Colonies of Nibiru IX- GM Returns!

OP is back, and it's time to return to the Colonies of Nibiru. Unfortunately, it's really late in the game, and there isn't any room for more.
Previous threads: archive.4plebs.org/tg/search/subject/colonies of nibiru/type/op/
Turn update incoming, see map for alterations.

Other urls found in this thread:

pastebin.com/wruKXDXd
pastebin.com/gQ7X4Wh4
pastebin.com/AZhsfE21
pastebin.com/vTabg3DK
youtube.com/watch?v=mEizJ-TWua0
pastebin.com/QdHdCdW4
pastebin.com/EFkp51KD
pastebin.com/aFvBKvLH
pastebin.com/H3KPzy5j
youtube.com/watch?v=RdNuchx1OGA
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
pastebin.com/Z1jzCWnQ
pastebin.com/a1Uhq8w1
youtube.com/watch?v=oDD1tW59Mjg
twitter.com/NSFWRedditImage

[Railgun]
Labs show a bit of progress [8/12], and anti-espionage research progresses wonderfully [5/12]. Railgun expands the lands of its employer [+4 hex], and starts rocketry upgrades [3/6].

[Mad Medicine]
The experiment is back in its cage, after a long journey home [Resource: Doppelganger Abomination], and though there isn't any progress on the farm or waterproofing technologies, the corporation starts improving its domestication techniques [1/6].

[New Albion]
New Albion proves no help to Railgun, but leyline equipment is nearly installed [4/6]. The work on more powerful energy weapons sees no progress, though rearming starts [2/5], and New Albion expands once again [+6 hex].

[The Circle]
The Circle expands [+4 hex; 4th die!] but there is barely any progress on the new town [1/6], or the Weather Paradigm [4/25].

[Free Society]
The Free Society expands its lands [+4 hex], and the basics of chemistry are soon mastered [Chem I]! The Superfactory also sees some progress [9/25], and further cybernetics research barely starts [1/8].

[Machina]
Machina's Clockwork designs are improved once again; there's nothing more to be done [Constructs V]. Retrofits are complete, and forging improvements slow to a crawl [7/8]. However, upgrades to the actual forge are complete [Forge III]!

[Odab]
Another militia group is trained [+.6], and the research labs start to be upgraded [1/6]. There isn't any progress on the anti-air defenses, and better infantry training techniques are in the works [2/10].

[New Dominion]
>You should only have 4 die!
Power Armor improvements are nearly done [6/8], though there isn't any progress on the military reserves. Construction of New Sara begins [1/10].

[AFSOC]
A massive tragedy occurs at the airfield; faulty wiring in the prototype causes it to explode on the runway [Progress @ zero, -10 pop]. However, better aircraft are in the works [1/10]. Work continues [5/10]. The design for the Close Air Support Gunship is spectacular [Air Support II]! However, building one is another matter entirely. Again, it explodes on the runway.

[Taach Okaan]
Energy weapons research completes [Energy Weapons IV], and better engineering technologies are in the works [4/6].

[Afairika]
No progress on the first DANMAKU fighters, but the second completes [+5.6 {Fast}{Bombard: 2}]. Better Portals are being created [1/6], and the dock nears completion [3/4].

Rolled 78, 93, 32, 70 = 273 (4d100)

Stats: pastebin.com/wruKXDXd

WE HAVE IT! Now we can resume our project... not with this one though, start over while we try to make the abomination useful. Civilize it, educate it, and then strap guns to its arms.

1 Civilize the Doppelganger Abomination turning it into a loyal soldier of the corporation, improve upon its intelligence if needed
-Resources altered: [Doppelganger Abomination]
-Units: [Professional Xenobiologist], [Mad AI]
-Techs: [Domestication I] [Genetic Engineering II], [DNA manipulation I], [Genetics V], [Science II]
-Eccentricities: [Completely Mad]
2 Upgrade a farm using the latest farming knowhow. [Farm I --> II] [5/6]
-Techs: [Agriculture II], [Domestication I]
-Eccentricities: [Completely Mad] [Determined]
3 Second try, bring in one of the doppelgangers, turn it human, and then make it stronger, faster, smarter, and clinically immortal! Just try not to let it get loose this time. [0/8]
-Techs: [Domestication I], [Medicine II], [Slime Research II], [Genetic Engineering II], [Science II], [Genetics V]
-Resources Altered: Caged Doppelgangers: 1
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
4 Improve our ability to control the creatures of this planet [Domestication I ---> II][1/6]
-Resources studied: [Captive White Elephants], [Winged Elephants], [Wampus Pack]
-Techs: [Science II]
-Buildings: [Labs II]

Rolled 97, 54 = 151 (2d100)

>[Railgun HQ]
>Defenses (Capital):1
>buildings:Labs IV
>Military: 1 militia
>Eccentricity:
>[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.
Hold:rocketry upgrades [3/6

1. Continue upgrading Labs V 8/12. We need the greatest labs the world has ever seen.
+engineering II
[Science II]

2. The war has ended for now. But none of these people can be trusted. Research [Anti-espionage V] 5/12.
[Soldiers]:
[Completely Mad]:
Labs IV
Engineering II
[Science II]

>Biggest air force around
>Now with Air Support II tech!

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: 56
Population: 372 (+8/turn)
Food: 503 (+11/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine III
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]
1 [Hunter Drone [+2][Fast]{-2 food/turn}
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism II] [Engineering I] [Sharpened Pincers III] [Enriched Diet II] [Scouting I] [Spiracles II] [Flight II] [Espionage I] [Tunneling II] [Electro-sensitivity II] [Speed II] [Mimicry I] [Intelligence II] [Armor I]
Resources: 17 Ore (+2/turn)
[Captive Menehune: 5]
[Wood: 2]
[Strange Metal (Small)]
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 13, 28, 48, 99, 7, 98, 47, 48, 23, 33 = 444 (10d100)

Territory actually 61

Turn 1:
1. Continue selectively breeding drones for stronger poison. 3/7
+Selective Breeding II
+Mutations
+Intelligence II
2. Begin setting up a mine upon the Strange Metal so we may gather more of it.
+Tunneling II
+Engineering I
3. As well begin setting up a small outpost in the are so we have a place close to the strange metal to stockpile resources gathered.
+Tunneling II
+Engineering I
4. Continue breeding project for stronger and larger wings. 1/7
+Selective Breeding II
+Mutations
+Intelligence II
5. Begin experimenting with the dosage of the strange metal in food to increase a drone's carapace strength.
+Enriched Diet II
+Intelligence II
+Armor I

Turn 2:
Same as above.

Rolled 10, 61, 72, 78 = 221 (4d100)

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4
>Don't fill out
Settlements:
Cille Bhrighde an Ear
Territory: 20
Pop: 32 (+2/turn)
Food: 32 (+2/turn)
Currency: 35 (+5/turn)
Defenses (Cille Bhrighde an Ear): 1
Structures: High Seat of Druids
Power-plant I, Farm II, Lumberyard I, Quarry I
Lab I
Defenses:
Military:
1 Militia
Tech:
Agriculture I, Bioengineering II, Foraging I, Medicine I, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Empathy I, Bio Fuel I (+1 Power/turn), Green Economy II (+2 Currency/turn), Land-based ecosystems I, Eco-Friendly Energy (+1 Power/turn)
Resources:
Power: 20 (+3/turn) Wood: 11 (+1/turn) Stone: 11 (+1/turn), Professional Xenobiologist
Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

1. Now it's time to go back to the GMO Crops - less chemicals, bigger yield [1/4]
>Tech
Plant Hippies
Lab I
Agriculture I, Bioengineering II, Xenobiology I, Conservation I, Genetics I, Genetic Engineering I
2. Continue working on the settlement [1/6]
>Town
Engineering I, Conservation I, Scouting II, Efficiency II
3. Continue work on the Weather Paradigm [4/25]
>Wonder
Agriculture I, Bioengineering II, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Green Economy II, Land-based ecosystems I
4. Keep going south, for the greener pastures
>Purple color, any hex will do if I'm back to +5 per expansion

Add 14 Currency to action 2
Add 3 Currency to action 3

Also, a question:
Is it possible to beam a tech to all nations in the same time or it need to be send to every single one of them separately?

bump

Rolled 41, 64, 28, 27 = 160 (4d100)

Pop: 32 (+2/turn)
Food: 79 (+6/turn]
Currency: 17 (+2/turn)
Territory: 22
Defenses (New Haven): 1
Structures: Factory I, ReSocialization Center I
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, Ballistics II, Armor Piercing Ammo I
Resources: Power: 34 (+3/turn) Lumber: 22 (+2/turn) Stone: 22 (+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.
-Incomplete Projects: Power Armor 3 6/8 Mecha 3 5/8

1. Power Armor 3 6/8
2. New Sara 1/10 both mechanized labor units and powered exo-suits can be used to speed construction
+Engineering 2
+Power Armor II
+Mechs II
3. Reserve military system
4. Construct a squadron of Goliath Combat Mecha, designed to engage armored targets with heavy weapons and provide infantry support with machine guns.
+Small arms 2
+Mecha 2
+Armor piercing ammo 1
+Factory 1
+engineering 2
+Ballistics 2
+Factory I
+Forging I
+Heavy weapons I

I'll put 15 currency and 10 power into roll 3.

Always remember that in most cases it's 25 and its multiples. So whenever possible, try to reach nearest 25, 50, 75 or 90+

bump

Don't tell me there is nobody to post.
Also, what about my question from here, pretty please:

No one is in the IRC, and I suppose it could be allowed.

Still impossible to join?

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima, Machina Secundus
Territory: 69
Population: 103(+4/turn)
Food: 270 (+9/turn)
Currency:35 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge III
Machinist shop II
Power plant I
Machina Secundus:
Farm III,
Lumberyard II,
Quarry I
Mine II
Lab I
Defenses: 2 (Machina Prima),
0 (Machina Secundus)
Military: 1 Dwarven Volunteers,
[7 Clockwork Man [+4.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored]; (-.5 power/turn)
Spider Construct- [+5 [Sapper][Heavy][Armored]{-1 power/turn}
Heavy Construct- +5 [Siege][Heavy][Armored][Bombard: 2]{-1 power/turn]
Tech: Forging II(7/8)
Engineering II
Infantry II
Machinian Constructs V
Efficiency III
Power grid Optimization II
[Machinian heavy armor III]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon III
Workplace Efficiency II
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: 72.5 (+7/turn)(-5.5/turn),
Ore: 52 (+5/turn)(-2/turn)
Stone: 142 (+6/turn)
Refined Ore 30 (+2/ turn)
Lumber 10 (+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 96, 4, 1, 17 = 118 (4d100)

1. Continue to improve and refine our forging techniques. (7/8)
+Efficiency III
+Workplace Efficiency II
+Forge III
+Industrial Center

2.Begin working on improving and refining our workplace efficiency.
+Efficiency III
+Workplace Efficiency II
+Industrial Center

3.Begin working on an arcological dome for Machina Prime and it's surrounding resources sites. It shall be armored and power to provide light and protection to the city and environs.
+Smelter II
+Forge III
+Machinist shop II
+Forging II(7/8)
+Engineering II
+Machinian Constructs V
+Efficiency III
+Power grid Optimization II
+Machinian heavy armor III
+Automization II,
+Workplace Efficiency II
+Modularization
+Electronics I,
+Programming I
+[AI III]
+Industrial center.

4.Begin working on our autocannon technology. It has stopping power, but it need to have faster transit times, more accuracy and better target tracking and acquisition.
+Forge III
+Machinist shop II
+Forging II(7/8)
+Engineering II
+Machinian Constructs V
+Efficiency III
+Automization II,
+Workplace Efficiency II
+Modularization
+Industrial center.

You could possibly join as someones courtier.

youtube.com/watch?v=mEizJ-TWua0

This is my fourth nat 1 in this game. I have not gotten a single 100. My dice average is in the 30s-40s. Nibiru hates dorfs.

One last bump from OP, will return tonight.

Rolled 5, 15, 47, 58, 63, 27, 17, 96 = 328 (8d100)

[Altech Corporation]
Nation Race: Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Population: 107 +(2/turn)
Food: 100 (+1/turn)
Currency: 96 (+2/turn)
Resources: Power: 117 (+1/turn) Ore: 76 (-2/turn) Refined Ore: 38 (+2/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge I, Space Elevator, Space Station
Resources: Professional AI expert, 2 Amateur Programmers, 1 Advanced AI, 5 fairies
Defenses (RSA): 2
Military: 1 Security Guard, 2 Satellites [Orbital Bombardment] 1 L.A.W Satellite.
Tech: [Engineering III] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] [Energy Weapons III] [Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI V, +10 to rolls involving AI] [Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation II] [Monitoring Systems II] [Internet III] [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] [L.A.W] [Energy shields II; +1 defence] [Power Armour I]
Eccentricities:

[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1-2) Finish programming the latest AI [3/5]
>[Programming II]
>[AI V]
>+10 to rolls involving AI
3-8) Continue research in the AI integration Project [7/25]
>Professional AI Expert
>2 Amateur Programmers
>Advanced AI
>[Programming II]
>[AI V]
>+10 to rolls involving AI

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
WONDER: Underground Cornucopia
>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
>Disintegrator Factory Lv1
>Royal Engineer Corps HQ Lv2
>Mine: +1 ore/turn
>Territory: 74 - (6 burned. . .)
>Population: 433 (+14/turn)
[Ration Based Economy]
>Food/Currency: R£ 512 (+6/turn)(+3 trade route) (+3 AgIII)(+2 New Farm)(+2 New Farm) (-3 military units)]
>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)(3 pop) [+2.4] (-1 food/power/turn)
Royal engineers [+2.2](-1 food/power/turn)
>Tech:
Military:
Nullification Oscilators I
Aether Oscilator Disintegrators III
Energy Weapons III
'Mad' Energy Weapons I
Conscription I
Infantry I
First Aid I
Tactics II
Shipbuilding I
Albion Heavy Ships I
Investigation I
Economic:
Engineering III
Forging I
Altech Renewable Energy I
Programming I
Efficiency I
Electronics I
Agriculture III
Foraging I
Other:
Cryogenics I
Leyline Manipulation V
Ley-Powered Machinery II
DAN Ammunition I
>Resources:
>Ore: 22 +1/turn
>Refined Ores: 0
>Stone: 28 (+1/turn)
>Wood: 50 (+1/turn)
>Power: 37 (+3/turn)(-1 Prince's Oscilator Corps, -1 Royal Engineers)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>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
>Trade Route: Afairika +3 Food per turn

Rolled 93, 1, 98, 97, 96 = 385 (5d100)

1. Anti-Espionage help to Railgun HQ

>>Building:
New Manchester University

2. Soon our units will become quite power efficient! 4/6 Leyline Power Reduction

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
>>Tech:
>Leyline Manipulation V
>Ley-Powered Machinery II
+5 Fairy Volunteers
>Leyline Manipulation V
>Ley-Powered Machinery II
>Engineering III
>Electronics I
>Programming I

3. Continue researching Energy Weapons IV 10/12

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
>>Tech:
>Energy Weapons III
>'Mad' Energy Weapons I
>Engineering III
>Altech Renewable Energy I
>Electronics I
>Programming I

4. Continue upgrading our Royal Engineers with Combat Engineering Vehicles 2/5

>>Buildings:
New Manchester University
Royal Engineer Corps HQ Lv2
>>Tech:
Design:
>Engineering III
>Electronics I
>Programming I
>Forging I
Armaments:
>Aether Oscilator Disintegrators III
>Energy Weapons III
>'Mad' Energy Weapons I
Military Application Theory:
>Tactics II - military specifications required of the AEV
>Infantry I - AEV infantry support roles

5. EXPAND! (West to the sea, closer to the Dwarf)

Our royal Engineers are going to press us much further even without a village than previously before!

>>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering III
>Forging I - Steel for buildings
>Efficiency I
>>Units:
Royal engineers [+2.2]

---

A message to Lord Tinkertek.

We are pleased to see that you have finished your energy weapons project, and our contract mentions 5 good actions or the completion of said project. However, we will still be goodwilling to provide you the 2 good actions left.

Rolled 92, 79, 99, 6 = 276 (4d100)

1. Upgrade the existing power plant
+Robotics 2
+Fabricator
+Factory 2
+Construction Depot
+Engineering 3
2. Upgrade the research Labs [1/6]
+Factory 2
+Fabricator
+Engineering 3
+Construction Depot
3. Build and equip some anti-air missile platforms to embed existing regular troop compliments and provide cover from the skies [2/4]
+Rocketry
+Hovercraft
+Weapons
+Tools
+Engineering 3
4. Research into Infantry 4, our Infantry will become the best fighting force in all Niribu [2/10]
+Infantry 3
+Research Labs

Nation Name: Odab Collectives
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, Southport
Territory: 20
Population: 141 (+9/turn)
Food: 206 (+13/turn) (10)
Currency: 7 (+4/turn) (0)
Structures: [Mine 3] [Mine] [Power Plant 2] [Power Infrastructure 2] [Fuel Drill] [Farm 2] [Butcher] [Pasture 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory 2] [Fabricator] [Research labs] [Armory] [Barracks] [Missile Silo [Bombard 1] [Spawning pit]
Defenses: 2 [Kurgan] [Defensive Robot perimeter]
Military: 1 Orc warband [Anti-Armor] [Serum] [+1.6](army)(-1 food/currrency) 2 Pirate crews (army) [Anti-Armor] [Serum] [+1.6][-2 food/currency] 4 Land Guard (militia) [Anti-Armor] [+.6] 1 Tank unit [armored][+.6](-2 power) 1 Artillery battery [Bombard: 1](-1 power) Flotilla (fleet)[(+.2) -1 currency]
Tech: [Infantry 3] [Weapons] [First Aid] [Artillery ][Ammunition] [Automatic Weapons 2] [Robotics 2] [Shipbuilding] [Hovercraft] [Spacecraft] [Tanks] [Aircraft] [Rocketry] [Tools] [Forging] [Engineering 3] [Agriculture 2] [Cybernetics] [Genetics] [Combat Drugs] [Super-Soldier serum]
Resources:
Ore 88 (+4/turn)
Power 64 (+6/turn) (3)
Stone 46 (+2/turn)
Wood 23 (+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.

A Dominion communique is sent to the Obad Collectives.

"'lo, we're the New Dominion, a nation to the far south. We're looking for trade partners to exchange goods, services, and disseminate useful technologies that will lead to the survival of both our nations in this dangerous world."

Hi hi; waiting on Wheelie to return so I can ask him some stuff! Hope you're all enjoying the game!

"Oi wez the Collective of Odab, wot is it you gits would like from us and be skippy about it, were not the type to beat around the bush."

"I propose we open a proper trade route to build cash flow, and work out some mutually beneficial technology trades. We're in the market for [Infantry 3], [Combat Drugs], [Engineering 3] and [Spacecraft]. Working together we could easily rebuild your old pirate ships, and some of our own freighters and start getting back up to the void where we both belong."

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: 20
Population: 34 (+2/turn)
Food: 44(+5/turn)
Currency: 30 (+3/turn)
Structures: Farm lll Mine IIl Power-Plant II lumberyard l Quarries l
Defenses (Capital): 1
Military: Lord General Rustbutton: mercenary [+1][-1 currency/food//turn]
The Little Twig:boat [Navy]
Tech: Forging l Agriculture l Engineering l Energy Weapons lV Robotics ll Shipbuilding l Programming ll Rockets l Cybernetics l
Resources: Professional Xenobiologist, Ore: 47 (+3/turn) Power: 28 (+2 /turn), Wood: 14 (+1/turn), Stone: 17 (+2/turn)

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.

Progress:
[Engineering l] 4/6

1 -2 finish up with dat Engineering[Engineering l--->Engineering ||]
3-4 get me da best lazerz ever[Energy Weapons lV--->Energy Weapons V]

bumpan

>>New: Unit summary and statistics added. Read up on how the AAF works, and the roles as well as capabilities of each unit. pastebin.com/QdHdCdW4
>> Addendum: After talking with the GM, [Air Support II] is upgraded to [Air Support IV] due to double 100s. Also, the dock is completed, minus 20 currency. Jet progress set to 2.

Though the design phase of the ground attack aircraft went flawlessly, the engineering team was having a disasterous time trying to get the factory to build the new aircraft as devices were pushed to their limits fabricating the massive air frames for each plane. A massive explosion occured, taking out forty men and leaving the main floor stained in ash and crimson. Though the Governess was not present, still away on her trip to Nova America, there was surely going to be consequences to this event as clean up crews tried their hardest; not to cover up the incident, which at this point would be virtually impossible, but to resume work so that they might be able to justify this grizzly mistake.

[The United States of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff:
pastebin.com/EFkp51KD (Intro)
pastebin.com/QdHdCdW4 (Military Units and Statistics)
>Pop:
206 Total (+11/t)
138 Fairies (+9/t)
68 Humans (+2/t) -10
Food: 350 (+11/t)
Currency: 54 (+8/t)
>Settlements:
pastebin.com/aFvBKvLH
>Routes:
Road from Freedomia to Alpha City
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 {Flying}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)
x1 Fairy Maid Brigade {Flying}{Anti-Espionage} [Str. 2.4] (-1 Food/t)
x1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
--Security Force
x2 Watchman Platoons [Str. 1] (1 Food/t)
x1 "Big Mac", Chained Dire Ramburger [Str. 3] (2 Food/t)
x1 MQ-9 "L-Type" UAV {Stealth}{AIR} [Str./Bom. 4/3]
x1 RL-3 "L-Type" Robot Squad {Hover}{Anti-Personnel} [Str./Bom. 6.2/2]
--1st Extra-Planar "Blue" Squadron
x1 F-4L Fighter Flight {Fast}{AIR} [Str./Bom. 5.6/2]
--1st "Red" Devilbird Bomber Squadron
(TBA)
--1st Training Squadron--
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
--[AFSOC] 1st Special Operations Bomber Squadron
x1 A-26B(R) Bomber Flight {AIR} [Str./Bom. 2.6/2]
x1 A-26C(R) Bomber Flight {AIR} [Str./Bom. 3/2]
>Resources:
Power: 119 (+5/t) Ore: 90 (+3/t) Wood: 70 (+1/t) Refined Ore: 6 (+1/t) Ramburger Herd (+3 Food/t) "L.A.W." Passcodes (1/2)
>Technology:
pastebin.com/H3KPzy5j
>Territory:
69
>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 New Nottingham (Currency/Food, +2/t)
Alpha City to Space Station 1 (Currency, +1/t Food, -1/t)

Rolled 6, 51 = 57 (2d100)

youtube.com/watch?v=RdNuchx1OGA

1.
+Smelter I
+Forge I
+Factory II
+Research Station Alpha (Lab I)
+Airfield I
+[Aether Oscilator Disintegrators III]
+[Leyline Manipulation V]
+[AI III]
+[Aircraft III/IV]
+[Automatic Weapons I]
+[Automation I]
+[Communications I]
+[DAN Ammunition I]
+[DANMAKU II]
+['Mad' Energy Weapons I]
+[Spellcards I]
+[Engineering III]
+[Efficiency I]
+[Electronics I]
+['Fairy' Incendiaries I]
+[Forging II]
+[Internet III]
+[Ley-powered Machinery II]
+[Monitoring Systems II]
+[Programming II]
+[Jet Propulsion I]
+[Robotics II]
+[Rocketry I]
+[Rockets I]
+[Tactics II]
+[Training I]
+2 Refined Ore
+5 Energy
+[Trained Engineers]

"Resume the creation of a full squadron; at very least, the fighter program has gone on without a hitch." (Build Danmaku Jet Fighter Flight 2/5)

2.
+Focusing Tower I
+Research Station Alpha (Lab I)
+[Leyline Manipulation V]
+[Leylines]

"Let the fairies continue their vitally important teleportation research. They have fragile hearts; none of them are to know of what has transpired in the facility until the Governess's return. That is an order." (Portals II 1/6)

Rolled 58, 55 = 113 (2d100)

3.
+2 Watchman Platoons [Str. 1] (1 Food/t)
+Barracks I
+[Foraging I]
+[Infantry II]
+[Internet III]
+[Investigation II]
+[Monitoring Systems II]
+[Leyline Manipulation V]
+[DANMAKU II]
+[Spellcards I]
+[Power Armor I]
+[Efficiency I]
+[Electronics I]
+[Ley-powered Machinery II]
+[Aether Oscilator Disintegrators III]
+[Tactics II]
+[Training I]
+[Volunteer Military I]

"I have run an analysis on our ground presence's capabilities in comparison to our late enemy; the Free Army had equipment and training virtually on a one one basis to ours, and a whole lot more faces to send to the front. This is not acceptable, especially in the face of our recent massive loss of manpower due to the accident.

We sit on the largest cache of pre-stranding era technology remaining on this planet, and such technology could caue disasterous results if it falls into the wrong hands. It's time our watchmen get a bit of an upgrade to make their job easier; motivate them to actually perform to the standards we need." (Training Watchmen units for Anti-Espionage; strengthening them with Power Armor and new weapons technologies.)

4.
+Smelter I
+Forge I
+Factory II
+Dock I
+[Engineering III]
+[Ship Building II]
+[Capitalism I]
+[Efficiency I]
+[Electronics I]
+[Albion Heavy Ships I]
+[Trained Engineers]

"Strange that the Governess would leave our borders without my consent, but with what secrets we've been hiding from her, perfectly understandable. She wants a trade route set up with the independent colony of Nova Americana via port, and she wants us to construct a ship capable of doing so; maybe you can trade with yourself." (Constructing cargo ship and opening up trade route with Nova America.)

Rolled 58 (1d100)

5.
+Smelter I
+Forge I
+Factory II
+[Engineering III]
+[Efficiency I]
+[Electronics I]
+[Capitalism I]
+[Trained Engineers]
+[Forging II]
+[Internet III]
+[Trained Engineers]

"We can afford to settle down a bit and build up our infrastructure so as to give this collection of bases and houses a sense of civilization. How about giving some of the enlisted that don't have anything to do administrative jobs? Now, I don't know about you, but we've managed to build a space elevator in record time; building a more conventional office structure shouldn't be too hard, and a nice diversion from stocking up on mil. hardware.

I'm sure the Governess would say something about it representing prosperity; we need positive thinking like that right now." (Building a Skyscraper (Commerence Building)!"

>From all minorities they've picked an Asian
>Making sure he looks like a tiny guy next to everyone and everything else

Crunching turn now, but before I do, players have been talking in the IRC, and they think it would be neat to have more nations join them. So here's the nationsheet/ruleset:
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 (20 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

Claiming a slot in thread

Rolled 67, 20, 74, 55, 40, 12, 44, 2 = 314 (8d100)

Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: pastebin.com/Z1jzCWnQ (embed) (embed) (embed) (embed) (embed) (embed) (embed)

Settlements: Roma Nibirus
Territory: 26
Population: 39 (+2/turn)
Food: 64 (+4/turn)
Currency: 81 (+5/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms II]; [Power Plants III]; [Mines II]; [Quarries I]; [Lumberyards I]; [Hydro Pumps II]; [Docks II]; [Oil Rig I]; [Lab I]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]; 1st Squadron "Africanus" [+.8 (-1 oil)/turn]; General Ulysses S. Patton [+1.2]{-1 food/currency//turn}
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks II]; [Shipbuilding I]; [Architecture I]; [Majesty II]; [Capitalism II]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry I]; [Bioengineering I]
Resources: Amateur Xenobiologist, Power: 76 (+6/turn) Ore: 34 (+2/turn) Wood: 15 (+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.

1-4; Research better firepower 2/4 [Forging II]; [Majesty II]; [Capitalism II]; [Engineering III] ( I want to go beyond level 1 or wahtever this is giving me
5-6; Upgrade Lab, introduce Bioengineering sector. [Forging II]; [Architecture I]; [Majesty II]; [Engineering III]; [Electronics I]
7-8; Expand territory [Forging II]; [Tactics I]; [Architecture I]; [Majesty II]; [Capitalism II]; [Agriculture II]; [Engineering III]; [Electronics I]

Claiming a slot! Will post in few hours

(Please respond~.)

unf

Nation Name: STRATOS
Nation Race(s): Cloned near-humans with highly reactive skin, binding to materials during the cloning process.
Color: Maroon
Fluff: Prior to the resurgence of Nibiru, humanity recognized its eventual downfall that could occur from any number of potential sources. In response, many scientific communities came together to launch the Human Preservation Project [H.P.P.], a series of satellites containing and maintained by clones of some of Earth’s brightest minds in order to extend humanity’s survival. One of these satellites was STRATOS, successfully maintaining its orbit path for dozens of years before being pulled into the orbit of, and eventually colliding with, Nibiru. Minimal damage occurred to STRATOS itself, and the surviving clones began redevelopment of the satellite and furthering H.P.P. tech.

Welcome aboard then! I'll stat you come next turn. And remember, you have 30 tech/military points to spend at start.

One final bump

[Mad Medicine]
The corporation begins to educate its prized possession [3/6], and the farm is upgraded [+2 food/turn]. Another try with another Doppelganger begins [1/8], and the corporation improves its domestication techniques [4/6].

[Railgun]
The labs are upgraded [Labs V]! And anti-espionage technology marches on, nearly finishing [11/12].

[Devil Ants]
1)
Selective breeding comes to a halt, but a mine for this strange metal starts being dug [1/4]. The Outpost gets underway [2/4], and the breeding of stronger flyers nears completion [5/7]. The experiments produce no results.
2)
Stronger poisons are finally bred [Poison III], and digging progresses slowly [2/4]. the outpost is complete [+1 pop/turn], breeding for stronger wings slows to a crawl [6/7], and experiments finally begin [1/6]!

[The Circle]
The Circle sees no progress on the crops. However, work continues [4/6], and the Weather Paradigm shows promise again [7/25]. The Circle expands its lands once again [+5 hex]!

[Dominion]
Power armor research nears completion [7/8], and construction of New Sara progresses [4/10]. The reserve military system finally gets underway [1/5], as well as the combat mechs [1/4].

[Machina]
Forging techniques are improved [Forging III]! No improvements are had, nor any autocannon research. The arcological dome is a complete disaster- it explodes brilliantly, killing many [-15 pop].

[Altech]
Programming doesn't finish, but it's close [4/5]. However, the Integration project progresses nicely [11/25].

[New Albion]
With New Albion's help, Railgun Inc. nearly completes its anti-espionage techniques! However, there is an explosive disaster at the leyline plant [-10 pop; 0/6]. Energy weapons research completes [Energy Weapons IV], as well as upgrades to the Royal Engineers [+2]. Finally, New Albion expands (+6 hex)!

[Odab]
The Collective's powerplant undergoes much needed upgrades [4/6], research labs are also undergoing updates [4/6], and the anti-air platforms are finally built [STRUCTURES: Anti-air platform [+1] ], though there isn't any progress on infantry technology.

[Taach Okaan]
>Forgot dice, turn refunded

[Afairika]
Construction of the fighter flight stalls, though better portals are still underway [3/6]. The Watchmen undergo more training [2/5], and a trade route is built to Nova America [+2 currency/turn]! Finally, a skyscraper starts to go up [2/4].

[Nova America]
Better firepower is had [Ammo I], and the lab starts upgrades [2/6]. Expansion starts [1/2]!

[STRATOS]
>Finish your sheet, faggot. Then I can stat you.

As soon as you said Palace, all the people in the surrounding area unequipped various kinds of firearms and pointed them at you and your men. Two people took out berets signifying their ranks and the one with an Umbrella and Captain ranked emblemized beret speaks, "You have the right to remain silent and refuse to answer questions. Anything you say may be used against you in a court of law. You have the right to consult an attorney before speaking to the police and to have an attorney present during questioning now or in the future." Three of the people put their guns down and take out some cuffs, the rest still point their guns at you.

Luckily (or perhaps not so), the watchmen were not present; the minute fairies didn't know how to procede, yet the Governess kept a smile on her face as she explained herself.

"Hello there, there seems to be a small understanding here~! I am the Governess of the United States of Fairika, the neighboring US territory, and we were specifically invited by as detailed by this letter! ( )"

She continued, pulling out a small patch of cloth. "I don't have any special Governor badge, but this proves that I'm affiliated with the US Government!"

Miss Governess Colombina stammered for a moment, taking the time to complete her sentence. "-Invited by Senator John Smith! I'm Governess Colombina! We meant to come earlier, but then this war happened in the east with a bunch of CRAZY people and we had to delay it!"

Sorry if it wasn't made clear Wheelie, but I intended to expand more in a straight-ish line from my middle village (touching the bay, just under the Royal Society) over the mountani toward the western sea

I said "closer to the dwarf border" with the idea that I had already expanded some ways accross the mountain and was closer to the Dwarves top most border (Former FA lands)

One of the fairies among the Governess's entourage instinctively responded upon the sight of the people with the handcuffs and started to protest, not apparently grasping the whole of the situation.

"Hey, wait a minute, that's illegal! Don't you /watchmen/ remember the Colonel's orders; only WE'RE allowed to detain our own, remember! If you do, he's gonna get very angry!" She dropped the rifle she was holding and pulled out her own set of cuffs (those her particular set appeared to be made of plastic; toy cuffs), moving towards the Governess with intent.

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
WONDER: Underground Cornucopia
>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
>Disintegrator Factory Lv1
>Royal Engineer Corps HQ Lv2
>Mine: +1 ore/turn
>Territory: 80 - (6 burned)
>Population: 437 (+14/turn)
[Ration Based Economy]
>Food/Currency: R£ 525 (+6/turn)(+3 trade route) (+3 AgIII)(+2 New Farm)(+2 New Farm) (-3 military units)]
>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)(3 pop) [+2.4] (-1 food/power/turn)
Mechanized Royal Engineers [+4.2](-1 food/power/turn)
>Tech:
Military:
Nullification Oscilators I
Aether Oscilator Disintegrators III
Energy Weapons IV
'Mad' Energy Weapons I
Conscription I
Infantry I
First Aid I
Tactics II
Shipbuilding I
Albion Heavy Ships I
Investigation I
Economic:
Engineering III
Forging I
Altech Renewable Energy I
Programming I
Efficiency I
Electronics I
Agriculture III
Foraging I
Other:
Cryogenics I
Leyline Manipulation V
Ley-Powered Machinery II
DAN Ammunition I
>Resources:
>Ore: 23 +1/turn
>Refined Ores: 0
>Stone: 29 (+1/turn)
>Wood: 51 (+1/turn)
>Power: 38 (+3/turn)(-1 Prince's Oscilator Corps, -1 Royal Engineers)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>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
>Trade Route: Afairika +3 Food per turn

Rolled 70, 65, 50, 38, 70 = 293 (5d100)

1. Anti-Espionage help to Railgun HQ

>>Building:
New Manchester University

2. Blast it. Start the project over again. . .our units must be less energy taxing.

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
>>Tech:
>Leyline Manipulation V
>Ley-Powered Machinery II
+5 Fairy Volunteers
>Leyline Manipulation V
>Ley-Powered Machinery II
>Engineering III
>Electronics I
>Programming I

3. Start up our own Energy Weapons V project!

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
>>Tech:
>Energy Weapons IV
>'Mad' Energy Weapons I
>Engineering III
>Altech Renewable Energy I
>Electronics I
>Programming I

4. "With their new engineering vehicles, our Engineers are even more equipped for yet greater land aquisitions!"

EXPAND! (like in the map please)

>>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering III
>Forging I - Steel for buildings
>Efficiency I
>>Units:
Royal engineers [+4.2]

5. As the engineers expand, it's also about time we built a new village.

EXPAND! (like in the map please)

>>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering III
>Forging I - Steel for buildings
>Efficiency I
>>Units:
Royal engineers [+4.2]

#5 - *Build a new village

So much for potential starting place

1. Upgrade the existing power plant [4/6]
+Robotics 2
+Fabricator
+Factory 2
+Construction Depot
+Engineering 3
2. Upgrade the research Labs [4/6]
+Factory 2
+Fabricator
+Engineering 3
+Construction Depot
3. Update our Automatic Weaponry
+Engineering 3
+Automatic weapons 2
+Ammunition
+Research labs
4. Research into Infantry 4, our Infantry will become the best fighting force in all Niribu [2/10]
+Infantry 3
+Research Labs

Rolled 22, 23, 9, 61 = 115 (4d100)

Nation Name: Odab Collectives
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, Southport
Territory: 20
Population: 150 (+9/turn)
Food: 216 (+13/turn) (10)
Currency: 7 (+4/turn) (0)
Structures: [Mine 3] [Mine] [Power Plant 2] [Power Infrastructure 2] [Fuel Drill] [Farm 2] [Butcher] [Pasture 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Port] [Construction Depot] [Factory 2] [Fabricator] [Research labs] [Armory] [Barracks] [Missile Silo [Bombard 1] [Spawning pit]
Defenses: 2 [Kurgan] [Defensive Robot perimeter] [Anti-air platform [+1] ]
Military: 1 Orc warband [Anti-Armor] [Serum] [+1.6](army)(-1 food/currrency) 2 Pirate crews (army) [Anti-Armor] [Serum] [+1.6][-2 food/currency] 4 Land Guard (militia) [Anti-Armor] [+.6] 1 Tank unit [armored][+.6](-2 power) 1 Artillery battery [Bombard: 1](-1 power) Flotilla (fleet)[(+.2) -1 currency]
Tech: [Infantry 3] [Weapons] [First Aid] [Artillery ][Ammunition] [Automatic Weapons 2] [Robotics 2] [Shipbuilding] [Hovercraft] [Spacecraft] [Tanks] [Aircraft] [Rocketry] [Tools] [Forging] [Engineering 3] [Agriculture 2] [Cybernetics] [Genetics] [Combat Drugs] [Super-Soldier serum]
Resources:
Ore 92 (+4/turn)
Power 67 (+6/turn) (3)
Stone 48 (+2/turn)
Wood 24 (+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.

Rolled 41, 66, 62, 89 = 258 (4d100)

Stats: pastebin.com/wruKXDXd

Excellent progress on the farms, our food production is looking better than ever. Now, word has reached me that our labs are apparently considered outdated by todays standards, this is simply unacceptable, we need the best labs in the world, upgrade them!

1 Civilize the Doppelganger Abomination turning it into a loyal soldier of the corporation, improve upon its intelligence if needed [3/6]
-Resources altered: [Doppelganger Abomination]
-Units: [Professional Xenobiologist], [Mad AI]
-Techs: [Domestication I] [Genetic Engineering II], [DNA manipulation I], [Genetics V], [Science II]
-Eccentricities: [Completely Mad]
2 Upgrade our now outdated lab equipment [Labs II --> III]
-Techs: [Engineering II], [Science II], [Efficiency I], [Internet III]
3 Second try, bring in one of the doppelgangers, turn it human, and then make it stronger, faster, smarter, and clinically immortal! Just try not to let it get loose this time. [1/8]
-Techs: [Domestication I], [Medicine II], [Slime Research II], [Genetic Engineering II], [Science II], [Genetics V]
-Resources Altered: Caged Doppelgangers: 1
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
4 Improve our ability to control the creatures of this planet [Domestication I ---> II][4/6]
-Resources studied: [Captive White Elephants], [Winged Elephants], [Wampus Pack]
-Techs: [Science II]
-Buildings: [Labs II]

I want to spend 20 ore on the first roll and 10 wood and 10 stone on the second roll

A group of people approach the borders of the domain of science. They all wear simple, white robes. But what stands out more is their bark-like skin and leaver growing between their hair
- Greetings! We would like to have a world with your leader. Or someone who is responsible for commerce and diplomacy.

New questions to Wheelie:
pastebin.com/a1Uhq8w1

anyone want a vassal?

I do

I do.

I already have a prebuilt Science courtier state with stats equipment and personell. Been needing someone to take a research role.

If you want I can pull up the stats for you.

youtube.com/watch?v=oDD1tW59Mjg

[Royal Imperial Tautological Society of Science]
(Courtier of New Albion)
New Manchester University
Defenses: 1
Military: 1 Manchester Oscilator Home Guard (Militia)
Techs: Aether Oscilator Disintegrators IV, Forging I, Agriculture III, Foraging I, Engineering III, Infantry II, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I, Cryogenics 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.

I like that

how do I play?

Get a name. You've got the stats already so you dont have to wait. Just put "dice+2d100" without quotes on the options field.

Actions can be used for just about anything so feel free to use your imagination. Right now im on a race to have the best energy weapons in the game so you could help with that.

Rolled 13, 25 = 38 (2d100)

I roll for the Royal Society to help Sir Frederick discover better energy weapons.

like this?

Yes sir you got it. Your actually rolling for two actions a turn so feel free to use one dice for one thing and another dice for another thing.

Dont forget to list bonuses and techs you think apply to an action.

Also you should get a tripcode. Put a "#" after your name and a password.

>Also you should get a tripcode

...

> Kurt calling out someone asking for a name
> Previously shitposted people for not using a name
any more hypocrises lined up?

I was shopping for last hour, so go fuck yourself. Unless you want to eat my ice-creams. Then fuck yourself twice.

Nah

Ill just keep calling you out on your shit. Oh and asides the new user the IP count hasn't changed in either of those posts, as you say.

>I-it's you!
Yes, and it's also a Jewish spy conspiracy to brainwash people into docile normies

bump

Rolled 100, 56, 11, 15 = 182 (4d100)

Pop: 34 (+2/turn)
Food: 85 (+6/turn]
Currency: 5 (+2/turn)
Territory: 22
Defenses (New Haven): 1
Structures: Factory I, ReSocialization Center I
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, Ballistics II, Armor Piercing Ammo I
Resources: Power: 34 (+3/turn) Lumber: 22 (+2/turn) Stone: 22 (+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.
-Incomplete Projects: Power Armor 3 6/8 Mecha 3 5/8

1. Power Armor 3 7/8
2. New Sara 4/10 both mechanized labor units and powered exo-suits can be used to speed construction
+Engineering 2
+Power Armor II
+Mechs II
3. Reserve military system 1/5
4. Construct a squadron of Goliath Combat Mecha, designed to engage armored targets with heavy weapons and provide infantry support with machine guns. 1/4
+Small arms 2
+Mecha 2
+Armor piercing ammo 1
+Factory 1
+engineering 2
+Ballistics 2
+Factory I
+Forging I
+Heavy weapons I
+Penal Colony strength bonus

Power Armor IV reached

Congratulations

You once expressed interest in trading with the collectives, and now we wish to reopen these channels to hopefully gain access to your masterful research into power armor, we have a wide array of things to trade for.

...

yep

...

Just in case reposting questions:
pastebin.com/a1Uhq8w1

And also bumping

bump

I'll get to your questions as soon as I finish the update.

I need it for my action. I've got turn prepared in advance, so it's just a matter of copy-paste, but I need to know those things to decide 4th action for this turn. Anyway, I can always post instantly after the turn is made and that would be still accounted.. right?

yes

I'll answer your questions now so the update will be a bit more meaty, actually.
1) You mean like training another xenobiologist? Yes.
2) Yes.
3) No.
4) They can be trained, though the length depends on tech.
5) 5d100. Any more would make updates take much longer than they already do.

Rolled 3, 34, 59, 100 = 196 (4d100)

Thanks

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4
>Don't fill out
Settlements:
Cille Bhrighde an Ear
Territory: 25
Pop: 34 (+2/turn)
Food: 34 (+2/turn)
Currency: 23 (+5/turn)
Defenses (Cille Bhrighde an Ear): 1
Structures: High Seat of Druids
Power-plant I, Farm II, Lumberyard I, Quarry I
Lab I
Defenses:
Military:
1 Militia
Tech:
Agriculture I, Bioengineering II, Foraging I, Medicine I, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Empathy I, Bio Fuel I (+1 Power/turn), Green Economy II (+2 Currency/turn), Land-based ecosystems I, Eco-Friendly Energy (+1 Power/turn)
Resources:
Power: 20 (+3/turn) Wood: 11 (+1/turn) Stone: 11 (+1/turn), Professional Xenobiologist
Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

1. GMO Crops - less chemicals, bigger yield [1/4]
>Tech
Plant Hippies
Lab I
Agriculture I, Bioengineering II, Xenobiology I, Conservation I, Genetics I, Genetic Engineering I
2. Continue working on the settlement [4/6]
>Town
Engineering I, Conservation I, Scouting II, Efficiency II
3. Continue work on the Weather Paradigm [7/25]
>Wonder
Agriculture I, Bioengineering II, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Green Economy II, Land-based ecosystems I
4. Train a proper scout to get better help during incoming expeditions into the wilderness
>Civilian unit
Foraging I, Xenobiology II, Conservation I, Taming I, Scouting II, Efficiency II, Empathy I, Land-based ecosystems I

Add 16 Currency to action 2
Add 8 Wood and 8 Stone to action 3

Should I elaborate about action 4 or just hope I won't end up with simply 2nd Professional Xenobiologist? Also, forgot to list my Eccentricities under it. Both of them.

[New Albion]
New Albion sends more help to Railgun Inc., and the project starts again [2/6]. The project is barely started [2/12], expansion begins [1/2], and construction of a new village progresses nicely [3/6].

[Odab]
The power-plant is nearly upgraded [5/6], as well as the labs [5/6], andthough there's no progress on the weaponry upgrades, better infantry training methods pick up again [4/10]

[Mad Medicine]
efforts to civilize the Doppelganger Abomination are nearly done [5/6], while lab upgrades begin [3/8]. The project to turn the Doppelganger human shows promise [3/8], and the corporation completes its domestication research [Domestication I]!

[Royal Society]
The Royal Society helps its patron state with the development of better weapons [3/12]!

[Dominion]
Power armor is completed, far exceeding expectations [Power Armor IV]! New Sara's construction plods along [6/10], though there is no progress organizing the military reserves, and production of the mechs halts as well.

[The Circle]
No progress on the GMO crops, though the town completes [+2 pop/turn]! The Weather Paradigm shows progress [9/25]