Forgotten Colonies IV

Nation Name: Tirgrad
Race(s): Homunculi
Color: Black
Fluff: Tirgrad is a nation populated by homunculi with the power to shape their own flesh and bone. Upon emerging from their birthing vats in an ancient laboratory complex built deep withing the earth, the first homunculi of Tirgard. While they were unable to comprehend the vast majority of the technology within the labs, they were able to discovered the technique to produce new homunculi from their own flesh. Leaving the complex along with their newly created offspring, the homunculi set off to discover more about the world around them. What they discovered was often unpleasant. Their ability to sprout bone blades and army saved the homunculi's lives on many occasions. Fearing for the fate of strange beings such as themselves in a potentially hostile world, the homunculi resolved to found a nation of their own. They named this new nation for the laboratory complex from which they emerged, 'Tirgrad'.
While often terrifying in appearance, particularly those in combat-form, the homunculi of Tirgrad are not malevolent. Rather, they are coldly rational and deeply curious, with an deep drive to improve on their body-shaping abilities. Tirgrad itself is ruled by the original homunculi from the old lab, who hope to guide their creations as they continue to refine their abilities.
Settlements:
Territory: Tirgrad Central
Pop:
Food:
Currency:
Defenses (Capital): 1
Buildings:
Military:
Tech:
Magic:
Resources:
Eccentricities:

Location: On the southeastern part of the main continent?

Rolled 24, 68, 62, 90 = 244 (4d100)

Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: pastebin.com/XbZ1Ufmk
Territory: 40
Pop: 45 (+2/turn)
Food: 55 (+2/turn, 2/turn to Kemet)(+8 income, -4 expenses)
Currency: 10 (+1/turn, 2/turn to Kemet)(+7 income, -4 expenses)
Tech Points: 10 (+1/turn, 1/turn to Kemet)(-1/turn due to research)
Structures: [Government Building], [Lab I], [Farms II; +4 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}][+2x defense {North Ruins}]
Military:
-2 Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II] [Shapeshifting III] [Boats I] [Science II] [Melee Weapons I] [Hardening I] [Agriculture I; +2 food/turn] [Messengers I]
Resources:
Trade:
-Kemet (+3 c/t)
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.

You're here? The newest Ruin Guardians are finally done training? Oh thank the ancestors, now we just need something for you to do. Go check out the people in the south.

1) Claim the newly found ruin! [2/4]
2) Inspect the status of the "obelisc people" north of the newly found ruin
3) Together with Kemet we will improve both of our boat building ways [Upgrade Shipbuilding I and Boat I into a single Tier II tech]
-Tech: [Science I]
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
-Spending: 1 Tech Points
4) Trasfer [Science II] and [Agriculture I] to Kemet

Spend 1 currency on action 1
New currency: 9

>Further Correction (Sorry): Techpoints: 10

Rolled 87, 99, 56, 50 = 292 (4d100)

1. Further improve infantry knowledge 4/6, I want to use Pharaoh's Will on research
[Barracks I], [Infantry II], [Melee Weapons II], [Tactics I], [Logistics I]
2. Develop better tools
[Forge I], [Blacksmith I], [Hardening I]
3. Participate in joint shipbuilding development with Kingdom of Madness
[Trade Dock II], [Shipbuilding I]
4. Exchange knowledge with Kingdom of Madness
Giving: [Tactics I], [Logistics I]

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
39
>Pop
42 (+2/t)
>Food
76 (+6/t)
>Gold
22 (+12/t)
>Tech points
2 (+2/t)
Defenses (Capital): 1
>Military units
7x 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], [Trade Dock II; +4 currency/turn]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I], [Army Recruiter I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons II], [Hardening I], [Tactics I], [Logistics I]
>Magic
[Necromancy II]
>Trade
Caravan to Artemisia (+4 gold/t)
Ships to Kingdom of Madness (+4 gold/t)
>Ransom
Kingdom of Madness: 2 food, 2 gold, 1 tech point
>Resources
Flax: 17 (+1/turn)
Ore: 10 (+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 [4/10], Artilia's farms (maybe) [1/4]
Currently exploring ruins [3/6]

I want to add 2 tech points to shipbuilding research (third dice)
And I think infantry research should be 4/8, not 4/6 - it's third tier being researched.

bump

Rolled 25, 49, 16, 97 = 187 (4d100)

[Ariak]
Pop: 65 (+4/turn)
Food: 81 (+4/turn)
Currency: 41 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 33
Owned territory: 25
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy III], [Tourney Field II], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes] Green Drake Knights [3.0x {5 Owned Hexes}]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel II©][Economics I][Armor II][Feudalism I][Taxes I][Tactics I][Ships I][Siege Weapons I][Elemental Magic I]
Resources: Magic: 14 (+2/turn) Ore: 23 (+2/turn) Stone: 5 (+2/turn) Tech Points: 3 (+1/turn) Wyverns: 6 (+1/turn)
[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.

1. Dragon Steel 4/9

2. Town construction near southern ruins
[Law III]

The ruins are a source of knowledge, but also a source of riches. The Dragons are attracted to these old arifacts, and enjoy them as much as gold and jewels and magical equipment to nest on. Turn the ruins into a nest for the Queen and her brood to prove our loyalty and receive further blessings.

3. Dragon's Aerie (wonder)

4. Begin the refit of the army. New tactics and equipment have both been produced that will increase their effectiveness, and the Drake knight now have Wyverns to ride upon instead. More infantry levies are included as the size of the Empire increases and more draconians and humans are capable of levy.
+Power
[Laws III][Cavalry I][Dragon Steel II©][Armor II][Elemental Magic I][Tactics I][Dragonriders][Dragon Steel© Smithy III], [Tourney Field II], [Wyverns: 6]
+Construction
[Dragon Steel© Smithy III], [Law III]
+Cost
[Feudalism I]

Apply 2 tech points and 5 ore to roll 1.
Roll 2 is at 2/6
Apply 7 currency and [Law III] to roll 3

Rolled 6, 59, 89, 90, 94 = 338 (5d100)

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: pastebin.com/KWrJVBwF
Pop: 45 (+2/turn)
Food: 79 (+7/turn) [8 - 1]
Currency: 79 (+7/turn)[8 - 1]
Power: 9 (+2/turn)
Tech: 1 (+1/turn)
Territory: 24
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Structures: [Fishing Village II; +4 food/turn; Nets I +2 food/turn],[Marketplace II; +4currency/turn],[Node Obelisk+2 ley-power/turn],The Wonder Arch] [Ruin +1 tech point/turn], [Mine I; +2 Ore/turn]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting II], Astral Communion
Resources:
Wood: 5
Ore: 7 (+2/turn)
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

1 Supercharged node obelisk 3/5. To Enchant the Obelisk I will continue to weave into it more complex energy gathering magic.
2 Nets II 3/6
3 Expansion 2/3
4 another ley-node 1/4
5 Ley-Node Theory. The source of magic in this realm must be understood in order to complete the more powerful and complex spells in my arsenal. Possible information to be gleaned from examining where the nodes cross, end or continue beyond. The natural flow of magic in this world put under my scrutiny questions assembled to be answered in future for the sake of Domination and enlightenment.