Colonies of Nibiru X- Tenth Thread Special (Not Really)

Welcome back to Nibiru! Recently opened to new players, but there isn't much room. Here are the rules: pastebin.com/bgzZvPMh and the nation sheet:
Nation 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)
Defenses: (GM generated)
Military: (GM generated; see rulesheet)
Tech: (Point buy system, see rulesheet)
>Tech and Military share 30 points between them!
Resources:
Eccentricities: (GM generated, see section I)
And join the chat: client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net

I'll be updating sometime tonight, hopefully.

Other urls found in this thread:

pastebin.com/EFkp51KD
pastebin.com/UXe8Dgt0
pastebin.com/b5rxDXhg
pastebin.com/31QsmKDE
youtube.com/watch?v=sNbTg0Li36k
pastebin.com/vTabg3DK
pastebin.com/fZHxLEYB
youtube.com/watch?v=KjqQQxab8T4
youtube.com/watch?v=JBkRe_m21Z0
pastebin.com/gQ7X4Wh4
pastebin.com/AZhsfE21
pastebin.com/JrrS31ea
pastebin.com/Z1jzCWnQ
pastebin.com/wruKXDXd
pastebin.com/2NyM1D6G
youtube.com/watch?v=_LXQlp0vYn4
twitter.com/AnonBabble

[Altech Corporation]
Nation Race: Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Population: 109 +(2/turn)
Food: 102 (+1/turn)
Currency: 100 (+2/turn)
Resources: Power: 118 (+1/turn) Ore: 74 (-2/turn) Refined Ore: 40 (+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, 2 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.

Rolled 45, 78, 2, 32, 25, 51, 95, 64, 45, 88, 76, 56 = 657 (12d100)

1-2) We need to be better defended, our energy shields are not powerful enough to defend against a serious attack (Complete energy shield construction [4/6]
>[Energy Shields II]
>[Physics I]
3-10) The AI integration project is nearly complete, focus all resources on it. [13/25]
>[AI V]
>[Programming II]
>+10 to rolls involving AI
11-12) Perhaps if we begin developing turrets we can better defend ourselves from oncoming attacks (begin researching energy defences)
>[Energy Weapons III]

>>Notice: Unit list updated. "Watchman Platoon" changed to "Security Police Platoon".

[The United States of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff:
pastebin.com/EFkp51KD (Intro)
>Pop:
282 Total (+11/t)
192 Fairies (+9/t)
80 Humans (+2/t)
Food: 416 (+11/t)
Currency: 124 (+15/t)
>Settlements:
pastebin.com/UXe8Dgt0
>Routes:
Road from Freedomia to Alpha City
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
pastebin.com/b5rxDXhg (Also Contains Statistics and Fluff Below!)
>Resources:
Power: 149 (+5/t) Ore: 108 (+3/t) Wood: 76 (+1/t) Refined Ore: 12 (+1/t) Ramburger Herd (+3 Food/t) "L.A.W." Passcodes (1/2)
>Technology:
pastebin.com/31QsmKDE
>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)
Margaritaville to Roma Nibirus (Currency, +2/t)
Margaritaville to New Sara (Currency +1/t)

Rolled 45, 27, 38, 21, 5 = 136 (5d100)

youtube.com/watch?v=sNbTg0Li36k

1.
+Barracks I
+[Foraging I]
+[Infantry II]
+[Internet III]
+[Investigation II]
+[Efficiency III]
+[Tactics II]
+[Training I]

"The Dominon's soldiers are nothing but a bunch of dumb crooks! And I should know, cause' I'm dumb! Seeing them acting stupid in those expensive suits of theres' makes us all look bad; Colonel; send down a sergant or something to shape up those soldiers so they're good at their jobs; maybe if we do good, they'll broker us a deal?" (Train the Dominion's Infantry Platoons and Bombardier to be less weak!)

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

"You think you could use a portal to transport another portal? Lets find out!" (Portals III 7/8)

3.
+1 MQ-9 "L-Type" UAV {Stealth}{AIR} [Str./Bom. 4/3]
+1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
+[Foraging I]
+[Communications I]
+[Investigation II]

"Manifest Destiny! I guess? We're falling behind in the land claim game, and that won't do at all!" (Expanding from Everytown!)

4.
+Research Station Alpha (Lab I)
+Airfield I
+[Internet III]
+[Engineering III]
+[Monitoring Systems II]
+[Aircraft III]
+[Rocketry I]
+[Communications I]
+[Automation I]
+[Robotics II]

"Yay, space~! Why did I order this again? Oh right, cause' we need space fighters!" (Spacecraft II 1/6!)

5.
+Research Station Alpha (Lab I)
+[Internet III]
+[Engineering III]
+[Efficiency III]
+[Robotics II]
+[Communications I]
+[Electronics I]
+[Power Armor I]

"Okay, that went badly. How about this time, you just take the cargo ship that comes there every week?" (Aid the New Dominion in researching Power Armor V 4/12!)

[STRATOS]
=FLUFF INFORMATION=
-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.
=TECH AND STATS=
-Settlements:
+STRATOS Main Satellite
-Territory: 15
-Population:[22](+2/turn)
-Food:[22](+2/turn)
-Currency:[23](+3/turn)
-Structures:
+STRATOS Satellite Control Pod
+1 Mine Lv 3
+1 Power Plant Lv 3
+1 Farm Lv 2
+1 Quarry Lv 1
-Defenses:
+STRATOS Main Satellite: 1
-Military:
-Tech:
+[Cloning II]
+[Gene Modding II]
+[Equipment Hybridization II]
+[Tech Compaction II]
+[Satellites I]
+[Hard-Light Shielding I]
+[Hard-Light Weaponry I]
+[Hacking I]
+[Propulsion Rockets II]
+[Weapons Grade Rockets I]
+[AI I]
+[Auto-Targeting I]
+[Compact Armor I]
+[Berserker Genes I]
+[Psycher Genes I]
+[Goliath Genes I]
+[Armored Plating I]
+[Solar Energy I]
+[Deep Mining I]
+[Geothermal Energy I]
+[Integrated Weaponry I]
+[Streamlined Production I]
+[Cloaking I]
+[Noise Cancelling Fields I]
+[Organic Meld System I]
+[Failsafes I]
-Resources:
+Ore:[38](+6/turn)
+Power:[57](+9/turn)
+Stone:[7](+1/turn)
-Eccentricities:
+[Genetically Modified]: The denizens of STRATOS modify their genes for all sorts of purposes, but too many modifications usually results in critical failure.

Rolled 90, 72, 9, 2, 68, 97 = 338 (6d100)

=IN PROGRESS=
+[Streamlined Production II](3/6)
+UNIT 01 - PT (3/6)
+Expansion (1/2)
=ACTIONS=
-Current Turn-
1. [Streamlined Production II] (3/6)
2. [Continue Development of UNIT 01 - PT](3/6)
3. H.P.P. protocol for expansion continues. [Expand]
-Makeup Turn- [Remaining Makeup: 5 Turns]
1. [Streamlined Production II]
2. [Continue Development of UNIT 01 - PT. If UNIT 01 has been completed, begin development on UNIT 02 - PT]
3. H.P.P. protocol for expansion continues. [Expand]

[Railgun Inc.]
Rocketry research really takes off [Rocketry IV], and espionage research progresses slightly [3/6].

[Nova America]
Nova America's labs are upgraded [Labs III], and construction of the turrets completes [Anti-Air turrets {Anti-Air}{Static}{Bombard: 1}{-1 power/turn}. The xenobiologist is sent out to learn [2/6].

[The Circle]
Research into the land-based ecosystems of Nibiru nears completion [4/6], and the weather paradigm finishes [5th die!]. The lab is improved [lab II], but there is still no progress on the Goods Exchange.

[Devil Ants]
A breeding program begins [1/5], and the mine is upgraded [Strange Mine II; +2 strange metal/turn], while a new mine is built [Malleable Mine I; +2 malleable metal/turn]. The stealthier drones are ready [Espionage II], and the program completes with amazing results- the drones that have been fed the mixture are much more nimble than their counterparts [Agility I].

[Machina]
Still better forging techniques are in the works [1/9], and efficiency tech is made better [Efficiency IV]. New Albion is sent the tech, and the autocannon nears perfection [7/9]. Heavy armor improvements are ready [Heavy Armor IV].

[Royal Society]
With the Society's help, New Albion progresses in its research of leyline power [4/6], and the New Manchester Institute of the Scientific Arts is nearly ready [3/4].

[New Albion]
New Albion's westward expansion completes [+6 hex], and they also help Machina expand [+6 hex]. Further Ethanol research starts [3/6], and Beam Artillery tech completes [Beam Artillery I]!

[Dominion]
Power armor research plods along [5/12], an expedition for further ore veins is sent out [2/4] and a mine starts being dug [2/4]. Resoc conscription begins [4/6].

[Blatwurst]
Further Lava Magic research begins [4/9], and Rune Turrets are ready [+.6 {Static}{Bombard:1}{-1 power/turn}

[Mad Medicine]
Great progress on the medicine [6/12], as well as the waterproofing [3/6]. Energy Production also shows progress [6/8].

[Altech]
Better energy shields are ready [+2 defense]. The AI integration is very nearly complete [21/25], and defenses are being researched [3/4].

[Afairika]
Training begins [2/6], portal research completes [Portals III], and expansion begins [1/2]. There is only slight progress on the spacecraft [2/6], and none on the aid to the Dominion.

[STRATOS]
Streamlining completes [Streamlined Production II], and training of UNIT O1 nearly completes [5/6]. There is no expansion, and no further research on streamlining. However, UNIT O1 completes [??? Military unit? Tech? I have no idea, faggot. List techs next time.], and expansion finally completes [+4 hex]

+[Cloning II]
+[Gene Modding II]
+[Equipment Hybridization II]
+[Tech Compaction II]
+[Hard-Light Shielding I]
+[Hard-Light Weaponry I]
+[Propulsion Rockets II]
+[Weapons Grade Rockets I]
+[Auto-Targeting I]
+[Compact Armor I]
+[Berserker Genes I]
+[Goliath Genes I]
+[Armored Plating I]
+[Integrated Weaponry I]
+[Cloaking I]
+[Noise Cancelling Fields I]
+[Organic Meld System I]
+[Failsafes I]

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima, Machina Secundus
Territory: 81
Population: 116(+4/turn)
Food: 333 (+9/turn)
Currency:27 (+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
Trade Outpost (2/4)
Machina Secundus:
Farm III,
Lumberyard II,
Quarry I
Mine II
Lab I
Defenses: 5 (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 IV(1/8)
Engineering II
Infantry II
Machinian Constructs V
Efficiency III
Power grid Optimization II
[Machinian heavy armor IV]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon IV (7/8)
Workplace Efficiency IV
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: 38 (+7/turn)(-5.5/turn),
Ore: 20 (+5/turn)(-2/turn)
Stone: 44 (+6/turn)
Refined Ore 24 (+2/ turn)
Lumber 24 (+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

[ADDENDUM: STRATOS]
Unit 01: +4.8 {-1 food/turn}

Rolled 56, 66, 11, 76, 48 = 257 (5d100)

1. We've come a long way boys, we've almost got our forging techniques perfect. Let's get to work on it! -Ordinator Sturmbeard (1/8)
+Efficiency III
+Workplace Efficiency III
+Forge III
+Industrial Center
+Lab I

2.We are without a doubt the most efficient workforce on Nibiru, but we can do even better.-Ordinator Steelbeard (0/8)
+Efficiency III
+Workplace Efficiency III
+Industrial Center
+Lab I

3. Trading Heavy Drills III and Rockets Ito New Albion

4.We are so close, I can taste it. Our autocannons are nearly compete. The latest prototypes are nearly perfected. Let's do this! -Smithson (7/8)
+Forge III
+Machinist shop II
+Forging IV
+Engineering II
+Machinian Constructs V
+Efficiency III
+Automization II,
+Workplace Efficiency III
+Modularization
+Industrial center.
+Lab I

5.Our armor has improved leaps and bounds from where it once was. Once it was clunky and unwieldy, now it's sleek well articulated and fitted. It's the best it's ever been, but we can do better. (0/8)
+Smelter II
+Forge III
+Machinist shop II
+Forging IV
+Engineering II
+Machinian Constructs V
+Efficiency III
+Automization II,
+Workplace Efficiency III
+Modularization
+Industrial center.
+Lab I

Workplace Efficiency III should be at IV

[Blatwurst]
Pop: 25 (+2/turn)
Food: 30 (+4/turn)
Currency: 38 (+3/turn)
Defenses (The Academy): Defensive Shielding: 2
Rune Turrets[+.6 {Static}{Bombard:1}{-1 power/turn}
Resources:
Power: 24 (+2/turn)
Ore: 24 (+2/turn)
Stone: 24 (+2/turn)
Structures: Farm 2
Farm 2
Power 2
Mine 2
Quarry 2
Military: Archmage [+2] [-1 food]
Tech: 30
[Rune Magic II]
[Levitation Runes II]
[Blasting Runes II]
[Shield Runes II]
[Fire Magic I]
[Water Magic I]
[Nature Magic I]
[Earth Magic I]
[Cancer Magic I]
[Necromancy I]
[Life Magic I]
[Metal Magic I]
[Architecture I]
[Defences I]
[Electric Magic I]
[Light Magic I]
[Ice Magic I]
[Smoke Magic I]
[Transformation Magic I]
[Sound Magic I]
[Radiation Magic I]
[Blood Magic I]
[Wind Magic I]
[Lava Magic I]
[Sand Magic I]
[Illusion Magic I]
Resources:
Eccentricities:
['Magic']: The denizens of Blatwurst use magic (really manipulation of Nibiru's leylines) for everything. They receive bonuses to it, but can't really grasp actual technology.
-----
Progress:
Illusion Magic II: 1/5
----
1-2. Research [Lava Magic IV] 4/9
+Earth Magic I
+Fire Magic I
3. Research [Mana Generators I]
+[Electric Magic I]
+[Metal Magic I]
+[Architecture]

Rolled 71, 38, 26 = 135 (3d100)

[ADDENDUM: STRATOS (last one)]
Add [Flight] tag to unit 01]

Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: -snipped for space-
Settlements: First Nest
Territory: 61
Population: 435 (+9/turn)
Food: 580 (+11/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine III, Strange Metal Mine II, Malleable Mine I
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 III] [Drone Morphism II] [Engineering I] [Sharpened Pincers III] [Enriched Diet II] [Scouting I] [Spiracles II] [Flight III (1/10 for IV)] [Espionage I] [Tunneling II] [Electro-sensitivity II] [Speed II] [Mimicry I] [Intelligence II] [Armor II] [Acid I] [Contortion I]
Resources: 27 Ore (+2/turn)
[Captive Menehune: 5]
[Wood: 2]
[Strange Metal: 10 +4/turn]
[Malleable Metal: 2 +2/turn]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

[STRATOS]
=FLUFF INFORMATION=
-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.
=TECH AND STATS=
-Settlements:
+STRATOS Main Satellite
-Territory: 19
-Population:[26](+2/turn)
-Food:[24](+2/turn)
-Currency:[29](+3/turn)
-Structures:
+STRATOS Satellite Control Pod
+1 Mine Lv 3
+1 Power Plant Lv 3
+1 Farm Lv 2
+1 Quarry Lv 1
-Defenses:
+STRATOS Main Satellite: 1
-Military:
+UNIT 01-PR [+4.8][Flight]
-Tech:
+[Cloning II]
+[Gene Modding II]
+[Equipment Hybridization II]
+[Tech Compaction II]
+[Satellites I]
+[Hard-Light Shielding I]
+[Hard-Light Weaponry I]
+[Hacking I]
+[Propulsion Rockets II]
+[Weapons Grade Rockets I]
+[AI I]
+[Auto-Targeting I]
+[Compact Armor I]
+[Berserker Genes I]
+[Psycher Genes I]
+[Goliath Genes I]
+[Armored Plating I]
+[Solar Energy I]
+[Deep Mining I]
+[Geothermal Energy I]
+[Integrated Weaponry I]
+[Streamlined Production II]
+[Cloaking I]
+[Noise Cancelling Fields I]
+[Organic Meld System I]
+[Failsafes I]
-Resources:
+Ore:[50](+6/turn)
+Power:[75](+9/turn)
+Stone:[9](+1/turn)
-Eccentricities:
+[Genetically Modified]: The denizens of STRATOS modify their genes for all sorts of purposes, but too many modifications usually results in critical failure.

Rolled 52, 75, 66, 58, 49, 85 = 385 (6d100)

=IN PROGRESS=
+NONE
=ACTIONS=
-Current Turn-
1. [Streamlined Production III]
2. [Start Development of UNIT 02 - PT]
3. H.P.P. protocol for expansion continues. [Expand]
-Makeup Turn- [Remaining Makeup: 5 Turns]
1. [Begin construction of a new farm.]
2. [Continue Development of UNIT 02 - PT. If UNIT 02 has been completed, begin development on UNIT 03-PT]
3. H.P.P. protocol for expansion continues. [Expand]

Rolled 75 (1d100)

4. [Streamlined Production III]

Rolled 70, 74, 59, 13, 21 = 237 (5d100)

Fix: Espionage I -> II

1. Continue a breeding program to increase the acidity of the acid spit of the drones. 1/5
+Selective Breeding II
+Intelligence II
+Mutations.
2. Begin breeding a new type of drone that shall act as a spy that will mimic humanoid speech, once it learns it, and appearance under enough clothing. This drone shall be called a spy drone.
+Selective Breeding II
+Drone Morphism II
+Spiracles II (to help speech and flight)
+Scouting I (to help find important targets)
+Espionage II (obvious)
+Electro-sensitivity (to find electrical sources to relay information and sabotage)
+Flight III (To move around)
+Mimicry I (For speech and distraction)
+Intelligence II (For operating by itself)
+Contortion I (to stand upright and better acting)
3. Begin breeding specific drones for the purpose of mining and digging tunnels for the explicit purpose of having them be the main miners and diggers in the hives.
+Selective Breeding II
+Drone Morphism II
+Sharpened Pincers III (for digging)
+Scouting I (For finding ore)
+Tunneling II (for better digging)
4. Begin digging out a larger entrance into the side of the mountain that will allow flying drones an easier access into and out of the hive. Especially if they are larger flying drones.
+Engineering I
+Tunneling II
+Flight III
5. Once again, look through the young for any mutations of interest.
+Drone Morphism II
+Intelligence II
+Mutations.

[The United States of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff:
pastebin.com/EFkp51KD (Intro)
>Pop:
293 Total (+11/t)
201 Fairies (+9/t)
82 Humans (+2/t)
Food: 427 (+11/t)
Currency: 139 (+15/t)
>Settlements:
pastebin.com/UXe8Dgt0
>Routes:
Road from Freedomia to Alpha City
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
pastebin.com/b5rxDXhg (Also Contains Statistics and Fluff Below!)
>Resources:
Power: 154 (+5/t) Ore: 111 (+3/t) Wood: 77 (+1/t) Refined Ore: 13 (+1/t) Ramburger Herd (+3 Food/t) "L.A.W." Passcodes (1/2)
>Technology:
pastebin.com/fZHxLEYB
>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)
Margaritaville to Roma Nibirus (Currency, +2/t)
Margaritaville to New Sara (Currency +1/t)

Rolled 64, 11, 99, 63, 100 = 337 (5d100)

youtube.com/watch?v=KjqQQxab8T4

1.
+Barracks I
+[Foraging I]
+[Infantry II]
+[Internet III]
+[Investigation II]
+[Efficiency III]
+[Tactics II]
+[Training I]

"Don't just stand there you dummies! Use cover! If you're always out in the open like that, a giant bug can just run up to you and tackle you down!" (Train the Dominion's Infantry Platoons and Bombardiers 2/6!)

2.
+Focusing Tower I
+Research Station Alpha (Lab I)
+[Bioengineering I]
+[Agriculture III]
+[Efficiency III]
+[Leyline Manipulation V]
+[Capitalism II]
+[Leylines]

"Our crops are growing too slowly. You know how leyline energy can flow through living things, like us, mmmhmm? What if we energized the crops with leylines like batteries so they stored more energy per crop? That's a jean-e-ous idea! And to make it special, lets make it red white and blue! USA!" (Researching 'Americorn' Brand Corn: "The American Corn That Has More Energy Than Other Corn"! (Increases Food Production of Farms.))

3.
+1 MQ-9 "L-Type" UAV {Stealth}{AIR} [Str./Bom. 4/3]
+1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
+[Foraging I]
+[Communications I]
+[Investigation II]

"Can we just fill in the map with crayons and say this entire section is ours? It's taking forever to add a flag to claim our land every few miles, even if it is very patriotic!" (Expanding from Everytown 1/2)

4.
+Research Station Alpha (Lab I)
+Airfield I
+[Internet III]
+[Engineering III]
+[Monitoring Systems II]
+[Aircraft III]
+[Rocketry I]
+[Communications I]
+[Automation I]
+[Robotics II]

"Getting slow, getting boring~. Get back to me when you have something flying, okay? All this science is hearing my brain." (Spacecraft II 2/6!)

5.
(Techs/Buildings Used Here!)

"Ooops, sent them on the Nova America freight! After that MEAN gun lady escorted them back home, we're gonna send them to the right place this time!" (Aid the New Dominion in researching Power Armor V 5/12!)

bump

youtube.com/watch?v=JBkRe_m21Z0

The sound of a freighter horn was apparent as the USS Elvis Presley slowly maneuvered through mists of the western ocean. It was not a short route; the ship had to move a significant distance from Margaritaville to New Sara, almost crossing half of Nibiru's megacontinent, but the strength of the vessel's engines in combination with its rugged construction allowed it to move non-stop, though the captain wondered how long this would last before various critters inevitably fouled its keel.

It began docking on the natural harbor of the area; New Sara's lack of a proper port made large-scale shipments slow and tedious on top of the long journey, and those willing to go to sea typically preferred the Roma Nibirus route, the paranoid security nonewithstanding. Alongside large shipment crates full of petty goods like paint, LCD games, and neo-steel trinkets of no practical use stood a group of men garbed in white shirts with ties and hard hats. Many streched their arms as they prepared departure, chief among them a man with a set of goggles and a rather substantial handlebar mustache, his own outfit "accented" by an apron which had seen much use. He puffed a cigarette, its smokey vapors quickly losing themselves in the murky atmosphere.

"Well dang me, I guess Miss Glory got it right this time. Trip ain't over boys, we've still got a long road ahead to New Haven, says they need help with fixing up their suits or somethin'. I've heard some real pretty things from those Englander boys up North, think they're the greatest thing since sliced bread after we gave them a peptalk about doing their jobs.

It's great to see them all enthusiastic and bright-eyed, but they ain't worked for NASA. Now that we're here, lets get down to buisness; show these moon folk how it's done, and more importantly, get off this tugboat before the crew bothers us about lookin' at it again." The team exchanged banter before disembarking.

bumpan

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4

>Settlements:
Cille Bhrighde an Ear (capital)
Carmarthen (town)
>Territory: 25
Pop: 54 (+4/turn)
Food: 50 (+4/turn)
Currency: 8 (+7/turn)
Defenses (Cille Bhrighde an Ear): 1
>Structures:
High Seat of Druids, Weather Paradigm, Lab II
Power-plant I, Farm II, Lumberyard I, Quarry I
Defenses:
>Military:
1 Militia
Diplo:
Trade route to Mad Medicine Inc. (+2 currency/turn)
>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), GMO Crops I (+2 food/turn)
>Resources:
Power: 10 (+3/turn) Wood: 8 (+1/turn) Stone: 8 (+1/turn)
Professional Xenobiologist, Master Scout, Genetic Material
>Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

Rolled 45, 71, 3, 23, 82 = 224 (5d100)

1. Keep working on the Land-based ecosystems [4/6]
>Land-based ecosystems II
Eccentricities: Plants
Structures: Lab II
Resources: Professional Xenobiologist, Master Scout, Genetic Material
Technologies: Bioengineering II, Medicine I, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Material Science I, Empathy I, Green Economy II, Land-based ecosystems I

2. Continue work on Goods Exchange [1/4]
>Currency
Technologies: Engineering I, Conservation I, Efficiency II, Material Science I, Green Economy II

3. Start building Commercial Port in most suitable area in the proximity of Carmarthen. This will allow to increase the volume of trade and decrease impact on environment the caravans make with their constant trampling
>Currency
Technologies: Engineering I, Xenobiology II, Conservation I, Scouting II, Efficiency II, Material Science I, Empathy I, Green Economy II, Land-based ecosystems I

4. With perfect understanding of weather patterns, it's time to develop practical knowledge about process of Photosynthesis
>Tech
>Would like to have it work in conjunction with my Eccentricity, Plant Hippies, and providing both Power and Food
Eccentricities: Plant Hippies, Plants
Structures: Weather Paradigm, Lab II
Resources: Genetic Material
Technologies: Bioengineering II, Medicine I, Engineering I, Xenobiology II, Conservation I, Genetics I, Genetic Engineering I, Efficiency II, Land-based ecosystems I

5. Knowledge of Material Science will increase the productivity of all resources and make construction of everything much easier without impacting the surroundings so much
>Material Science II
Structures: Lab II
Technologies: Foraging I, Medicine I, Engineering I, Conservation I, Efficiency II, Material Science I, Bio Fuel I, Green Economy II, Land-based ecosystems I, Eco-Friendly Energy, GMO Crops I

Forgot to update my stats:
Pop: 58 (+4/turn)
Food: 54 (+4/turn)
Currency: 15 (+7/turn)
>Resources:
Power: 13 (+3/turn) Wood: 9 (+1/turn) Stone: 9 (+1/turn)

Add 10 Currency to action 5 to see if 92 will yield +4

Radio in the Mad Medicine's Listening Station screeches for a while, then it finally catches the right wave

"Greetings, this is druid Dremidydd of The Circle. We would like to conduct exchange of knowledge for the betterment of life and preservation of the pristine beauty of this planet"

The representative from Railgun grabs the radio and says two words before turning it off "not interested"

The man walks around the rest of the day muttering about God damn hippies.

I'm not talking with you, so kindly fuck off

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
New Sheffield (Village)
WONDER: Underground Cornucopia
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>[Base] Farms: Lv1
>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
>Food Center I
>Mine: +1 ore/turn
>Territory: 106 - (6 burned)
>Population: 497 (+16/turn)
[Ration Based Economy]
>Food/Currency: R£ 604 (+6/turn)(+3 trade route)(+2 Food Center) (+3 AgIII)(+6 Three Built Lv1 Farms) (-3 military units)]
>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:
pastebin.com/JrrS31ea
>Resources:
>Ore: 27 +1/turn
>Refined Ores: 0
>Stone: 35 (+1/turn)
>Wood: 57 (+1/turn)
>Power: 41 (+5/turn)(+2 Ethanol I)(-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 19, 12 = 31 (2d100)

1-2. Expand west from our northernmost village, the one closer to our capital.

"The new forging methods by the Dwarves will surely be of great use! As will their fantastic efficiency methods."

>>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering III
>Forging IV - STEEL BEAMS
>Efficiency III - MORE EFFICIENT!
>>Units:
Royal engineers [+2.2]

Rolled 66, 5, 7 = 78 (3d100)

Spend 10 Ration Sterling to improve actions 1 and 2
"Alright lads, paid overtime!"
>[Ration Based Economy] - Food is currency for New Albion

2-5. The Ethanol II Research takes priority! 3/6

We must advance the technology such that we have the potential to turn food directly into power.

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
>Food Center I
>>Tech:
>Altech Renewable Energy I
>Engineering III
>Agriculture III
>Electronics I
>Programming I

[Altech Corporation]
Nation Race: Humans and AI
Color: Cyan
Settlements: Research Station Alpha (Defence: 4)
Population: 111 +(2/turn)
Food: 103 (+1/turn)
Currency: 102 (+2/turn)
Resources: Power: 119 (+1/turn) Ore: 72 (-2/turn) Refined Ore: 42 (+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, 2 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] [Energy Weapons III] ['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.

Rolled 53, 92, 41, 50 = 236 (4d100)

1) The food Afairika is sending us is not enough to sustain us, we need to become more self sufficient on this station
>[Engineering III]
>[Life Support I]
2) Continue researching the energy weapon defences, our energy shields are useless if we cannot retaliate [3/4]
>[Energy Weapons III]
3) The AI integration project is nearly complete, an extremely advanced AI capable of increasing the efficiency of nearly everything on the ship [21/25]
>[AI V]
>[Programming II]
>+10 to rolls involving AI research
4) The current energy shield technology is still not enough, we need to continue our research if we want to be able to defend ourselves (Research [Energy Shield III])
>[Energy Shield II]
>[Physics I]

Rolled 63, 50 = 113 (2d100)

#1 the Royal Society is nearly finished applying the new Leyline Energy Conservation to the troops, this should reduce their power consumption by 1 4/6

1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
Prince's Royal Oscilator Corps (Army)(3 pop) [+2.4] (-1 food/power/turn)
Mechanized Royal Engineers [+4.2](-1 food/power/turn)

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

#2 once the new institute is ready, the society will be able to train better scientists 3/4

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

bump

nother bump

And here you go WHY stopping his expansion was important.

bump
Sorry if there's no update till tonight, folks. bit busy today.

Rolled 71, 47, 75, 23 = 216 (4d100)

Pop: 43 (+5/turn)
Food: 104 (+0/turn]
Currency: 10 (-1/turn)
Territory: 22
Defenses (New Haven): 1
New Haven Structures: Factory I, ReSocialization Center I
New Sara Structures: Farm I
Military: 6 Dominion Infantry Platoons [+3.2]{Heavy Armor}{-1 F/C//T}; Dominion Bombardier [+1.6] {Bombard:1}{-1 F/C//T}; 1 Dominion Medical Team [+1.6]{Medical}{-1 F/C//T}
Tech: Infantry II, Mechs II, Power Armor IV, 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, Military Reserves I, Tactics II, Capitalism I
Resources: Power: 18 (+3/turn) Lumber: 6 (+2/turn) Stone: 14 (+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 5 Mecha 3 5/8 Goliath Mecha Squadron 1/4

The ability to fill out the ranks of the Dominion with capable loyal soldiers isn't something that can be under-estimated. In conjunction with the Reservist system, a large Dominion population could allow for the Dominion to rapidly make up for casualties among the professional ranks of infantry.
1. ReSoc Conscription 4/6

2. Mecha 3 5/8

3. Prospecting for neo-steel ores 2/4

4. Expand the ReSoc Center from I to II.

I'm dumb and forgot to do proper accounting.

Pop: 48 (+5/turn)
Food: 104 (+0/turn]
Currency: 9 (-1/turn)
Resources: Power: 24 (+3/turn) Lumber: 10 (+2/turn) Stone: 18 (+2/turn)

Roll 3 should be for prospecting for currency stuff, not metals. I got confused, sorry.

We are applying 4 power to roll 1 and 2 stone to roll 4.

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: 46 (+2/turn)
Food: 72(+5/turn)
Currency: 44 (+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 ll Energy Weapons V Robotics ll Shipbuilding l Programming ll Rockets l Cybernetics l
Resources: Professional Xenobiologist, Ore: 68 (+3/turn) Power: 42 (+2 /turn), Wood: 21 (+1/turn), Stone: 31 (+2/turn)

Rolled 88, 54, 99, 9, 20, 52, 14, 77 = 413 (8d100)

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.

1-4 wez need better metal bitz for us[Cybernetics l--->Cybernetics ll]
5-8 I wantz better rocketz so wez can have some fun with em[Rockets l--->Rockets ll]

Rolled 78, 76, 22, 27 = 203 (4d100)

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) (embed) (embed) (embed) (embed) (embed)

Settlements: Roma Nibirus
Territory: 31
Population: 53 (+2/turn)
Food: 92 (+4/turn)
Currency: 116 (+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 III]
Defenses (Capital): 1; [Anti-Air turrets {Anti-Air}{Static}{Bombard: 1}{-1 power/turn}
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 III]; [Forging II]; [Tactics I]; [Tanks II]; [Shipbuilding III]; [Architecture I]; [Majesty II]; [Capitalism II]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry II]; [Bioengineering I]; [Ammo II]; [Air-Support IV]; [Internet III]; [Jet Propulsion I]; [Automatic Weapons I]
Resources: Amateur Xenobiologist, Power: 117 (+5/turn) Ore: 48 (+2/turn) Wood: 22 (+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; Do whatever is needed to improve Anti-Air turrets
3; Improve and learn biologist 2/6
4; Improve Tactics I

Put money to make actions 3 and 4 successful

bump

Bump

Rolled 61, 60, 31, 68 = 220 (4d100)

Stats: pastebin.com/wruKXDXd

Slow and steady progress... carry on.

1-2 The field of Medicine stands on the brink of a major breakthrough, study our latest creation and find the flaws of humanity [Medicine IV ---> V][6/12]
-Resources studied: Doppelganger Alpha
-Techs: [Slime Research II], [Genetic Engineering II], [DNA manipulation I], [Genetics V], [Cloning II], [Science II]
-Units: [Mad AI]
-Buildings: [Railgun; Labs V]
-Eccentricities: [Determined]
3 Improve on waterproofing [Waterproofing I ---> II][3/6]
-Techs: [Science II], [Engineering II]
-Buildings: [Railgun; Labs V]
4 The technology we have for using energy far surpasses our technology generating it, have our scientists figure out what they can learn from our other breakthroughs to improve on production. [Energy Production II ---> III] [6/8]
-Techs: ['Mad' Energy Weapons IV], [Engineering II], [Science II], [Efficiency I]
-Buildings: [Railgun; Labs V]
-Eccentricities: [Completely Mad]

Rolled 82, 52, 98, 95, 20, 66, 67, 56, 10, 11, 88, 85 = 730 (12d100)

Courtier Name: AFSOC
Courtier Race: Humans
Courtier to Afairika
[Air-Force]: Flying units made by AFSOC are stronger, though it isn't very good at making other units.
MAKEUP 1
1.,2. Build me that damn transport aircraft. [0/6]
[Aircraft IV][AI III][Automation I][Communications I][Engineering III][Electronics I][Efficiency III][Forging II][Internet III][Leyline-Powered Engines II][Monitoring Systems II][Programming II][Jet Propulsion I][Rockets I][Rocketry I][Training I][Tactics II][Volunteer Military I][Trained Engineers][Air-Force],Smelter I,Factory I,Airfield I
MAKEUP 2
3. Research Aircraft V
4. Finish the transport Aircraft
MAKEUP 3
5. Research Aircraft V
6. Begin work on a Close Air Support Gunship
+Smelter I,Forge I,Factory II,Research Station Alpha (Lab I),Airfield I,[Forging II][Efficiency III][Automation I][Trained Engineers][Internet III][Aircraft IV][Air Support IV][Engineering III][AI V][Aircraft IV][Communications I][Monitoring Systems II][Robotics II][Electronics I][Programming II][Jet Propulsion I][Ley-powered Machinery II][Leyline Manipulation V][Rocketry I][Rockets I]['Fairy' Incendiaries I][Aether Oscilator Disintegrators III][DANMAKU II][Automatic Weapons I][DAN Ammunition I] [Tactics II][Training I],10 Ore,1 Refined Ore,10 Energy
MAKEUP 4
7. Research Aircraft V
8. Work on the Close Air Support Gunship
MAKEUP 5
9. Research Aircraft V
10. Finish the Close Air Support Gunship
TURN
11. Research Aircraft V
12. Begin Designs for Project FACILE
[AI V][Aircraft IV][Air Support IV][Albion Heavy Ships I][Architecture I][Artillery I][Automatic Weapons I][Automation I][Communications I] [Engineering III][Efficiency III][Electronics I][Flight I][Forging II][Internet III][Jet Propulsion I][Leyline Manipulation V][Ley-powered Machinery II][Lunacy Magic I][Monitoring Systems II][Programming II][Robotics II][Rocketry I][Rockets I][Ship Building II][Tactics II][Training I][Transport Planes I][Volunteer Military I]

Radio in the Mad Medicine's Listening Station screeches for a while, then it finally catches the right wave

"Greetings, this is druid Dremidydd of The Circle. We would like to conduct exchange of knowledge for the betterment of life and preservation of the pristine beauty of this planet"

Rolled 24, 76, 67, 80, 17, 24, 65, 17 = 370 (8d100)

1. Build that marketplace [1/4]
+Robotics 2
+Fabricator
+Factory 2
+Construction Depot
+Engineering 3
2. Upgrade our raiding camp to further produce more currency from raiding [2/6]
+Factory 2
+Engineering 3
+Construction Depot
+Robotics 2
+Tools
+Fabricator
3. Build another Tank unit [2/4]
+Tanks
+Artillery
+Factory 2
+Tools
+Fabricator
+Engineering 3
4. Research into Infantry 4, our Infantry will become the best fighting force in all Niribu [7/10]
+Infantry 3
+Research Labs


1. Bank [1/4]
+Factory 2
+Engineering 3
+Tools
+Construction Depot
+Robotics
2. Expand Mines [1/8]
+Factory
+Fabricator
+Engineering 3
+Construction Depot
3. Update the Quarry [1/8]
+Factory 2
+Engineering 3
+Tools
+Construction Depot
+Forging
4. Start research into the realm of better ammunition
+Research Lab
+Ammunition

[Machina]
Forging technology progresses [4/8], as well as techniques to improve Machinian efficiency [3/8]. The technologies are sent to New Albion, and autocannons complete [Autocannons V]! Better armor is well on its way [3/8].

[Blatwurst]
Better Lava magic is had [Lava IV]! Mana generators are slow to start, however [1/4].

[STRATOS]
STRATOS still tries to streamline its production [2/8], and UNIT 02 starts [3/???]. STRATOS expands [+5 hex]. Construction of a new farm begins [2/4], development of UNIT 02 progresses [4/???], and Stratos expands once more [+5 hex]! Finally, there's more progress on the streamlining [5/8].

[Devil Ants]
The breeding program nears completion [4/5], and the spy drone is being trained [3/5], as well as miner drones 2/4]. There is no progress on the Flight Path or new mutations, however.

[Afairika]
Training progresses well [4/6], and though there isn't any progress on the Americorn, the fairies expand [+5 hex], the spacecraft are nearly ready [4/6], and Afairika's engineers prove extremely beneficial to the New Dominion, completing their project!

[The Circle]
Research into the ecosystems of Nibiru completes [Land-based ecosystems II]! The Goods Exchange finally completes [Goods Exchange I;+2 currency/turn], though there isn't any progress on the Commercial Port. Research into photosynthesis just barely gets off the ground [1/4], and more research into Material Science also starts [4/6].

[New Albion]
Westward expansion begins [1/2], and Ethanol research nears completion [5/6].

[Altech]
A new spacefarm starts to be constructed [2/4], and energy weapons research completes [Energy Weapons III]. The Integration project nears completion [23/25], and further shielding tech is underway [2/6].

[Royal Society]
The energy conservation completes [Leyline conservation II], and the Institute is ready [Institute I].

[New Dominion]
ReSoc conscription completes [Conscription I], mechas are nearly ready [6/8], and a vein of gold is found [Gold Vein I; +2 currency/turn], but there's only a little progress on the ReSoc center remodelling [1/6].

[Taach Okaan]
More cybernetics research is underway [4/7], as well as better rockets [3/7].

[Nova America]
Improvements begin [3/6], but the biologist gets lost. Nova America's Tactics are slightly improved [1/6].

[Mad Medicine]
The breakthrough still eludes Mad Medicine's scientists, though progress is made [8/12]. Progress is made on the waterproofing tech as well [4/6], and better energy production is had [Energy Production III; +2 power/turn].

[AFSOC]
1) There is progress on the transport aircraft [3/6].
2) Further aircraft technology is researched [4/12], and the transport aircraft is done [Transport Aircraft I].
3) The aircraft tech is still undergoing [5/12], and work begins on the new gunship [2/5].
4) More Aircraft research [7/12], and the gunship nears completion [4/5].
5) Aircraft research [9/12], but construction of the Gunship stalls.
6) Aircraft research finally completes [Aircraft V]! And Project FACILE begins [3/6].

[Odab]
There is barely any progress with the marketplace [2/4], and the camp is still being upgraded [4/6]. another tank is built [+1 {Bombard: 1}{-1 power/turn}, and infantry research is finally done [Infantry IV]. There isn't any progress on the bank, but the quarry plods along [3/8]. Research into more powerful ammo hits a dead end.

Being a courtier is fun =) so you can go fuck yourself dickmunch. Also fluffwise I provide security (including radio communication) and weapons research for mad medicine. sooooo
"Not interested" Shuts off the radio again that magically came to life despite being turned off.

Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: -snipped for space-
Settlements: First Nest
Territory: 61
Population: 444 (+9/turn)
Food: 591 (+11/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine III, Strange Metal Mine II, Malleable Mine I
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 III] [Drone Morphism II] [Engineering I] [Sharpened Pincers III] [Enriched Diet II] [Scouting I] [Spiracles II] [Flight III (1/10 for IV)] [Espionage II] [Tunneling II] [Electro-sensitivity II] [Speed II] [Mimicry I] [Intelligence II] [Armor II] [Acid I] [Contortion I]
Resources: 29 Ore (+2/turn)
[Captive Menehune: 5]
[Wood: 2]
[Strange Metal: 14 +4/turn]
[Malleable Metal: 4 +2/turn]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

Rolled 71, 80, 66, 7, 55 = 279 (5d100)

1. Continue a breeding program to increase the acidity of the acid spit of the drones. 4/5
+Selective Breeding II
+Intelligence II
+Mutations.
2. Continue breeding a new type of drone that shall act as a spy that will mimic humanoid speech, once it learns it, and appearance under enough clothing. This drone shall be called a spy drone. 3/5
+Selective Breeding II
+Drone Morphism II
+Spiracles II (to help speech and flight)
+Scouting I (to help find important targets)
+Espionage II (obvious)
+Electro-sensitivity (to find electrical sources to relay information and sabotage)
+Flight III (To move around)
+Mimicry I (For speech and distraction)
+Intelligence II (For operating by itself)
+Contortion I (to stand upright and better acting)
3. Continue breeding specific drones for the purpose of mining and digging tunnels for the explicit purpose of having them be the main miners and diggers in the hives. 2/4
+Selective Breeding II
+Drone Morphism II
+Sharpened Pincers III (for digging)
+Scouting I (For finding ore)
+Tunneling II (for better digging)
4. Begin digging out a larger entrance into the side of the mountain that will allow flying drones an easier access into and out of the hive. Especially if they are larger flying drones.
+Engineering I
+Tunneling II
+Flight III
5. Once again, look through the young for any mutations of interest.
+Drone Morphism II
+Intelligence II
+Mutations.

Rolled 81, 36, 72, 22 = 211 (4d100)

Pop: 48 (+5/turn)
Food: 104 (+0/turn]
Currency: 10 (+1/turn)
Territory: 22
Defenses (New Haven): 1
New Haven Structures: Factory I, ReSocialization Center I
New Sara Structures: Farm I, Gold Vein I
Military: 6 Dominion Infantry Platoons [+3.2]{Heavy Armor}{-1 F/C//T}; Dominion Bombardier [+1.6] {Bombard:1}{-1 F/C//T}; 1 Dominion Medical Team [+1.6]{Medical}{-1 F/C//T}
Tech: Infantry II, Mechs II, Power Armor V, 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, Military Reserves I, Tactics II, Capitalism I, ReSoc Conscription I
Resources: Power: 23 (+3/turn) Lumber: 12 (+2/turn) Stone: 18 (+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: Mecha 3 6/8 Goliath Mecha Squadron 1/4

1. Small Arms 3

2. Mecha 3 6/8

3. Expand the ReSoc center 1/6
+Mechs II, Power Armor V, Engineering II

4. Expand the city of New Haven.

To roll 1
Apply 5 power and 5 currency

Apply to roll 4
+Mechs II, Power Armor V, Engineering II

[The United States of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff:
pastebin.com/EFkp51KD (Intro)
>Pop:
304 Total (+11/t)
220 Fairies (+9/t)
84 Humans (+2/t)
Food: 438 (+11/t)
Currency: 158 (+15/t)
>Settlements:
pastebin.com/UXe8Dgt0
>Routes:
Road from Freedomia to Alpha City
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
pastebin.com/b5rxDXhg (Also Contains Statistics and Fluff Below!)
>Resources:
Power: 159 (+5/t) Ore: 114 (+3/t) Wood: 78 (+1/t) Refined Ore: 14 (+1/t) Ramburger Herd (+3 Food/t) "L.A.W." Passcodes (1/2) Passenger Aircraft: 1
>Technology:
pastebin.com/2NyM1D6G
>Territory:
74
>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)
Margaritaville to Roma Nibirus (Currency, +2/t)
Margaritaville to New Sara (Currency +1/t)

Rolled 23, 66, 91, 87, 30 = 297 (5d100)

youtube.com/watch?v=_LXQlp0vYn4

1.
+Barracks I
+[Foraging I]
+[Infantry II]
+[Internet III]
+[Investigation II]
+[Efficiency III]
+[Tactics II]
+[Training I]

"I-N-I-T-E-A-T-I-V...um, I was trying to spell "initiative"! Why are you standing around waiting for someone to bark orders to move every few feet? If you keep still like that, you're gonna stick out like a sore thumb, especially in a giant suit like that! You gotta learn how to function a bit independantly see, or at least take cover? That's tactics 101!" (Train the Dominion's Infantry Platoons and Bombardiers 4/6!)

2.
+Focusing Tower I
+Research Station Alpha (Lab I)
+[Bioengineering I]
+[Agriculture III]
+[Efficiency III]
+[Leyline Manipulation V]
+[Capitalism II]
+[Leylines]

"Oh, we need a better tagline before we can start production; the one we currently have doesn't roll of the tongue!" (Researching 'Americorn' Brand Corn: "It's Magically Enriched"! (Increases Food Production of Farms.))

3.
+1 MQ-9 "L-Type" UAV {Stealth}{AIR} [Str./Bom. 4/3]
+1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
+[Foraging I]
+[Communications I]
+[Investigation II]

"Don't stop me now! We still got room to move into; lets eliminate this frontier once and for all!" (Expanding more!)

4.
+Research Station Alpha (Lab I)
+Airfield I
+[Internet III]
+[Engineering III]
+[Monitoring Systems II]
+[Aircraft III]
+[Rocketry I]
+[Communications I]
+[Automation I]
+[Robotics II]

"Mhhmmmm... Hah, I have no idea what any of what you're saying means!" (Spacecraft II 4/6!)

5.
+Focusing Tower I
+Research Station Alpha (Lab I)
+[Leyline Manipulation V]
+[Leylines]

"Back to portals! We've got temporary gaps down, but how about something that could last a day? Or a week? Or for as long as it's needed!" (Researching Portals IV)

"Okay, okay, I think this training thing has taken long enough, Colonel. I'm gonna pay your men extra clownscript to wrap it up so we can get on with other things! And tell the Dominion that if they want to keep their standard of training up, they should build a dedicated barracks (Barracks I)!" (Spending 27 currency on action 1!)

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4

>Settlements:
Cille Bhrighde an Ear (capital)
Carmarthen (town)
>Territory: 25
Pop: 62 (+4/turn)
Food: 58 (+4/turn)
Currency: 14 (+9/turn)
Defenses (Cille Bhrighde an Ear): 1
>Structures:
High Seat of Druids, Weather Paradigm, Lab II
Power-plant I, Farm II, Lumberyard I, Quarry I
Goods Exchange I (+2 currency/turn)
Defenses:
>Military:
1 Militia
Diplo:
Trade route to Mad Medicine Inc. (+2 currency/turn)
>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 II, Eco-Friendly Energy (+1 Power/turn), GMO Crops I (+2 food/turn)
>Resources:
Power: 16 (+3/turn) Wood: 10 (+1/turn) Stone: 10 (+1/turn)
Professional Xenobiologist, Master Scout, Genetic Material
>Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

Rolled 44, 60, 16, 81, 81 = 282 (5d100)

1. Start building Commercial Port
>Currency
Technologies: Engineering I, Xenobiology II, Conservation I, Scouting II, Efficiency II, Material Science I, Empathy I, Green Economy II, Land-based ecosystems II

2. Continue research on Photosynthesis [1/4]
>Tech
>Would like to have it work in conjunction with my Eccentricity, Plant Hippies, and providing both Power and Food
Eccentricities: Plant Hippies, Plants
Structures: Weather Paradigm, Lab II
Resources: Genetic Material
Technologies: Bioengineering II, Medicine I, Engineering I, Xenobiology II, Conservation I, Genetics I, Genetic Engineering I, Efficiency II, Land-based ecosystems II

3. Continue research on Material Science [4/6]
>Material Science II
Structures: Lab II
Technologies: Foraging I, Medicine I, Engineering I, Conservation I, Efficiency II, Material Science I, Bio Fuel I, Green Economy II, Land-based ecosystems II, Eco-Friendly Energy, GMO Crops I

4. Begin construction of Biolab to conduct more focused research
>Biolab I
Structures: Lab II
Technologies: Bioengineering II, Medicine I, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Efficiency II, Material Science I, Empathy I, Bio Fuel I, Land-based ecosystems II, Eco-Friendly Energy, GMO Crops I

5. Expand the Goods Exchange
>Goods Exchange II
Technologies: Engineering I, Conservation I, Efficiency II, Material Science I, Green Economy II

Add 5 Stone to action 1 to get +2.
Add 10 Power to action 2 to get it done.
Add 10 Currency to action 4 to get it done.
Add 10 Wood to action 5 for juicy +4.

Also, question:
How does Bio Fuel, a pretty specific tech, provides +1 Power/turn, but Ethanol, edible alcohol that has subpar properties as fuel when compared with methanol (if we just reduce biofuels to alcohol-based), comes with +2 Power/turn.
Any explaination, aside "because"?

bump

>>World Event — Sardax IV has completed his latest work: the most expansive nations!

>1. New Albion the Glorious (100)
>2. Machina the Great (81)
>3. The United States of Afairka the Fair (74)
>4. Devil Ant Nests the Mediocre (61)
>5. The Hunger the Forgotten (56)

>>World Event — Sardax IV has completed his latest work: the most literate nations!

>1. The United States of Afairika the Glorious (91)
>2. Mad Medicine Incorporated the Great (62)
>3. Machina the Fair (57)
>4. New Albion the Mediocre (53)
>5. Altech Corporation the Forgotten (49)

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

>1. The United States of Afairika the Glorious (454)
>2. Machina the Great (409)
>3. The New Dominion the Fair (224)
>4. Odab the Mediocre (101)
>5. Mad Medicine the Forgotten (92)

>>World Event — Sardax IV has completed his latest work: the best fed nations!

>1. New Albion the Glorious (621)
>2. Devil Ant Nests the Great (602)
>3. The United States of Afairika the Fair (438)
>4. Machina the Mediocre (324)
>5. Mad Medicine the Forgotten (306)

>>World Event — Sardax IV has completed his latest work: the most settled nations!

>1. Machina the Glorious (40)
>2. The United States of Afairika the Great (36)
>3. Odab the Fair (36)
>4. New Albion the Mediocre (30)
>5. Mad Medicine the Forgotten (27)

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

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
New Sheffield (Village)
WONDER: Underground Cornucopia
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>[Base] Farms: Lv1
>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
>Food Center I
>Mine: +1 ore/turn
>Territory: 106 - (6 burned)
>Population: 513 (+16/turn)
[Ration Based Economy]
>Food/Currency: R£ 621 (+6/turn)(+3 trade route)(+2 Food Center) (+3 AgIII)(+6 Three Built Lv1 Farms) (-3 military units)]
>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/turn)
Mechanized Royal Engineers [+4.2](-1 food//turn)
>Tech:
pastebin.com/JrrS31ea
>Resources:
>Ore: 28 +1/turn
>Refined Ores: 0
>Stone: 39 (+1/turn) (+3 Heavy Drills II)
>Wood: 58 (+1/turn)
>Power: 51 (+5/turn)(+2 Ethanol II)
>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 4, 100, 81, 44, 18 = 247 (5d100)

1. EXPAND! As outline in >>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering III
>Forging IV - STEEL BEAMS
>Efficiency III - MORE EFFICIENT!
>>Units:
Royal engineers [+2.2]

2. Send Machina Energy Weapons V and Engineering III

3-5. Ethanol II research is of massive importance!
>Keep going to Ethanol IV if Ethanol III is reached

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
New Manchester Institute of the Scientific Arts

>Food Center I
>>Tech:
>Altech Renewable Energy I
>Engineering III
>Agriculture III
>Electronics I
>Programming I

The Royal Society is requested to assist in the development of the Ethanol technology.

Spend 10 POWER to speed up expansion!

>Rolled 100
>Trading Engineering with New Machina

It's been a long time since the Engineers of New Albion visited Machina.

Not since the Cascadian wars, against the genocidal Free Army, where they built the robots that helped to build the war.

Now, more educated and learned, the Engineers arrive to New Machina with new insights, as well as new sights to behold of the Machinian industrial machine.

With new inspiration before them as they taught the dwarves and were in turn taught by them, there was ample opportunity for New Albion to expand their knowledge of engineering yet again.

Rolled 55, 68 = 123 (2d100)

[Royal Imperial Tautological Society of Science]
(Courtier of New Albion)
New Manchester University
New Manchester Institute of the Scientific Arts
Defenses: 1
Military:
1 Manchester Oscilator Home Guard (Militia)
Techs: pastebin.com/JrrS31ea
eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.

#1 the Royal Society unveils the new Institute, to more properly educate scientists. train a unit of scientists, to aid in scientific research, akin to the engineering unit which aids in design and construction

[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.

#2 members of the Royal Society work hard to further develop the ethanol technology of New Albion

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
New Manchester Institute of the Scientific Arts

>Food Center I
>>Tech:
>Altech Renewable Energy I
>Engineering III
>Agriculture III
>Electronics I
>Programming I

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima, Machina Secundus
Territory: 81
Population: 120(+4/turn)
Food: 342 (+9/turn)
Currency:30 (+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
Trade Outpost (2/4)
Machina Secundus:
Farm III,
Lumberyard II,
Quarry I
Mine II
Lab I
Defenses: 5 (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 IV(4/8)
Engineering II
Infantry II
Machinian Constructs V
Efficiency III
Power grid Optimization II
[Machinian heavy armor IV](3/8)
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon V
Workplace Efficiency IV (3/8)
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: 39.5 (+7/turn)(-5.5/turn),
Ore: 23 (+5/turn)(-2/turn)
Stone: 50 (+6/turn)
Refined Ore 26 (+2/ turn)
Lumber 26 (+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 78, 36, 42, 2, 59 = 217 (5d100)

1. We've come a long way boys, we've almost got our forging techniques perfect. Let's get to work on it! -Ordinator Sturmbeard (4/8)
+Efficiency III
+Workplace Efficiency III
+Forge III
+Industrial Center
+Lab I

2.We are without a doubt the most efficient workforce on Nibiru, but we can do even better.-Ordinator Steelbeard (3/8)
+Efficiency III
+Workplace Efficiency III
+Industrial Center
+Lab I

3. Trading Power grid optimization II and rocketry I to New Albion

4.We must handle our expenditures at waste better. Improve efficiency!(0/6)
+Efficiency III
+Workplace Efficiency III
+Industrial Center
+Lab I
+Constructs V
+Forge III
+Machine Shop II
+Forging IV
+Engineering II

5.Our armor has improved leaps and bounds from where it once was. Once it was clunky and unwieldy, now it's sleek well articulated and fitted. It's the best it's ever been, but we can do better. (3/8)
+Smelter II
+Forge III
+Machinist shop II
+Forging IV
+Engineering II
+Machinian Constructs V
+Efficiency III
+Automization II,
+Workplace Efficiency III
+Modularization
+Industrial center.
+Lab I

Should be 0/8 on action 4 and all workplace efficiency IV should be at IV

Rolled 1, 25 = 26 (2d100)

Courtier Name: AFSOC
Courtier Race: Humans
Courtier to Afairika
[Air-Force]: Flying units made by AFSOC are stronger, though it isn't very good at making other units.

TURN:
1. Finish Construction on the Close Air Support Gunship [4/5]
+Smelter I,Forge I,Factory II,Research Station Alpha (Lab I),Airfield I,[Forging II][Efficiency III][Automation I][Trained Engineers][Internet III][Aircraft IV][Air Support IV][Engineering III][AI V][Aircraft IV][Communications I][Monitoring Systems II][Robotics II][Electronics I][Programming II][Jet Propulsion I][Ley-powered Machinery II][Leyline Manipulation V][Rocketry I][Rockets I]['Fairy' Incendiaries I][Aether Oscilator Disintegrators III][DANMAKU II][Automatic Weapons I][DAN Ammunition I] [Tactics II][Training I],10 Ore,1 Refined Ore,10 Energy

2. Continue Designs for Project FACILE [3/6]
[AI V][Aircraft V][Air Support IV][Albion Heavy Ships I][Architecture I][Artillery I][Automatic Weapons I][Automation I][Communications I] [Engineering III][Efficiency III][Electronics I][Flight I] [Forging II] [Internet III][Jet Propulsion I][Leyline Manipulation V][Ley-powered Machinery II][Lunacy Magic I][Monitoring Systems II][Programming II][Robotics II][Rocketry I][Rockets I][Ship Building II][Tactics II] [Training I][Transport Planes I][Volunteer Military I]

That gunship is like a magnet.
A magnet for 1s

Rolled 20, 16, 28, 94 = 158 (4d100)

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) (embed) (embed) (embed) (embed) (embed) (embed)

Settlements: Roma Nibirus
Territory: 31
Population: 55 (+2/turn)
Food: 96 (+4/turn)
Currency: 121 (+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 III]
Defenses (Capital): 1; [Anti-Air turrets {Anti-Air}{Static}{Bombard: 1}{-1 power/turn}
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 III]; [Forging II]; [Tactics I]; [Tanks II]; [Shipbuilding III]; [Architecture I]; [Majesty II]; [Capitalism II]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry II]; [Bioengineering I]; [Ammo II]; [Air-Support IV]; [Internet III]; [Jet Propulsion I]; [Automatic Weapons I]
Resources: Amateur Xenobiologist, Power: 122 (+5/turn) Ore: 50 (+2/turn) Wood: 23 (+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; Do whatever necessary to improve aa turrets 3/6
3; Get biologist to train and learn 2/6
4; Improve Tactics I 1/6

Put however monies necessary to get successful roll for actions 1-2
Also, you didn't take into consideration I wanted to put money into last turns to improve my biologist and tactics roll

I guess you've just burned through more than half of your money reserve to get it done.
Or burned few pennies to get meager +1 progress

Radio catches a new signal
"Greetings, this is The Circle. We would like to start a proper trading with your far away lands. As a token of friendship we can provide knowledge about running environmentally-neutral economy"

>Trade route
>Green Economy I

"Sure. In exchange we can teach you how to better optimize your power grids."

>Trade route
>power grids I

"That's just great! Many thanks for your non necessary, but always welcomed help."

>So we have the deal, will conclude in incoming turn.

Okay

A radio message arrives in Nova America.

"This is the New Albion Foreign Office, we are to inform you that Parliament has requested the offering of a trade route between our peoples.

We have already established a trade route with the United States of Afairka, and now seek a trade route with Nova America."

[Devil Ants]
The breeding program completes [Acid II], and the spy drone is ready for action [+3.4 {Infiltrate}{Flight}{-1 food/turn}]. The miner drones are ready as well [Miner Drones]. There is still no progress on the flight path, and more mutations are looked for [2/4].

[Dominion]
Small arms research begins [4/8], and more powerful mech's are nearly complete [7/8]. The ReSoc center remodelling sees progress [4/6]. The New Dominion begins expanding [1/2]! The Infantry Platoons and Bombardiers return from training in Afairika [+1.4 each].

[Afairika]
Thanks to Afairika's help, the Dominion's soldiers are much stronger! Finally, Americorn Brand Corn is underway [2/4], and the nation expands [+5 hex]. Better Spacecraft complete [Spacecraft II], though better Portal research is off to a slow start [1/10].

[The Circle]
The Commercial Port is finally underway [2/4], and the researchers finally find a way to induce photosynthesis in the people [Photosynthesis I; +2 food/power//turn]. There is no progress on the Material Sciences research, and the Biolab quickly goes up [Biolab I]! The Goods Exchange is nearly expanded [4/6].
>Change it to +2 then

[New Albion]
Expansion barely starts [1/2], and the engineers are sent to Machina. Studying their constructs, they learn a bit about engineering [Engineering IV]! Further ethanol research is had [3/8].

[Royal Society]
Scientists undergo training [2/4], and ethanol research nears completion thanks to the Royal Society [7/8].

[Machina]
Forging technology is mastered [Forging V]! Workplace efficiency techniques improve slightly [5/8], though regular efficiency technology stalls. Heavy armor research improves [5/8].

[AFSOC]
AFSOC's technology has had a propensity to explode lately [-10 pop, 0/5]. Project FACILE progresses slowly [4/6].

[Nova America]
AA turrets improve slightly [4/6; -30 currency], as well as the biologist training [3/6]. However, tactics improvements are nearly done [5/6]!

Will retro-account my energy due to change in production.

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4

>Settlements:
Cille Bhrighde an Ear (capital)
Carmarthen (town)
>Territory: 25
Pop: 66 (+4/turn)
Food: 64 (+6/turn)
Currency: 13 (+9/turn)
Defenses (Cille Bhrighde an Ear): 1
>Structures:
High Seat of Druids, Weather Paradigm, Lab II, Biolab
Power-plant I, Farm II, Lumberyard I, Quarry I
Goods Exchange I (+2 currency/turn)
Defenses:
>Military:
1 Militia
Diplo:
Trade route to Mad Medicine Inc. (+2 currency/turn)
>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 (+2 Power/turn), Green Economy II (+2 Currency/turn), Land-based ecosystems II, Eco-Friendly Energy (+1 Power/turn), GMO Crops I (+2 food/turn), Photosynthesis I (+2 food/power/turn)
>Resources:
Power: 11 (+5/turn) Wood: 1 (+1/turn) Stone: 6 (+1/turn)
Professional Xenobiologist, Master Scout, Genetic Material
>Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

Rolled 13, 10, 18, 57, 45 = 143 (5d100)

1. Continue building Commercial Port [2/4]
>Currency
Technologies: Engineering I, Xenobiology II, Conservation I, Scouting II, Efficiency II, Material Science I, Empathy I, Green Economy II, Land-based ecosystems II

2. Finish expansion of the Goods Exchange [4/6]
>Goods Exchange II
Technologies: Engineering I, Conservation I, Efficiency II, Material Science I, Green Economy II

3. Continue research on Material Science [4/6]
>Material Science II
Structures: Lab II
Technologies: Foraging I, Medicine I, Engineering I, Conservation I, Efficiency II, Material Science I, Bio Fuel I, Green Economy II, Land-based ecosystems II, Eco-Friendly Energy, GMO Crops I

4. Expand south to secure the trade route before the port is finished
>Pic related
Foraging I, Engineering I, Xenobiology II, Conservation I, Scouting II, Efficiency II, Material Science I, Empathy I, Green Economy II, Land-based ecosystems II

5. Conclude trade deal with Dominion
>Trade route
>Send Green Economy I and GMO Crops

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
New Sheffield (Village)
WONDER: Underground Cornucopia
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>[Base] Farms: Lv1
>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
>Food Center I
>Mine: +1 ore/turn
>Territory: 112 - (6 burned)
>Population: 529 (+16/turn)
[Ration Based Economy]
>Food/Currency: R£ 636 (+6/turn)(+3 trade route)(+2 Food Center) (+3 AgIII)(+6 Three Built Lv1 Farms) (-3 military units)]
>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/turn)
Mechanized Royal Engineers [+4.2](-1 food//turn)
>Tech:
pastebin.com/JrrS31ea
>Resources:
>Ore: 29 +1/turn
>Refined Ores: 0
>Stone: 44 (+1/turn) (+3 Heavy Drills II)
>Wood: 59 (+1/turn)
>Power: 58 (+5/turn)(+2 Ethanol II)
>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

--

>IRC
>Expansion Completes! (was previously 1/2)

Dat roll...
Add 13 Currency to action 4 to get it done.

And I will probably add energy, but first I need to count how much of it I have

>Sardax
Do I know you from somewhere? :^)

Ok, so I've got 13 Power more, giving me grand total of 24.

Add 24 Power to action 3 to get it done.

Rolled 93, 83, 19, 63 = 258 (4d100)

1. We will resume the Commando I research 3/4

>Infantry II
>First Aid I
>Tactics II

2. Construct a New Albion Special Forces HQ,

"Our new engineering IV methods will make construction easier."

Tech:
Military
>Infantry II
>First Aid I
>Tactics II

Construction
>>Buildings:
Royal Engineer Corps HQ Lv2
>>Tech:
>Engineering IV
>Forging IV
>Efficiency III
>>Units:
Royal engineers [+2.2]

3. Research Espionage

Tech:
Military
>Infantry II
>First Aid I
>Tactics II

4. Continue the Ethanol III Research 7/8

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
New Manchester Institute of the Scientific Arts

>Food Center I
>>Tech:
>Altech Renewable Energy I
>Engineering III
>Agriculture III
>Electronics I
>Programming I

Rolled 15 (1d100)

Spend 7 power to boost action 3

5. The Yanks are trying to engineer their own Super Corn, eh?

Well, I enjoy the spirit of competition as much as the next fellow. And we must stay on top of the International Beetle Index on food.

Though we do not employ bioengineering, we do have our own Food & Chemicals center. Instead of a super crop, perhaps we engineer our own Super Fertilizer? Charged with the same leyline energies using our own Leyline devices and fairy volunteers.

The Engineers and Scientists will assist in this agricultural endeavor

>Begin researching Albion-Fertilizer

>>Building:
Food & Chemicals Center
New Manchester University
Royal Engineer Corps HQ Lv2
New Manchester Institute of the Scientific Arts

>>Tech:
>Engineering III
>Agriculture III
>Efficiency III
>Leyline Manipulation V
>Leylines
>Ley-Powered Machinery II

"This is Head Comm Officer Edwin De Forest, speaking on behalf of The United State of Imperial Nova America. Your request has been denied. Over and out."

Spend R£10 to boost this action

"Roger that"