Colonies of Nibiru VIII- Peace!

Welcome back to Nibiru! The first major conflict of the planet has just ended, resulting in the destruction of the Free Army. There is peace again in Nibiru, but for how long, is anyone's guess...

NO NEW NATIONS WILL BE ACCEPTED AT THIS POINT. CRUNCHING TURNS NOW

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Bump

Another bump- really should've updated first.

NEW NATION- NEW DOMINION]
pop: 10 (+2/turn)
Food: 20 (+6/turn]
Currency: 5 (+2/turn)
Defenses (New Haven): 1
Military: 8 militia
Tech: Infantry II, Mechs II, Power Armor II, Agriculture II, Artillery I, Power Grids I, Psionics I, Engineering II, Aircraft I, Small Arms II, Forging I, Heavy Arms I, Nursing I
Resources: Power: 2 (+3/turn) Lumber: 2 (+2/turn) Stone: 2 (+2/turn)
Eccentricities:
[Penal Colony]: The New Dominion is made up of the worst the Old Dominion could round up and toss into the garbage. While largely uneducated, they excel at violence.
[Second-hand]: The armaments the New Dominion uses are old- very old. But upgrade the technology to its final level, and it will be much more powerful.

Turn 1 dice 1-3 Expand
Turn 2 dice 4-6 Expand
Turn 3 dice 7-9 Construct a proper factory for power armor and mechs.
+2 stone, engineering 2
Turn 4 dice 10-12 Research Power Armor 3
Turn 5 dice 13-14 Power Armor research
Turn 5 dice 15 Construct further housing +2 lumber, engineering 2.
Turn 6 dice 16-17 Finish Housing
Turn 6 dice 18 Research mechs 3
Turn 7 dice 19-21 Construct a Resocialization center to convert criminals into proper Dominion soldier/citizens, if they survive service.

put dice in the options field which is below the name field.

dice+21d100

Techs alone are for 19 points.
Infrastructure for further 6.
And then there is militia for another 8.
I've missed something or we now have 33 points to spare?

Also, bump

Rolled 35, 80, 70, 94, 6, 45, 85, 34, 80, 14, 97, 91, 48, 37, 12, 74, 22, 5, 59, 62, 22 = 1072 (21d100)

Trying again

Linking because I forgot to.

Rolled 26, 69, 2 = 97 (3d100)

Nation Name: The Free Society of Man
Nation Race(s): Humans, bio-engineered humans, cyborgs
Color: Purple
Fluff: pastebin.com/eDq4PAwq (embed) (embed)
>-Don't fill out (unless told to)-
Settlements: New Eden
Territory: 11
Population: 22 (+2/turn)
Food: 28 (+4/turn)
Currency: 29 (+5/turn)
Structures: Congress of Democracy, 3 powerplant, 2 farm, 3 mine, quarry I, Cybernetics Research Lab I
Defenses: (New Eden) 1
Military: N/A
Tech: Infantry II, Engineering II, Tactics II, Agriculture II, Foraging I, Tanks I, Genetics II, Cybernetics II, First Aid I, Economics I, Psychology II, Medicine I, Forging II, Programming I, Science II, DNA Manipulation II
Resources: Power 16 (+3/turn), Ore: 19 (+3/turn), Stone 11 (+3/turn)
Eccentricities: [Only the Best]: In truth, inequality rules in the Free Society, no-where more than their military. It takes a bit longer to weed out the undesirables, but military units are stronger as a result.
[The Purge]: Every turn, the Free Society may instigate a purge of the weak and unworthy to increase results. However, if they do this too many times, or don't take actions to pacify the population, revolts will break out.
[Cybernetic Research Lab II 4/6]
[Superfactory 9/25]

1. Keep up with chemistry research; +Cybernetics Research Lab I, Cybernetics II, Science II, Psychology II, Programming I
2. Keep with the Superfactory;-1 stone; +Cybernetics II, Forging II, Psychology II, Engineering II
3. Keep up with the Cybernetics Research Lab II; -1 stone; +Cybernetics II, Forging II, Psychology II, Engineering II

[Machina]
Construct advancement slows to a crawl [4/12], while a new batch of Clockwork Men begins [2/3], and movements to fortify the Free Army/Machina border commence [1/2]. Improvements to the forge also begin [1/8].

[Nova America]
Improving Nova America's image crawls along [3/6], and improved Tanks are still underway [2/6]. Nova America expands its lands [+5 hex]!

[Mad Medicine]
The experiment is found [Doppelganger Abomination [+4]]; what should the party do? Meanwhile, the study of better medicine nears completion [7/8], land is still being cleared for the farm [3/6], and a 'Mad' AI is underway [4/8].

[Afairika]
Development begins [1/6], and the Mad Brigade completes its training [+2.4]{Flight}(-1 food/currency//turn). Afairika expands its lands [+5 hex], and construction of Everytown nearly finishes [4/6]! Also, the trade route is made. It's pretty small though [-1 food/turn; +1 currency/turn].

[Altech]
>Due to Afairika's trade route, food increases by +1/turn!
. The internet is greatly improved [5/6], but there isn't any progress on integration.

[New Albion]
New Albion's researchers prove no help to the Taach Okaan, but they do make progress on their own weaponry [5/12]. New Albion, once again, is shit at helping, but the royal engineer undergoes training [2/5].

[Free Army]
As a last act of salty vengeance, the Free Army sends its technologies to the Hunger, and trashes all data and blueprints. Nothing is left but empty buildings.

[Odab]
More militia start their training [1/3], and construction begins on the silos [2/6]. The super-soldier program is ready [Super-Soldiers I]! And finally, rearming begins [3/6].

[Taach Okaan]
Progress is had (No thanks to New Albion) [7/12], and cybernetics technology nears completion [5/6]. The quarry is updated [+2 stone/turn]!