Forgotten Colonies 1.5- Game Start!

I'll just get right to it with nation stats.

Other urls found in this thread:

pastebin.com/2SJCkk0W
pastebin.com/RsYMmbsz
pastebin.com/8Hhj3cZi
pastebin.com/NjMr1YUf
pastebin.com/aFTME4K8
twitter.com/AnonBabble

[Blatrek]
Pop: 10 (+2/turn)
Thralls: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Blood II]
Resources:
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.


[Warhost]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

[Niron]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+3/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I] [Raftbuilding II]
Resources:
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

[Volden]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Metallurgy I]
Resources:
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

[Kashiragi]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Agriculture I]
Resources:
Eccentricities:
[Traditional]: The Kashiragi rely heavily on traditions, and shun new things. New technologies are weaker than normal, but if the Kashiragi have known them for a time, they are stronger.
[Warrior Elite]: The Kashiragi military relies on the warrior elite, and shuns the common peasantry. As they have a smaller population to pull from, training military costs more time, but they are stronger.

[Tsabos]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Tactics I]
Resources:
Eccentricities:
[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

[Pure Ocean]
>Might want to pastebin that fluff, friend :^)
Pop: 10 (+3/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink...

[Madness]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

[Sanar]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Scouting II]
Resources:
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

[Artemisia]
Pop: 10 (+3/turn)
Food: 10 (+3/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stealth I][Poison II]
Resources:
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

[Ugh]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II]
Resources:
Eccentricities:
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

[Ariak]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry]
Resources:
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

[Holy Order]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.

[Western Tribes]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stonecarving I][Domestication I][Infantry I]
Resources:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

[Golden Realm]
Pop: 10 (+2/turn)
Food: 10 (+4/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Farming II][Infantry I]
Resources:
Eccentricities:
[Agrarian]: The people of the Golden Realm are farmers, not warriors. They easily farm and gain from the land, though their military isn't the best.
[Untouched Riches]: The land around the Golden Realm is rife with natural resources- if only the people cared. Gathering resources is harder, but produces more when successful.

[Arilia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

[Kedesh]
>Because you're on dark brown mountains, your color is black for visibility.
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

[Bacatia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

[Arilia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

[Kedesh]
>Because you're on dark brown mountains, your color is black for visibility.
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

[Bacatia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

[Ursan]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Hunting II][Infantry I]
Resources:
Eccentricities:
[Predatory]: Ursan military is stronger, but the native beasts of Nibiru recognize the Ursan as predators.
[Power-hungry]: The Ursan will rule this new world! The research of more warlike technologies takes precedence, while others fall behind.

[OGT]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Resources:
Eccentricities:
[Magic Obsessed]: The troll-king is obsessed with all things magic, though doesnt care for much of the technological side of things.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.

actions are 3d100