Colonies of Nibiru V- Rising Tensions

Welcome back to Nibiru! Want to join the colonies? There's still a bit of room on the map (You can also join as a courtier for an existing nation):
Rulesheet: pastebin.com/bgzZvPMh
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
Previous threads:
archive.4plebs.org/tg/search/subject/colonies nibiru/type/op/
If you posted your turn before thread died, it will be accounted for.

Other urls found in this thread:

pastebin.com/ss3RKe5c
pastebin.com/pN1fMK4n
pastebin.com/vTabg3DK
pastebin.com/n3Ub8PsB
pastebin.com/eScDFmh0
youtube.com/watch?v=hcbUcxoRnyM
pastebin.com/EFkp51KD
pastebin.com/QCPW7qnP
pastebin.com/6svjJX2s
pastebin.com/UmTU4LZH
youtube.com/watch?v=UPgS26ZhqZs&spfreload=1
youtube.com/watch?v=ZHIBVnJdxyk
pastebin.com/39C8VMca
youtube.com/watch?v=F1OF3AWALhU
twitter.com/AnonBabble

Rolled 5, 8, 6, 1, 10, 6 = 36 (6d10)

Hunt of the Cherufe rolls:
The tank drone is to charge and hold it down while the scout drones go for the eyes and face. Soldier, Warrior, and Harvester Drones go for anything available. Swarm it.

1 Warrior Drones [+.8][Poisonous]
2 [Tank Drone {Large}[+1.2]]
3 [Harvester Drone {Forager} [+.4]]
4 [Scout Drone (+1.4)[Flight][Infiltrate]]
5&6. Soldier Drones (militia)

Rolled 6 + 1 (1d10 + 1)

The Cherufe attacks!

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: 51
Population: 244 (+8/turn)
Food: 302 (+14/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 ]
1 [Scout Drone (+1.4)[Flight][Infiltrate] (-2 food/turn)]
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I] [Electro-sensitivity 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.

The plan works perfectly... if a little slowly, the beast proves hard to kill. But soon, the Cherufe lies dead at the feet of the drones- and the harvesters take some meat from the body [+4 food]

Rolled 37, 48, 52, 98 = 235 (4d100)

(I'll add the combat food next turn)

1. The Farm mountain continues to be dug out. 3/25
+Agriculture V
+Tunneling I
+Engineering I

2. Selective breeding for electrosensitivity continues. 3/5
+Mutations
+Selective Breeding II

3. Selective breeding for larger and stronger wings begins.
+Mutations
+Selective Breeding II

4. And new young are looked over for mutations.
+Mutations

bump

addendum to my turn,

Number 1 will be trade with the free army
Number 2 will be trade with the Mad men of Medicine

[Nova America]
The trade goes through, and Nova America expands [+4 hex]!

[Altech]
The trades are sent, and the satellites are repositioned, awaiting command. AI research continues [5/10], and basic life-support systems are almost worked out [3/4].

[Afairika]
The air-force is scrambled {Where are you sending them? I must've missed something}! Power armor research is completed [Power Armor I], and the techs are sent to New Albion.

[Confederation]
Scouting methods are improved [Scouting II], the search continues [4/5], and the data is exchanged. Improvements to the spawning site also begin [3/6].

[New Albion]
The trades to Machina are sent, a Heavy ship begins to be built [1/4], and construction of yet another village starts [2/6].

[Odab]
The technologies are sent [has been cleared with me in IRC], and though an armory begins [3/4], there isn't any progress on the artillery unit.

[Free Army]
The scorching operation completes, the tech package is sent, and an artillery unit is being made [3/4]. A unit of Snipers begins training as well [2/6].

[Mad Medicine]
The Corporation has a better handle on genetics now [Genetics III]. The tech is sent to the Confederation, and the cloning program is nearly complete [4/5].

[Machina]
The Clockwork men undergo their yearly upgrades [3/6 {Would be helpful if you only listed new techs}], and construction begins on a new batch [3/5].

[Devil Ants]
Work on the mega-structure continues slowly [4/25], the ants are bred for better electrosensitivity [II], yet another breeding program begins [2/4], and a new mutation is found... these larvae have much longer legs than their predecessors [Speed I].

If you participated in a trade last turn, you receive the results now!

[ADDENDUM]
[Afairika]
The techs are sent to Nova America

Rolled 55, 63, 28, 96 = 242 (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: 25
Population: 68 (+4/turn)
Food: 84 (+10/turn) (8)
Currency: 9 (+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] [Fuel Drill] [Mine]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 4 Land Guard [+.2](militia) Tank [armored][+.6](-2 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry 3] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rockets] [Engineering] [Agriculture 2] [Hovercraft] [Cybernetics] [Spacecraft]
Resources:
Ore 64 (+4/turn)
Power 37 (+4/turn) (2)
Stone 32 (+2/turn)
Wood 12 (+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 around the southern peninsula
2. Start producing Robots for our defensive perimeter
+Robotics 2
+Factory
+Engineering
3. Build an Artillery unit
+Artillery
+Factory
+Tools
4. Build an Armory and keep it stocked so that my troops have access to the best weaponry [3/4]
+Weapons
+Automatic Weapons
+Artillery
+Rockets
+Tanks

Rolled 7, 33, 92 = 132 (3d100)

Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: Sent with the Fairies of Freedomia, these were the best America had to offer and were programmed with a secret protocol upon entering atmosphere to orbit the planet for a period of time before landing and beginning colonizing. A republic was determined to not be able to function efficiently once other planets were able to be colonized and fought over with ease and so they were sent here to form a new government and ferry resources and new technology to give america an edge for the transition. When they found out the planet was cut off, they decided to form an Imperial type of government and set about freeing the planet.

Settlements: Roma Nibirus
Territory: 11
Population: 13 (+2/turn)
Food: 16 (+2/turn)
Currency: 29 (+3/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants III]; [Mines II]; [Quarries I]; [Lumberyards I]; [Hydro Pumps II]; [Docks I]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]; 1st Squadron "Africanus" [+.8 (-1 oil)/turn]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry I]
Resources: Amateur Xenobiologist, Power: 18 (+6/turn) Ore: 8 (+2/turn) Wood: 3 (+1/turn)
Eccentricities:
[Fresh from Orbit]: Nova America has just arrived on planetside, fresh and ready to conquer. However, they don't have the experience dealing with the native life that other nations do.
[Superhumans]: The modified humans that make up Nova America's population are naturally strong, but they need more food to function.

1; Train General
2-3; Look for and construct a rig over any Oil in our land

Rolled 63, 87, 90, 16, 19, 38 = 313 (6d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Gray
----
Pop: N/A
Food (Power): 16 {+2/-1}
Currency: N/A
Resources: Power: 16 {+2/-1}, Ore: 18{+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)]; [GARM Weapons I]
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--
Power: 2/4
Physics II: 1/6
Ore Survey: 1/4
Ballistics: 3/4

--Actions--
1.2.3: The final touches on the [Mega Project: Translation Drive System 18/25] move ahead. The final tests are completed and a few minor issues are left to deal with.

--Turn2--
1.2: GARM sends Altech the basics of:
[Simulated GARM Engineering I] [Simulated GARM Robotics I] [Simulated GARM Manufacturing I] and [Physics I]
3. GARM has begun to adapt the existing technology garnered from the local creatures to increase the efficiency of its technological base. [Adapt all non-GARM technology to boost GARM's proprietary knowledge]
--Technologies in question: [Renewable Energy I] [Satellites I] [Orbital Bombardment] and [Communications I] [ [Energy Production I] {Attempting to stamp them as GARM and consolidate to energy research gains: 'GARM Energy Theory I or something}

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: 51
Population: 252 (+8/turn)
Food: 320 (+14/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 ]
1 [Scout Drone (+1.4)[Flight][Infiltrate] (-2 food/turn)]
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight I] [Espionage I] [Tunneling I] [Electro-sensitivity II] [Speed 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 73, 49 = 122 (2d100)

>[Railgun HQ]
>Defenses (Capital):1
>buildings:Labs I
>Military: 1 militia
>Eccentricity:
>[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.
1. The labs need to be bigger and better upgrade them
+engineering II

2 . Why has progress failed out? Get back to work on the weapons 4/10
[Soldiers]:
[Completely Mad]:
Labs I
Engineering II

Rolled 88, 83, 37, 89 = 297 (4d100)

1. Farm mountain super structure continues to be dug out. 4/25
+Agriculture V
+Tunneling I
+Engineering I
2. Continue breeding stronger wings 2/4
+Mutations
+Selective Breeding II
3. Begin expanding around the Second Nest to fill out the area.
4. Begin breeding a new drone type that will sense the approach of electricity from far away and warn the hives about their approach. An early warning system for strong storms and enemies.
+Selective Breeding II
+Drone Morphism I
+Scouting I
+Electro-Sensitivity II
+Speed I

bump

>Meanwhile, Turkey is having a military coup. 2nd army in NATO.

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 33
Pop: 62 (+2/turn)
Food: 127 (+5/turn)
Currency: 6 (+6/turn)
Structures: Command Center
Power-plant II, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks II, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
1x Infantry Platoon [+.6]
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry III, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics II, Scouting I, Navigation II, Repairs I, Camo I
Resources:
Power: 55 (+6/turn) Wood: 53 (+2 turn), Stone: 23 (+1/turn), Ore: 52 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

1 Make Up Turn in reserve

>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: 62/68 (CURRENTLY IN DISPUTE)
>Population: 234 (+12/turn)
>Food: 333 (+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 III, 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: 32 +1/turn
>Refined Ores: 0
>Stone: 34 (+1/turn)
>Wood: 34 (+1/turn)
>Power: 78 (+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

Heavy Ship 1/4
New Village 2/6

Rolled 75, 7, 21, 25 = 128 (4d100)

1. Now, one more test barrage before we are sure everything is well-calibrated. It may be not rocket science, but Artillery is still far more complicated than guns
Workshop I, Garage I, Mobile II, Engineering I, Tactics II, Aiming I, Ballistics II
Just to make it clear - I'm not building artillery, but researching Artillery I tech.
2. On the slide is standard NTW-20. Some of you might know this antique, yet still reliable gun for being able to take down AFVs from a distance shoulder-mounted rocket systems can only dream about. And on the stant is what our boys from Ballistics managed to work out based on the design. Goes through plasmasteel, while standard bipod is still enough to stabilise the barrel. Here, Sergeant, pick it up... See? That's why it's considered a team weapon. Will take down a tank if required and still comes with less recoil than your anti-personel rifles. And in case of being used again live targets... [2/4]
Sniper Unit training
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Foraging I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I
Armour-piercing, I guess... Something about camo would be also nice. And this should be what? +3.6? At lowered upkeep.

3. Soon we might need more fuel and of better quality. So far our Biofuel was enough, but surely Lab can knock out some improved version
Lab I, Garage I, Energy Production I, Biofuel I
4. Large, industrial-grade Still migh help with the fuel production. After all, it's nothing more than concentrated alcohol. And we can always destill drinkable alcohol for selling too.

...
...
Yeah, it was a bad idea to do the switchero and put snipers as action 2

Add 5 Currency to action 3
Add 1 Currency to action 4

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: 171 (+6/turn)
Currency:3 (+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](Upgrades 3/6)
New batch (3/5)
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs III
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon III
Workplace Efficiency
Modularization
Aether Oscilator Disintegrators III,
Agriculture III (+2 food/turn)
Foraging I
Shipbuilding I
Conscription I
Electronics I,
'Mad' Energy Weapons I
Altech Renewable Energy I, (+1 power/turn)
Programming I
Albion Heavy Ships I
[AI III]
[Rocketry I]
[Rockets I]
Resources: Power: 33 (+7/turn)(-4/turn),
Ore: 11 (+3/turn)(-2/turn)
Stone: 67 (+5/turn)
Refined Ore 37 (+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.

Rolled 14, 24, 2, 62 = 102 (4d100)

1-2.Continue to update and upgrade our Current batch of clockwork men. With our technology boosted from the surplus. A drill for one arm, Autocannon for another, rocket packs mounted and ready for bombardment on their "shoulders" and all wrapped up in heavy armor. The AI techniques we've been given will improve their target recognition and acquisition. (3/6)
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor II]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small

3-4. Finish production on the next clockwork man. Along the lines of our upgrades. Finish the design and pump it out.
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor II]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small

progress on 3-4 is 3/5

Spend 35 refined ore, 25 power on actions 1-2.

Update tonight!

Rolled 79, 24, 47, 70 = 220 (4d100)

1. Trade
25 Ore ->Machina
45 Power ->Machina

2-3. Continue work on the Heavy Ship 1/4

Albion Heavy Ships I
Forging I
Engineering II
Shipbuilding I
Electronics I
Programming I,
Altech Renewable Energy I

4. Continue construction of the new coastal village 2/6

Forging I
Engineering II
Electronics I
Programming I,
Altech Renewable Energy I

The progress for Artillery I should be [3/4]

Rolled 60, 12, 4, 23 = 99 (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: 45
Pop: 124 (+7/turn)
Food: 124 (+8/turn)
Currency: 16 (+8/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, Lab 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 II] [Animal taming I] [Sailing I] [Shipbuilding II] [DNA manipulation I] [Water-born ecosystems II] [Amphibious Warfare I] [Warspears II] [Genetic Engineering II] [Medicine I] [Agriculture I] [Fishing I] [Construction I] [Science II] [Bio-camo I] [Tactics I] [Infantry I] [Leadership I] [Economy II, +4 currency/t] [Waterproofing I]
Resources: Student Xenobiologist, Etsai Herd, Power: 23 (+1/t), Wood: 46 (+2/t), Stone: 46 (+2/t), Shiny Shells (+2 currency/t), Hunting Party (+3 food/t), Fishing Boat I (+1 food/t)
and most importantly: 2 Free Army's Weapon Caches ([Aiming I], [Ballistics I])
Eccentricities:
pastebin.com/eScDFmh0
[Barbaric]
[Hydrocentric]

1) Continue the search for both relics and specimen of the merfolk. [4/5]
+ Small Wa'a [Naval unit [+.2]]
+ [Foraging II] [Navigation II] [Scouting II] [Sailing I] [Water-born ecosystems II] [Amphibious Warfare I] [Science II]

2) The Spawning Site is nice and secured, but could be always nicer and even safer [3/6]
+ [Construction I] [Science II]

3) Better Barracks for better training
>Improve Barracks
+ Barracks I
+ [Construction I]

4) Breed and train small band of warriors for testing
>Militia, literally for testing
[Poison I] [Amphibious Warfare I] [Bio-camo I]

+ 3 Currency on last action to give it at least some progress

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: 128 (+5/turn)
Food: 145 (+6/turn)(-1 from troops)
Currency: 28 (+2/turn)(-1 from troops)
Resources: Power: 26+2 (+3/turn) Stone: 11+1 (+1/turn) Wood: 13+1 (+1/turn), Ore: 13+1 (+1/turn), Professional Xenobiologist, Caged Doppelgangers: 5, Captive White Elephants, Winged Elephants, Wampus Pack
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 III], ['Mad' Hovercrafts II], [Domestication I], [Altech Energy Weapons I], [Basic AI; AI I], [Genetic Engineering II], [DNA manipulation I], [Water-born ecosystems I], [Waterproofing I], [Genetics III], [Programing II], [Internet 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.
Courtiers: Railgun Inc.
PENDING TRADE 1: Engineering II and Medicine I to Free Army in exchange for Navigation II and Energy Production I
PENDING TRADE 2: Agriculture II and 'Mad' Hovercrafts I to Odab for Robotics II and Rocketry I
PENDING TRADE 3: Genetical Engineering II and Waterproofing I to the Confederation for Water-born ecosystems II and Science II

Rolled 60, 45, 8, 75 = 188 (4d100)

I have good news, bad news, and good news on the bad news. The good news is that we've hit another milestone, and have come one step closer to our ultimate goal and as promised we'll continue to push the boundaries. The bad news is that our trading partners have had delays causing their end of the bargain not to have arrived yet. The good news about that however is that everything is FINALLY on its way, and we should receive them by the next funding period. Now, get back to work, we got SCIENCE to to do!

1-2 We can do this, we're so close, keep pushing the limits of our samples. [Genetics III ---> IV]
-Techs: [Domestication I], [Slime Research II], [Genetic Engineering II]
-Resources Studied: Winged Elephants, Captive White Elephants, Wampus Pack
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3 Breed/Clone more Doppelgangers [4/5]
-Techs: [Domestication I], [Genetic Engineering II]
-Eccentricities: [Completely Mad] [Determined]
4 Upgrade a farm using the latest farming knowhow. [Farm I --> II]
-Techs: [Agriculture II], [Domestication I]

[Altech Corporation]
Nation Race(s): Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 64 +(2/turn)
Food: 74 (+2/turn)
Currency: 83 (+2/turn)
Resources: Power: 89 (+3/turn) Ore: 72 (+2/turn) Refined Ore: 15 (+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, 3 Satellites [Orbital Bombardment]
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] [Simulated GARM Engineering I] [Simulated GARM Robotics I] [Simulated GARM Manufacturing I] [Physics I]
Progress:
AI IV - [5/10]
Life Support - [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) The AI research is nearly complete, their capabilities are increasing rapidly, soon we will be able to use AI to maximise efficiency
2) Life support systems are nearly complete, we just need to finish them and space will be habitable
3) Time to begin constructing a space station at the top of the elevator, one capable of holding the entirety of our research colony and their labs (Begin scavenging Research Station Alpha and rebuilding it as a orbital station)
4) Send our allies at Afairika some more techs (Again), this time they want [AI III] and [Monitoring Systems II]

Rolled 96, 35, 28, 57 = 216 (4d100)

Forgot dice

Hey, asshole. Aren't you forgetting something?

Nation Name: The Taach Okaan
Nation Race(s): cyborg goblins
Color: green
Settlements: Dheer Halaan(HQ)
Fluff: The Taach Okaan (Steel Ones) were once part of a great Bio-ship, a self contained biosphere contained within a large ship, the creators of which where long disappeared. Originally mindless like many of the creatures on the ship, the Taach Okaan evolved to sentience over the course of the ships long journey. Gripped with a powerful curiosity, they soon began tinkering with the ships workings itself, damaging the navigation systems. Eventually the damage from the goblins incessant reverse engineering and cannibalising of the ships engine led the ship to crash on a strange world known as Nibiru. Some of the goblins and exotic life of the ship survived, and spilled out onto the planets surface. Their curiosity as powerful as ever, the Taach Okaan began constructing a new civilisation.
Territory: 7
Population: 10 (+2/turn)
Food: 10 (+3/turn)
Currency: 5 (+3/turn)
Structures: Structure: Farm II Mine II Power-Plant II lumberyard I Quarries I
Defenses (Capital): 1
Military: Player-named mercenary [+1][-1 currency/food//turn] Player named boat [Navy]
Tech: Forging | Agriculture | Engineering | Energy Weapons ||Robotics || Shipbuilding |
Resources: Professional Xenobiologist, Ore: 2 (+2/turn) Power: 2 (+2 /turn), Wood: 1 (+1/turn), Stone: 1 (+1/turn)
Eccentricities:

Rolled 96, 54, 76, 88, 3, 52, 75, 16, 69, 76, 35, 94, 93, 60, 72 = 959 (15d100)

[Curiousity]: The Taach Okaan are curious creatures, but once they've grasped something, that curiousity soon fades; they receive a bonus to discovering new technology, but suffer penalties when trying to improve old technology.
[Tinkerers]: Though the Taach Okaan deeply love finding out how things work, putting that knowledge into practical applications is a bit harder for them; they would rather break things down.

1-5 expand to capthcha da rest of da island

6-8 Build biggar foodie place so wez got more of dem little cute gobbos and iz guess we could feed da ugly ones [Farm ||--->Farm |||]

9-12 wez need more of Dat lazer stuff cause i like dem pretty Colorz [Energy weapons ||--->Energy weapons |||]

13-15 "I got some of Dat pretty stuff in the ground sir"
"Dhen go and Getz some biggar diggars for its dhen " [Mine ||--->Mine |||]

A man whom stank of cigar residue garbed in a dusky set of attire approched the gates of Research Station Alpha near the dead of midnight. In his arms, an unassuming suitcase. After conversing with security, he eventually made his way through into the deeper part of the lab complex, approaching Doctor Brown.

"Greetings from Afairika, Doctor Brown. Your progress in satellites and telecommunications is; rather impressive. Your science team back at Freedomia have made some great strides in the field of- energy, and have come to profess a theory? I'll spare you words, Doctor, when I can show you the details."

The man opened up his suitcase to reveal a wealth of documents.

"They call it, the "Detroit Project"."

Ayy more greenskins, wot say you gubbins stop muckin about and join us here greenskins

What's it you prepose exactly?

A fairy came approching the Governor's Manor within New Albion. Compared to Freedomia, Albion was a more temperate place; there were less space-bugs and blistering heat to deal with, and during this time of year she would say it was all in all not a bad place to live in.

"Hey, Governor! Mister Governor, you there? I'm from Afairika, here to give you some important information!" She held several sheets of paper in her hands, though being illiterate, she didn't really know what they entailed beyond them being important.

Oi I Propose an alliance ov da greenskinz so tha Boyz can become the meanest and the greenest

Iz agree to dis alliance of yours so wez can get stronger...anything else you wantz?

Prince Gregory personally accepted the papers, but then spoke to the fairy.

"Please, stay a while and share some tea. At new Albion we must insist that everyone who visits have something to eat."

An assortment of sweet gourmet cookies and tea with sides of sugar, honey, cinnamon and more were arrayed in the splendor of New Albion's food surplus.

Nah not for now, anything you want to trade grot?

No wez good

I quit. Wheelie, don't count me in the next turn and remove me instantly from the game.
I've simply realised how bad my position and situation is, so no point trying

Newt, You're being an alarmist. No one is out to kill you. The alliances probably will not last, and with a smidgeon of imagination I could use your current technology to drop half the players in this game.

So much for getting Scouting and Leadership

youtube.com/watch?v=hcbUcxoRnyM

The fairy's eyes brightened as she glanced upon the assortment of sweets before her. A diet of corn, wheat, and various forms of tuber left the pallets of the Afairikans ever seeking out anything that didn't just grow out of the ground. She gasped.etiquette

"Wh- where did you get those?"

Taking seat, the fairy displayed a type of instinctual etiquette, sipping the tea with a dainty touch. "I wasn't really given the specifics, but a set of fairies are migrating into your territory, your Majesty. They say it's to teach you magic- erhm, leylines. We're not supposed to call it that according to the scientists, but that's what it is! I don't even understand a word of this leyline nonsence, but apparently it helps humans understand?"

Oh goodness! She thought; she was speaking to a Prince! This was awesome, yet it also made her quite nervous!

Wait Mister Newt, don't go! We just reached an understanding with each other! If you leave, I won't have anyone to complete against in the literacy race~!

If you'd just asked, we would have helped you with a smile!

The Prince sipped his tea listening intently, almsot curiously at the fairies at the same time trying guage her.

It was clear she was versed in etiquette, at the same time he couldn't rightly. . .tell her age. He presumed any fairy they would send on government business would be an adult for their species, but due to her looks he had to resist the temptation to speak as though he were speaking to a little girl or a child.

"We will welcome them with open arms and open minds to learn whatever they have to teach." spoke the prince.

"As for the food, why, food is practically currency to us. We pledged that no man, woman, or child should ever go hungry the moment they step into our borders. In turn, we have plenty of opportunity to expand our palate with various dishes.

And sweets."

The Prince partook of another jammy dodger, his personal favorite.

"In a world far too focused on warfare, industry, and power we thought it might do good for somebody to remember the essences of polite society and culture. And every culture must eat.

Which reminds me, we haven't been able to focus too much on our tourism program but we have made efforts. Feel free to visit our sweetshop at the railstation on your way home. Just show them your badge, I'll pay the tab for anything you'd like to take home with you."

Twirling a lock of her greenish hair without even noticing it, when the fairy saw the Prince staring at her, she took a moment to gauge herself before noticing her fidgeting and abruptly stopped.

"I wish we could say the same, but Colonel Max Volume says we must continue military build-up: make his men more planes, use our magic to power his planes, and whenever we offer to help him directly, he always tells us to get back to either more research or farming. Sometimes, it seems like he's the person that really runs Afairika, and Miss Governess is just a...a person that doesn't actually run it! I think it's rather rude, though I've never told anybody about it, and I know it's bad to say bad things about your superiors. Yet, all she's been trying to do is keep the American spirit alive, and he always goes about stamping that out for "more bombers" or "more guns". I just don't understand him at times!

Now that you mention it, we were meaning to open trade with you, but that project got cancelled as soon as the call for more bombers was made. If Miss Governess had known you had all these sweets, she would have probably pushed harder to get it through!"

[Odab]
The pirates expand their lands [+5 hex], and defensive robots begin to be placed [2/4]. Just barely, the artillery unit finishes [Artillery [Bombard: 1](-1 power/turn)]; the armory is completed as well [Armory I; -2 stone]

[Nova America]
No one is sufficient to become a Nova American general, but an oil rig is constructed [P1; +1 power/turn].

[GARM]
The mega-drive nears completion [22/25], the technologies are sent to Altech, and GARM starts adapting its new techs to suit its needs [1/8].

[Railgun HQ]
The labs undergo improvements [3/6], while weapons research progresses slowly [5/10].

[Devil Ants]
Construction continues [8/25], and the breeding program is a complete success [Flight II]! Expansion starts [1/2], and a new breed of drone is created [Electro-drone [+1][-1 food/turn].

[Free Army]
The Artillery brigade is completed [Artillery Brigade [Bombard: 1.5](-2 power/turn], though there isn't any progress training the snipers. The labs start improving the Free Army's Biofuels [1/6], and a still undergoes construction [1/4].

[Machina]
The Clockwork Brigade is updated [ Add [Siege] and [Bombard: 1], (-.5 power/turn ], and a new Brigade is complete [+2 [Siege] [Bombard: 1, (-.5 power/turn) ]

[New Albion]
The materials are sent to Machina, work on the Heavy Ship continues [3/4], and the Village progresses [4/6].

[Confederation]
A small band of merfolk from the now defunct nation of Mare are captured, and brought back to Vadimawai [Resources: Mer captives], and though there isn't progress on the spawning site or barracks, training of a militia starts [1/2].

[Mad Medicine]
Genetic testing is finally complete [Genetics IV], the cloning process is completed [+5 Doppelgangers; Cloning I], and improvements to a farrm start [3/6].

[Altech]
AI research is so nearly complete [9/10], and life support systems are a go [Life Support I]! The transfer into orbit begins [1/25], and the trade is sent.

>>Due to low space, the Technology Tab has been moved to its own page! Some letter reduction techniques have also been pursued. We apologize for any inconvinience these changes might cause in reading this information sheet!

[The US Territory of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
>Pop:
124 Total (+6/t)
74 Fairies (+4/t)
48 Humans (+2/t)
Food: 200 (+7/t)
Currency: 33 (+7/t)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/t)
-Ley Reactor II (Power, +2/t)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/t)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit (Town):
-Farm II, (Food, +2/turn)
-Farm I, (Food, +1/turn)
Margaritaville (Town):
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
--The Governess's Fairies
x1 "Clownpiece Two", The Governess's Lunatic Aide from Hell {Flight}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)
--Security Force
x2 Heavy Weapons Platoons [Str. 1] (1 Food/t)
--1st Extra-Planar Squadron (Active [76], 1 turn[s])
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
--1st Devilbird Bomber Squadron (Active [76], 1 turn[s])
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
>Resources:
Power: 50 (+2/t) Ore: 43 (+1/t) Wood: 35 (+1/t)
>Technology:
pastebin.com/QCPW7qnP
>Territory:
45
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak.
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/t)
>Pending Trades:
None

Hey wheelie I think you missed my go last turn cause you didn't update me?

Rolled 91, 86, 84, 61 = 322 (4d100)

"Not bad for a first try; leave the progress tabs to me, kay? That way we won't be here so late!"

>On hold: Minute-Fairies [1/4]

1.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+['Fairy' Incendiaries I]
+[Flight I]
+[Lunacy I]
+[Training I]
+[Tactics I]
+[Medicine I]
+[Leylines]

"Okay, back to training fairy fighters! Oh, and don't forget our medical procedures; the only reason Colonel is letting this fly at all is cause' of that title!" (Minute Fairies [1/4]!)"

2+3.
+Road from Freedomia to New Nottingham (Afairika to New Albion!)

"Okay, your Majesty. We trust you. We trust you real, real much, enough that we'll give you our secrets of magic! But please please please please, don't trade it to anyone when I give it to you without telling me first. Not only does it not work unless they have fairies, or something else that can use mag- uh, leylines, but it's really, really dangerous! If you need help on how to use it, just ask!" (Sending New Albion [Leyline Manipulation V], [Ley-Powered Machinery II], [DAN Ammunition I], and [5 Fairies].)

4.
+Road from Freedomia to Research Station Alpha (Afairika to Altech!)

"Hey, hey, Doctor Brown! We trust you. We trust you real, real much, enough that we'll give you our secrets of magic! But please please please please, don't trade it to anyone when I give it to you without telling me first. Not only does it not work unless they have fairies, or something else that can use mag- uh, leylines, but it's really, really dangerous in the wrong hands! If you need help on how to use it, just ask!" (Sending Altech Corperation [Leyline Manipulation V] and [5 Fairies].)

Post was too long, I got you. And I'll process Afairika's turn with yours.

I think you're blowing your situation way out of proportion, newt. No one's out to get you, and you can still get stronger.

Ok thx

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: 45
Population (+4/turn): 85
Food (-6/turn): 67
Currency (+3/turn): 26
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) (-2 food//turn)]
+1 [War Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-4 food//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-2 food//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
+1 [Stealth Bomber {Stealth} [+1.6] [-3 power/turn])
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives II]
+[Hunger Bioweaponry II]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Tactics I]
+[Aviation I]
+[Subsistence-Based Military]
Resources:
Power (-1/turn): 50
Ore (+4/turn): 142
+3 [Small Supply of Uranium {Power}]
+5 [Menehune Slaves]
Eccentricities:
pastebin.com/UmTU4LZH

[Taach Okaan]
The lands of the Taach Okaan spread immensely, the farm undergoes imporvements [3/8], and improvements on the weaponry are halfway done [4/8]. The mine is also dug further [4/8].

[Colombina]
The Minute Fairies are trained; they're excellent medical personnel [Minute Fairies {Flying}{Medical} [+1](-1 food/turn)]! The tech is sent to New Albion and Altech.

AS ALWAYS, IF YOU PARTICIPATED IN A TRADE LAST TURN, RECEIVE THE RESULTS NOW!

[ADDENDUM]
[Machina]
Clockwork Men: Remove [Bombard], add [Heavy] [Anti-personnel][armor-piercing]; +1.6 strength

"A wise ruler knows to delegate matters to others whom they are best suited. A king may rule a nation, but his generals defend it. So it is that her Governess trusts her Colonel to the task of managing the security.

Much like we ourselves rely on you. . .and these days, the dwarves, in matters of international security.

The benefit of this is we have ample room, freedom even, to do these things we do. If there are issues of expanding trade, or relations between us, we would be more than happy to perform the bulk of the work for them."

Rolled 71, 74, 63, 54 = 262 (4d100)

Nation Name: Odab Collective
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: 25
Population: 76 (+4/turn)
Food: 100 (+10/turn) (8)
Currency: 9 (+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] [Fuel Drill] [Mine] [Armory]
Defenses: 1 (Kurgan)
Military: 2 Pirate crews (army) [-2 food -2 currency] 4 Land Guard [+.2](militia) Tank [armored][+.6](-2 power/turn) Artillery [Bombard: 1](-1 power/turn) 1st Flotilla (fleet)[(+.2) -1 currency]
Tech: [Forging] [Infantry 3] [Weapons] [First Aid] [Artillery] [Automatic Weapons] [Robotics 2] [Shipbuilding] [Tools] [Tanks] [Aircraft] [Rocketry] [Engineering] [Agriculture 2] [Hovercraft] [Cybernetics] [Spacecraft]
Resources:
Ore 72 (+4/turn)
Power 41 (+4/turn) (1)
Stone 32 (+2/turn)
Wood 14 (+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.

1-4. Start training and recruiting stronger Orc troops for the army, Orcs were born, and bred for war, and waring is what they do best
+Weapons
+Automatic Weapons
+Armory
+Infantry 3
+Cybernetics

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 69(+2/turn)
Food: 177 (+6/turn)
Currency:6 (+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, 4 Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing];
(-.5 power/turn) ]
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs III
Efficiency III
Power grid Optimization II
[Machinian heavy armor II]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon III
Workplace Efficiency
Modularization
Aether Oscilator Disintegrators III,
Agriculture III (+2 food/turn)
Foraging I
Shipbuilding I
Conscription I
Electronics I,
'Mad' Energy Weapons I
Altech Renewable Energy I, (+1 power/turn)
Programming I
Albion Heavy Ships I
[AI III]
[Rocketry I]
[Rockets I]
Resources: Power: 58 (+7/turn)(-2/turn),
Ore: 37 (+3/turn)(-2/turn)
Stone: 72 (+5/turn)
Refined Ore 4 (+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.

Rolled 88, 94, 22, 14 = 218 (4d100)

1. March our clockwork men at the Capitol of the free Army.
+4 Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing];

2.Begin constructing our next batch of clockwork men.
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor II]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small

3.Begin working on Heavy armor once more.
+Forge II
+Machine Shop II
+Forging II
+Engineering II
+Efficiency III
+Workplace efficiency I
+Industrial Center

4. Begin improving our workplace efficiency once more as well.
+Efficiency III
+Workplace efficiency I
+Industrial Center

Courtier Name: AFSOC
Courtier Race: Humans
Courtier to: Afairika

Fluff: Colonel Maxwell Vol expected to enter Nibiru as a NASA security agent. He wasn't so optimistic as to think nothing would go wrong, but the stranding from Earth and disaster of a landing have shaped his views in comparison to the rest of Afairika. Realizing the rising tensions in the world and fearing for the future of both the Colony and his homeland, it was time to formally re-establish a temporary Air Force Special Operations Command on Nibiru in order to oversee the safety of the Colony and ensure a return to Earth. Hand picking his best engineers and aviators, they have established a forwards operation base in order to conduct addtional developments in research and security without the constant interruptions/having to interrupt the local government. In a world gone mad, Spec. Ops hope to retain some vistage of sanity and control. Any Time, Any Place.

Rolled 40, 29, 29 = 98 (3d100)

Nation Name: GARM
Nation Race(s): GARM's "robots" and "drones".
Color: Gray
----
Pop: N/A
Food (Power): 17 {+2/-1}
Currency: N/A
Resources: Power: 17 {+2/-1}, Ore: 19{+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)]; [GARM Weapons I]

--Alien Tech--
[Renewable Energy I] [Satellites I] [Orbital Bombardment] and [Communications I]

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

--Actions--
1: The drive powers on. [Mega Project: Translation Drive System 22/25]
2.3. GARM continues the adapation of the technology. [Adapt all non-GARM technology to boost GARM's proprietary knowledge] [1/8]
--Technologies in question: [Renewable Energy I] [Satellites I] [Orbital Bombardment] and [Communications I] [ [Energy Production I] {Attempting to stamp them as GARM and consolidate to energy research gains: 'GARM Energy Theory I or something}

Rolled 85, 45, 88, 57, 92, 46, 28, 97, 3, 9, 82, 7 = 639 (12d100)

1. Send +[Targeting I] to the Free Army. Apologies for the late trade.

2-3. Complete the +[Menehune Breeding Pen] in order to begin adding to our dwindling flesh stores.
>1/4
+[Engineering II]

4. Complete +[Uranium Engines I] research, thus reducing power consumption in our vehicles.
+[Engineering II]
+[Nuclear Power Plant II] Familiarity with radioactive energy sources
+[Lab II]
+3 [Small Supply of Uranium {Power}]

5-6. Study +[Transport Ships I] tech.
+[Lab II]
+[Port I]

7-9 Research +[Hunger Bioweaponry III].
+[Hunger Bioweaponry II]
+[Lab II]

10-11 Build another +[Nuclear Power Plant I]
+[Engineering II]

12. Begin the optimization of our current and future nuclear power plants through research of +[Improved Reactors I]
+[Engineering II]
+[Nuclear Power Plant II] Familiarity with radioactive energy sources.
+[Lab II]
+3 [Small Supply of Uranium {Power}]

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: 51
Population: 260 (+8/turn)
Food: 334 (+14/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 ]
1 [Scout Drone (+1.4)[Flight][Infiltrate] (-2 food/turn)]
1 [Electro-drone [Anti-Espionage][+1][-1 food/turn]
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers II] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight II] [Espionage I] [Tunneling I] [Electro-sensitivity II] [Speed 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.

>Uranium engines were at 3/4

Rolled 46, 6, 50, 80 = 182 (4d100)

Food growth actually at +13 due to new unit, will fix next turn.

1. Farm Mountain super structure continues to be built. 8/25
+Agriculture V
+Tunneling I
+Engineering I
2. Continue to expand around second nest so the area can be secured for use. 1/2
3. Begin breeding for stronger legs and faster movement.
+Selective Breeding II
+Mutations.
4. Check over the young for more mutations.
+Mutations.

Rolled 18, 2, 79, 46 = 145 (4d100)

[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 with AI.
Settlements: Research Station Alpha
Territory: 14
Population: 71 +(2/turn)
Food: 76 (+2/turn)
Currency: 85 (+2/turn)
Resources: Power: 92 (+3/turn) Ore: 74 (+2/turn) Refined Ore: 16 (+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, 5 fairies
Defenses (RSA): 1
Military: 1 Security Guard, 3 Satellites [Orbital Bombardment]
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 II] [Monitoring Systems II] [Internet I] [Orbital Bombardment I] [Simulated GARM Engineering I] [Simulated GARM Robotics I] [Simulated GARM Manufacturing I] [Physics I] [Efficiency III] [Life Support I] [Leyline Manipulation V]
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) Good, the AI research is progressing well, very soon now it will be complete and we can make use of these advanced AI [9/10]
2&3) This space station is taking much longer than expected, hopefully we can complete it soon [1/25]
4) Its time to begin work on this... "Detroit Project" that the Afairikan... emissary? gave us the documents for.

The communications networks of the Altech Corporation and the Territory of the United States Afairka.

"This is Major General Albert of the Albion Colonial Armed Forces. Under orders from Parliament and his Majesty I am hereby informing you that the campaign against the Free Army has begun, and we are officially requesting any air or land support that can be provided."

Ordinator Steelbeard watched from high up from the House of Lords as Machina's companies of clockwork men marched out of Machina Prime.
"They aren't ready." he hears from behind him. he turns to Ordinator Lockhaus Smithson, the gnome in charge of Research and development.
"And you say this because?"Steelbeard queries.
"The armor is not done, they don't move as fast as they should and they're marching straight into the enemy's teeth!" Smithson fired back quickly. "They'll be slaughtered. wholesale."
Steelbeard shook his head and smiled. "I think not my friend. Their armor is a sight heavier than anything that has been sued to date, and while slower than we'd like they still make great speed. Also they have heavy weapons to crush just about anything on land, sea or air that tries to hurt them. I think you're underestimating them Smithson."
"B-b-but, we've done no testing of the new designs and-"
"The enemy will not sit idly by, any tests we make will be on the field of battle. I expect the next that is production already to be revised for any flaws we find in the old systems. The Free Army need to be brought to hell now, lest they go on the offensive against us all."
"Yes, Head Ordiantor Steelbeard."
"Smithson?"
"Yes?"
"You have free reign on resources for that improved armor."
"Thank you sir."

Smithson strode out saying, "I want more power for our foundries, we have armor to improve!"

Spend 3 power for armor research.

youtube.com/watch?v=UPgS26ZhqZs&spfreload=1

"Roger that General; my men are preparing for takeoff. You have any specific objectives in mind beyond bombing the fellas?"

youtube.com/watch?v=ZHIBVnJdxyk

The situation had gone critical. A number of the engineers were silently protesting, feeling that it was hardly correct to send their men off in museum pieces when better designs were just around the corner, yet the funny thing about wars were the fact that they were often fought with the forces the participants currently had at hand; and not the ones they necessarily desired. Lt. Colonel Hank D. Morgans led the formation, his VE-7 Bluebird's engine screaming ahead as they began heading west. Thanks to efforts from Altech, the whole group was outfitted with functional communications, a luxury that their ancestors flying in the same craft would have not possessed.

"This is Blue Leader to Blue Squardron: fly ahead and screen the field; if you encounter hostiles, open fire; we've got the skies, and reports that their AA abilities are limited. Red Squadron; look out for "metal men", those are friendlies; you keep that in mind too, Blue Squadron. Relaying further commands as they come. Over."

Mad Twister opened up the radio full of glee.

"Roger that, Blue Leader, Blue Three is ready to kick some hostile rear! Out."

The farther up into the skies the group went, the more apparent became Nibiru's alien landscape. They were flying off to the wild blue yonder; probably the first to do so on this planet.

Rolled 95, 76, 4 = 175 (3d100)

Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: Sent with the Fairies of Freedomia, these were the best America had to offer and were programmed with a secret protocol upon entering atmosphere to orbit the planet for a period of time before landing and beginning colonizing. A republic was determined to not be able to function efficiently once other planets were able to be colonized and fought over with ease and so they were sent here to form a new government and ferry resources and new technology to give america an edge for the transition. When they found out the planet was cut off, they decided to form an Imperial type of government and set about freeing the planet.

Settlements: Roma Nibirus
Territory: 11
Population: 15 (+2/turn)
Food: 18 (+2/turn)
Currency: 32 (+3/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants III]; [Mines II]; [Quarries I]; [Lumberyards I]; [Hydro Pumps II]; [Docks I]; [Oil Rig I]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]; 1st Squadron "Africanus" [+.8 (-1 oil)/turn]
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry I]
Resources: Amateur Xenobiologist, Power: 24 (+6/turn) Ore: 10 (+2/turn) Wood: 4 (+1/turn)
Eccentricities:
[Fresh from Orbit]: Nova America has just arrived on planetside, fresh and ready to conquer. However, they don't have the experience dealing with the native life that other nations do.
[Superhumans]: The modified humans that make up Nova America's population are naturally strong, but they need more food to function.

1-2; Train General [Tactics I]; [Majesty I]; [Infantry I]; [Aircraft II]; [Tanks I]; [Shipbuilding I]
3; Expand SOUTHEAST along the peninsula [Majesty I]; [Capitalism I]

bump

Rolled 96, 96, 96 = 288 (3d100)

>[Railgun HQ]
>Defenses (Capital):1
>buildings:Labs I
>Military: 1 militia
>Eccentricity:
>[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.
1. The labs need to be bigger and better upgrade them 3/6
+engineering II

2 . Why has progress failed out? Get back to work on the weapons 5/10
[Soldiers]:
[Completely Mad]:
Labs I
Engineering II

3. Begin research on combat drugs. Things to boost skill and reflexes to amazing levels even if they. Only work for a short time.

[Soldiers]:
[Completely Mad]:
Labs I
Engineering II

>The labs undergo improvements [3/6], while weapons research progresses slowly [5/10].

Holy shit lol. The dice gods bless my endeavors.

witnessed

Adding 6 currency to the first roll

[The US Territory of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
>Pop:
130 Total (+6/t)
68 Fairies (+4/t)
50 Humans (+2/t)
Food: 200 (+6/t)
Currency: 40 (+7/t)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-Farm III (Food, +3/t)
-Ley Reactor II (Power, +2/t)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/t)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit (Town):
-Farm II, (Food, +2/turn)
-Farm I, (Food, +1/turn)
Margaritaville (Town):
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
--The Governess's Fairies
x1 "Clownpiece Two", The Governess's Lunatic Aide from Hell {Flight}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)
x1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
--Security Force
x2 Heavy Weapons Platoons [Str. 1] (1 Food/t)
--1st Extra-Planar Squadron (Active [76], 1 turn[s])
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
--1st Devilbird Bomber Squadron (Active [76], 1 turn[s])
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
>Resources:
Power: 52 (+2/t) Ore: 44 (+1/t) Wood: 36 (+1/t)
>Technology:
pastebin.com/39C8VMca
>Territory:
45
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak.
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/t)
>Pending Trades:
None

Rolled 96, 45, 11 = 152 (3d100)

youtube.com/watch?v=F1OF3AWALhU

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

"Colonel already wants the next generation of bombers up and running now that we have better tools and technology. You go ahead and do that, while I focus on other stuff! Kya, lets hope Boeing doesn't sue us~!" (Building Second Ge. Nibiru Bomber Flight!)

2.
+[Agriculture II]
+[Automation I]
+[Engineering III]
+[Electronics I]
+[Trained Engineers]

"Our food is being produce pretty 50/50 with the amount we're using. That won't do! Lets spread some agriculture down to New Detroit; they seem to be good at that stuff!" (Build a farm in New Detroit!)

3.
+Focusing Tower I
[AI III]
[Automation I]
[Communications I]
[DANMAKU I]
['Mad' Energy Weapons I]
[Engineering III]
[Electronics I]
[Leyline Manipulation V]
[Ley-powered Machinery II]
[Monitoring Systems II]
[Programming II]
+[Leylines]

"Some of our more scientific engineers are working on a program. A literal program; one that programs the leylines! They think they can make a security system that makes the leylines behave like living things with the right programs...and stuff. It's kinda like a puppet controlled by a puppet master, the master being the built-in AI! It sounds scientific, and we're all about being science, so I think it's a good move?" (Begin constructing Holo_Defense.API!)

Rolled 26 (1d100)

4.
+(???)

Work on the Detroit Project Begins. Everyone is silent about it, not even the Governess knowing what exactly it entails. (Help Altech with the Detroit Project!)

+"Clownpiece Two", The Governess's Lunatic Aide from Hell {Flight}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)

"Hey, wait, I just remembered that we can mold this world like silly putty! Other Me, please help these poor old humans set up the base of this area!" (Sending Clownpiece 2 to help terraform the farms in Action 2!)

Nation Name: The Taach Okaan
Nation Race(s): cyborg goblins
Color: green
Settlements: Dheer Halaan(HQ)
Fluff: The Taach Okaan (Steel Ones) were once part of a great Bio-ship, a self contained biosphere contained within a large ship, the creators of which where long disappeared. Originally mindless like many of the creatures on the ship, the Taach Okaan evolved to sentience over the course of the ships long journey. Gripped with a powerful curiosity, they soon began tinkering with the ships workings itself, damaging the navigation systems. Eventually the damage from the goblins incessant reverse engineering and cannibalising of the ships engine led the ship to crash on a strange world known as Nibiru. Some of the goblins and exotic life of the ship survived, and spilled out onto the planets surface. Their curiosity as powerful as ever, the Taach Okaan began constructing a new civilisation.
Territory: 15
Population: 12 (+2/turn)
Food: 12 (+3/turn)
Currency: 7 (+3/turn)
Structures: Structure: Farm II Mine II Power-Plant II lumberyard I Quarries I
Defenses (Capital): 1
Military: Player-named mercenary [+1][-1 currency/food//turn] Player named boat [Navy]
Tech: Forging | Agriculture | Engineering | Energy Weapons ||Robotics || Shipbuilding |
Resources: Professional Xenobiologist, Ore: 4 (+2/turn) Power: 4 (+2 /turn), Wood: 2 (+1/turn), Stone: 2 (+1/turn)

Rolled 60, 85, 27 = 172 (3d100)

Eccentricities:
[Curiousity]: The Taach Okaan are curious creatures, but once they've grasped something, that curiousity soon fades; they receive a bonus to discovering new technology, but suffer penalties when trying to improve old technology.
[Tinkerers]: Though the Taach Okaan deeply love finding out how things work, putting that knowledge into practical applications is a bit harder for them; they would rather break things down.

1-3 wez need to capture more of our island

>The lands of the Taach Okaan spread immensely, the farm undergoes imporvements [3/8], and improvements on the weaponry are halfway done [4/8]. The mine is also dug further [4/8].

The fairy spoke in between sips, momentairly fumbling with her cup a moment at the mention of the lack of defense at Albion and almost spilling the beverage before making a hasty save.

"I thought you were a fully equipped military presence? The security team back at Freedomia have had big shoes to fill in; they defend not only all of your territory, but Research Station Alpha as well as Afairika! It's good luck that they already had the motions drilled into them and they weren't a bunch of barnies like those Altechs, but I think all that worrying might be why the Colonel acts so pushy. If he really is the only military we have, then it makes more sense why he's always jumpy.

I heard that the guy causing you trouble is really jumpy too. Governess raised a bunch of fairies to join our army, but the Colonel denied using them. Says it's too dangerous! I think he might be correct, but I think going into battle with those aircraft is even more dangerous..."

[NEW COURTIER]
You share your parent colony's stats, plus your own eccentricity:
[Air-Force]: Flying units made by AFSOC are stronger, though it isn't very good at making other units.
>Will be updating tomorrow

A neatly folded letter held with a patriotic seal finds its way onto the desk of...whoever the captain of the fleet was. How it got there "is a real big secret, silly!"

-

Dear Odab Leader Person;

Hello! It's the Governess of Afairika here! We heard that your people are astronauts! That's cool! We also heard that you know an awful lot about robots, and we'd like to know about robots too. It's all very robotic!

Anyway, we know a bunch of guys that are really great engineers. If you can give us...say, Robotics [II] tips, we can give you better Engineering [III] knowledge, so you can get back to space doing space stuff! Instructions on where to drop off the robot information are on the back of this page: Colonel doesn't want me to be talking to you, for some reason, but that's just cause' he's paranoid!

Have a Nice Day,
Miss Governess Colombina, "Clownpiece"

How much more specific I'm suppose to be to get Artillery I tech - which I noted - instead of completely useless for me basic artillery unit? Screw this, I'm adding tech to skip further arguing back and forth. It would require exactly the same progress.

Nation Name: Free Army
Nation Race: Human
Color: Orange
Fluff: pastebin.com/ss3RKe5c
>Don't fill out
Settlements: HQ
Territory: 33
Pop: 64 (+2/turn)
Food: 132 (+5/turn)
Currency: 6 (+6/turn)
Structures: Command Center
Power-plant II, Farm III, Lumberyard II, Quarry I, Mine II, Lab I, Barracks II, Surplus Store I, Market I, Workshop I, Garage I
Defenses (HQ): 1
Military:
2x Infantry Platoon
1x Infantry Platoon [+.6]
Recon Rover Rick [Infiltrate][+.4](-1 currency/turn)
Tech: Infantry III, Mobile II, Engineering I, Agriculture I, Forging I, Foraging I, Energy Production I, Tactics II, Biofuel I, Aiming I, Mechanized Agriculture I, Ballistics II, Scouting I, Navigation II, Repairs I, Camo I, Artillery I
Resources:
Power: 61 (+6/turn) Wood: 55 (+2 turn), Stone: 24 (+1/turn), Ore: 54 (+2/turn), 5 Oil, Professional Xenobiologist
Eccentricities: pastebin.com/pN1fMK4n
[Junta] ['Free' Army]

This is Colonel Kurtz. We are now in the state of war! This is not a drill! All personel to the battle stations, all reserve to the Quartermaster for their gear!

Rolled 32, 18, 60, 61 = 171 (4d100)

1. Continue sniper training [2/6]
>Sniper Unit
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Foraging I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I
Armour-piercing, I guess... Something about camo would be also nice. And this should be what? +3.6? At lowered upkeep.
2. Upgrade all Infantry Platoons into Companies, providing them with artillery support
>Because apparently you can do that
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I, Artillery I
3. Get another unit of snipers going
>Sniper Unit
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Foraging I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I
Armour-piercing, I guess... Something about camo would be also nice. And this should be what? +3.6? At lowered upkeep.
4. Build self-propelled artillery
>Mobile Artillery
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I, Artillery I

Rolled 93, 56, 18, 48 = 215 (4d100)

And finally my make up turn (I fucking knew to keep it just in case)

5. Continue sniper training from action 1
>Sniper Unit
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Foraging I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I
Armour-piercing, I guess... Something about camo would be also nice. And this should be what? +3.6? At lowered upkeep.
6. Continue upgrading Infantry Platoons from action 2
>Because apparently you can do that
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I, Artillery I
7. Continue sniper training from action 3
>Sniper Unit
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Foraging I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I
Armour-piercing, I guess... Something about camo would be also nice. And this should be what? +3.6? At lowered upkeep.
8.Continue with the self-propelled artillery from action 4
>Mobile Artillery
Eccentricities: Junta and 'Free' Army
Structures: Lab I, Barracks II, Workshop I, Garage I
Technologies: Infantry III, Mobile II, Engineering I, Tactics II, Aiming I, Ballistics II, Scouting I, Navigation II, Camo I, Artillery I

Add 3 Currency to action 8

Wait a minute! I should be receiving Rockets I and Engineering II

Which means Engineering II in all my units in production AND adding Rockets I to both upgraded Infantry and Mobile Artillery

Apologies accepted, even if I'm now in dire need for that tech and would already have it if you were present before. Still, no hard feelings - unlike other people who fucked me over with tech trade, you simply weren't even in the game, which a solid excuse

Or I can add that Targeting I due to the nature of massive make-up of Hunger, OP? A drowning man catches at a straw, after all

If I can, add that to ALL units in production

This is Dr. Brown of the Altech Corporation, we are primed and ready to provide orbital assistance at your command.

>...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 Hunger 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 Infantry III, you must, in return, fully disclose your data on Explosives II. Your information on Subsistence-Based Military intrigues me. Are you willing to exchange it for my research on Tactics II?

I hope you know what Samson Option is

>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: 62/68 (CURRENTLY IN DISPUTE)
>Population: 251 (+12/turn)
>Food: 344 (+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 III, 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, Leyline Manipulation V, Ley-Powered Machinery II, DAN Ammunition I
>Resources:
>Ore: 8 +1/turn
>Refined Ores: 0
>Stone: 35 (+1/turn)
>Wood: 35 (+1/turn)
>Power: 37 (+3/turn)
>Volunteers: 5 Fairies
>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

Heavy Ship 3/4
New Village 4/6

Rolled 59, 5, 64, 46 = 174 (4d100)

1. Trade
Aether Oscilator Disintegrators III ->Afairika
Agriculture III ->Afairika

2. Trade
Efficiency I ->Afairika
Foraging I ->Afairika

3. Trade
Ship Building I ->Afairika
Albion Heavy Ships I ->Afairika

4. Finalize the Heavy Ship. 3/4

Soon it will be able to help us make large constructions on the coast or make overseas trade FAR more efficiently!

Albion Heavy Ships I
Forging I
Engineering II
Shipbuilding I
Electronics I
Programming I,
Altech Renewable Energy I