Colonies of Nibiru XI

Welcome back to Nibiru! Still hard at work on the previous update, but posting so a few others can take their turn.

Other urls found in this thread:

pastebin.com/5cf3DMtm
pastebin.com/vTabg3DK
pastebin.com/3KnjEwSm
pastebin.com/JrrS31ea
pastebin.com/Z1jzCWnQ
pastebin.com/17Rz2TpR
pastebin.com/EFkp51KD
pastebin.com/6iM0qqen
pastebin.com/7Faht8Tn
pastebin.com/fExAiust
youtube.com/watch?v=L74iqktfmLw
pastebin.com/8d0TUTAQ)
pastebin.com/XwywRjpq
pastebin.com/gQ7X4Wh4
pastebin.com/AZhsfE21
pastebin.com/QGEyxbKZ
twitter.com/NSFWRedditImage

Rolled 55, 38, 92, 7 = 192 (4d100)

1. Update the Quarry [6/8]
+Factory 2
+Engineering 3
+Tools
+Construction Depot
+Forging
2. Start research into the realm of better ammunition [3/6]
+Research Lab
+Ammunition
+Artillery

3. Start research into better engineering technology [5/10]
+Research Labs 2
+Engineering 3
4. Upgrade power plant [3/6]
+Factory 2
+Engineering 3
+Tools
+Construction Depot
+Forging
+Fabricator

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: 258 (+9/turn)
Food: 334 (+13/turn) (9)
Currency: 22 (+11/turn) (6) [+2 trade with the Circle]
Structures: [Mine 3] [Mine 2] [Power Plant 3] [Power Infrastructure 2] [Fuel Drill] [Farm 2] [Butcher] [Pasture 2] [Quarry 2] [Lumber Yard] [Raiding Camp 2] [Marketplace] [Bank] [Rum Distillery] [Port] [Construction Depot] [Factory 2] [Fabricator] [Research labs 2] [Armory] [Barracks] [Missile Silo [Bombard 1] [Spawning pit]
Defenses: 2 [Kurgan] [Defensive Robot perimeter[+1]] [Anti-air platform [+1]]
Military: 2 Orc warband [Anti-Armor] [Serum] [+1.6](army)(-2 food/currrency) 2 Pirate crews (army) [Anti-Armor] [Serum] [+1.6][-2 food/currency] 4 Land Guard (militia) [Anti-Armor] [+.6] 2 Tank units [armored][+.6][Bombard +1](-2 power) [Robot Soldiers [+1 [-1 power/turn] 1 Artillery battery [Bombard: 1](-1 power) Flotilla (fleet)[(+.2) -1 currency] [ Space fighter flight +2.2 [-1 power/turn]]
Tech: [Infantry 5] [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] [Efficiency 2] [Green Economy 2]
Resources:
Ore 128 (+6/turn)
Power 121 (+8/turn) (3)
Stone 64 (+2/turn)
Wood 27 (+1 per turn)
Student Xenobiologist

pastebin.com/5cf3DMtm
6 missed turns: 2 used this time
1 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][8/12]
-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]

2 Improve on waterproofing [Waterproofing I ---> II][4/6]
-Techs: [Science II], [Engineering II]
-Buildings: [Railgun; Labs V]

3 Continue improving espionage 3/6

4.5. Begin Construction of secret Missile factory
[Rocketry IV]
[Anti-espionage V]
[Engineering II]

6.7. Begin construction of underground silos
[Rocketry IV]
[Anti-espionage V]
[Engineering II]

8. Begin construction of the prototype ***************** Missile
[Rocketry IV]
[Anti-espionage V]
[Engineering II]
[Energy Production III (+4/t)]
['Mad' Energy Weapons IV]
[Science II]
[Railgun; Labs V]

9. Turn another doppleganger into an abomination. This time with the railgun touch.
[Railgun; Labs V]
[Medicine IV]
[Genetic Engineering II]
[DNA manipulation I],
[Genetics V]
['Mad' Energy Weapons IV]
[Combat Drugs II],
[Military Augments I]
[Science II]

10. With railgun now in charge it is time to enlist our security team back to active duty to protect against any who may turn aggressor.
[Anti-espionage V]
['Mad' Energy Weapons IV]
[Combat Drugs II]

11. Build a trade route to New Albion we have secured a friendship with them.

12. Build a trade route to [The United States of Afairika]

Rolled 38, 53, 83, 37, 76, 8, 67, 83, 89, 10, 40, 44 = 628 (12d100)

[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.
=STATS=
-Settlements:
+STRATOS Main Satellite
-Territory: 54
-Population:[43](+2/turn)
-Food:[64](+12/turn)
-Currency:[47](+3/turn)
-Structures:
+STRATOS Satellite Control Pod
+1 Mine Lv 3
+1 Power Plant Lv 3
+1 Farm Lv 2
+4 Farm Lv 1
+1 Quarry Lv 1
-Defenses:
+STRATOS Main Satellite: 1
-Military:
+7 PR Series UNIT [+4.8][Flight]
+1 UNIT 04-PT [+6.2][Flight]
-Resources:
+Ore:[110](+6/turn)
+Power:[165](+9/turn)
+Stone:[19](+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 23, 59, 59, 74, 78 = 293 (5d100)

1&2. Continue the invasion. Push forward! 2/4
3. Begin breeding large flying drones that shall carry supplies and smaller drones across large distances and water. 1/4
+Selective Breeding II
+Drone Morphism II
+Enriched Diet III
+Spiracles II
+Flight III
+Speed II
+Contortion I
4. Begin breeding a leader drone that can look over the battlefield and command drones across the battlefield. Begin breeding the General Drone.
+Selective Breeding II
+Drone Morphism II
+Poison III
+Sharpened Pincers III
+Enriched Diet II
+Spiracles II
+Flight III
+Scouting I
+Intelligence II
+Armor II
+Acid II
+Telepathy II
5. Begin selectively breeding drones for even greater telepathic properties. 1/5
+Selective Breeding II
+Drone Morphism II
+Intelligence II
+Mutations.

Rolled 17, 73, 47, 96, 58, 72, 41, 91 = 495 (8d100)

=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]
+[Streamlining IV]
+[Cloaking I]
+[Noise Cancelling Fields I]
+[Organic Meld System I]
+[Failsafes I]
+[Tech Development II]
=IN PROGRESS=
+[Tech Development III](6/8)
=ACTIONS=
-Current Turn-
1. [Streamlining V]
+[Tech Development II]
2. [Make another UNIT]
+[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]
+[Streamlining IV]
3. [Tech Development III] (6/8)
+[Tech Development II]
4. H.P.P. protocol for expansion continues. [Expand]
-Makeup Turn-
1. Begin on [Propulsion Rockets III]
+[Tech Development II] (3 probably, after the main turn is crunched)
2. [Develop another UNIT] (see above for tech involved.)
3. [Streamlining V]
+[Tech Development II]
4. H.P.P. protocol for expansion continues. [Expand]

bump

This is fucking not fair. Not at all.

He had a courtier, you didn't. it's perfectly fair. Pic related

It's not about this.
It's about potential ally being taken over by a guy who will going to antagonise me for the sake of it and I can pretty much forget about all the plans I had. And when (if) Javmoj will return, the damage will be done already.

It's probably even bigger setback than Newt leaving the game in the moment I needed him most.

Also, learn how to use that meme

[Blatwurst]
Lava magic is still being researched [5/11], and there's only slight progress on the Rune Cannon [2/6].

[New Albion]
The trade route is established [+2 currency/turn], and the techs are sent. The new commandos are nearly ready [4/5]. There's slight progress with Operation Fawkes [1/8] and espionage research [5/6], however Investigation techniques see huge breakthroughs [Investigation IV]!

[Machina]
The powergrid is nearly ready [5/6], and better self-repair protocols are ready [Self-repairing III]. Another Clockwork Man is ready [+9.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air] (-.5 power/turn). A trade route with New Albion is established [+2/turn], and the ALPENE project progresses slowly [1/4].

[Nova America]
The Twin Palaces show great progress [18/25], and the Nova American Engineers are barely helpful to the fairies [9/20; -15 power]

[Dominion]
Rearming is halfway done [5/10], and further Small Arms research begins [2/12]. Only slight progress on the new power plant [1/4], but the farm progresses better [2/4].

[The Circle]
Odab's tools are refined [3/6], and Photosynthesis research plods along [4/5]. Biofuel stalls, and there isn't any accounting project {Progress doesn't carry over}, and the Biolab is nearly expanded [3/5].

[Altech]
Afairika is assisted [11/20], and the programming AI is finally complete [Programming AI I]. An advanced AI is reprogrammed [Advanced AI ---> Intelligence AI], and another [Advanced AI ---> Combat AI].

[Afairika]
Project Libertiria Primus is more than halfway ready [13/20], and another Dropship starts [1/4]. The first Danmaku tank makes progress [3/6], and the second is ready [+7.6 [Bombard: 1]{-2 power/turn}]. The final stretch of portal research begins [3/12].

[Royal Society]
Work on Ethanol power progresses well [5/12].

[Odab]
The quarry is nearly complete [7/8], and ammunition research nearly completes [4/6]. Engineering tech nears completion as well [9/10], but the power plant stalls.

[Mad Medicine/Railgun]
Medicinal research barely shows any progress [9/12], and waterproofing tech completes [waterproofing II]! Espionage tech also completes [Espionage II]. A missile facility is underway [3/6], as wel as the silos [2/4]. Production of the prototype missile begins [3/5], and another doppelganger is nearly turned [4/6]. The security team is nowhere to be found, and small trade routes to New Albion and Afairika are established [+1 currency/turn each].

[Devil Ants]
The invasion finally completes; the ants are in control of the Hunger's former lands! Flyer breeding is nearly complete [3/4], and the general drone undergoes training [3/6]. Greater telepathic abilities are nearly had [4/5].

[STRATOS]
Still no streamlining progress, though another UNIT is made [+4.8 {Flight}[-1 food/turn] ]. Further tech development nears completion [7/8], and STRATOS expands [+5 hex]. Further propulsion rockets are done [Propulsion III], and yet another UNIT is made [+4.8 {Flight}[-1 food/turn] ]. Finally, the final leg of streamlining research begins [1/5], and once again, STRATOS is lucky to expand [+5 hex]

ADDENDUM- MACHINA
Powergrid complete [+4 power/turn]

Even if it doesn't carry over, I've just started the Accounting II anyway, so I would kindly ask for progress on it. Because now it's most definitely +1

Fine, [1/6]

Rolled 76, 6, 88, 89 = 259 (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: 276 (+9/turn)
Food: 352 (+13/turn) (9)
Currency: 24 (+11/turn) (6) [+2 trade with the Circle]
Structures: [Mine 3] [Mine 2] [Power Plant 3] [Power Infrastructure 2] [Fuel Drill] [Farm 2] [Butcher] [Pasture 2] [Quarry 2] [Lumber Yard] [Raiding Camp 2] [Marketplace] [Bank] [Rum Distillery] [Port] [Construction Depot] [Factory 2] [Fabricator] [Research labs 2] [Armory] [Barracks] [Missile Silo [Bombard 1] [Spawning pit]
Defenses: 2 [Kurgan] [Defensive Robot perimeter[+1]] [Anti-air platform [+1]]
Military: 2 Orc warband [Anti-Armor] [Serum] [+1.6](army)(-2 food/currrency) 2 Pirate crews (army) [Anti-Armor] [Serum] [+1.6][-2 food/currency] 4 Land Guard (militia) [Anti-Armor] [+.6] 2 Tank units [armored][+.6][Bombard +1](-2 power) [Robot Soldiers [+1 [-1 power/turn] 1 Artillery battery [Bombard: 1](-1 power) Flotilla (fleet)[(+.2) -1 currency] [ Space fighter flight +2.2 [-1 power/turn]]
Tech: [Infantry 5] [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] [Efficiency 2] [Green Economy 2]
Resources:
Ore 120 (+6/turn)
Power 117 (+8/turn) (3)
Stone 68 (+2/turn)
Wood 29 (+1 per turn)
Student Xenobiologist

1-4. Upgrade our tools as much as possible as quickly as possible
+Forging
+Tools
+Research Labs 2
+Factory 2
Spending 10 currency and 20 ore and 10 power finishing this action

This is fucking brilliant... you could wait. Or could tell. Now we are both developing the same stuff

Does anyone have any contact with Javmoj?

I developed it first i have every right to further y own tech be salty somewhere else

You don't get it, do you? It could have a higher value if you've trade it on higher level. OR you could save yourself the hussle, wait for me to finish it and then ask.

It's like efficiency is an enemy of most of you.

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima, Machina Secundus
Territory: 81
Population: 144(+4/turn)
Food: 396 (+9/turn)
Currency:32 (+11/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 Post I; +2 currency/turn],
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 [+8.8 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air] (-.5 power/turn)
[+9.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air] (-.5 power/turn)
Spider Construct- [+5 [Sapper][Heavy][Armored]{-1 power/turn}
Heavy Construct- +5 [Siege][Heavy][Armored][Bombard: 2]{-1 power/turn]
Tech:
pastebin.com/3KnjEwSm
Resources: Power: 52.5 (+13/turn)(-6/turn),
Ore: 21 (+5/turn)(-2/turn)
Stone: 41(+8/turn)
Refined Ore 10(+2/ turn)
Lumber 40 (+2/turn)
Trade Routes: New Albion (+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

Or maybe not efficiency that's the enemy maybe I just don't want trade with you, and i'm having a good old laugh at how upset this is making you

Rolled 71, 80, 72, 47, 44 = 314 (5d100)

1. Continue to innovate and improve the ALPENE Project.(1/4)
+Efficiency V
+Workplace Efficiency V
+Ai V
+Industrial Center
+Lab I

2.Continue to improve upon and prototype new Self Repair protocols for our constructs.(0/4)
+Forging V
+Engineering V
+Machinian Constructs V
+Efficiency V
+Power grid Optimization V (improved circuits)
+[Automization II,
+Workplace Efficiency V
+Modularization
+Electronics I,
+Programming I
+[AI V]
+Forge III
+Machine Shop II
+Industrial center

3.Build a third clockwork man. Quickly now the ants are gaining ground.
+Forging V
+Engineering V
+Infantry II
+Machinian Constructs V
+Efficiency V
+Power grid Optimization V
+[Machinian heavy armor V]
+[Automization II
+Heavy Drills V
+Autocannon V
+Workplace Efficiency V
+Modularization
+Electronics I,
+Programming I
+[AI V]
+[Rocketry I]
+[Rockets I]
+Artillery I
+[ALPENE III](1/4)
+[Self-repairing III]
+[Tactics II]
+Forge III
+Machine Shop II
+Industrial center
+Small

4.Begin improving and expanding our knowledge of Artillery.
+Efficiency V
+Workplace Efficiency V
+Ai V
+Autocannons V(weapons it may be applied too)
+Rockets I(weapon it may be applied too)
+Rocketry I(design for weapons it may be applied too)
+Tactics II(how to use it)
+Industrial Center
+Lab I

5.Improve and refine our understanding of Rockets.
+Efficiency V
+Workplace Efficiency V
+Ai V
+Rocketry I
+Industrial Center
+Lab I

Your post reads pretty much like pic related

Let me do the damage assesment.
Space Vikings dropped from the game.
Hunger got conquered after two threads of inactivity.
Mad Medicine probably dropped too, leaving the nation for taking for own puppet.
The big-ass alliance is still threre and growing in members.
Dominion will most likely join the alliance too.
That leaves me, two barely active guys and ants.
Which means after the ants (I expect 5 turns maximum), I'm next on the list.

Sounds like a lot of fun. Gonna catch a smoke and either post or leave. Because the sole fact without Javmoj I'm now behind by at least 80 progress (which is 35 turns, given or taken) doesn't sound anything, but trouble.

bump

This is accurate as thats exactly what he is doing.

So why dont you go be retarded somewhere else.

Should be +17 a turn

Power I mean

Ok, to cut the crap to minimum and streamline it all to single "yes/no". For obvious reasons I would trade for those in parts, as it's simply impossible to get this done in single diplo-action.

I would like
>Most important:
Water-born ecosystems II, Science II, Genetics V
>Would be nice:
Genetic Engineering II, DNA Manipulation
>Still interested
Medicine III or higher, Basic AI

Can offer:
Engineering III, Bioengineering II,, Xenobiology II, Conservation I (will be II), Taming II, Scouting II, Efficiency II, Material Science II, Empathy II, Green Economy II, Land-based ecosystems II, Eco-Friendly Energy I, Photosynthesis II, Biomaterials I (will be II), Accounting II, Tools II
And any other tech, but they are all level 1. I also honestly doubt photosyntesis will have much use for you, but still

I would like
>Most important:
Gene Modding II, Tech Development III (since it's ongoing)
>Would be nice:
Equipment Hybridization II
>Still interested
Solar Energy I

Can offer
Pretty much anything from my tech base goes

As absurd as it sounds, I'm actually in position to try contact with your ants. Feels pretty much like a deal with a devil, because no matter how I will handle you, I'm fucked anyway.

I would like
>Most important:
Psionics, Aircraft (especially if they will be any higher level than I, making them super-hot)
>Would be nice:
Infantry II, Tactics II,
>Still interested
Ballistics II, Armor Piercing Ammo I (mostly because they are "mine")

Can offer
Pretty much anything from my tech base goes, but I think most "hot" will be Scouting II, Robotics II. Engineering III, Efficiency II, Tools II, Material Science II and Green Economy/Accounting combo

Stop being a prick and you might get some friends.

All I need to know from any of you if you are at all interested in future trade deals.

I will get turn prepared, but most likely won't post it till midnight. Till then I will wait for their answers and my turn most likely won't be accounted up until turn after it, so go figure.
Either way, so far it looks like there might be no turn to account at all.

Yes, because I'm such a prick for past since I've started playing with another nations, while still getting shit in tune of "HURRR KURT DURRR"...
Besides, maybe it didn't occure to you, but there are not enough players left in the game without Javmoj now to get allies that actually both stand a chance and are active enough to matter.

All deals are handled in character and based on previous dealings with a nation. If you wish to interact with STRATOS for any such actions, they need either previous dealings with you or a proper reason to reach for your tech at the time.

Rolled 99, 2 = 101 (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
Resources: Scientist Team
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.

#1-2 the Royal Society is nearly halfway done with its research on Ethanol V 5/12

[Resource: Scientist Team]

>>Building:
New Manchester University
Royal Engineer Corps HQ Lv2
New Manchester Institute of the Scientific Arts
Food Center I
>>Tech:
>Ethanol IV
>Bioegineering I
>Altech Renewable Energy I
>Engineering IV
>Agriculture III
>Electronics I
>Programming I

Rolled 84, 85, 41 = 210 (3d100)

Nation Name: The Blatwurst Academy
Nation Race(s): Humans
Color: BLACK
Fluff: The Blatwurst Academy was founded by a group of human colonists not long after the Stranding. Focusing their efforts in harnessing the innate magical energies of the Niburu they have grown in power and prestige as they have learned to cast magic as if wizards of old! They seek out magical knowledge where ever they go and wish to pry every arcane secret they can from this new world.
[Blatwurst]
Pop: 39 (+2/turn)
Food: 52 (+4/turn)
Currency: 59 (+3/turn)
Defenses (The Academy): Defensive Shielding: 2
Rune Turrets[+.6 {Static}{Bombard:1}{-1 power/turn}
Resources:
Power: 45 (+6/turn)
Ore: 38 (+2/turn)
Stone: 38 (+2/turn)
Structures:
Farm 2
Farm 2
Power 2
Power 2
Power 2
Mine 2
Quarry 2
Military: Archmage [+2] [-1 food]
Tech:
[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 IV]
[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
Cancer Magic II: 3/5
Metal Magic II: 2/5
----
1-2. Research [Lava Magic V] 5/11
3. Continue on the Rune cannon WHICH FIRES LAVA! [2/6\
+[Lava Magic IV]
+[Rune Magic I]
+[Shield Rune I]
+[Blasting Rune I]
+[Metal Magic I]
+[Architecture I]
+[Defences I]

So far you basically told me to fuck off when I showed up to strike an opening trade deal, so I'm not exactly sure where you are heading with this whole "we need to make other deals first".

Plus I don't really engage in the whole RP stuff, so it's not going to happen if you are expecting this from me.
But I need clear and to the point statements on that matter instead of going back and forth in circles.

Fine then, don't be upset when you get turned down then.

I'm not upset. I need to know simple "yes/no" to equally simple question of "are you dealing in tech".
Besides, the trade offer is still hanging ( ) and you still dodn't even said a word about it, assuming I'm adressing the right guy now.

That's not me. And once again, it's wholly dependent on how your nation and/or group handles the deal in character. There is not a clear yes or no I can give you at this time.

But for me it's very clear "no". Because I'm not going to write a story about swapping two techs for another two techs, previously writing story about patting each others backs to express friendship. That's the Fairy Guy schtick, not mine.
Guess that's also means "no" to the trade route deal.

One done, two to go.

And honest question - what difference does it make? Just a quick check
>Radio screetches
>Diplo-offer text
vs
>Bunch of treants shows on borders
>Diplo-offer text

It's so meaningless I'm actually curious what difference does it make. Unless you are seriously expecting something really fitting a story, which I don't understand at all.

The Ambassador arrives by Albonian ship to the cold north, nursing the warm cup of tea he had been using to maintain body temperature in these frigid temperatures.

Once they were granted permission to land, he deboarded and entered the sophisticated structures of the STRATOS operation, the insides being much more suited to human life and living.

"My name is Mr. Abersworth, I'm here to speak on behalf of my government and to extend warm feelings of goodwill.

I also have this, an official document detailing a request from our government regarding certain genome technologies.

The Blatwurst Academy has recently reopened for business, and we are interested in sending able bodied future wizards to the academy. Earth science was able to determine that those with the 'Psyker Gene', or 'Wizards Blood' as it were called, were the only ones able to manipulate the Aether, the source of all magic, and this separated them from non-psions or 'muggles' as it were. The knowledge of how to detect this gene in our populace was lost with contact to Earth, hence we have heard it you have managed to map these gene. Access to information of the Psyker Gene would allow us to pinpoint which of our denizes has psionic potential, and thus magical potential.

We are interested in aquiring it, and would like to know if your government would desire a price for it."

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: 60 (+2/turn)
Food: 100(+5/turn)
Currency: 60 (+3/turn)
Structures: Farm lll Mine IIl Power-Plant II lumberyard ll Quarries lll
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 ll
Resources: Professional Xenobiologist, Ore: 89 (+3/turn) Power: 56 (+2 /turn), Wood: 31 (+2/turn), Stone: 41 (+4/turn)

Rolled 94, 50, 7, 65, 16, 37, 82, 68, 90, 80, 69, 88 = 746 (12d100)

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:
[Rockets ll] 2/5

1 send over what's we needz to complete our deal with dose circle guyz [send over Robotics ll and programming ll to the circle]
2-3 get more of our smart gobboz on dem rockets[Rockets l--->Rockets ll]
4-5 I want some smart boyz to develop some big shiny mechs [Mechs l]
6-8 send dat boat we got up north so wez can go get more terriotyz[expand north to the snow]
9-10 Wez need even better metal bitz for our body[Cybernetics ll--->Cybernetics lll]
11-12 "oi boss you know that big metal thingie we came out of?"
"Yeah"
"Well a lot of dose creatures also came out of it and some of da boyz wanna try and get petz so I was thinking that we go get em?"
"Yeah alright but we needz to know how to tame em first"[taming l]

Rolled 63, 95, 66, 23 = 247 (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) (embed) (embed) (embed) (embed) (embed) (embed) (embed)

Settlements: Roma Nibirus
Territory: 31
Population: 64 (+2/turn)
Food: 124 (+4/turn)
Currency: 120 (+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: 1.5}{-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 II]; [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: Xenobiologist, Power: 142 (+5/turn) Ore: 64 (+2/turn) Wood: 30 (+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.

1-3; Work on muh twin palaces 18/25 [Forging II]; [Tactics II]; [Architecture I]; [Majesty II]; [Capitalism II]; [Agriculture II]; [Engineering III]; [Electronics I]; [Internet III]
4; Help make project primus [Aircraft III]; [Forging II]; [Tactics II]; [Majesty II]; [Capitalism II]; [Engineering III]; [Electronics I]; [Ammo II]

Got Taming. Level 2. You could just ask. You most definitely still can

Put however money necessary for action 4 to into success

>Ash can't count to 25: Part 6
Besides, you could already notice Wheelie is not accounting that for you, so you are most definitely not boosting your rolls at all.

I'd need information on what those techs do before trading for them.

>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
>Special Forces HQ Lv1
>Food Center I
>Mine: +1 ore/turn
>Territory: 112 - (6 burned)
>Population: 625 (+16/turn)
[Ration Based Economy]
>Food/Currency: R£ 733 (+6/turn)(+7 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: 32 +1/turn
>Refined Ores: 0
>Stone: 56 (+1/turn) (+3 Heavy Drills II)
>Wood: 65 (+1/turn)
>Power: 92 (+5/turn)(+2 Ethanol II, +2 Ethanol IV)
>Volunteers: 5 Fairies
>1 Scientist Team
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
Taach Okaan +2 Food per turn
Machina +2 Food per turn

A portal opened up in what was once Mad Medicine's main communication sector. A small arm gingerly throws a suitcase across the room, aiming and missing a desk. After making a flippant gesture, it reclined back into the tear, which afterward quickly sealed itself.

Anybody whom would happen upon said suitcase would most likely find a letter within it.

"Greetings from Afairika;

As you know, the Afairikan Armed Forces remain the strongest in Nibiru, playing an important role in keeping the central Nibirian subcontinent safe and secrure. With the recent developments going on the southern "Hell's Island" as well as the disaster that occured in the halls of Mad Medicine, it has become more important than ever to continue moving forward in order to maintain this positon to ensure the safetey of our future. As fellow Americans, we invite you to help us in a joint project that shall benefit all of us - the specifics are in an enclosed sub-envelope.

pastebin.com/8d0TUTAQ"

To: The peoples of Machina
From: The Collectives of Odab

We the greedy, yes we shall admit it, ruffians of Odab wish to do business with the likes of your kingdom, dont mind the green barbarians we associate with. Our wish is a mutually prospering trade route with you, as well as the trades of Infantry V and Spacecraft I for Conscription I and Forging V? Hopefully we shall be able to come to terms between our two nations even if our ideologies differ.

WORLDWISE MESSAGE

---

Accross the various radio frequencies and even some magical ones, a world pervading radio message shouts out.

"Today, september fourth, 2XXX,

the Kingdom of Devil Ants has invaded the sovereign nation of Hunger,

they have occupied their territories, and all contact with the denizens of Hunger has ceased, the fate of its citizens is hiterto unknown

today is a black day for civilized society, when one nation, in an unprovoked and unwarranted attack has despoiled its neighbor who had lived in peace for many years, and had attempted to communicate with the colony

the Albion Government denounces the actions of the Queen of Ants and the wanton aggression of the Kingdom of Devil Ants and her collective government. The Zombies of Hunger are a strange and curious people, but people nonetheless they have been. Our hopes lie in that they have been taken as prisoner of war, but rumors persist of far worse fates that have befallen these fellow intelligent beings.

Such attrocities have been visited on the world not long ago with the tyrannical Free Army, yet the world, in its devotion to liberty and fraternity of all beings, rose as one to oppose this. Now again the conqueror has shown its face, now again the age of war and aggression lay upon us

This treacherous act and a crime against peace, without just cause or warning upon Hunger, should not go unnoticed and forgotten in the annals of our planets history.

New Albion sends this plea to the world, that we do not let the morals and ethics of civilized society be swifted away by the negligence of those too far to be affected yet close enough to act."

A Radio signal comes up reaching the orcs of Odab.
"Despite you own self defenestrating speech, You trade prospects and arrangement are more than fair. I Ordinator Steelbeard agree to the trade."

Rolled 78, 78, 88 = 244 (3d100)

1. Raise the new unit of Royal Commando's, now with superior investigative abilities 4/5

>>Buildings:
Special Forces HQ Lv1
>Tech:
Training:
>Commando I
>Infantry II
>Tactics II
>First Aid I
>Investigation IV
>Anti-Espionage V
Weapons:
>Energy Weapons V
>Aether Oscilator Disintegrators III
>'Mad' Energy Weapons I
>Nullification Oscilators I

2. Once the new unit Royal Commando's are ready, the newer project, Operation Cromwell, commences

Now under much better investigative planning, we will be less prone to mistakes 1/8

>>Buildings:
Special Forces HQ Lv1
Tech:
Military
>Infantry II
>Tactics II
>Investigation IV
>Anti-Espionage V
Units:

3. ---OFFICIAL ORDERS---

Merge our current espionage progress with Railgun Inc's own espionage program. We will work on it jointly.

Both of our project managers are to cooperate together in what will surely be accelerated progress now with two nations working on the same technology

currently 4/6 Espionage I

>>Buildings:
Special Forces HQ Lv1
Tech:
Military
>Infantry II
>Tactics II
>Investigation II
>Anti-Espionage V

Rolled 41, 89, 7, 87, 5, 41, 45, 91, 37, 23, 40, 54 = 560 (12d100)

4 turns left:2 used this turn
pastebin.com/17Rz2TpR
1. [Medicine IV ---> V][9/12]
-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]

2.assist our friends over at Albion with espionage research
[soldiers]
[labs V]

3. Upgrade our ['Mad' Energy Weapons IV] to V
Science II]
-Units: [Mad AI]
-Buildings: [Railgun; Labs V]
-Eccentricities: [Determined]

4. Continue Construction of secret Missile factory 3/6
[Rocketry IV]
[Anti-espionage V]
[Engineering II]

5.,continue construction of underground silos 2/4
[Rocketry IV]
[Anti-espionage V]
[Engineering II]

6.create more hovercraft
['Mad' Energy Weapons IV]
, ['Mad' Hovercrafts II],
7.our current science ability is substandard. Mad has slacked in it
[Science II] increase to III
They will be so happy when they wake up.
Labs V

8. Continue construction of the prototype ***************** Missile 3/5
[Rocketry IV]
[Anti-espionage V]
[Engineering II]
[Energy Production III (+4/t)]
['Mad' Energy Weapons IV]
[Science II]
[Railgun; Labs V]

9. Turn another doppleganger into an abomination. This time with the railgun touch. 4/6
[Railgun; Labs V]
[Medicine IV]
[Genetic Engineering II]
[DNA manipulation I],
[Genetics V]
['Mad' Energy Weapons IV]
[Combat Drugs II],
[Military Augments I]
[Science II]

10. God damn those lazy bastards get that fucking security team retrained and in front of my desk right the fuck now. They got lazy and complacent in our time as scientists. Punishments will follow. Games will be played.
[Anti-espionage V]
['Mad' Energy Weapons IV]
[Combat Drugs II]

11. Build a trade route to Machina we have a budding friendship and we have decided to pursue it.

12. Establish a trade route with odab collective. We have promising future business with them

Rolled 58, 65 = 123 (2d100)

4. WAR is coming soon. I don't know who with, or where, but we must boost our naval capacity.

Construct a large scale drydock, to quickly build ships and fast

Tech:
Military
Shipbuilding II
Albion Heavy Ships I
Disintegrator Artillery I - for the ships
Energy Weapons V

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

--[[$$Spend 10 Stone on this building$$]]--

5. Upgrade Conscription I to II, we need to be able to mobilize as many men as possible.

>>Building:
New Manchester University
New Manchester Institute of the Scientific Arts
Tech:
Military:
Conscription I
Infantry II
First Aid I
Tactics II

--[[$$Spend R£10 to boost conscription with government funds$$]]--

Igorova stood with a few of the other "notables" in her little madhouse. The only important person in the room other than herself was Madame Carlise: a self proclaimed Mystic and convicted Psychic. Of all the people in the room she was probably the least comfortable. Second to her was Igorova, who never really did like Psychic mumbo jumbo.

"I want you to contact Delta Phoenix and get her status." Igorova repeated for the second time to the stunned and bewilded mystic. Carlise simply shrugged after a long moment and said, "I can try, Madame President, but I did not know Miss Phoenix."

"No of course you didn't. If everyone knew of the program there would be no need for the program in the first place. Just contact her to see if she's alive or not."

Carlise raised her hand slowly, like a diver testing the water of a pool. "Why not just call her on the communication systems?" She asked meekly. There was a long silence as the various sycophants looked between one another, then the President, then the Mystic, then back to the President. "You have tried that haven't you?" She continued, looking confused.

"Of course we have!" Ana Igorova snapped before shooting a glare so hot it could melt neo-steel at two of the uniformed men slinking away like snails covered in salt. "Make contact with the Agent, Madame Carlise. Or you won't leave this room."

"Fine."

The Mystic sat stock still for several long moments. Long enough for Igorovoa to tap her foot and look at the watch around her wrist. Eventually the Mystic's mouth opened and a very different voice came out.

"This is Delta Phoenix, go ahead Command."

"Oh, Agent, good, we were wondering about your whereabouts. We've had reports of an ant invasion by our office in New Kazan."

"Oh there's ants." Came the response. It was distant and hollow, like listening down a well. "They're actually friendly. Just sort of showed up under us one day. A few can speak as well. Have anything you'd like to ask?"

"Quite a few things."

The electro-sensitive drone perked up a bit as a radio wave began to pass, but went back to patrolling when it determined the source was too far away to be an intruder. The drone ignored the zombies that moaned and meandered aimlessly through their city. They had been like this long before the ants set up their nests in the city sewers. The zombie ignored the ant as well as it went on it's search for what ever it was moaning about. The drone did not understand humans speech.

Truth is stranger than fiction, so they say. Perhaps in time, the true nature of the zombie nation would be revealed to the world.

If the world chose to see it.

For now, the ants had no means to communicate, neither did the zombies, all the world new was that the intelligent zombie nation was silent and no more, and the only evidence to what befell them lay covered in ant incursion.

Caesar Meadows greets Aversworth, seating him in his office, now more tidied than when he had previously answered treaties. He pauses at the request for access to the genetic research previously executed by STRATOS before responding, "I understand your want for the locating of those with the gene, but I am uncertain if scientists like Dr. Franz Herrier, who have put most of their life into such research, would be okay with sharing it in its current state. Perhaps once we've progressed such research further, it would be more beneficial to your search. The psycher gene we've heard about is also not naturally occurring to the best of my understanding, and as such is highly unstable. While this may be true, we could artificially introduce the gene to a number of your citizens' DNA, altering them and later their offspring to carry the trait, though the problems that arise with the gene's destabilizing properties are yet to be fully researched. If you have willing subjects, we may be able to introduce the gene to a number of them. Adversely, future investment in the gene will yield a more stable and more prominent result. A lack of magical understanding also bars us from testing whether psychic ability functions under the same rules as magic or an entirely separate system."

"While STRATOS recognizes the act of aggression is not to be tolerated under regular circumstances, we must state that such an actions have not directly affected any of the parties included in this conversation, and it may not be our place to act on such a series of events. A charter built around responding to future aggression by the ants may be necessary and marking them as on a probationary status, but immediate action should not be deemed as an appropriate response as, again, no nation included in current decisions is suffering from any effects of aforementioned conflict."

>Following IRC chat
>Exchange of the GARM maineframe and Plague Missile to New Dominion using my action.

I am the Devil Ants and I support this message.

"Patient is a virtue that is not lost upon Albion. We are open to waiting for the fruition of your tech.

However, while we cannot say that /all/ psionics or magic are the same, the psionics Albion are familiar with are indeed, the same vein as many magics.

However, we admit, there are more things between heaven and heal than dreamt of in our philosophy. Perhaps STRATOS has tapped into a form of psionics unknown to us.

We shall await the day your technology has come to fruition, and return with a better deal."

[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.
=STATS=
-Settlements:
+STRATOS Main Satellite
-Territory: 64
-Population:[45](+2/turn)
-Food:[66](+12/turn)
-Currency:[50](+3/turn)
-Structures:
+STRATOS Satellite Control Pod
+1 Mine Lv 3
+1 Power Plant Lv 3
+1 Farm Lv 2
+4 Farm Lv 1
+1 Quarry Lv 1
-Defenses:
+STRATOS Main Satellite: 1
-Military:
+9 PR Series UNIT [+4.8][Flight]
+1 UNIT 04-PT [+6.2][Flight]
-Resources:
+Ore:[116](+6/turn)
+Power:[174](+9/turn)
+Stone:[20](+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 17, 69, 39, 93 = 218 (4d100)

=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 III]
+[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]
+[Streamlining IV]
+[Cloaking I]
+[Noise Cancelling Fields I]
+[Organic Meld System I]
+[Failsafes I]
+[Tech Development II]
=IN PROGRESS=
+[Tech Development III] (7/8)
+[Streamlining V](1/5)
=ACTIONS=
-Current Turn-
1. [Streamlining V] (1/5)
+[Tech Development II]
2. The launch of STRATOS seems to be an advantageous task, seeing as it would provide a better view of Nibiru and allow for proper escape from the planet should any major disasters occur in the future. It also prevents traditional siege by land.
+[Propulsion Rockets III]
3. [Tech Development III] (7/8)
4. [Psycher Genes II]
+[Tech Development II] (or III if it's finished)

K, let's dump 73 energy in action 1 to take it to 90.
Action 2 is getting 21 Ore, taking it to 90.
I think action 3 is a single success. If I'm mistaken, I'll spend the appropriate energy. Tell me in IRC or update and I'll mark it down.

Add [Streamlining IV] to roll 2

Rolled 41, 23, 55, 7 = 126 (4d100)

Pop: 63 (+5/turn)
Food: 104 (+0/turn]
Currency: 35 (+5/turn)
Territory: 22
Defenses (New Haven): 1
New Haven Structures: Factory I, ReSocialization Center II, Barracks I
New Sara Structures: Farm I, Gold Vein I
Military: 5 Militia [.6] 6 Dominion Infantry Platoons [+4.6]{Heavy Armor}{-1 F/C//T}; Dominion Bombardier [+3] {Bombard:1}{-1 F/C//T}; 1 Dominion Medical Team [+1.6]{Medical}{-1 F/C//T} [Goliath Squadron [+1.8][Heavy][-1 power/turn]
Tech: Infantry II, Mechs III, Power Armor V, Agriculture II, Artillery I, Power Grids I, Psionics I, Engineering II, Aircraft I, Small Arms III, Forging I, Heavy Weapons I, Nursing I, Ballistics II, Armor Piercing Ammo I, Military Reserves I, Tactics II, Capitalism I, ReSoc Conscription I, Green Economics I
Resources: Power: 19 (+3/turn) Lumber: 22 (+2/turn) Stone: 23 (+2/turn)
Trade Routes: Afarika: +2C Circle +3C
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: Expansion 1/2 Mechs 4 3/10 ReSoc Center 3 2/8

1. Rearmaments 5/10
+Engineering II, Factory I, Forging I, ReSocialization Center II, Barracks I


2. Small Arms V 2/10

3. Construct a power plant in New Haven 1/4
+Mechs III, Power Armor V, Engineering II, Factory I, Forging I, Power Grids I

4. Grab both the GARM mainframe and the plague missile from Antland.

Poor dice all around I see.
+5 currency on roll 1
+2 power on roll 2
+8 stone +7 lumber on roll 3
+18 currency on roll 4

The Railgun Inc execs are in an excited bustle. The word came down from the hospital wards that the mad medicine execs had made a stunning recovery and would be fit to retake control of the organization within a day or two.

Rolled 54, 24, 66, 44, 2, 68, 3, 86, 69, 99 = 515 (10d100)

>See for stats
Thank SCIENCE I'm back. All that funding spent on medicine really paid off. Well then, let's see what's in the mail.

Bills, bills, income report, ads, today's Railgun Inc. progress report... productive, I approve. And... a briefcase? Let's see, Afairican project, requesting Mad Medicine cooperation. This sounds PERFECT for my return to the stage. Get the lab ready for me, it's time for some SCIECE!

>backlog: 8 Courtier turns
>doing 5 of them now

1-2 Assist Afairika's project -Techs: [Internet III], [Science II], [Engineering II], [Basic AI; AI I], [Programing II], ['Mad' Energy Weapons IV], [Robotics II], [Rocketry IV], [Efficiency I]
-Buildings: [Railgun; Labs V]
3-4 We need to explore the seas, invent underwater crafts [Submersibles I]
-Techs: [Science II], [Engineering II], [Shipbuilding I], ['Mad' Hovercrafts II], [Waterproofing II]
-Buildings: [Railgun; Labs V]
5-6 And underwater bases [Underwater Structures I]
-Techs: [Science II], [Engineering II], [Water-born ecosystems II], [Waterproofing II]
-Buildings: [Railgun; Labs V]
7-8 You're STILL working on this breakthrough? Time to finish this! [Medicine IV ---> V][9/12]
-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]
9-10 Oooooh, energy weapons are making progress. But they could make more progress. ['Mad' Energy Weapons IV ---> V]
-Techs: [Science II], [Engineering II], [Energy Production III], [Altech Energy Weapons I], [Waterproofing II]
-Units: [Mad AI]
-Buildings: [Railgun; Labs V]
-Eccentricities: [Determined]

>>[Ley-powered Machinery II] reduces the energy cost by 2!
>>Military updated.

[The United States of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff:
pastebin.com/EFkp51KD (Intro)
>Pop:
371 Total (+11/t)
283 Fairies (+9/t)
88 Humans (+2/t)
Food: 533 (+18/t)
Currency: 210 (+17/t)
>Settlements:
pastebin.com/6iM0qqen
>Routes:
Road from Freedomia to Alpha City
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
pastebin.com/7Faht8Tn (Also Contains Statistics and Fluff Below!)
>Resources:
Power: 194 (+5/t)
Ore: 150 (+6/t)
Wood: 85 (+1/t)
Refined Ore: 21 (+1/t)
Passenger Aircraft: 1
Interplanetary Dropships: 1
SCV Engineer Corps: 1
Americorn" (Farms Produce +1 Food)
Ramburger Herd (+3 Food/t)
"L.A.W." Passcodes (1/2)
>Technology:
pastebin.com/fExAiust
>Territory:
91
>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 34, 36, 61, 36 = 167 (4d100)

youtube.com/watch?v=L74iqktfmLw

1. "Too secret? Not too secret!" (*Yet Another Update!* Project - Libertiria Primus 13/20: pastebin.com/8d0TUTAQ)

2.
+Smelter I
+Forge I
+Factory II
+Airfield I
+SCV Engineering Corps: 1
+[AI V]
+[Forging V] (+10 to Roll)
+[Engineering IV]
+[Electronics I]
+[Efficiency III]
+[Monitoring Systems II]
+[Aircraft V]
+[Spacecraft III]
+[Air Support IV]
+[Passanger Aircraft I]
+[Jet Propulsion I]
+[Rocketry I]
+[Programming II]
+[Ley-powered Machinery II]
+[Communications I]
+[Automation I]
+[Robotics II]
+[Trained Engineers]

"Continuing~." (Interplanetary Dropship 1/4)

3.
+Smelter I
+Factory II
+Forge I
+SCV Engineering Corps: 1
+[Forging V] (+10 to Forging Rolls)
+[Engineering IV]
+[AI V]
+[Tanks II]
+[Electronics I]
+[Jet Propulsion I]
+[Artillery I]
+[Leyline Manipulation V]
+[DANMAKU II]
+[Aether Oscilator Disintegrators III]
+['Fairy' Incendiaries I]
+[Ley-powered Machinery II]
+[Monitoring Systems II]
+[Programming II]
+[Robotics II]
+[Automation I]
+[Trained Engineers]

"Finishing up?" (Shrine Tank #2 3/6)

4.
+Focusing Tower I
+Research Station Alpha (Lab I)
+[Leyline Manipulation V]
+[Leylines]

"Easy does it." (Portals V 3/12!)

Rolled 35 (1d100)

+"Clownpiece Two", The Governess's Lunatic Aide from Hell {Flying}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)
+Security Police Platoon {Anti-Espionage} [Str. 3.2]
+SCV Engineering Corps: 1
+Interplanetary Dropship: 1
+[Forging V]
+[Engineering IV]
+[Electronics I]
+[Architecture I]
+[Automation I]
+[Power Armor I]
+[Communications I]
+[Heavy Drills III]
+[Monitoring Systems II]
+[Internet III]
+[Trained Engineers]
+30 Ore
+30 Power

"This is it everyone! We've got everything in place! You know who got to the moon first, yeah? WE DID! And like the way we conquered Earth's Moon (before those Dominion people nabbed it - no hard feelings), we're gonna plant our flag on Nibiru's moon, and build a MOON base! Cause' that's extra cosmic! Aaaand, my assistant is gonna help, using her {Terraforming} abilities to make where we land livable.

It's getting pretty crowded on Nibiru, anyways. Up on the moon, we'll have more elbow room!" (Fly to the Moon; Build a Moon Base!)

Which one? The one I want or the one I'm offering as "the hottest"?

Scouting helps with search actions and is considered military tech when producing units, can grant [Infiltrate] tag.
Engineering helps with construction - both mechanical elements and buildings. Especially buildings.
Efficiency is catch-them-all tech that streamlines more complex constructions and/or can can decrease the Power use for upkeep of really costly stuff.
Tools are helpful with pretty much everything.
Robotics can be both used for making units and for organising serious factories, which helps with production of stuff.
Material Science allows to pretend your stuff is stronger, but will be most definitely helpful for any vehicle or armor-wearing unit
Green Economy is +1 Currency/turn, while Accounting is +2. Accounting can be also used as weaker version of efficiency.

In short - a bunch of techs that allows to make your basic unit - an infantry with power armor - easier to make, less costly to make and maintain and slightly stronger.

British propaganda in action.

I don't have an attachment to any of the techs you want so I'm open to trades.

I'll do Tactics II and Inf II for Mat Sci 2 and Efficiency 2 AP ammo 1 for Scouting I Ballistics 2 for Engi 3 and Aircraft or Psionics for Accounting. Call me back when you get to a level 3 tech and I'll trade you some mecha or power armor for it or small arms which are coming along nicely.

I'm not interested in any other techs than those I've listed. Really. So I'm not after your Power Armor V or other stuff - just those I've already listed. And will most likely open trade soon.

We already have a trade route.

YOU ARE BACK!

Of course half of the damage is already done, but that's just a single turn of it... Anyway, to cut through the crap:

The radio screeches again on the same frequency.
"This is druid Dremidydd of The Circle, trying to reach Doctor Ivan Nikola Sane. Over."

[Odab]
Tools near refinement [4/6]!

[Machina]
ALPENE is improved [ALPENE III], and new Self-Repairing protocols are nearly ready [3/4]. Yet another Clockwork Man is created, this one more powerful [+10.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air][Ley Disruptor] (-.5 power/turn). Artillery is refined [Artillery II], along with rockets [Rockets II].

[Royal Society]
Ethanol research is so nearly complete [Ethanol 10/12].

[Blatwurst Academy]
Lava magic is nearly complete [9/11], though the Rune Cannon slows [3/6].

[Taach Okaan]
The technologies are sent to the Circle, and rockets research nearly completes [4/5]. Mech research completes [Mechs I]! The lands of the Taach Okaan expand northward [+5 hex], and better cybernetics are resesarched [4/8]. The Taach Okaan easily figure out the basics of domestication [Taming I]!

[Nova America]
The Twin Palaces are nearly complete [22/25], and Project Primus is helped slighty. Because it's becoming much more complex as time goes on though, it needs more work [14/25].

[New Albion]
The new Royal Commandos are ready for combat [+5 [Anti-espionage]{-1 food/turn}], and Operation Cromwell progresses on schedule [4/8], while espionage research completes [Espionage II]! A large drydock is started [2/6], while conscription practices continue [3/6].

[Railgun]
Medicine research is so nearly done [11/12]! Further espionage research begins [4/8], while upgrades to energy weapons stall. The Missile factory is built [Missile Factory I], though the silos stall. Another hovercraft is in the works [2/4], and the missile completes [??? Missiles]. The doppelganger is nearly turned [5/6], though the security team is still nowhere to be found. A small trade route to Machina is established [+1 currency/turn], and a larger one to Odab [+2 currency/turn].

Rolled 13, 26, 69, 90, 30 = 228 (5d100)

pastebin.com/XwywRjpq

1. Begin breeding greater psionic potential.
+Selective Breeding II
+Drone Morphism II
+Intelligence II
+Mutations.
2. Begin sprinkling Uranium dust into the food of some test young to see what it does.
+Enriched Diet II
+Intelligence II
3. Continue breeding large flying drones that shall carry supplies and smaller drones across large distances and water. 3/4
+Selective Breeding II
+Drone Morphism II
+Enriched Diet III
+Spiracles II
+Flight III
+Speed II
+Contortion I
4. Continue breeding a leader drone that can look over the battlefield and command drones across the battlefield. Begin breeding the General Drone. 3/6
+Selective Breeding II
+Drone Morphism II
+Poison III
+Sharpened Pincers III
+Enriched Diet II
+Spiracles II
+Flight III
+Scouting I
+Intelligence II
+Armor II
+Acid II
+Telepathy II
+Psionics I
+Tactics II
5. Continue selectively breeding drones for even greater telepathic properties. 4/5
+Selective Breeding II
+Drone Morphism II
+Intelligence II
+Mutations.

By trade I mean tech exchange. But not this very turn - I'm a step from finishing most of my actions, so I need to "unload" my dice pool first and then I will go for trade.

Previous turn, pease account it after I throw money and stuff on my rolls, will take 120 seconds

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

>Settlements:
Cille Bhrighde an Ear (capital)
Carmarthen (town)
>Territory: 30
Pop: 90 (+4/turn)
Food: 100 (+6/turn)
Currency: 37 (+25/turn)
Defenses (Cille Bhrighde an Ear): 1
>Structures:
High Seat of Druids, Weather Paradigm, Lab II, Biolab I
Power-plant I, Farm II, Lumberyard I, Quarry I
Goods Exchange II (+4 currency/turn)
Commercial Port II (+4 currency/turn)
Trade Hub I (+2 currency/turn)
Defenses:
>Military:
1 Militia
Diplo:
Trade route to Mad Medicine Inc. (+2 currency/turn)
Trade route to Dominion (+2 currency/turn)
Trade route to Odab (+2 currency/turn)
Trade route to Taach Okaan (+2 currency/turn)
>Tech:
Agriculture I, Bioengineering II, Foraging I, Medicine I, Engineering III, Xenobiology II, Conservation I, Taming II, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science II, Empathy II, Bio Fuel I (+2 Power/turn), Green Economy II (+2 Currency/turn), Land-based ecosystems II, Eco-Friendly Energy I (+1 Power/turn), GMO Crops I (+2 food/turn), Photosynthesis I (+2 food/power/turn), Power Grids I, Biomaterials I, Accounting I (+2 Currency/turn), Tools I
>Resources:
Power: 12 (+6/turn) Wood: 1 (+1/turn) Stone: 2 (+1/turn)
Professional Xenobiologist, Master Scout, Genetic Material
>Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

3 turns in reserve
On hold: Accounting II [1/6]

Rolled 24, 31, 79, 61, 89 = 284 (5d100)

1. Continue working on Tools [3/6]
>Tools II
Structures: Lab II
Technologies: Bioengineering II, Engineering III, Conservation I, Efficiency II, Material Science II, Photosynthesis I (+2 food/power/turn), Power Grids I, Biomaterials I, Tools I

2. Finish increase of Photosynthesis [4/5]
>Photosynthesis II
Eccentricities: Plant Hippies, Plants
Structures: Weather Paradigm, Lab II, Biolab
Resources: Genetic Material
Technologies: Bioengineering II, Medicine I, Engineering III, Xenobiology II, Conservation I, Genetics I, Genetic Engineering I, Efficiency II, Land-based ecosystems II, Photosynthesis I, Biomaterials I

3. More efficient Bio Fuel [4/6]
>Bio Fuel II
Structures: Lab II, Biolab
Technologies: Agriculture I, Bioengineering II, Foraging I, Engineering III, Xenobiology II, Conservation I, Efficiency II, Material Science II, Bio Fuel I, Green Economy II, Land-based ecosystems II, Eco-Friendly Energy I, GMO Crops I, Photosynthesis I, Biomaterials I, Tools I

4. Send out scouting party to find and secure as many remnants of the Confederation of Batracyi cultural and scientific heritage. Make contact with as many tribesmen as possible, some of them ought to know something. Or someone who knows something.
>Basically, going after their techs. Or that pedal-powered computer
Units: 1 militia
Resources: Xenobiologist, Master Scout
Technologies: Foraging I, Xenobiology II, Taming II, Scouting II, Efficiency II, Empathy II, Land-based ecosystems II, Tools I

5. Continue expansion of the Biolab [3/5]
Structures: Lab II, Biolab I
Technologies: Bioengineering II, Medicine I, Engineering III, Xenobiology II, Conservation I, Genetics I, Genetic Engineering I, Efficiency II, Material Science II, Bio Fuel I, Green Economy II, Land-based ecosystems II, Eco-Friendly Energy I, GMO Crops I, Photosynthesis I, Biomaterials I, Tools I

Add 37 Currency and 12 Power to action 1 to get it done (should be just right enough)

Assuming Wheelie will account me under the just updated turn, I will start the exchange soon

[STRATOS]
Streamlining technology finally completes [Streamlining V]! Preparations to launch STRATOS into orbit begin [4/25], and Tech Development increases [Tech Development III]. Psyker genes are improved [Psyker II].

[Dominion]
Rearming Dominion military continues [7/10], and Small Arms research barely progresses [3/10]. The powerplant is nearly finished [3/4], and action is taken against the ants! The Dominion's military will arrive at the now-defunct GARM Mainframe soon [Next Turn]

[Mad Medicine {Courtier}]
Afairika is assisted [15/25], and submersibles are underway [2/4], as are underwater structures [2/4]. Medicinal research finally completes [Medicine V]! Energy weapons progress nicely [4/12].

[Afairika]
Work continues slowly on Libertiria Primus [16/25], as well as the Dropship [2/4]. The tank is nearly battle-ready [5/6], portals research slows [4/12], and a flight to the moon begins [1/10]! It will be hard to survive there, though.

[Devil Ants]
No psionics progress, and uranium is sprinkled into the food supply [1/6]. Carrier drones are ready [Carrier Drones], and the leader is complete [General Drone +5.6 {Flight}{Leader}{-1 food/turn}. Greater telepathic properties are had [Telepathy II]!

[The Circle]
Tools progress [Tools II]! Photosynthetic abilities are also improved [Photosynthesis II; +2 power/currency//turn]. Biofuel is made more efficient [Biofuel II; +2 power/turn], and scouts are sent to the ruins of the confederation, though it's been a while [2/8]. The Biolab is expanded [Biolab II]!

ADDENDUMS- Machina/ Afairika
Machina- Self-repairing technology completes
Afairika- Tank completes [Shrine Tank {Armored} [Str./Bom. 7.6/1]{-1 power/turn}

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima, Machina Secundus
Territory: 81
Population: 148(+4/turn)
Food: 412 (+16/turn)
Currency:43 (+11/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 Post I; +2 currency/turn],
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 [+8.8 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air] (-.5 power/turn)
[1 Clockwork Man [+9.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air] (-.5 power/turn)
[1 Clockwork man [+10.4 [Siege][Heavy][Anti-personnel][armor-piercing][armored][Bombard: 1][Self-healing][Anti-Air][Ley Disruptor] (-.5 power/turn).
Spider Construct- [+5 [Sapper][Heavy][Armored]{-1 power/turn}
Heavy Construct- +5 [Siege][Heavy][Armored][Bombard: 2]{-1 power/turn]
Tech:
pastebin.com/QGEyxbKZ
Resources: Power: 68 (+22/turn)(-6.5/turn),
Ore: 27 (+10/turn)(-4/turn)
Stone: 59(+18/turn)
Refined Ore 14(+4/ turn)
Lumber 40 (+4/turn)
Trade Routes: New Albion (+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 42, 54, 7, 98, 60 = 261 (5d100)

1. Continue to innovate and improve the ALPENE Project.(0/6)
+Efficiency V
+Workplace Efficiency V
+Ai V
+Industrial Center
+Lab I

2.Continue to improve upon and prototype new Self Repair protocols for our constructs.(0/6)
+Forging V
+Engineering V
+Machinian Constructs V
+Efficiency V
+Power grid Optimization V (improved circuits)
+[Automization II,
+Workplace Efficiency V
+Modularization
+Electronics I,
+Programming I
+[AI V]
+Forge III
+Machine Shop II
+Industrial center

3.Build a fourth clockwork man. Quickly now, we cannot fall behind.
+Forging V
+Engineering V
+Infantry II
+Machinian Constructs V
+Efficiency V
+Power grid Optimization V
+[Machinian heavy armor V]
+[Automization II
+Heavy Drills V
+Autocannon V
+Workplace Efficiency V
+Modularization
+Electronics I,
+Programming I
+[AI V]
+[Rocketry I]
+[Rockets II]
+Artillery II
+[ALPENE IV
+[Self-repairing IV]
+[Tactics II]
+Forge III
+Machine Shop II
+Industrial center
+Small

4.Continue improving and expanding our knowledge of Artillery. (0/2)
+Efficiency V
+Workplace Efficiency V
+Ai V
+Autocannons V(weapons it may be applied too)
+Rockets II(weapon it may be applied too)
+Rocketry I(design for weapons it may be applied too)
+Tactics II(how to use it)
+Industrial Center
+Lab I

5.Set up a Trade route to Odab, and trade with the technologies of Forging V and Conscription I to be received when they give us Infantry V and spacecraft I.
+Trading Post I
+Capitalism II
+Industry Center
+Efficiency V
+Workplace Efficiency V
+AI V
+Constructs V

Spend 43 currency, 17 ore and 38 power on action 2. We will master the art on construct self-repair now.

"Through the actions of intrepid and pioneering xenobiologists and xenolinguists, the New Dominion has opened contact with the Bug species. They are simply hungry and eating the Hunger's uranium fuel waste. They pose no threat no anyone, and are actually quite nice. If crude. They will defend themselves, and are quite capable of doing so. It is advised that the nations of the world kindly stay away from Bug-Hunger territory, as it's largely an irradiated wasteland now suitable only for the bugs anyway."

"We hear you're the world's first and best creator of Energy Weapons. We'd like your help, and I think we can make a mutual trade for it. We've got both small arms and power armor that we're willing to trade for the latest energy weapon designs."

>Small Arms 4 and Power Armor 3 or Power Armor 5 for Energy Weapons V