After a short hiatus, the Forgotten Colonies are back!
Forgotten Colonies III
[Ugh]
Jihadists strong [2.4x {-2 food/turn]! Food looked for [2/4]. Ugh expand. Kill ruins [+4 hex].
[OGT]
Barracks aren't finished, and neither are plantations. However, a large trade route to the Warhost is established [Trade Route {Warhost} +4 currency/turn], and ships are built [Shipbuilding I]!
[Sanar]
The cavalry woman is sent to the lands of Ariak [Arrival next turn], and the explorer corp nears completion of further training [4/6]. More wood is found [+5 wood]... however, the headquarters burns down [Progress@0].
[Niron]
The trade route is established [Trade Route {OGT} +4 currency/turn], and crafting with obsidian is learned by the craftsmen [Obsidianworking I]. Better rafts are in progress [5/6], though there's no dockyard progress.
[Warhost]
The march begins, and the Warhost claims more eastern land [+4 hex]! A new ley-node is nearly dug up [2/4].
[Madness]
The Kingdom takes the ruin [+1 hex; +1 tech point/turn]! The Ruin Guardians nearly complete their training [4/5], though still no farms are grown.
[Blatrek]
Further shielding is researched [3/6], and though no Thrall Knights are trained at first, some soon step up [1.8x {-1 ley-power/turn}]. Thrall-herding is improved [Thrall-herding III; +2 pop/turn]!
[Kemet]
The trade dock is halfway complete [2/4], and the mill is done [Mill I; +2 food/turn]. A footsoldier undergoes training [1/3], and the recruiter's office is nearly open for business [3/4].
[Artemisia]
Stealth work completes [Stealth III], as well as poisons [Poison III]. Bowstrings are nearly ready [7/8], and the trade route is expanded [+2 currency/turn].
[Huh]
>You have another turn until your army arrives
>Food consumption should be -4/turn, not -2 (Kessek cost 1 each)
Archers are trained! [x2 1.8x {-1 currency/food//turn}]!
[Volden]
A fight breaks out among the trainees. Suddenly, no more trainees [-5 pop]. The archers are too wary after the fight to train, but expansion efforts start [1/2].
[Ariak]
The armies are sent north! No ship construction, but a new town is built [+2 pop/turn]! Magic research is nearly complete [4/5
[Dominion]
The Dominion expands south [+5 hex], and west [+5 hex]! A ley-node is nearly fully uncovered [3/4], and Astral communion magic is ready. Enchanting is improved [Enchanting II], and the Fishing Village is ready [Fishing Village I; +2 food/turn], and the market is also finished [Marketplace I; +2 currency/turn]. Wood is found [Wood: 5]!
[Kedesh]
A wood source is found [+5 wood], and the farms are nearly expanded [5/6]. Metallurgy is improved slightly [2/4].
Rolled 28, 1, 44 = 73 (3d100)
Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: pastebin.com
Pop: 22 (+2/turn)
Food: 23(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 0 (+4 /turn)(-6 military)
Currency: 1 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
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
1. "Keep expanding you goblins! MARCH! "
Expand East toward the tech point
[Infantry I]
[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.
2-3. "Get that Ley Node UP! We're out of time!"
The Goblin Engineers and captains were nervous, power stores were empty and they had but one last chance to get a new supply up and runnning.
But come hell or high water they'd get it up.
New Leynode 2/4
[Necromancy II]
Rolled 32, 72, 62, 68 = 234 (4d100)
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: pastebin.com
Pop: 32 (+2/turn)
Food: 70 (+4/turn)
Currency: 45 (+11/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
{OGT} +4/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I] [Obsidianworking I]
Magic: [Astral I]
Resources:
Ley-Power: 31 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 11 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 2 +1/turn
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.
1. Set up a trade route with the Blatrek
2. Continue researching better rafts. 5/6
3. Begin building the dockyard.
+Raft Building II
4. We need a place for the learned to come together and share ideas to better increase research. Begin building a University.
+Raft Building II
Rolled 29, 20, 92, 15 = 156 (4d100)
[Sanar]
Settlements: Midaho'an
Territory: 31
Pop: 34 (+2/turn)
Food: 34 (+2/turn)
Currency: 27 (+4/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4]
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.
1. Claim more land. [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. Develop new way to keep our explorer in the field longer. [Explorer corp II 4/6]
3. With the destruction of the Explorer headquarter the Duchess has came up with a grander design. We will need a ley node for it though. [Find/Create a ley node]
4. With the change of plans, we will need better material for what will be the greatest work of art know to centaukind. [Build a marble Quarry]
Rolled 23, 69, 85, 33 = 210 (4d100)
I'm now just very, very confused about all talks about taking over Artilia
1. Build trade dock 2/4
2. Train most basic infantry unit 1/3
[Barracks I], [Infantry II]
3. Build army recruiter 3/4
4. Train most basic infantry unit, , I want to use Pharaoh's Will on training
[Barracks I], [Infantry II]
Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
42
>Pop
32 (+2/t)
>Food
35 (+6/t)
>Gold
5 (+1/t)
>Tech points
4 (+1/t)
Defenses (Capital): 1
>Military units
4x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 10 (+1/turn)
Ore: 18 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments
Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms [1/4]
I also want to add 2 gold to trade dock (first die)
I believe there was some miscommunication, sorry. They are gone, you don't get to take them over.
Rolled 50, 94, 82, 30, 55, 44, 62, 42 = 459 (8d100)
[Western Tribes]
Pop: 39 (+2/turn)
Food: 45 (+4/turn) (-1/turn)
Currency: 23 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication II][Infantry I][Animal Studies II][Training I][Cavalry I][Oral Traditions I][Tribal Tactics I]
Resources:
[Ratlizards {Pack}: 3 (+1/turn)]
Progress:
Tribal Weaponry - [3/4]
Beast Hunt - [2/5]
Tribal Arena - [5/20]
Animal Studies III - [1/8]
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}.
1-2) We have many foes that march towards us, we must ensure that even if we fall this day that our legacy will live on, evacuate all the women, children and men untrained or unable to fight (Begin constructing a town to the south, as far from the opposing forces as possible)
3-4) We are eager, eager to defend our home and people from the mutants and orcs, from the vile beings that seek to sully this land (Begin training Tribesmen)
>[Infantry I]
>[Training I]
>[Tribal Tactics I]
5-6) But while we are many, we are still fractured in purpose, many incapable of working together. If we are to survive this must change, all that are able can and will join this fight (Begin training Tribesmen)
>[Infantry I]
>[Training I]
>[Tribal Tactics I]
7-8) If this is to be our last stand, then I must join the fight, but first I must find the appropriate beast. Many of the tribal legends speak of a mighty beast that dwells here, send scouts to find it in the hope that it can help us win this battle (begin searching for a legendary beast, one of immense power)
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]