Lost Colonies of Nibiru

The leylines that criss-cross Nibiru work in mysterious ways- especially when they are disrupted. When a weapon that disrupted them was fired as part of a war, the other side of the planet, and its colonies, experienced catastrophic repercussions. They were hurled through space and time, to a different Nibiru- new and fresh, but much more savage and harsh. Thousands of years have passed, and the original colonies lie in ruins, technology and society devolved, with people living in more feudal (or tribal) lifestyles. Which of these new societies will rise to power, and which will crumble?

NATION SHEET
--------------------------
Nation Name: (What your nation is called)
Race(s): (What kind of peoples inhabit your nation)
Color: (Your Color on the map)
Fluff: (A paragraph or two about your nation- more thorough fluff will help GM to figure out eccentricities.)
-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

GM probably won't be able to stat everyone right now, so game will most likely officially begin tonight.

Other urls found in this thread:

pastebin.com/8Hhj3cZi
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
archive.4plebs.org/tg/search/subject/colonies of nibiru/type/op/
youtube.com/watch?v=2N6AcMv2OGE
twitter.com/SFWRedditGifs

And of course, I forget the rulesheet: pastebin.com/8Hhj3cZi

And the chat: client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net

Nation Name: The Kingdom of Blatrek
Race(s): Vampires, Human, Misc.
Color: Red
Fluff: Founded by wizards who were said to hav fled from across the seas long ago. These wizards were shocked by the harshness of this new Niburu and were in more surprised at the mortality they now hand thrust from their school halls. With the ley-lines fractured their powers were useless with the magic they had so long relied on seemingly gone expect in fractured pockets on the now blasted ley-lines. One wizard however named Karl Halpenberg found a most interesting discovery, trace amounts of mana could be found within the blood of every creature born on Niburu. Slowly and over many years Karl would gain power twisting himself and followers into creatures adapted to tapping into the blood of others; Vampires!

The Kingdom of Blatrek is a feudalistic society with the breed of magical vampires commanded by King Karl Halpenberg acting as the noble class. Humans are used for labour and livestock as the Vampires bodies can no longer live without blood and the magic inside it. The only thing worth more than blood is pure mana harvest directly from the Ley-lines which is coveted by the whole kingdom.

One final thing- if you want to take a look at the last Colonies game:
archive.4plebs.org/tg/search/subject/colonies of nibiru/type/op/

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: Ancient and black, the none but perhaps the War Wizard knows his true origins. All that is known is that his black heart seeks but one thing, to conquer and rule this world. With black magic that sways the hearts of all that is evil, and ancient knowledge of realms and times, he has gathered all the forces of darkness, monsters and mutants outcast, demons spawned from the blackest abyss, bandits and raiders, all answering his magical call for War. Summoning demons from hell itself to be his generals, he's subjugated the dark things that crawl under the earth and over the fetid places.

But for all that his host is, the towering orcs and ogres, the multitude of goblins and wicked men, might have been for naught. Such a gathered force of a diverse multitude would have no cohesion, no true leadership, no motivation or purpose. Against the true organized armies of the free nations, they broke like so much water upon the rocks. An army without the stomach to fight.

The War Wizard's frustration only grew, as he sent out his vast host to collect bits and pieces of relics and artifacts from a time few remember. Ancient scraps of technology from a bygone age, a brutal age of technological violence and flying steel, of WAR. And yet for time and again more, none of have availed him.

Until today, at long last he has finally found it! A Dream Machine from the ancient times. A weapon not of magic but of the mind, that will inspire his armies forward against all fear. That brings the very visions of war into their hearts and eyes. A device which projects the hell of war itself into the sky!

-Don't fill out (unless told)-
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

ADDENDUM
Also feel free to put a location down!

Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: Niron, the floating city. The Aquans were changed by Nibiru when they landed, become what they are today. They do not remember what they were before the cataclysm of legend. What they do know is that they landed upon after the cataclysm, a giant floating patch of seaweed. They made this seaweed their home the best they could, eating from it and fishing.

When they passed by shores they collected wood to expand their home. They learned to build structures waterproof and able to survive in the open ocean. They learned to build ships so they may move across the sea faster than they could swim. They learned to collect resources from the deep. Now nothing but farms remain of the floating seaweed cluster that was once their home so long ago, and the great floating city shall continue to expand.
-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Location: Top of massive inlet

Location: center of the largest cluster of mountains, near the land bridge

Location: Open sea

>Nation Name: Volden
>Race(s):Humans
>Color: (Your Color on the map)
>Fluff: Formed out of the unification of over twenty bloodthirsty tribes, the Kingdom of Volden is very martial in their traditions. Stubborn and unyielding, the men of Volden are a strong people. Known by their neighbors as being backwards due to their tribalistic practises, some of which are very frightening. the Volden intend to expand and survive in this harsh new land, conquering it and making it their home.

bump

Nation Name: The Kashiragi Shogunate
Race(s): Humans
Color: Cyan
Fluff: A heavily centralized country that is defined by its heavy reliance on its warrior class as well as the political power that its shogun holds. The shogun is typically the Commander-in-Chief of the Kashiragi military and as such is the de-facto ruler of Kashiragi. The people of the shogunate also uphold a strong sense of tradition and reverence for their ancestors. Despite having a strong sense of national pride in their military, the common folk of Kashiragi are also mainly farmers, working the land just as their families have done for generations.
Location: The eastern grasslands
-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Nation Name: The Kingdom Tsabos
Race(s): Alphamen
Color: Darker Red
Fluff: The descendants of a nation that once relied on advanced cloning technology, the alphamen are a superior breed of both muscle mass and intelligence now dedicated to maintaining their power in the vast lands of Nibiru. War is the voice of Tsabos, relying on it to judge both allies and foes, alphamen utilize their army often, calling others to the field of battle for little more than a show of new military might. Tsabos doubles on a study of new technologies, however, but rarely are they unrelated to the alphamens' war purposes

(I apologize in advance for the amount of poorly-written fluff, I got carried away)
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse if you have it. If not, lime green will suffice.
-Cont in next post-

Fluff: The Church of Pure Ocean began as an ascetic order of wizard-mystics on the north end of the continent. Through ardent preaching and devotion to their religion, they drew converts from all rungs of the society where they originated. This budding religion remained, however, ruled by wizards and exclusively human. They believed that the human mind was unique in that it could bear the awesome might of the successive revelations that occurred as one reached their inner circle. That is to say, after rigorous magical training.

Also of note is that they clashed with the established ruling elite over who should rule the lives of men.The pre-Church fathers maintained that a prophet-king would be born among their converts, marked by certain signs that heralded his arrival, who would one day rule over the entire world. This man and his descendents, they would go on to say, are the only ones TRULY fit to rule.

The time came, by and by, when all the sacred conditions had been fulfilled by the birth of a male child, the later Archt-Prophet Angeloi the First. A general rebellion against the local king occurred soon after, which resulted in a resounding defeat of the pre-Church. The remaining members fled with the child north, across the ocean. Thereafter they cursed the continent they came from, vowing to never set foot on it again. After days of sailing they came to a stretch of open ocean where the wind did not blow. Legends of the church say that the child then “let out a triumphant cry, and as he did, ripples appeared on the surface of the water and shortly an island rose out of the waters, several miles in diameter”. Angeloi, eyes glowing, then spoke his first words: “Damned land of our fathers, your time is ended! A new nation springs forth! From this spot; above, under, and on the waters shall my people make their home. These places I gift to you, my children, the sons of man alone!”
(cont next post)

And with that, Angeloi returned to his normal, cooing self. The church’s later exploits include the enslavement and subsequent extermination (after a slave revolt) of the mer-men, and also the defeat and enslavement of the octo-goblin tribes. With the combined effort of the wizards and slaves, they have managed to build impressive underwater citadels and cities, in addition to a metropolis on the island where they first landed.

Location: the island I circled

Claiming crossed mountains in northern center map as starting point btw. Sandwiched between desert forest forest and more mountain.

Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Location: That island in the South West with the lake, unless that's taken.
Backup location: If it is, then the island in the north west with a similar lake

nother bump. Will be here tonight to hopefully officially start the game; if not, tomorrow morning.

Location already taken

Do you know around what time you will be running tonight/tomorrow morning? Just checking so that I don't miss it.

Nation Name: Sanar Duchy
Race(s): Two breed of Centaur
Color: Orange
Fluff: The Sanar Duchy is a collection of small county that to band together. A decision made for enhanced protection in these savage lands and while individual nobles keeps most of their autonomy they are militarily beholden to the elected Duchess.

There is two breed of centaur in the territory of the Duchy, the more numerous and smaller breed, known as vidar, pack more explosive power, faster and more agile, they make up most of the peasant and craftsman. Rashu, the larger breed, stronger and with more endurance make up most of the nobility and merchant class. Women of both breed are usually larger than men and as such make a large part of the military.

-Don't fill out (unless told)-
Settlements: Midaho'an
Territory: 7
Population (+growth/turn):
Food (+growth/turn):
Currency:
Structures: Government Building
Defenses:
Military:
Tech:
Resources:
Eccentricities:

>location: No real preference, a plain would be nice

Just put me near adjacent to him. We can play nice.

Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

No location preference.

Nation Name: The Ugh
Race(s): Ughlings of varying size.
Color: Purple
Fluff: Ughlings speak of a time – a before before time – where there was a ship. This ship was before time and before all Ughlings. A great ship. A great ship that exploded. From that explosion came the device. A strange device. The first Ughling found the device and then made more Ughlings. These Ughlings grew and worshiped the device. Then they made more Ughlings. Soon Ughlings were everywhere! But then the device stopped working. This made the Ughlings angry. And afraid. Everything was bad. Then the first Supreme Idiot came. He was the first orange Ughling. He taught the doctrine of stupidity that made all Ughlings stupider. This made the Ughlings strong. Soon everyone was stupid and strong! But they were enemies. Smart enemies. This could not stand and the Ughlings knew this. Their “machines” and their “books” and their “thinking” scared the Ughlings. It made them anxious. But now the Supreme Idiot has a plan. His doctrine of monstrous cretinism has gained sway! All the smart things will perish. Ughlings will free themselves of their anxiety. How? The new doctrine makes them stronger as the Ughlings deepen their imbecility. That is how. Do not ask questions. Such is the way of the Ughlings.

youtube.com/watch?v=2N6AcMv2OGE

>We can play nice.
No,

we won't

You're just afraid of my hunks. ;)

VASSAL/COURTIER TO THE WAR WIZARD
Nation Name: Goblins Of Bravery (GOB)
Race(s): Goblins
Color: Dark green
Fluff: The goblins are very very brave. So brave we stay in cave and do papers yes we do. No need to send brave Goblin warriors to fight enemies. We must fight inefficiency and wastes. Oh yes that is the real enemy. Nonononononononononono we no scared of fight. We very very brave. We fight the war of paper. Get organized. Make sure soldiers have food and weapons. Very very hard work us poor goblins. We wish we fight on front. But too brave and need to fight bigger enemy of bad logistics.
(I am still sick so bad at writing. They are meant to be good with logistics and building shit. But cowardly as all hell)
-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Nation Name: Ariak Empire
Race(s): Humans, Draconians
Color: Orange
Fluff: The humans of the Ariak Empire were once colonists from a far off world in a far off time. When the world shattered and the leylines leaked magic into the new world something beneath the ground awoke. Powerful dragons emerged into the world; staking their claim to it in fire and blood. The Humans of Ariak struggled for centuries against the powerful beasts and were reduced greatly by their power. It seemed their fate to fade away until a voice spoke from the Leylines. The Dragon Queen Ariaka, Goddess of Law and Control, subdued the humans with her Majesty and power. To them she gave them the power to utilize the Leyline magics, and blessed them with the kindness of her Dragon kin. The Dragons - for their power, were often little more than intelligent beasts. Few were those dragons blessed of impressive intelligence. Most Dragon eggs turned into wingless drakes. If the Dragon Queen and her kin were to thrive on this world they would need the aid of lesser beings. It is for this purpose that the Ariak Empire exists.

The Dragon Emperor sits on the Burnished Throne, and at his beck and call are the Dragon Highlords and their fiefs. He rules in the name of the shadowy Ariaka, but her Influence is mostly felt in the magics the skilled wield and the Dragons that aid their bonded Highlord riders. The vicious internal politics of the Empire usually involve murder, blackmail, and assassination to advance through the upper ranks for Dragon Lieutenants and Dragon Highlords to the coveted Throne itself. In most respects it is no more advanced than the 14th century.

-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Fluff: after the collapse of the old goblin race they became feral and tribal like however one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblins friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblins new God who was believed to have created the old tech that the goblins worshipped.


-Don't fill out (unless told)-
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Also I would like to start somewhere on the top left big island if that's not taken

>but why Draconians?

Draconians exist from the experiments by the Dragons on their eggs. In an effort to staunch the flow of Drake births, human blood was used to bathe the Dragon Eggs in hope it would lead to intelligent Drakes. It did not. It lead to the birth of Draconians. Humanoid dragons.

Location: Southern peninsula.

Also for colour some sort of green will do if that's available

Nation Name: The Western Tribes
Race: Humans, Lizardpeople, Orcs, Birdpeople, beastmen, anthropomorphic amphibians (remnants of the confederation of Batracyi) and other tribal races.
Color: Light-brown
Location: Western Plains
Fluff: After the Leyline distortion many of the races of Nibiru lost much, reduced to small, primitive tribes without technology. For hundreds of years they remained this way, fighting their petty squabbles and caring little for the grand scheme of things. Many of these tribes had learned how to tame and train the local beasts and wildlife, but the half-feather tribe were true masters of Nibiru's beasts. Using their beasts in battle, they soon began conquering the other tribes in the name of their chieftain and soon all the tribes had either submitted and joined them or had been conquered. While the united tribes have next to no knowledge of technology, and still use stone spears and tool, their mastery of taming and training beasts in unsurpassed, and they are skilled at utilising this in combat.

Nation Name: The Golden Realm
Color: Orange
Fluff: Across the plains, a fabric of farms and rivers takes shape. Named for the bountiful harvests, the Golden Realm is known for fertile soil and a joyous people, protected by a king and his cadre of loyal knights.

You might expect such a land to be burgeoning with an excessive population. Not so! These plains are wide open for invasion, with no natural barriers There are only so many knights available at one time, and some problems can't be solved by throwing waves of peasants into the meat grinder. To make things worse, the Realm produces little else but food. Potential mines lay in far-off mountains, and the population is too agrarian to support large numbers of craftsmen, let alone the magical arts. Small communities of nobles are entrusted with what little luxury remains, in exchange for protecting as much as they can.

But the seasons turn, and the invaders are shattered. As they always are. The Golden Realm will prosper.

Race: Humans

forgot about that bit.

it's kinda important.

I'm gonna stat nations tonight, and then make a new thread tomorrow. Pretty early PST.

Not the user you were replying to, but I think he was looking for a more specific timeframe if you had it.

9-10, probably. Maybe 11.

But the thread will still be open for people if they want to join, of course.

Nation Name: Tsabos Order of Psions
Race(s): Betamen
Fluff: While the Alphamen are the result of engineering physically superior and mentally enhanced superhumans, the betamen of Tsabos are mentally equipped with psionic powers that transcend physical limitation. Utilizing these powers, they form the Order of Psions, a group dedicated to forwarding the scientific research of Tsabos and ensuring that the alphamen do not simply rush into battle without thought. They are the true brain behind the brawn.

I oppose the existence of these two. Courtiers aren't included in this iteration of the rules and having them at the very beginning is enormously unbalancing under the old rules. They should be made to play full nations instead.

I second this

Thirded. While courtiers are in (just forgot that little rule), having them in the beginning is just too cheap.

bump

Nation Name: The City of Arilia

Race(s): Human

Color: Sky Blue. If that's unavailable, white would be fine

Location: On the southwestern island, on the easternmost peninsula, see my reply to this post. If that's not available, just on some peninsula.

Fluff: next post

In the southwestern sea, the fortunes of the peninsular city-state of Arilia wax and wane. Once, many years ago, a nation whose name has been lost to history established a colony where Arilia now stands. It came to be a golden place, a radiant light looking out on an ocean of opportunity. On the backs of their merchants and their fishermen the colonists grew wealthy and happy, until the fateful day when their citizens were blown across space time. Upon arriving in their new and feral home, their city was ravaged by massive waves, and most of its inhabitants were lost to the sea. But some survived, huddled in the highest ruins of their destroyed home. These folk were the ancestors of the Arilians, and they built their fair city in imitation of the one they had lost. Indeed, most of the original buildings and ruins were scrapped for one project or another over the years, and now few remain. Those artifacts and structures that survive are carefully guarded relics, treasured by those fortunate enough to possess them.

Now Arilia is ruled by a handful of squabbling noble dynasties, each claiming the purest line of descent from their ancestors and each in control of various districts of the city. They fight and ally with one another, squabbling for power, wealth, and the resources of Arilia. They are ruled by a High Alderman, a noble elected from among the gentry by representatives of the various families. While he, in theory, directs policy and controls the military forces of Arilia, various factions of the nobility continue to jockey for prestige and power, leveling one scheme or another at their latest rivals. In this time of danger and opportunity, High Alderman Bencio di Alviado bides his time and plots his next move, eager to grow his own legend.

This is where I'd like to be. If I can get my territory to straddle this it would be great.

Whiny little faggots.

Oh Lord its muh shadowy empress #38244568775332808. Kill yourself sj. Your shitty empress meme needs to fucking die.

Room for another player?

Sure! Game starts tomorrow though.

Wait, what?

It's the sequel to colonies

Taking a bit of a hiatus. Colonies I is nearly done, and people were getting tired due to the mega-alliance.

Oh god This faggot found the thread.

Great, I throw away my notes, assuming the game was just cancelled with no continuation... Fucking great...

I have a better idea. Throw yourself away you fucking worthless cunt.

Here is the hand. Talk to it.

Seconding
This was one of the main points of my notes, at least where they still existed.

Courtiers and alliances counting more than two participants are just retarded way to breaking the game down.

Honestly talking to a hand would be more entertaining and educational than the ten pages of shitposts and rants you gave us last game.

Wheelie said in the IRC that those 2 are being allowed. Chew on that fuckstick.

But at a great cost, remember.

Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Dark Brown
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

As for location, put me in the mountains somewhere.

Am I doing everything right so far?

Looks good. Welcome!

I'll try and expand the fluff in a bit.

Also, since mountains are dark brown, you will be black for visibility.

And then I'm the aggressive one

They make no fucking sense and are easiest way of abuse.

Doubt I will join, doubt I will have now resolve to recreate 20 fucking pages of notes, so... yeah

Then don't literally no one wants to deal with you. So if it's tiring to you too why would you join?

Am I joining?

My point is about how the notes went to shit and there was no information outside IRC, while the ruleset (at least the visible part) seems unchanged.
And you are covering yourself in salivia due to the sole fact I'm around.

Chill pill in the morning and another half hour before sleep. Trust me, I'm an engineer.

Too bad, so sad. Swallow your pride and join the IRC then.

VERY long story short. Long version maybe in the morning, maybe never

1) Alliances with more than two participants MUST go.
2) Courtiers MUST go.
3) Bigger cooldown on diplo-actions MUST be imposed (4 turns for "strangers", -1 for embassy, -1 for ally, -1 for long-lasting ally)
4) Start numering turns, this will help micro-manage all the stuff for everyone
5) +1 HP per +2 unit power
6) Techs should branch out - no point making "Satellites I", when you lack "Flight" or any infrastructure of any kind
7) Upkeep for buildings, 1 for lvl 2 and 3, 2 for level 4 and 5. Otherwise pulling shit like me last time, with never-ending stream of cash, is inevatable
8) Buildings and techs affecting in consistient way dice outcome required for getting progress (roughtly -1 for lvl 1-2, -2 for lvl 3-4, -3 for level 5 in "broad" and -1/lvl in case of very specific techs)
9) Trade routes limited to 1 + level of supporting building (SINGLE building), otherwise you can create in first turn trade route with everyone and their dog, rake 20 currency/turn for nothing and the game is broken
10) Bombardment rework. As for now, it's pretty much completely random and based on nothing else than the dice outcome, not even defense matters, but somehow tags do
11) Techs provide tags on consistient manner
12) Random elimination of troops, not "the weakest one"
13) Serious rebalance of combat, but that was material for 3 pages, so just to note - in current state it's pretty much arbitrary pick who won, disjoined from dice and unit presence
14) No trading in "nation specific" techs - so no way say Mad Medicine selling their own, faction-specific weapons to others, because all it does is tech bloat. Last game we had SIX different types of Energy Weapons
15) Greater streamlining of techs in development, so they provide same named techs doing the same thing, not one player getting "Efficiency" and other "Streamlining". Because otherwise it cause pointless bloat and complicates matters for no real reason.

I'll take these into consideration. Except 1 and 2. I'm not going to limit my players that way.

Oh God, seriously why can't you just fuck off?

Ad 8
If the decrease is -18 or more (don't ask), it should instead shorten the entire progress needed, so from 0/4 it will go to 0/3

Ad 5
Each 1 power means +1 to required progress, so unit with +1.0 requires 0/3, +2.0 0/4 and so on. Barracks and similar decrease that 1 for lvl 1-2, 2 for lvl 3-4 and 3 for lvl 5.

Yes, this entire grouping of lvl 1-2, 3-4 and 5 is VERY important for the measures, probabilty, progression and a lot of other stuff.

#4 #10 and #14 are great points though desu.

This is a test post
desu

desu

Then you are fucking the game up from the start.
Especially with existence of courtiers, as they are basically "ask your friend to play to increase your power by 40% and nobody can do shit about it, unless they call their friends in".
It's just so fucking inbalance in the game, it makes all-in alliances look harmless by comparison.

Besides, since when making strategical decisions is "limiting"? Picking single ally means you must take shit into consideration, instead of just building a gang and whore resources and tech inside to the point of breaking.

I suggest applying gratitous dose of Preparation H

I suggest swallowing copious amounts of cyanide.

>Ask your friend to play
>implying you can't just play as two nations

That would be cheating.
And defeats the point of courtiers even further

Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: Feudal, Elective Monarchy (Everyone with a "land holding title" higher then baron votes for members of the ruling dynasty to determine the next successor. Higher ranks have more votes.)
The Bacatians are devout people who worship the Sun(Sol) and the moon(Luna), which they think of as the same coin with two different sides, as the one true deity Sulis.
Sol represents self improvement, glory, greatness and the need to share it with the world, but also pride and overconfidence to the point of arrogance. Most leaders, actors and similar outgoing individuals feel themselves particularly drawn to this aspect of Sulis.
Luna represents self reflection and acceptance, mysticism and knowledge, but also reclusiveness, selfishness and lack of confidence. Philosophers, artists and hermits mostly adhere to Luna.
Sulis is thought to share his warmth and sacred fire with the world during the day and reflecting on his actions during the Night.
Every member of an intelligent Species can be part of the clergy of Sulis, as it is believed that the potential of both aspects linger in every Person. The central organization of the faith is called the temple of Sulis which holds no single leader but a council of 10 men and women who are voted on every 10 years by all members of the clergy.
By Law the only people worthy of nobility are High Elves, as they are seen as "born in the light of sol", though otherwise all races are treated equally, and it is very much possible (though incredibly rare) that a family or individual of any race is elevated into higher standings by proving to be a paragon of Sols virtues. Most state policies and laws are centered around the dualistic nature of Sulis.

Post 1/2

With all due respect, I think you're severely miscalculating one thing here: The demeanor of the nations. Colonies I had lots of civilized nations, so there was peace. Here, we seem to have much more violent and warlike nations running around.

The military represents the the aspect of Sol, preserving and spreading the faith, if necessary through blood and sacred fire. Despite the temple not endorsing (but accepting) this interpretation of the faith a military career is highly respected in Bacatia and many nobles start young by joining and often leading raiding parties on small tribes. As slavery is strictly forbidden by the tenets of Sulis most tribes either convert or find a quick death at the end of Bacatian swords.
Still more peacefully minded people find there place in Bacatians Society. Philosophers who find new ways and ideas of interaction with Sulis's world (scientiests), dancers and actors who entertain the population and lastly architects are the most prevalent of civil services endorsed by the government.

Settlements: Bacatia
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated

Post 2/2
Location in pic

Ugh, another new person to stat.... :^) Welcome, newbie.

And that helps solve the all-in alliance and courtier problems... how? Because it makes them even bigger issue than before.

There is less likely to be a huge alliance in this iteration, because people will be more likely to stab each other :^)

The difference between "less likely" and "they still can form an unstoppable alliance and whore tech like there is no tomorrow" is pretty big, don't you think?

And it completely removes any tactical or strategical part of the alliance, since they still can rely solely on the brute force of quantity.

You know what, I will for sure recreate the whole argument for (or rather against) big alliances and sole existence of courtiers, because trying to just discuss it as for now is pointless and without all the argumentation.
But in the fucking morning.

Or you could just accept that not everyone (or pretty much anyone other than you) wants some super douche controlling every aspect of their nation's diplomacy. Yeh the big alliances are a problem but cutting people's ability to make alliances down to one is not the answer.

Then propose something better.
And explain how and why two-member alliances are bad

Go on, you can do that all the time, instead of shitposting

>shitposting
Literally impossible considering I am not you.
And as for something better there isn't players are gonna do what they are gonna do when it comes to diplomacy. And as such advantages are gonna go to people who can actually do diplomacy. Anotherwards people like you who are incapable of making allies beyond the rare exception like dominion are going to suffer for it. You either learn and adapt or shitpost about how gm's need to railroad players more like you do.

For the record my shitty grammar does not make it an actual shitpost

>Propose solution of the problem
>There is no problem! Stop making shit up!
And closing eyes will make me disappear, you should try this

No I never said that there is no problem. Learn how to read faggot (although I still favor you taking cyanide pills). I said there isn't a reasonable solution to this particular problem that doesn't remove a huge part of player agency.

So now can you politely fuck off gordie?

Englighten us all how having single, strategically important ally is "removing player agency"?

>gordie
The one about me beign Rasa was closer. Keep trying

Because nothing stops a player from having more or less other than arbitration and fiat.

Because at that the game comes down to Qm fiat. You know, the thing you bitched about because you consider Wheelie to be biased and out to get you. Games with heavy Gm fiat often end up with everyone dropping the game and it dying. Happened before will happen again.

I don't think it's "less likely to have a huge alliance" than "less likely to have endless peace".

The problem with huge alliances isn't in the unbalance of power, it's when the disposition of powers prevents all conflicts and you have endless stagnation. Alliances such as the molotov ribbontrope pact where two powers commit to dominating other players before each other is both realistic and has a lot more interesting conflict.

The end of any civilization type game is supposed to be when a power gets strong, strong enough to win the game. Last game it was a peaceful victory by a powerblock. This time it probably won't be.