, we can always divert excess power to run our machines day and night and overcharge some-others. FULL SPEED AHEAD
>Asked in IRC to OP if I could do this

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I


3-4. And the same goes to our efforts to building a NEW village at our very southernmost tip of our colony.

Build a new village there!

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

Rolled 97, 81 = 178 (2d100)

The Royal Society
Courtier of New Albion
Fluff: The Royal Society of New Albion for Improving Natural and Technological Knowledge, Better known as the Royal Society, Is an organization of scholars and men of science dedicated to furthering understanding of the world for the glory of the empire.Brave men of learning delve into every area of possible knowledge, making new discoveries, and creating brilliant new technologies. No stone unturned, no question unanswered.


[Royal Society]
(Courtier of New Albion)
Player-named government building
Defenses: 1
Military: 1 player-named militia
Techs: 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, Albion Heavy Ships I
eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.


1: His Majesty’s Government wants this project completed . Research Agriculture III 6/8
>Engineering II >Efficiency >Electronics I >Programming I
2. Despite a false start, we still need this done. Build a university.
>Engineering II >Efficiency >Electronics I >Programming I

Rolled 84, 71, 44, 26 = 225 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 63(+2/turn)
Food: 141 (+4/turn)
Currency:59 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant (2/4)
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (2/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)
Autocannon I
Resources: Power: 22 (+5/turn)(-4/turn),
Ore: 74 (+3/turn)(-2/turn)
Stone: 45 (+4/turn)
Refined Ore 23 (+2/ 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. We have a strong prototype for the autocannons. However prototypes are not enough. Create stronger efficient and mass producible models.
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2.Continue to refine and improve our knowledge of constructs.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

3.Finsih that power plant we've been building. It's nearly done so don't scrimp on resources to finish it. (2/4)
+Engineering II
+Automization II
+Efficiency III
+Industrial center
+10 stone

4.The drills while substantial are not quite enough for our needs. Improve the models once more.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

[Devil Ants]
Upgrades continue [7/10], and the construction of tunnels completes [+.5 defense; Tunnelling I]. New, more powerful drones are in the works [3/5], and another scouting party is sent out [3/5].

[Odab]
A Butcher's workshop is complete [Butcher I; +1 food/turn], a new mine is dug out [2/4], the fuel drill nears completion [3/4], and rocketry research is done [Rockets I]!

[Mad Medicine]
The elephants are researched [3/6], and agricultural research completes [Agriculture II; +1 food/turn].

[Confederation]
Finished with recruitment, the fishing boat sets off [Fishing Boat I; +1 food/turn], and the new farm is completed [Farm I; +1 food/turn] The Confederation begins searching for suitable leaders [1/4], and the economy is strengthened a bit [1/4].

[Hunger]
Expansion efforts do indeed complete [+5 hex], the bomber is nearly ready for action [4/5], and another battalion undergoes training [2/5].

[GARM]
The scout heads out once more [1/4], still no progress on the extra power, though repairs on the translation engine continue [10/25].

[Free Army]
Better training is nearly done [6/8], and tactics research also progresses [4/6]. Only slight progress on the new barracks (a gym is being installed) [3/6], and the weapon cache is sent!

[New Albion]
Progress on the Cornucopia [6/25], and another village nears completion [4/6]!

[Royal Society]
Agricultural research completes [+1 food/turn]! And the university is nearly built [3/4].

[Machina]
The cannon technology is bettered [3/6], and better constructs are researched [4/8]. The power plant is finished [+1 power/turn], and some of the engineers work on the drills more [1/8].

>and the weapon cache is sent!
Wait, sent?! But I still need to do the tech transfer... right?

Rolled 94, 33, 90 = 217 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 13 {+1/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 15{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]
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.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. The scout continues floating around without much direction. [Scouting:3/4]
2. GARM instructs the strange creatures on repairs even though it doesn't understand much about them. [Send: Repairs I to Free Army]
3. Although not even close to done, smaller proof-of-concept mini-engines are being tested. The mini-GARMS look happy with the miniature engines. [Mega-Project: GARM's translation engine - 10/25]

>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
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 172 (+10/turn)
>Food: 257 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) 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]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 26 +1/turn
>Refined Ores: 0
>Stone: 28 (+1/turn)
>Wood: 28 (+1/turn)
>Power: 72 (+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

Fertilizer Plant 6/8
Underground Cornucopia 6/25

Rolled 37, 44, 20, 52 = 153 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 65(+2/turn)
Food: 145 (+4/turn)
Currency:62 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (4/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)(1/8)
Autocannon I(3/6)
Resources: Power: 24 (+6/turn)(-4/turn),
Ore: 75 (+3/turn)(-2/turn)
Stone: 39 (+4/turn)
Refined Ore 25 (+2/ 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. The autocannon research and improvements proceed quickly. Keep up the good work. (3/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2-3.Our knowledge of our own constructs continues to grow and improve. Keep working on it. (4/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

4. The pace on our drills research is slow. Let's at least make it sure. Keep researching more drills.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

That was the tech.

Rolled 16, 48, 43, 64 = 171 (4d100)

1-2. Continued construction of the Underground Cornucopia 6/25

[[[$ Spend 3 Power $]]]

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

2-4.Finish up the village! 4/6

>Forging I - Steel beams
>Agriculture II
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

... no, that was 2x Weapon Cache, a resource to equip 2 military units

Combined with my question and your commentary on that
Question for now is - do I need to still perform tech transfer for Confederation or it just happend, concluding entire trade. It makes no difference for me how is it handled, but if I just saved an action to actually transfer weapons and techs - great.

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: 46
Population: 212 (+8/turn)
Food: 256 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (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 II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.

Rolled 32, 65, 3, 31 = 131 (4d100)

1. Farm upgrades continue to be fertilized with dead trees. 7/10
2. Look through the new young for any more mutations.
+Mutations
3. Breeding new scout drones. 3/5
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. Scouting for what happened to the other scout drones continue. 3/5
+Scouting I

Trades take two turns, but one roll. The end of this turn they'll receive it.

Nation Name: Mad Medicine Inc.
Nation Race(s): Humans (50%), Slimes (50%)
Color: Pink
Settlements: University City(capital), River Lab One(Town)
Territory: 29
Population: 100 (+4/turn)
Food: 114 (+6/turn)(-1 from troops)
Currency: 30 (+2/turn)(-1 from troops)
Resources: Power: 22+2 (+3/turn) Stone: 15+1 (+1/turn) Wood: 15+1 (+1/turn), Ore: 15+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 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 II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics 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 26, 48, 30, 76 = 180 (4d100)

Excellent work keeping our people fed. These new gene modified crops will surely boost the harvest. And if they end up eating anyone, just remember, this is for science. Next on the agenda is our energy weapons program. IT'S OUTDATED! We need to keep up with the world here people and that means new innovations, so up the power, up the accuracy and make it work underwater. How? You work it out, it's what the corporation is paying you for!

1-2 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II] [3/6]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3-4 Time to upgrade our energy weapons to 3.0, and make sure they're water proofing compatible. ['Mad' Energy Weapons II ---> III]
-Techs: [Engineering II][Waterproofing I]
-Eccentricities: [Completely Mad]
-Buildings: [Labs II]

Rolled 26, 88, 32, 66 = 212 (4d100)

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

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 30
Pop: 82 (+7/turn)
Food: 76 (+8/turn)
Currency: 26 (+4/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing 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 II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I]
Resources: Student Xenobiologist, Etsai Herd, Power: 17 (+1/t), Wood: 34 (+2/t), Stone: 34 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Be bold, be brave, be fierce - be a leader! [1/4]
>Leadership tech
+ Barracks I

2) The amount of food in trade will definitely help [1/4]
>Currency growth

3) We promised the Free Army some techs - send them now
>Scouting I and Navigation II to Free Army

4) With Wakenui as the base of operation, it shouldn't be hard to expand directly south, over still unclaimed water and land - right next to the border of Afairika
+ 1 Newt spearmen
+ [Navigation II] [Scouting I] [Construction I]

Rolled 60, 9, 85, 21, 52, 81 = 308 (6d100)

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 52 +(2/turn)
Food: 62 (+2/turn)
Currency: 67 (+2/turn)
Resources: Power: 72 (+3/turn) Ore: 61 (+2/turn) Refined Ore: 9 (+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] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
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&3) Finally one of the Satellites are complete, now is just the small matter of getting them into orbit (first two rolls are for the [3/6] other one is for the [5/6])
>[Engineering I]
>[Electronics I]
>[Satellites I]
>[Communications I]
>[Monitoring Systems II]
>[Internet I]
>[Orbital Bombardment I]
5&6) Standard rocketry shuttles are not sufficient, by the point that their powerful enough to escape the atmosphere they are so large that they are to expensive to be usable. Instead, I propose that we construct a grand wonder, a mighty space elevator capable of transporting large quantities of goods to orbit.
>[Engineering I]

"ALTECH! You have some explaining to do! What's this I'm hearing about a Niburu Internet in your colony? It's not an internet if people aren't connected to it worldwide! We want in, what do you want in exchange?

We got some advances in the field of engineering [Engineering II], medicine [Medicine II] and agriculture [Agriculture II], as well as our new waterproofing technology [Waterproofing I] that we apply to all our latest inventions. Name your price, as well as any other interesting tech you might be able to offer us, we want in!"

Dr. Brown looks a bit flustered, seemingly surprised that he had forgotten "My apologies, we were so caught up in our work and research that we completely forgot to inform you of this, of course you will have access to it, and while [Engineering II] and [Medicine II] would be welcomed, they are in no way required'

"Excellent. Now, is there anything else you can offer us so that we can have a fair trade of technology? While we, as a corporation, do understand the value of patents, we also understand that science advances faster when we're not all trying to discover the same thing. So, what do you have to offer us for our mastery of engineering and medicine besides internet access?"

"We could offer you [Programming II], which will be quite useful once you have internet, we also have [Communications I] and [Monitoring systems II] for easy reproduction of communication technology, finally we have [Automation] showing how to automate the production process of a forge, unfortunately we are currently not offering techs relating to space travel or transportation as we wish to keep our orbital foothold for now"

Rolled 27, 48, 22, 21 = 118 (4d100)

Ok, so I've just sent both weapons and techs in single action. Sweet!

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 50 (+2/turn)
Food: 97 (+5/turn)
Currency: 34 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage 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, Mechanized Agriculture I, Ballistics I
Resources:
Power: 78 (+4/turn) Wood: 41 (+2 turn), Stone: 17 (+1/turn), Ore: 40 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Move it, people! This is Military Training, not a stroll in the park! You still have another ten miles! And last soldier on finish is not hungry enough to eat today! [6/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. ... every squad can work separately, gaining better mobility and initiative, while the flexibility brought by those Tactics... [4/6]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I
3. Pillows?! Now I don't know about that sir, but it appears to me we might be pampering our troops a little too much now with those new Barracks [3/6]
Barracks I, Workshop I, Engineering I
4. Conduct diplomatic exchange with GARM: 1 Make Up Turn still in reserve
The powerplant will have to wait yet again [5/6]

New batch of questions
pastebin.com/NcDQV1cw

Sergeant, try to reach them again

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Odab forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I, you must, in return, fully disclose your data on Artillery I. Your information on Rockets I intrigues me. Are you willing to exchange it for my research on Aiming I?
>Terms of this offer are non-negotiable.

.

.

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Energy Production I and Biofuel I, and you, in return, will fully disclose your data on Medicine II.

Understandable, very understandable. We'll take programing, then maybe we can get around to doing something with the basic AI tech you've provided us with."
>Trade offer: [Programing II] and [Internet I] for [Engineering II] and [Medicine II]
>Accept? Reject? Bargain?

"We accept this offer and hope to look forward to future technological exchanges between our nations, unfortunately we have been a bit sidetracked of late with this space project and thus have not made much progress on discovering the cause of these strange mutations and changes to the AI, how is progress on the biological side of things?"

"Excellent. And things have been going very well with our research, we're not sure if we've found why it happens, but we've been able to make use of it.

We'll let you know if we find the cause, and we wish you the best of luck with your space program."

Rolled 27, 84, 79, 18 = 208 (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: 56 (+4/turn)
Food: 64 (+8/turn) (6)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 53 (+3/turn)
Power 32 (+3/turn) (1)
Stone 26 (+2/turn)
Wood 9 (+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. Expand southward
2. Expand our mining network (more ore is needed for our war machines) [2/4]
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [3/4]
+Construction Depot
+Factory
+Robotics
4. Recruit more soldiers for our army.

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
>Pop:
92 Total (+4/turn)
56 Fairies (+2/turn)
36 Humans (+2/turn)
Food: 154 (+6/turn)
Currency: 21 (+5/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/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 40 (+2/turn) Ore: 38 (+1/turn) Wood: 30 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation IV] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>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, 60, 83, 55 = 241 (4d100)

youtube.com/watch?v=6MYNlmAVBuk&spfreload=1

>Turn 1/2

1.
+Focusing Tower I
+[Leyline Manipulation IV]
+[Leylines]

"Yeah, this is really embarassing. Don't tell anyone we ever had to do this!" (Researching [Flight 2/4]
2.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Build more bombers so we have a squadron! They're still biplanes, but our better engineering abilities as well as stronger, more efficient engines and actual training should result in something better!" (Build a bomber flight!)
3.
+[Agriculture II]
+[Engineering III]
+[Electronics I]
+[Trained Engineers]

"Done yet?"
(3/4 New Detroit Farm)
4.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Somebody write this down! What do you mean you don't know how to write? Fine, I'LL write it down! We're getting close, so close~!" (Leyline Manipulation V 5/12!)

Rolled 31, 4, 48, 100 = 183 (4d100)

5.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Finish up those bombers! We've got the power!" (Finish Bomber flight!)

6.
+Focusing Tower I
+[Leyline Manipulation IV]
+[DAN Ammunition I]
+[Leylines]

"We've got the basics back down, but lets cook up something with a bit more oomph!" (Researching DANMAKU II)

7+8.
+Focusing Tower I
+[Electronics I]
+[Leylines]

"Forward, we're moving forward~! Kiyahahahahah!" (Leyline Manipulation V ???/12!)

Why are you not bumping the thread?

youtube.com/watch?v=zWbQKKLWit4

A second line on the communications system opens up, the Governess of Afairika appearing, dressed in black attire with a strange purple aura, brandishing a torch in hand with a flame that seemed difficult to follow. Noticably, the location behind her appeared to be a void, the checkered floor the fairy was standing upon the only other feature.

"Hi-hi, Dr. What's His Name! This is Afairika speaking! It's me, Miss Governor Colombina, and I have wonderful news~! I'm very, veeeery sorry that we haven't spoken in a while, but this'll make it all up!"

hey can yall subscribe to my channel its gannygames
i just started

...

"Hello Miss Governor Colombina, What is this wonderful news? it's Dr Brown by the way."

pre-update bump

The director of Mad Medicine Inc has called a conference for the senior staff of the corporation.

"Attention, I have a bit of an announcement to make.apparently accounting has run the numbers and we can afford to branch out a bit. But it would mean we need SOMEONE who's willing to run whatever extra branch we're opening. We would PREFER if we could get a weapons branch so the rest of us could focus on the purely biological, but we'll take anyone qualified with an idea. Applications will remain open until we find someone, or we go bankrupt. That is all."

>MAD MEDICINE INC IS OFFICIALLY OPEN FOR ANYONE WHO WANT TO JOIN AS A COURTIER
>JOIN NOW AND GET A FREE HOVERCRAFT

Nearly done with update, just fiddling with map a bit.

[GARM]
GERM's scouting mission completes; on the ice caps to the east and west, and the sea, roam packs of large creatures that look like a cross between earth's wolves and killer whales, and GARM sends its tech over to the Free Army. The Translation engine makes great progress [14/25]!

[Machina]
The autocannon research is nearly done [5/6], as well as bigger and stronger constructs [6/8]. Finally, work on the heavy drills is still ongoing [3/8 (Remember to include progress!)]

[New Albion]
Construction continues [8/25], and the new village is complete [+2 pop/turn]!

[Devil Ant Nests]
Farm upgrades continue [8/10], and the newest batch of young are inspected [2/4]. No progress on the drones, though the scout has picked up a strange scent [4/5].

[Mad Medicine]
Genetics research makes great progress [5/6], and the corporation's weapons undergo some much needed upgrades [3/8].

[Confederation]
The process of choosing leaders is still undergoing [2/4]. Trade between Vadimawai and Wakenui starts, bringing much coin to both cities [Economy I; +2 currency/turn], and the techs are sent. The Confederation expands its borders southward [+5 hex]!

[Altech]
>Remember to put your satellites on your stat sheet as they complete.
The second satellite still needs a bit of work [5/6], though the third satellite goes up [1 Satellite [Bombard: 1]. The elevator begins [3/25].

[Free Army]
Better Infantry training is so close [7/8], but tactics research is finally complete [Tactics II]! No barracks progress, but the tech is sent to GARM. (I will get to your questions when I can.)

[Odab]
Southward expansion begins [1/2], and another mine is created [Mine I;+1 ore/turn]. The new fuel drill also completes [+1 power/turn], though recruitment turns sour.

[Afairika]
The Fairies finally take flight [Flight I]! Another bomber flight is in the works [3/5], New Detroit's farm is done [+1 food/turn], and research progresses; the fairies are more than halfway done [7/12]! No progress on further DANMAKU ammo... though there is a startling breakthrough with the manipulation... a young fairy shows great promise in manipulating the leylines that cross the planet, and her training begins [Leyline Manipulation V; Hero Progress 2/10]

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 54 +(2/turn)
Food: 64 (+2/turn)
Currency: 71 (+2/turn)
Resources: Power: 75 (+3/turn) Ore: 63 (+2/turn) Refined Ore: 10 (+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 [2 Satellite [Bombard: 1]
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] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
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) Only one satellite left to complete, though getting them off the ground will take quite a bit longer [5/6]
2) Perhaps this space elevator project will take a bit longer than expected, very well [3/25]
3) It seems that Mad Medicine has once again opened up for technological exchange, time to send them [Programming II] and [Internet I]

Rolled 36, 81, 29 = 146 (3d100)

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: 29
Population: 104 (+4/turn)
Food: 119 (+6/turn)(-1 from troops)
Currency: 31 (+2/turn)(-1 from troops)
Resources: Power: 24+2 (+3/turn) Stone: 16+1 (+1/turn) Wood: 16+1 (+1/turn), Ore: 16+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants
Structures: Government Building, Powerplant III, 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 II], [Medicine II], [Slime Research II], ['Mad' Energy Weapons II], ['Mad' Hovercrafts I], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics 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 30, 78, 3, 56 = 167 (4d100)

With everything going smoothly I got some very good news for everyone, the Internet is making a comeback. You heard it everyone, it seems those computer wizards at Altech re-invented the internet, and we've been promised we'll get access. So feel free to start celebrating the return of the great net.

1 Study the Winged Elephants and compare them to the control group to better understand the change. [Genetics I ---> II] [5/6]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
2 Do a trade with Altech: [Programing II] and [Internet I] for [Engineering II] and [Medicine II]
3-4 Time to upgrade our energy weapons to 3.0, and make sure they're water proofing compatible. ['Mad' Energy Weapons II ---> III][3/8]
-Techs: [Engineering II][Waterproofing I]
-Eccentricities: [Completely Mad]
-Buildings: [Labs II]

Rolled 99, 20, 84, 11 = 214 (4d100)

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 67(+2/turn)
Food: 149 (+4/turn)
Currency:65 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers,[2 Clockwork Men [+.8], [1 Clockwork Man Brigade [+2][Heavy][-1 Power/turn]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs II (6/8)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills II (+2 stone/turn)(3/8)
Autocannon I(5/6)
Resources: Power: 26 (+6/turn)(-4/turn),
Ore: 76 (+3/turn)(-2/turn)
Stone: 43 (+4/turn)
Refined Ore 27 (+2/ 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.The new autocannon revisions are nearly compete. We are so close finish it up.(5/6)
+industry Center
+Forging II
+Engineering II
+Machine shop II
+Forge II
+Efficiency III

2. Likewise we are very close on revisions to our construct making and design techniques. Let's see if we can finish that up too.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

3.We are making noticeable progress in our drills improvements, still we have a long way to go. Keep at it. (3/8)
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

4. Begin working on even better armor for our troops and machines. We can make it even better.
+Forge II
+Forging II
+Machine Shop II
+Engineering II
+Efficiency III
+Industrial center

Rolled 30, 21, 70, 61 = 182 (4d100)

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

Settlements: Vadimawai [water hex], Wakenui [water hex] (+3 pop/t)
Territory: 35
Pop: 89 (+7/turn)
Food: 84 (+8/turn)
Currency: 32 (+6/turn)
Defenses (Vadimawai): 1
Structures: Power I, Food III, Food I, Food I, Wood II, Stone II, Barracks I, Spawning Site I, Sage Clearing 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 II] [Scouting I] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering I] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science I] [Bio-camo I] [Economy I, +2 currency/t]
Resources: Student Xenobiologist, Etsai Herd, Power: 18 (+1/t), Wood: 36 (+2/t), Stone: 36 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) You can either follow or lead! Be a leader! [2/4]
>Leadership tech
+ Barracks I

2) Also, be bright! Sages need help of bright minds!
>Science II tech
+ Sage Clearing I
+ [Science I]

3) We've got barter going within the Confederation and those shiny shells... make them into legal tender!
>More currency
+ [Economy I]
+ Shiny Shells

4) Keep pushing south, penetrating as deep into the land as possible.
+ 1 Newt spearmen
+ [Navigation II] [Scouting I] [Construction I]

(6/8) on action 2 btw

Rolled 34, 24, 53, 82, 73, 6, 61, 86 = 419 (8d100)

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: 40
Population (+2/turn): 65
Food (+0/turn): 84
Currency (+1/turn): 18
Structures:
+1 [Nuclear Power Plant II]
+1 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-1 food/currency//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-1 food/currency//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Aviation I]
Resources:
Power (+2/turn): 56
Ore (+4/turn): 115
+3 [Small Supply of Uranium {Power}]
Eccentricities:
pastebin.com/UmTU4LZH

1. Complete the stealth bomber!
>4/5
+[Aviation I]
+[Hunger Stealth Aircraft I]
+[Hunger Bioweaponry II]
+[Engineering II]
+[Explosives II]
+[Airport I]

2-3 The third shock trooper battalion continues to train within the barracks.
>2/5
+[Infantry II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Barracks I]

4-6 A new town starts being built where the pink dot is in the attached image.
+[Engineering II]

7-8 The Famine Battalion and the Harvester are sent out to hunt down the gorilla creatures. Orders are to slaughter most of them and chuck the corpses into the harvester for food, and to bring the rest back as slaves.
+[Infantry II]
+[Targeting I]
+[Explosives II]
+[Hunger Bioweaponry II]
+1 [Famine Battalion {Shock Troopers}
+1 [Harvester {Scavenger}

"Pretty sure we're done with the basics of Leyline Manipulaiton. Like, all the basics! It's a really major breakthrough~!"

1- no
2- yes
3/4-yes
5- no. +.6+ and they'll be considered professional.
6- No
7- Figure it out like everyone else.
8- See above (Have not given it away, you aren't at a disadvantage here)
9- See above
10- It should actually be consuming fuel, but I fucked up, so I'll let this one slide.

Upon the archaic computer monitor, the guise of a long-haired, younger looking human? woman appeared, dressed in an odd patriotic clothing. She spoke in a cheerful tone.

"Hi there! I don't think we've ever met before! I'm Miss Governor Colombina, governor of Freedomia and the US Territory of Afairika!

Anyways, we're a pretty recent arrival. Like, a couple months tops? So, it's understandable if you don't really know of our presence, but now you know! And you know what else? Us Americans have this thing we like to call "personal space". It's not that we don't like you, but we don't even know you yet, and here you are trying to fit your borders next to ours like you're Canada!

We overlooked that time you claimed the strait cause' we don't have any real use for it, but this encrochment on the peninsula is turning some heads here. Especially, since according to our smart people, you originate from an island which has a lot of open territory that isn't even claimed!

So, what we're saying is; why don't you claim that territory instead, and leave the peninsula area for the people that actually live in the mainland? You're welcome to keep what land you claimed now, and you can even offer to sell it to us if you don't find it useful, but if you can keep to the waters and your island, and we'll just keep to our place, I think everyone will be really happy in the end, kiya~!"

Rolled 63, 14, 84, 93 = 254 (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: 56 (+4/turn)
Food: 64 (+8/turn) (6)
Currency: 7 (+4/turn) (1)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure] [Port] [Construction Depot] [Factory] [Fabricator] [Pasture] [Research labs] [Butcher]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 3 Land Guard (militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets]
Resources:
Ore 53 (+3/turn)
Power 32 (+3/turn) (1)
Stone 26 (+2/turn)
Wood 9 (+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. Expand southward
2. Expand our mining network (more ore is needed for our war machines) [2/4]
+Factory
+Construction Depot
+Tools
+Robotics
3. Build offshore Fuel Drill (Ships don’t run on air anymore) [3/4]
+Construction Depot
+Factory
+Robotics
4. Recruit more soldiers for our army.

Rolled 18, 72, 79, 27 = 196 (4d100)

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 53
>Population: 184 (+12/turn)
>Food: 268 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) 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]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators II, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I
>Resources:
>Ore: 27 +1/turn
>Refined Ores: 0
>Stone: 29 (+1/turn)
>Wood: 29 (+1/turn)
>Power: 75 (+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

Fertilizer Plant 6/8
Underground Cornucopia 8/25

1-4.
FULL STEAM AHEAD

On expansion!

Expandsouthwest in a massive southwestern diagonal drive for the western sea, the only sea we don't have access too yet.

Spend 6 Energy to speed up our forces moving!

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: 46
Population: 220 (+8/turn)
Food: 266 (+10/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (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 II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
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.

Rolled 37, 34, 52, 63 = 186 (4d100)

1. Agriculture research continues.
2. Young are inspected for mutations. 2/4
+Mutations
3. New scout drones are continuing to be breed.
+Selective Breeding II
+Drone Morphism I
+Poison II
+Flight I
+Espionage I
4. And the ones that killed the other scout drones shall be found, and then torn apart and eaten. 4/5
+Scouting I

It is good day in nests.

Agriculture research at 8/10

EDIT!
>Asked on IRC Wheelie said I could do this

Change the nature of action #1-2 to sending in manpower to assist the fairies in whateveer (peaceful) expansion they have planned this turn.

"Can you believe those Yanks need us to help them expand? US! And here I thought they were good at that whole manifest destiny lot."

[The US Territory of Afairika]
Nation Race(s): Fairies, Hot-Blooded American Airmen
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
>Pop:
96 Total (+4/turn)
58 Fairies (+2/turn)
38 Humans (+2/turn)
Food: 161 (+7/turn)
Currency: 26 (+5/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)
-Farm I, (Food, +1/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/Turn)
x1 Biplane Fighter Squadron {AIR} [Str. 1.6] (1 Food/Turn)
x1 Biplane Bomber Flight {AIR} [Str./Bom. 1/1] (1 Food/Turn)
>Resources:
Power: 40 (+2/turn) Ore: 38 (+1/turn) Wood: 30 (+1/turn)
>Technology:
[Aircraft I] [Agriculture II] [Automatic Weapons I] [DAN Ammunition I] [DANMAKU I] ['Mad' Energy Weapons I] [Engineering III] [Electronics I] [Flight I] [Forging I] [Infantry II] ['Fairy' Incendiaries I] [Leyline Manipulation V] [Ley-powered Machinery II] [Medicine I] [Training I] [Volunteer Military I]
>Territory:
34
>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 33, 100, 8, 10 = 151 (4d100)

youtube.com/watch?v=iJo0rY8hNpw

1.
+Smelter I
+Factory I
+Airfield I
+[Aircraft I]
+[Automatic Weapons I]
+[Engineering III]
+[DAN Ammunition I]
+['Fairy' Incendiaries I]
+[Electronics I]
+[Forging I]
+[Leyline-Powered Engines II]
+[Volunteer Military I]
+[Training I]
+[Trained Engineers]

"Come on boys, it didn't take you that much effort to get them up LAST TIME!" (Bomber flight 3/5!)

2.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)
+Smelter I
+Factory I
+[Engineering III]
+[Electronics I]
+[Ley-powered Machinery I]
+[Leyline Manipulation V]
+[Trained Engineers]

We've neglected our friends at Altech for too long! I wish I could send more, but SOMEONE has got our hands tied so we've had to change our foucs! This is for you science-kangaroos! Thank you for your help; in fact, I'm going to try infusing it with leylines so you don't have to worry about power! (Aid Altech in building the Space Elevator [3/25]!)

3.
+2 Heavy Weapons Teams
+New Albion's Aid "All right you sleepy heads, if you want Miss Governess to be really happy, you'll help us claim the land east of us, as part of the eastern peninsula! I got so caught up in magic, we almost had our preliminaries snatched up from under our noses! Well no more to that! Get moving~! Manifest destiny!" (Expand eastward, into the peninsula!)

4.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+['Fairy' Incendiaries I]
+[Flight I]
+[Training I]
+[Medicine I]
+[Leylines]

"Oh, that's great dear, but this is my turn to shine; you can got do your leyline stuff with a project or something later! It's been way too long since I've gotten the chance to test out my spellcard tricks, and I'm gonna put on one HELL of a show! Kiyahahahahaha~! This Governess buisness is fun, but a fairy has needs: a need to prank people, a need to put on pretty light shows, and a need to turn this plane topsy-turvy!" (Hero: Clownpiece! 2/10)

Rolled 43, 62, 22, 17 = 144 (4d100)

Oh it would be a damn shame, Private, if someone stopped that.
And just to you both know - I'm perfectly aware it's a ruse. And I will still bait. Come and get me if you really want to.

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 28
Pop: 52 (+2/turn)
Food: 102 (+5/turn)
Currency: 40 (+6/turn)
Structures: Command Center
Power-plant I, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks I, Surplus Store I, Market I, Workshop I, Garage 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 II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics I
Resources:
Power: 82 (+4/turn) Wood: 43 (+2 turn), Stone: 18 (+1/turn), Ore: 42 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1. Keep it up with that Military Training! [7/8]
Lab I, Barracks I, Infantry II, Mobile II, Tactics I, Aiming I, Ballistics I
2. The Barracks should be already finished. [3/6]
Barracks I, Workshop I, Engineering I
3. Expand South-East. Straight shot, right to the sea. Also, send an Infantry Platoons there to help. Anything moves - they have a clearance to open fire on sight. Shoot to kill. NOW MOVE IT!
+ Power 25
Infantry Platoon, Workshop I, Infantry II, Mobile II, Engineering I, Tactics II
>I want be extra sure this is done right. Or this will be really a case of a conspiracy. Pic related
4. With the Powerplant finished, we will finally have basic energetic security [5/6]
Workshop I, Engineering I, Energy Production I, Biofuel I

1 Make Up Turn still in reserve

youtube.com/watch?v=O6OOC36_u6s

NASA still has it, baby!

Rolled 28, 22, 43 = 93 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Any
----
Pop: N/A
Food (Power): 11 {+2/-1}
Currency: N/A
Resources: Power: 13 {+1/-1}, Ore: 16{+1/turn}
Structures: The Ship, GARM'S Mainframe
Defenses (Capital): 1
Military:
-- 1 GARM Construction Militia
-- 1 Scouting Drone "GERM" [.4][-1 power/turn]

--Tech:--
[Garm Power II], Garm Robotics I, Garm Weapons I, Garm Engineering II; GARM Manufacturing I; Xenogeology I; Xenogeology I; Biomechanics I; Repairs I; Physics I; [Power Systems I: +1/turn]; [Energy Production I (+1 Power/turn)]
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.

--Progress--
Weapons: 3/4
Power: 2/4
Repairs: 2/6
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1. GARM continues work on the power systems given the new technology that has arrived. [Power: 2/4]
2. The translation drive nears completion as GARM begins to throw more and more resources at it. The general mood of GARM is positive, but there's still some anxiety about the reaction of the translation engine with the atmosphere.
3. With the remaining resources GARM has begun to retrofit and adjust the weapons array. It is still heavily damaged, but GARM makes another attempt. They are adjusted for orbital firing. [Weapons: 3/4]

Bump

>Anything moves - they have a clearance to open fire on sight. Shoot to kill. NOW MOVE IT!
"I say sir!

That is highly rude and unsportsman like, and outrageous. Now, I don't mind a Scramble for Africa as much as the next bloke but how could you attack unarmed settlers!

It's barbaric. We could easily have discussed borders.

Or so we thought that the Free Army simply wished to return home to earth."

[Altech]
The last satellite is done, and what's more, a contingent of Afairika's engineers show up, erecting the elevator in record time [4th die]! The tech is sent to Mad Medicine.

[Mad Medicine]
Research into the winged elephant's DNA yields more of its secrets [Genetics II], a trading party to Altech sets out, and while it hits a snag at first, progress soon happens with Mad's energy weapons [5/8].

[Machina]
Autocannons are improved [Autocannons II], construct knowledge nears completion [7/8], and drilling improvements are nearly ready, but there's no progress on the new armor.

[Confederation]
Leaders are so nearly ready [3/4]! There isn't any scientific breakthroughs though, but improvements in the economy commence [2/6]. The Confederation's lands expand [+5 hex]!

[Hunger]
The bomber is complete! It takes lots of power to run, though [1 Stealth Bomber {Stealth}[+1.6][-3 power/turn] ]. The shock-trooper battalion nearly completes [4/5], and the town is half done [3/6]. The hunting party leaves to hunt down the black-furred ape-creatures [3/4].

[Odab]
The pirates of Odab expand south [+5 hex], but expansion of the mines stalls. The offshore drill is finally completed [+1 power/turn], and soldiers are recruited [3/4 (Be sure to list techs!)]

[New Albion]
New Albion helps the fairies of Afairika in their expansion efforts, and the nation expands on it's own merit [+6 hex]!

[Devil Ants]
Agricultural research nears completion [9/10], and the larvae are nearly full grown [3/4]. Breeding of new scouts begins [2/5], and the source of the missing scout is found... a massive cave, inhabited by a humanoid creature with skin like stone; a Cherufe.

[Afairika]
Progress is still slow on the bombers, though they're nearly finished [4/5]. With Afairika's help, the 'space elevator' in Altech is complete! The fairies can't do it themselves, but with New Albion's help, they expand rapidly [+6 hex]! Clownpiece's training hits a snag though.

[Free Army]
Training completes [Infantry III], and the barracks finally finish upgrades [Barracks II]. Expansion begins [1/3], though there isn't any progress upgrading the power plant.

[GARM]
Work continues slowly [3/4], and though there isn't any progress on the translation device, it completes basic repairs of its weapons systems [Weapons I]!

Rolled 41, 45, 2, 44 = 132 (4d100)

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 56 +(2/turn)
Food: 66 (+2/turn)
Currency: 73 (+2/turn)
Resources: Power: 78) +3/turn) Ore: 65 (+2/turn) Refined Ore: 11 (+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 [2 Satellite [Bombard: 1]
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] [Automation] [Monitoring Systems II] [Internet I] [Orbital Bombardment I]
Progress:
AI IV - [1/10]
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) Wat. how, you managed to construct a space elevator, A SPACE ELEVATOR In such a short time! Well good job i guess, it seems i underestimated american engineering. Now that these sattelites are set up, its time to put them to good use (Reposition sattelites to survey planet)
2) We have been seriously neglecting our AI research as of late, commence immediately. [1/10]
3) How do we expect to program better AI with such rudimentary knowledge of programming, its time to improve that knowlege (Research Programming III)
4) Now its time to build our first space station, and move our territory upwards, but first we need life support, otherwise we'll all starve and/or suffocate up there