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Z3r05t4r

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  1. UNITED SOCIALIST PACT “Equality comes from shared burdens! Fight and work with your brothers and sisters today!” Risyetz – Capital Metropolis of the United Socialist Pact “Great Leader. It is time for your speech.” the adjutant said to Maksim who was eyeing his uniform in the mirror. Fastening his tie, a tuck on each sleeve and the leader of the United Socialist Pact (USP) was ready to give his speech. Today he had the masses to convince and not his fellow comrades. For they needed the aid of the people, the strength of the small, but of the many. There was war to be had, as the revolution was in danger yet again. As it has been for the past years. To last, you must force. And if you force, some have to pay the price. Who would be better to pay the price than the oppressors that followed the false and corrupt ideals of monarchy of capitalism? That was exactly what Maksim would tell the people and he knew they would love him for it, for he was one who stood up against the regime of old and brought change. Freedom. And most of all, equality. And thus he stepped out on the balcony and opened with the word: “Comrades!” Stats: Population: 50,000,000 comrades (growth 2%) 1 Metropolis (Risyetz, Capital) 5 Cities (Lobonja, Norbsk, Tzurov, Irkov, Taschkov) Industrial: 1 Steel Mills, 3 Heavy Industries, 1 Vitramite Mine, 1 Vitramite Refinery Economic: 3 commercial districts (Risyetz, Lobonja, Irkov) Research: 2 slots Armed Forces: (Recruitment capacity 8%) 200 Fighters 50 Howitzers 200 Field guns 100 Anti-Air cannons 60,000 Infantry (T3) 10,000 Cavalry (T3) 10,000 Light Infantry (T3) - Income: 10,000 G (pop) 12,000 G (commercial districts) 5,000 G (POI: The Father) 10,000 G (Metropolis) 3 AP 1 Refined V Running Expenses: 1,600 G (Infantry & Cavalry) (-20% included) - Actions: General Ismail Jolkovic orders the construction of a new fighter squadron to bolster the USP air power. Whilst they have never had the chance to pursue the construction of airships thus far, land based fighters may prove to be just what they need to fight against these big lumbering targets. (-2 AP, -6,000 G for 100 fighters) A whole new brigade of infantry is trained, equipped with the best weaponry the USP has to offer. (-1 AP, -6,000 G for 5,000 Infantry). Following the speech of the great leader, he orders that the first wave of the Red Tide is to be drafted from the population. The reason is obvious. (-3,000 G) Two further trade districts are being built. The party has learned that they need a different approach to the people’s needs, and only a modern industry and market system can feed the growing population. Town and village craftsmanship and small artisans just won’t suffice. (-20,000 G) Remainder is retained. (-400 G) The assault on the Tzarist Regime to the West begins. They must not dawdle, and free the people. Diplomatic outreach to the surrounding nations, inquiring for the possibilities of limited trade (as long as it’s equal), as well as gathering information about them. The Great Leader is curious as to whom might be yet enlightened with the true path for the future. Research: The Party pursues the research of an improved fighter craft that offers more agility and speed than the previous outdated version from the Great War. It is important, that for the current lack of airships, the skies of the USP should remain watched over. (1 R slot) At the same time on the ground, the General Ramudan Sedivic orders to development of an armored tractor, a vehicle with a powerful engine, that is capable of breaking through lines and trenches known from the Great War, as well as offer fire support and ample cover for infantry that is to conduct the effective push across No-Man’s-Land. (1 R slot)
  2. Discord: You have it. Name of Nation: United Socialist Pact Type of Government: Communist One Party Government History/Culture: The United Socialist Pact is a nation forged by blood out of the ashes of the former Empire that ruled vast stretches of the Northern continent. The toll that was paid was in the millions, with more taking up arms to claim their freedom from tyranny and inequality. Little did they know they exchanged the previous system for one that was flawed by the political idealism of equality among all in every aspect. In the end others were still more equal and with the controlled market where everything you make is for everyone, the lack of private property caused an economic stagnation. Years have passed and three “minor” revolts later, the leadership has learned, that Socialism can work, yes, but it has to be approached differently. Bruteforcing a system onto people does not work. It needs time. And the notion that there are no others that could convince their people otherwise. Starting Points: Size: 6 50 million inhabitants 1 metropolis, 5 cities Army: 10 30 AP = 200 Fighters (-4) 50 Howitzers (-4); 200 Field guns (-4); 100 Anti-Air cannons (-2); 60,000 Infantry (-12); 10,000 Cavalry (-2); 10,000 Light Infantry (-2) Aviation: 0 Industry: 3 (6 buildings) 1 Steel Mills, 3 Heavy Industries, 1 Vitramite Mine, 1 Vitramite Refinery Economy: 3 (3 buildings) 3 commercial districts Education: 4 Development: 4 Notable Characters: Maksim Gregorovic (The Great Leader) Ismail Jolkovic (Revolutionary General) Ramudan Sedivic (Revolutionary General) National Idea: Socialist Recruitment Standards (+4% army capacity) Everyone can serve, even women, the elderly and young starting at fifteen years of age. Unique Units: Red Tide (replaces irregulars) Inspired to carry forward the revolution and the dream of true equality, where man is free and not slave to the capitalist and aristocratic tyrants! Map Position: Proof you’ve read the intro and the rules: Certainly a beautiful place. I plan on going there sometime in the future.
  3. Year 982 passes. THE HIROMI The lands to the East are hilly, windy and show a lack of forestation. This allows winds from the North to dominate the landscape, bringing in cold weather from the sea. Still, with renewed tree and plant life this issue might be fought against, the winds held back and allowing for a more comfortable climate to settle in some of the valleys between the hills there. The land is wide, open and ripe for expansion, no sentient being and no living soul to be seen. The Golden Kingdom’s Regency Council is happy to oblige, permitting trade and travel into their lands. Given the political situation, they do not seem keen to pursue any military confrontations, following the death of their last King, with the unrest broiling in the vast realm everywhere, as no true successor has made himself apparent yet. Compost is compost. But the fine balance between various essences of life flowing into it might be the key. And that is what the wise men of Hiromi will pursue and try to find out, but time will be needed. A lot of time, to find the right combination for the right plant. This is a venture into the vast realms of nature. The “crank bow” begins its early stages, where the craftsmen and master archers work eagerly to develop such an item of convenience. The latter though fear that they might be completely replaced by such a potentially powerful weapon. The Scarlet Order The massive armory of the Scarlet Order just continues to grow this year, although already, the shortage of earthen coal becomes noticeable, as homesteads out run low on fuel to fire their stoves, whilst not to warm themselves (given the generally warm climate throughout the year), but to cook. They switch to firewood, but that proves to be even more scarce, as lumber is a luxury commodity in the Orderlands. And as such, they only build one single carrack, before the shipwrights note that they lack lumber. There are barely any trees left in the lands, and they suggest importing it if must be. By no means backwaters, the two city states prove to be fertile, wealthy and quite strong from what can be seen. Their culture and customs are very strange, and not a word can be understood of what they speak. Even in writing they use very odd symbols to what is common in the Orderlands. Notable is the increase in soldiers patrolling their lands and keeping watch. Strong fortifications and many archers dot their lands. BUNDESREICH ABENDLAND None of the arms in the Bundesreach are standardized. As they are produced en masse by many small smithies throughout the realm, with soldiers sometimes buying their own equipment, or being provided by local lords or authorities, things just don’t match. Whilst the forces are mighty, they are a patchwork, with many colors. Crossbow bolts that don’t fit in grooves of other crossbows, swords that are too long or short, or too wide for sheaths of another. The list is long. Perhaps it’s too much bureaucracy, or a lack thereof, as the intended census kind of runs into the ground. The results that return are sparse, claiming there are many fertile lands here, or little arable ground there, rich forests, poor hills, hostile wildlife or deer that voluntarily donates itself to the butcher. Population counting is another issue, just that there might be about a million and a half inhabitants in the entire Bundesreich. This inadequacy of proper control and registration is widespread and one of the reasons corruption is so rampant in the Bundesreich. This is not something that can be fixed in a year and with some coin. In fact, the coin invested just sinks into the swamp of the system and vanishes without a trace. Whilst the engineers in the various cities and holdings have begun to independently work on little projects for weapons, little comes up in terms of ideas. Upsizing a crossbow? That’s a ballista, and we already have that. The gryphons do live good lifes in the hills and mountains to the East. It’s not an unknown beast, but taming one, has been a very difficult task, merely two dwarves are known to have managed that. One being the previous king of Rut’durum had one, and currently a dwarven warmaster of the very same Kingdom commands one. The Rulership of Nùr The raids proceed as follows... Illuwe shows little to have in terms of a bounty, the coastlines empty of people when the raiders appear, the inhabitants withdrawn into cities fled inland. Yano’sa is taken more by surprise as the dark ships show up and begin plundering coastal settlements. Whilst some valiant defenders slay a few of the attackers (fifty), a few hundred are taken hostage by the quite substantial raid. Baderberg would have been taken as much by surprise as Yano’sa, if it weren’t for the fact that an unknown warfleet was encountered there. And they weren’t human. Little of note is happening with the fortification of the coastal city on the mainland, or with the construction start of the big city vessel. The army recruitment goes slow, not many new soldiers are drafted this year around. The raiding ships sail past Baderberg, further south. To never return again. The envoy sent to Ort Mar arrives at the capital port of the Orc Realm. So many aspects to improve upon. No results. The Orani Khanate As the men are rallied, they are tallied. Numbering well over 20,000 on horse, they follow their old leader’s call. The census goes very differently in different places. In the West, where there was another highly advanced realm previously, the taken over bureaucratic apparatus allows for a quick and quite accurate census, with well over 300,000 people living in that region alone. The East, with the people being tribal and freeroaming, garner no interest nor knowledge for a census. For the runes, the old and wise begin their work, but they can not say how favored they are in their pursuits, or when the blessing will be given by the higher powers. THE FOMORIANS As the Formorians return successfully from their raids on the Human coasts, riches and wealth, as well as eight-hundred Human prisoners in tow, the raids to the South return as well. Empty handed and with battered ships. In the weeks after, the message with their demands were sent to the previously raided realms of Eibental, Bregenz and Linz. The reply all bears a single word. No. Following these events, news trickle into the capital where the Formorians have begun assembling their army. A host of the Kingdom of Osterland has marched across the border, a day later a messenger arrives with a note. The note is a formal declaration of war by Osterland, Eibental, Linz and Bregenz against the Formorians. In the South, without any notes following, another army under the banner of F’ya’mol have crossed the border. Both armies have begun tearing their path through Formorian territory. Slave exports would have been nice, if it weren’t for the lack of customers, and the now assemblied warfleets of the Humans beginning to intercept any merchant ships en route to or from Formoria. As such, the envoy to the Shatterlands appears to be stuck there, unable to return. Probably. The Hith The blood appeases wind and weather, and the ships sail North unhindered. Soon they find the Easternmost island of the so-called Shatterlands, a forested, but cliffwalled and barely accessible island. With the massive Hith vessels already spotted, smaller vessels around the coast can be seen dispersing to the West, their speed unmatched it appears. Approaching the Hith motherships, is a fleet of a dozen ships now, clearly on an intercept course to hold them off. To the south into the sea of endless green, the warriors slither and sneak, climbing carefully, striking down beast after beast with numerically superiority and surprise. However, some of these monstrosities are still to be feared and dangerous, with many warriors falling to take them down. (2,000 dead, region secured). The poisin brewing continues in the Hith cities, samples being tested on living slaves, with varying success, but the utmost poison that does exactly what is needed without killing them, still eludes. Republic of Ithaca Man craft the bow crossbow. Dwarf crafts armor, sword and axe. Elves fletch the bolts and arrows. Tactful and in a timely manner, to have enough stocked for coming wars against outlying foes. The three of Ithaca share more than they thought, and so they craft ahead. To the East far stretches of jungle dominate the landscape, hills and mountains beyond. Terrors lurk in that jungle, and must be guarded against. The South seems to be hilly and empty, with hosts of wild cattle roaming the lands, free of predators as no jungle has set foot here. Heading West along the coast, they encounter old familiar settlements of independent people. Dwarves, humans and elves alike, less feuding than the founders of Ithaca, quietly having a life. The realm of Roymar is far. And the envoy won’t return until next year. Kingdom of Lyonesse As the coastlines in the North are being fortified, reports trickle in, that the Dark Elves of the Sea have raided the neighbouring lands of Yano’sa and Illuwe, the former with great, the latter with no success. Whilst not being attacked the proximity of the Kingdom’s forces gathering do instill questions, as the small human city states send missives, pleading and fearful, or warning. Illuwe remains quiet, Yano’sa does inquire for buying vast stockpiles of lumber. In a rich and fertile region, the crop yield can only grow, by tilling more fields, planting more seeds each year. The cold North is held off by the rugged Brute warlands and in general the Southern winds dominate here. The only thing that comes from the North are rare visits of brute warbands that want to club something, but after years of experience, they are driven off either peacefully by throwing them some food, or by outright riding them down with the local knight force. After a full year, everything is prepared, and invitations can be sent out for the great tournament of Lyonesse! That might be something suitable for the small human realms that do send their envoys over. The Stoneborn The Empire of Broggr is savage. Hordes of warriors that fight eachother for the sake of dominance and strength. The enslave their own to work for them, the strong eat, the weak work and die. It appears they also pursue hostilities with anything that can be killed. The scouts withdraw from their exploration rather quickly, to report. In the West, the dwarves catch wind of the scouts, but mind their own business, going about their lives, mining, farming hard crops and fungi in the mountaineous climate. They appear to have a very good grasp on handling ores and crystals, even capable of making music devices with resonating crystals, that seem to speak words to the Stoneborn. Northwest only mountains and hills with some valleys filled with trees and wildlife are found. To the Southeast, the moutnains become only more lifeless and rugged, impassable in some regions, climbing high into the skies. The wind of change blows, but no events reach your ears. It is the Year 983.
  4. Civilization III Prestory  It’s the year of 982. The species of the world have lived for centuries, growing and advancing ever so slowly, hindered by wars, famine and other catastrophes. Never in the past has a group of people managed to establish a firm rule over the known world, never have there been great Empires, all failed on the ambitions of singular beings, their hubris and their greed. As the many small civilizations grew in size and number, they had approached a treshold, where this “curse” might become a thing of the past. Innovation in agriculture and craftsmanship have brought them forward. Others have found solace in nature. Again others, might have found progress in the arcane arts. Yet, this story is open to continue, fate is never written. And thus begins the endless tale, the many stories of the many people... Today Hiromi Turn your gazes around you, mighty feudal lords of Hiromi. A wind of change drifts dark clouds of war across the water. Separated by leagues of sea, the rival realms to your West plot their next move against eachother. The Golden Kingdom to the South seeks a true successor to its throne, and in the West, there are lands untamed and riches still buried! The Hiromi are a people that may develop nigh limitless potential in these changing times and can achieve greatness, in the East of the known world, and then under all of the heavens! Scarlet Order Ever vigilant, ever steadfast, prepared for a war. To your south, a new realm has risen, refugees from a consumed nation having arrived at your shores. To the North along the border, the knights of Lyonesse roam the lands and might even encroach on your borders. It’s a tenous peace with potential foes all around, but if you ascertain yourself in detail, there might be the chance of striking a good deal with your fellow minor realms. Who knows, a friendship and potential alliance could go a far way in these dangerous times? Bundesreich Abendland The colossal federation of feudal holdings under the Emperor strives to become greater than just the sum of itself. However internal strife and corruption, feuds between the lords and ladies of the Realm are still a thing going on, a lot less bloody than in the past, perhaps. In the neighbouring realms peace seems to rule on land, quiet trade and prosperity is coming to the many realms of man here in the West. Only at sea, the tides of war rule, as Roymar continues its pursuit of naval dominance over the minor island realms around. The great contestant are the Shatterlands, who are able to tie them down. For now. Hith Cities Hush, be quiet little one, before the shadows of the jungle come and eat you! A children’s tale with a grain of truth, as to the South of the Hith lands, the jungle becomes more dense than ever and beings of unknown terror call it their home. More than one Hith has met his untimely end as he strayed to far from known paths. Across the great span of salted water to the North, islands have been spotted, from where already more than a few sacrifices arrived here at our shores. Their blood is good and the ancestors smile upon us for such worthy sacrifices. But not only there, also to the West and the East we might look, as there are more realms, with many people in number, different from eachother, but worthy to be bled nonetheless. Oran Khanate Under your hooves Lianqing was trampled and taken, many homes and hamlets burned and plundered and their former capital integrated into our mighty growing Empire of Grass. But we mustn’t stop here, as there are other realms nearby, rich and fat from years of complacency and unwillingness to learn and be strong. There expansion might be opportune. But as one casts his gaze forward, he shall not forget his back, where far to the East at the outer reaches of our steppes, in hills and mountains sky-high, a race of short men have established a Kingdom, unwilling to deal with us, unwilling to bend to us. What decision may we make or will we seek opportunities elsewhere in this vast world? Imperium Sanctus By the Creator, as pure as we are, none is. For such we must pursue a path to enlighten those who are unable to see the truth, who dabble in dark arts of arcane and ignore the grace of light by the creator, our god. Orcs that claim to be civilized and sociable have a Kingdom there, to our West, a nation of peasants has established itself where people are “equal”. To our south, on the sea, our ships are outrun by a race of arrogant Elves, who laugh at us for they know they can never be us, so they must mock us to cover their own inadequacies. Where shall we sail? Where shall we march? What is the path the creator has in mind for our Imperium Sanctus? Republic of Ithaca Far away from foreign shores, isolated and now peaceful ever since arms were laid down and quills were taken up to sign the contract that formed our prosperous nation. Trade goes well with the Human Realms to our North, the Shatterlands being a good trade partner, although their ongoing war has taken a toll on them, which has cut into our margins. Roymar is rich and powerful, but shall we seek to be a second fiddle in the affairs of the Westerlands? And not to forget the slumbering colossus of the Bundesreich. Where will they steer their ship, and will we cut their winds or sail in their shadow? Kingdom of Nûr Ignorant and inferior are all that are not us. The realms on the coastline are plenty, from overcompensating primitives clad in dirty iron to overzealous treeloving savages that are unwilling to see the truth and progress in this world. Simpletons, all of them, only good for their physical strength. And then there is the Kingdom of Kronk, that has such in abundance. Ogres are numerous and powerful there, perhaps there could be some arrangment? If not, the Orcish Kingdoms to our West may prove to be a strategic target for both politics and warfare. Whatever we do, we know we will prevail, as such has been destined. The Mori-Kal are the chosen of this world, and they are meant to rule it all. Carchemish Have you ever tried cooking your own hand? The taste of the outer crust is deliciouuuuus! No? Whatever, then cook your mother’s hand and your pet’s tail. A stew would be great! You see, stew can be made of many parts of the body. But the origin of said body is important. Perhaps, somewhere we could organize some samples? Are there any out there? Or should we focus on ourselves? Hrm, test subjects for our latest inventions and pursuits in the Arcane might be needed too? Or they might have had an idea we did not yet? We ought to know it all. KNOW IT ALL! Kingdom of Lyonesse Oh King of mine, in the Lady’s name, by the Knight’s honor, what are we to pursue in this world filled with such potential for chivalry? Many realms surround us, but a vast savage land of Brutes marks our Northern border. Incursions so far have been shattered, leaving none alive, but who knows how long such might last? The small city states along the coast may do better with our protection, or perhaps even as part of our Kingdom? Then there is the looming threat across the bay, where a horseman realm has established itself, already having slain one of those small realms we ought to protect with our life, blood and honor! We should pursue to beat them, show them their place, banish them back to their steppes. Or... strike a deal, so we may focus on other things first? The Stoneborn For many years we were unnoticed. Until the first dwarf dug a shaft into our cities. Until the first Ogre stumbled into one of our caves. Two mighty realms are West and East. One savage and destructive, the other filled with greed for ore and gem. There must be a balance. And we must protect what is ours and our heritage from them at all cost! But given their appearance, it means there could be more than them beyond, further away, out of our reach if we stay hidden in our mountains as is. Perhaps now, it is the time for the Stoneborn to make an appearance, to step out and greet the world, to take a rightful place amongst (more or less) equals! What shall we pursue? Shall we be seen? Or forgotten, until we fall to dust? Formoria We are Formorians. But we could be more. What ambitions shall we pursue? To our West, Humans have united their realms to great extents, and have become a power to be reckoned with! To our south, the Yazri have gathered under a common leader, and have been arming up day by day, week by week. They pursue a war. With us? Then they shall have a fight that will be legendary. Perhaps it is not us they seek, and we might strike a deal with them, that will allow us to fight for our gain, benefit, glory and ascertained survival in the future, for the wind of change is all around us. Map of the known World It’s the year 982. You may take action now. ((Discord for questions.))
  5. Civilization III Welcome to the third iteration of Civilization. This is a freeform nation FRP, including fantasy elements. It will begin at a timeframe where it would equal the real world’s 14th century. The idea of nationhood is something that has begun to manifest in the heads of people, and old systems of rule are questioned and perhaps even challenged. The world has grown smaller with the increase of population over the past centuries, the taming of nature and increase in roads and infrastructure. What your nation is and will be, lies with you. But there are others who pursue goals, aligned with yours, or opposed to you. Prestory It’s the year of 982. The species of the world have lived for centuries, growing and advancing ever so slowly, hindered by wars, famine and other catastrophes. Never in the past has a group of people managed to establish a firm rule over the known world, never have there been great Empires, all failed on the ambitions of singular beings, their hubris and their greed. As the many small civilizations grew in size and number, they had approached a treshold, where this “curse” might become a thing of the past. Innovation in agriculture and craftsmanship have brought them forward. Others have found solace in nature. Again others, might have found progress in the arcane arts. Yet, this story is open to continue, fate is never written. And thus begins the endless tale, the many stories of the many people... Species Mankind is commonplace. But might even be outnumbered, depending on the choices made by the players who apply. You may invent your own race of people, fully at your leisure, with their traits and quirks, but be ascertained that I may have a word or two to add if I deem something not viable. World The world is hostile. Whereever there are wildlands, one may encounter beasts of unknown origin, terrors in the night. How will your people treat with them? Live in peace? Or exterminate them all? You may take a glance at the known “old” world below. Technology & Arcana There is little to be said here. Medieval technologies ranging from the simple spear to the watermill are known throughout the “known” world. There may be realms that have chosen a path of Nature or a path of Magic. Here, diversity is welcome and viable. You are the master of your people’s choices after all. Consult with me for specifics, such as inventing things, variants of magic and so forth. Rules & Gameplay - Common sense. - Be fair. - A turn a year. - Consult me for arcane arts & magic. - Acknowledge that some things don’t work on first try or by default. It does not have to make sense. - Additional rules and changes may come. - Write a small x at the start of your description if you understand what is stated above. Application Discord: Civilisation (Name): Capital (Name): Government (Empire, Republic, etc, you may go into details): Racial Distribution (Primary Race, probably minorities?): Racial traits (as needed): Religion (Whatever you prefer, you may be creative): Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs): Description (Culture, history, politics etc): Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence): Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big): And lastly, the “old” known world ---- Comments and feedback are welcome.
  6. OOC Notice: Beyond is on halt until further notice. For questions, I am available.
  7. Where are the Dunmer nowadays?

    1. Dakirennis

      Dakirennis

      We out here, smokin’ skooma, worshipin’ spirits. 

  8. ((Neat. I’d still say though there are native speakers about for Rivachegian. At least my Almannir characters.
    1. Salvo

      Salvo

      Adria being razed to the ground was indeed good times.

    2. Cracker
  9. Old Chicago “Maximillian Cabelli. Maximillian Cabelli. Cabelli.” the young man scratches his chin, staring at his image in the broken mirror. “Is gonna be great today, I tell ya. Time to do some stuff.” he muses to himself, finishing the bottle of Old World Whiskey, before stepping out into the sunlight of his block. From today on, Old Chicago would begin to grow proper, the foundation was set and prepared, now they had to look outwards, to claiming new blocks, securing their foothold, expanding their domain and getting the city under proper control. Proper control granted safety. Safety granted satisfaction and an environment people would prefer to grow up in. Citizens: 2,000 Humans (Old Chicago) Stockpiles: 400 T2 Melee Weapons 75 T1 Firearms Income: Base: 15k C, 4 L, 2 M, 2 F, 5 S, 2 E, 1 AE, 2 R Population (2): 8k C, 6 L, 4 R Improvements: 3 Agriculture Houses: 3 S Expenses: Population (2): -8 S Improvements: 3 Agriculture Houses: -2.25k C, -3 L Tech: T2 Melee Weapons T2 Armor T1 Firearms Traits: Land Of The Free – Agriculture is 25% Cheaper to create. Organized Diplomacy – Allows three more diplomatic partners of all kinds. Actions: By order of their leader Cabelli, the two blocks to the East are target for takeover, sending in two bands of a hundred men into each, armed to the teeth. (200 guys with 200 Melee weapons and 40 firearms, split up) The plan is to set up trading operations in one sector and new farm houses in the other. (2x Trade Shops @ 10k C & 2x Agricultural Houses @ 7.5k C) To better protect the people, new suits of leather armor are made for the guardsmen. (-2 M for 40 sets of T2 armor) Lastly, the guys and gals at homebase focus on developing makeshift explosives, Molotovs for now. (5/5 R into explosives) A side project is to improve on the armament of the Old Chicago Guard too. (1 R into firearms)
  10. Application: (STARTING STATS WILL BE DETERMINED IN DISCORD DMS) Faction Name: Old Chicago Civilization Type: Civilized Faction Backstory: With a dream inherited through generations of survivors after the bombs fell, the Cabelli family found itself under renewed leadership, after Maximillian’s father, Roberto succumbed to severe radiation poisoning earlier the same year. The dream that was now resting in the hands of Maximillian was an ancient holotape documentary about the glory days of the Old World, the United States of America, the city of Chicago. And this is what the very first Cabelli pursued, after the bombs dropped, pulling together survivors, working hard and steadily to be able to return to the glory of these old days at some point. The perils of the city became part of their daily lives, knowing that they would not last long alone, and only civilization could destroy the wilderness that had claimed their homestead, as well as their home country. But pursuing outside the limits of Chicago, that was a dream left open, as for now, there were deals to be made and enemies to be fought. Characters (Minimum 1, Max 5) Character 1 (Leader): Maximillian Cabelli Discord: You know.
  11. Stafyr Trading Company For people with taste. The World’s Greatest Store for your high quality food produce needs! We sell every kind of meat and fish (that is edible for the common man), as well as some other specialties, and lots of eggs! Prices are as follows: Cooked Porkchop – 3 Minas Steak – 3 Minas Cooked Mutton – 2.5 Minas Almannir Fried Chicken (Cooked Chicken) – 2 Minas Cooked Cod – 2 Minas Cooked Salmon – 2.5 Minas Pumpkin Pie – 3 Minas Rabbit Stew (RARE! EXTRA FILLING! PERFECT FOR THE HUNGRY WARRIOR!) – 6 Minas Cake – 10 Minas Cookies – 1 Mina Eggs – 0.5 Mina But that is not all! Are you a hunter, a farmer, a fisherman short on coin? The Stafyr Trading Company buys your raw food at reasonable prices, UNLIMITED! Raw Mutton – 1.5 Minas Raw Beef – 2 Minas Raw Porkchop – 2 Minas Raw Rabbit – 2 Minas Raw Chicken – 1 Mina Raw Cod – 1 Mina Raw Salmon – 1.5 Mina What are you waiting for? You must be starving already, reading through all this crap, so get your bearings, move your legs and come to Reza, at Robert’s Plaza 5!
  12. Kingdom of Danwent – 1528 There is promise in this new year. The king married a beautiful wife, a marriage that brings strong ties, but also duties to Thoryus and his fellowship. For the safety of Danwent and the surrounding realms. Duke Hasoran was still on campaign against the Throats in the East. How that would turn out is yet to be seen. At home, the recruitment of new troops is of absolute importance. And, Count Theodos, the Master of Ships has ordered the construction of new warships to bolster the fleet of the Kingdom and give them a presence on the seas. Following the victory of the Numerians, Aywentos Rumaari is to investigate the political situation in the neighbouring Symonese Empire. It is clear that by now, the dissent of the Lords and the growing unrest has reached the Governmental Complex in Tzaria. All in all, the stability of this neighbouring realm is of importance to King Thoryus Armon. Whilst there is still the conflict with Numeria to be considered, Peace is the goal he is working towards. More RP to be added as required. Nation Info: Government: Feudal Monarchy with one King. People of note: King Thoryus Armon, aged 54 Queen Alma of Symon, aged 18 High Priest Kaylius Sarnari, aged 48 Duke Aywentos Rumaari, Master of Word, aged 51 Duke Otto von Mikkelbach, aged 45 Duke Hasoran Alaari, Master of War, aged 48 Count Theodos Abemani, Master of Ships, aged 51 Count Tarun Syndrii, aged 36 Knight Solanus Rumaari, aged 23 Population: 37,775,676 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 2 turns) + 2% Elder Soul Blessings (T5) 167 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Church, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy, Tall Stone Wall (1 layer) Essevith (1,000,000 inhabitants) (Starter) – Low Stone Walls (1 layer), Merchant Guild, three barracks, Temple Ruhia (1,000,000 inhabitants) (Starter) – Low Stone Walls (1 layer), Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks, Temple Esorvor (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trading Company Razryii (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Solinyii (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Rotyia (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Hybria (700,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Shovia (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Tzarkyii (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Arevith (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Esolia (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Krytor (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Caldria (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Morvera (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild Towns: Settlements: Eaysir Rochtor Librii Nonvii Viceria National Budget: Treasury: 17,500 Duwats. Income: 351,500 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (20): +60,000 Duwats Trade Partners (13/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem, Elea (blockade), Nascent, Ruhn) +18,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +112,500 Duwats Trade Port of Tzaria: +6,000 Duwats (12/13 trade partners) Trade Port of Susvii: +6,000 Duwats (12/13 trade partners) Trade Port of Raedia: +6,000 Duwats (12/13 trade partners) Trade Port of Rohsor: +6,000 Duwats (12/13 trade partners) Trade Port of Razryii: +6,000 Duwats (12/13 trade partners) Trade Port of Solinyii: +6,000 Duwats (12/13 trade partners) Trade Port of Rotyia: +6,000 Duwats (12/13 trade partners) Trade Port of Caldria: +6,000 Duwats (12/13 trade partners) Increased Trade (event, Games of Danwent): +5,000 Duwats Towns & Cities: +51,000 Duwats Danwentii Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +17,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Dowry: +25,000 Duwats (this turn only) Expenditure: 32,250 Duwats Armed Forces: -18,250 Duwats Total of 56,100 men. Equals -18,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 9,925 men (3,300 garrisoned) T3 Regular Medium Cavalry at 5,000 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 men 1 Mage 16 Adepts Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -9,000 Duwats 1 Castle in Ruhia (-1,000 Duwats) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Castle in Tzarkyii (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Koryii (-1,000) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Shovia (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Krytor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion Available currency: 336,750 Duwats National Resources: 4 unit of Danwentii (Moranese) Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k), Bourdeleaux (5k) (4)) Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) The five new province capitals are beginning to gather people from all throughout the Kingdom, letting them grow into proper towns. (Takes a turn, costs nothing.) In Hybria and Rohsor, the Adepts focus their attempts on the holding of these proud eagles, nurturing them, providing them with food, to increase their population, going for attempts to breed the biggest and strongest specimen with eachother. It is a process that may take years, but the High Priest is certain that these wonders of the Elder Soul might aid and protect his followers just right. (-7,250 Duwats as additional funding + more magic! MOD) A new proposal from Duke Otto leads to the recruitment of a new man-at-arms. The Western Guards (T3 Regular Infantry) begin to assemble! (13 x 4,000 Duwats = -52,000 Duwats) In Tzaria, the design for a new ship of the line is being drawn up. The scholars and shipmasters are joyful as they make great strides in doing so. (-22,500 Duwats for research of Carracks (10% discount from school)) Essevith’s Temple gets expanded to a Church, whilst Ruhia receives a temple of its own. (-40,000 Duwats) To increase the industrial capacity of the growing nation, sixteen public manufactories are ordered to be built throughout Danwent’s cities. (-120,000 Duwats) In order to be able to react to the changing times of war and peace, Duke Aywentos Rumaari orders the construction of nine new barracks in various cities of the Kingdom. (-45,000 Duwats) Aywentos Rumaari visits the Symonese Empire to learn about the current political situation there, following the words of dissent and unrest. (Mod)
  13. Turn 13 2213 “The face of thine enemy.” Democratic Laconian Systems Hostilities have errupted between the Fareen Interstellar Empire and the Republic of Tintra. With diplomatic relations broken down, first space battles are taking place. The project for communication relays at this stage in time with the current technology is not viable, however later on, with a communication system that breaks the barriers of lightspeed, the constructed arrays could be used accordingly as an additional network, or backup systems. The exploration vessels find many systems, some with habitable worlds, few worlds even with life, but nothing out of the... ordinary. So to speak. Lastly, the reports come in, that a functional Warp Drive has now been finished and is ready to be installed on all vessels of the DLS. (T1 Warp Engines achieved.) The Remnant Defensive measure development inconclusive. Errors detected in subsection 899-C-XY-2-G-G-Z-1915607. Assume recalculation measures for upcoming projection... Seeker#001 confirms orders. Target is pursued. Contact attempt. Contact attempt. Contact attempt... (Encounter) H’Wong Nation A dire year perhaps for the researchers of the H’wong. Neither of the projects make any notable progress or breakthrough. The scientists lost themselves in the details of the projects it appears and wasted a lot of valuable time. Republic of Korinth Whilst many in the Republic prepare for an era of great expansion and discovery, the scientists at home ruffle their hair, unable to determine the right approach still for the matter of FTL communications. Many runs of math and formulas, many attempts at different approaches, and thus far none have given the right answer. On military matters, the fleet of Korinth prepares itself for the worst case. (Discord) CORRUPTOR DOMINION Surprising. But they manage to do it. The first signal that leaves one world and reaches another is the loud incoherent screech of the rampaging head scientist who was just lamenting the incompetence of his supposedly perfect racial mates. It matters not, for within the coming days it was figured out and the problem was solved entirely. The fast way of communication are now open to the Perfection of the Galaxy. (Quantum Comms) UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS Titanium drilles chip away, crude industrial laser cutters try their best, but the ore yields are not reliable yet and too little to be of note. But progress is progress, and certainly the solution is near! U N I O N T H U L È E N E All the leaves are brown and the sky is grey. Talarak Clan Oh, such easy prey. (Discord) And the ship finds more civilization. (Discord) The exploration vessel finds nothing but empty space and systems, rocks and pebbles, space dust and neutron stars. It’s as unremarkable as the progress report of the researchers on the yet unnamed Cloaking Field Projector (CFP) they work on. The Antebellum Corporation They come unannounced. And they come as foes. The face of thine enemy. (Discord) And the ships are there in the time of need. One of the exploration groups encounters immediately hostile forces. (Discord) Whilst the deflector technology is in its infancy of development, the communications continue on, are so close, but haven’t found the final piece of mathematics yet. A little piece is missing, and the scientists are working tirelessly on it. Who knows. Redon Empire With all due effort, the scientists begin to lay the groundwork for this FTL communication system. Step by step now, they will get closer to really tying together the expanding Empire and to ascertain the truth in “Red dar Imperiad”. The Foundry Research project started. Amassing resources for experimentation. Amassing resources for calculation. Amassing energy to allocate for digital simulations. Processing. Processing. Processing.... The colony ship headed into that sector is suddenly greeted by a system that shows a rich assortment of highly dense black and white colored crystal formations. Unknown elements going by the concurrent known “periodic table” or list of universal elements.
  14. Kingdom of Danwent – 1527 The year 1527 is marked by the third Games of Danwent, the international event where all known (to Danwent, that is) realms are invited to send athletes to compete in a dozen contests. This display of skill, agility, speed and strength will bring prestige and glory to the champions, as well as riches, paid by the Kingdom, for the best shall be rewarded for their effort indeed! Thoryus Armon decreed some minor rule changes to provide rewards for those who do not reach the first place, but still perform decently enough, with the second and third rank receiving rewards. Even as a kingdom, the spirit of the game remains unchanged. Friendly, open competition, to share and struggle together! Peace is the agenda of the King, as the Republican spirit still lingers strongly in him and his people. But peace can not be everywhere. To the East, the massive host of the Kingdom of Danwent arrives together with their Fey allies, the Duke Hasoran Alaari prepared to do what must be done to bring this threat to the knees. Coordinating with the Librarians and other “Great Coalition” members, they are ready to strangle this darkness in its infancy. Back at home, new positions are granted to the loyal entourage of the King. Aywentos Rumaari is granted the title as Master of Word, which makes him a direct representative of the King himself. Theodos Abemani is named Master of Ships, whose duty is all about navy and trade. And lastly, the absent Hasoran Alaari is granted the title of Master of War, for all military matters and handling the land forces of Danwent. There is still a matter outstanding for the King of Danwent. Thoryus is unmarried and has no children, leaving the succession a very open question. Whilst there is a quiet consensus that in the worst case either Hasoran Alaari or Aywentos Rumaari would be appointed as King, a son would be the preferred option, lest it avoids a conflict of interest for all parties involved. And so missives are sent to all surrounding realms, with the simple announcement that Thoryus Armon, King of Danwent is looking for a wife. Also, Mercenary companies and foreign forces may only traverse Danwent when they have explicit permission to do so. In written form, by the King. Other than that, Mercenary companies are only allowed to stay in the coastal cities and ports of the Kingdom, waiting there for contract or else. Nation Info: Government: Feudal Monarchy with one King. People of note: King Thoryus Armon, aged 53 High Priest Kaylius Sarnari, aged 47 Duke Aywentos Rumaari, Master of Word, aged 50 Duke Otto von Mikkelbach, aged 44 Duke Hasoran Alaari, Master of War, aged 47 Count Theodos Abemani, Master of Ships, aged 50 Count Tarun Syndrii, aged 35 Population: 34,108,962 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 3 turns) + 2% Elder Soul Blessings (T5) + 1% growth (this turn) 157 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Church, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy, Tall Stone Wall (1 layer) Essevith (1,000,000 inhabitants) (Starter) – Low Stone Walls (1 layer), Merchant Guild, three barracks, Temple Ruhia (1,000,000 inhabitants) (Starter) – Low Stone Walls (1 layer), Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port, Trading Company, three barracks, Temple Esorvor (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trading Company Razryii (600,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Solinyii (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Rotyia (500,000 inhabitants) – Low Stone Walls (1 layer), Merchant Guild, Trade Port Hybria (700,000 inhabitants) – Low Stone Walls (1 layer) Shovia (600,000 inhabitants) – Low Stone Walls (1 layer) Tzarkyii (600,000 inhabitants) – Low Stone Walls (1 layer) Arevith (600,000 inhabitants) – Low Stone Walls (1 layer) Esolia (500,000 inhabitants) – Low Stone Walls (1 layer) Krytor (500,000 inhabitants) – Low Stone Walls (1 layer) Caldria (500,000 inhabitants) – Low Stone Walls (1 layer), Trade Port Morvera (500,000 inhabitants) – Low Stone Walls (1 layer) Towns: Settlements: National Budget: Treasury: 0 Duwats. Income: 294,750 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 Duwats Trade Partners (12/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem, Elea (blockade), Nascent) +16,500 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +102,000 Duwats Trade Port of Tzaria: +5,000 Duwats (11/12 trade partners) Trade Port of Susvii: +5,000 Duwats (11/12 trade partners) Trade Port of Raedia: +5,000 Duwats (11/12 trade partners) Trade Port of Rohsor: +5,000 Duwats (11/12 trade partners) Trade Port of Razryii: +5,000 Duwats (11/12 trade partners) Trade Port of Solinyii: +5,000 Duwats (11/12 trade partners) Trade Port of Rotyia: +5,000 Duwats (11/12 trade partners) Trade Port of Caldria: +5,000 Duwats (11/12 trade partners) Increased Trade (event, Games of Danwent): +5,000 Duwats Towns & Cities: +51,000 Duwats Danwentii Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +17,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Olympic Economic Boom: +10,000 Duwats (this turn only) Olympic winnings: +2,250 Duwats (this turn only) Expenditure: 30,250 Duwats Armed Forces: -17,250 Duwats Total of 51,100 men. Equals -17,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,500 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 men 1 Mage 16 Adepts Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -8,000 Duwats 1 Castle in Ruhia (-1,000 Duwats) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Castle in Tzarkyii (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Shovia (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Krytor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion Available currency: 264,500 Duwats National Resources: 4 unit of Danwentii (Moranese) Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k), Bourdeleaux (5k) (4)) Actions: Ten stretches of Farmland are ordered for the growing population in Danwent. (-25,000 Duwats) Regardless of the result, High Priest Kaylius Sarnari himself travels west in order to find these big eagles and to domesticate them with his adepts. They shall be well taken care of, fed, kept healthy, and so forth. It is in order to increase their population too after all, and perhaps, find bigger exemplars than the ones discovered too. (-7,500 Duwats as additional funding + magic! MOD) The Third Games of Danwent take place. The prize pool runs at 40,000 Duwats! (-40,000 Duwats) All the other cities receive Merry Merchant Guilds in order to allow them to facilitate business properly and accordingly. (8 x 9,000 = -72,000 Duwats) Five new provinces are drafted and settled upon for Danwent. Whilst not immediately having any representation anymore in a council, it was still essential for the proper administration of the growing population of the nation. (-25,000 Duwats for Settlements; Map & Names follow shortly) By long distance message, Duke Hasoran orders the recruitment of five companies of Danwent Pavise (T3). (5 x 6,500 = -32,500 Duwats) Furthermore he orders the expansion of the Keep at Koryii to a castle. (-5,000 Duwats) Also five units of Danwentii Riders (T3) are being trained to bolster the mounted forces of the Kingdom. (5 x 8,000 = -40,000 Duwats) The remainder is being retained for now. (-17,500 Duwats)
  15. Turn 12 2212 Map update, see Discord Chat. Space gets smaller with the increasing discovery of technologies to bridge the distances. For the future, it might hold dread and riches alike. Redon Empire Colonies that will soon be thriving in the coming year. A world rich of plant and animal life, nothing extraordinarily challenging or dangerous, mostly made for peaceful farming and infrastructure. Or meditation. That is important for the balance of every warrior. And a world of tall and high mountains, dangerous to climb and explore, but full of riches in the far reaching caverns and caves of its crust. Back at home, the warfleet grows, as there is a potential friend or foe, yet to be decided upon. Republic of Korinth The scientists struggle to find the right approach, and quite a few paths are being followed upon, mostly to end up in dead ends. It appears to be a very unsuccessful year for the researchers of the Republic. Democratic Laconian Systems For space is dark and empty. The exploration vessels find nothing of note, systems here and there, some with planets, very few viable for long term colonization. The Tintra have encountered the Fareen Interstellar Empire. Going by rumors and little news that trickle out of the Tintra embassy on the DLS homeworld, the relations are not very warm between the two opposing ideologies. Given, the Tintra just had a war behind them, so their cold shoulder should be understandable. U N I O N T H U L È E N E The Rontan situation continues to deteriorate and barely any success is present from the increased attempts and efforts of the Union. The exploration vessels find nothing first, except... for a star system with a planet that appears to be dotted in huge formations of a dense fleshlike rock. Aside from looking morbidly disgusting, it might be of interest. The Republic of Tassarea And the increased investments bring more advertisement and more contact with the Protorians. And already the first hybrid girl has been born. The news ripple through both nations, an astounding development for the scientific community, which assumed that the races were incompatible. Biologically that is. Proven wrong again, by the end of the year, there were twenty of them already. (+20 Tassarean-Protorian; +35,000 Protorians from migration; -10,000 Tassareans from emigration) The exploration vessel encounters what appears to be a deposit of a strange grey goo-like substance on a very rocky planet in a system there. It does have a nearby habitable world, a very forest covered world, which has no interesting resources to offer. A Protorian exploration vessel is encountered in the very system too, surveying the grey substance. They exchange greetings and hails, before continuing on. The ruins prove to have been an old barracks of some kind. The weapons found inside appear to be utilizing energy to fabricate some kind of plasma beam. The Remnant Defensive measure development inconclusive. Errors detected in subsection 377-A-XX-9-A-A-C-1111101. Assume recalculation measures for upcoming projection... Seeker#001 detected unknown vessel. Design unknown. Origin unknown. Scan indicates biological lifeform. Disengage immediately. Safely disengaged. Report sent back to Core. Continuing survey. CORRUPTOR DOMINION The Corrupters are growing. A tidal wave in the making, as they continue to toil on, screech, scream, scratch and hurt eachother. They want more. Perfection like themselves. And the others are out there, waiting to receive it. The communication technology makes no gains this year as the scientists groups have to be replaced with more focused and likeminded individuals. The Antebellum Corporation If they had managed to research such communication devices sooner it would have been better. Very late in the year, as the vessels return to refuel and report in, they come with message (separately) that they have encountered not one, but TWO foreign species, that were already in strong contact with eachother. They kept their distance and went unresponsive for the most part to avoid detection. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS The mineral proves to be the most resilient material known to man so far. All attempts at mining it have simply... failed. Talarak Clan A big freighter shows up during this time an loads up the substantial load of refined minerals before warping towards the galactic north. The small mining crafts continue gnawing, else there is no activity to be seen in the system, aside from another smaller freighter showing up to dock and apparently stock the station with necessary fuel and supplies. It does leave in the same direction too. Stealth is stealthy. Nothing yet. H’Wong Nation And the Ha’wun drive it is. As the colony ship departs, in company of the warships, the female scientist downstairs achieves a breakthrough, allowing the H’wong to sail the stars with haste, shortening the time needed to traverse the vast emptiness. (T1 Ha’wun Drive gained) The colony ship arrives late in the year, setting down on a world covered in grass, being surprisingly flat, having barely any oceans. As if someone pulled up a new planet on a canvas, outlined the landmasses and oceans, but forgot to fill it with more life, heights and more. The Foundry Light combat crawler. Functional. Efficiency at 98%. Suitable for all currently available combat projections. Ready for production.
  16. “Did we just surrender?” murmurs a surprised Silus in Reza.
  17. Kingdom of Danwent – 1526 It is just the second year after the coronation of Thoryus Armon as King of Danwent. The lands are prosperous, the people happy, the realm appears now stable, after a new order has taken grip. Corrupt offices everywhere were purged, many overloaded bureaucratic hierarchies have been purged. Streamlining the whole system in line with a feudal hierarchy, there are now few governing the many, appointed by nobody else than the King himself, though their descendants may inherit their titles and domains. But the King does not rest, and already he is preparing plans for the immediate and distant future. He has now to step into a political game of balance carefully, not to be drawn into needless wasteful wars. Potential alliances with Numeria and Symon pending, he is yet considering to head East to destroy the Bloated Throats once and for all, before they threaten all of Naros. The Green Throat Pact still looms, and Galahar rules the waves. So much to consider for one man. And Thoryus wanted exactly that. Nation Info: Government: Feudal Monarchy with one King. People of note: King Thoryus Armon, aged 52 High Priest Kaylius Sarnari, aged 46 Duke Aywentos Rumaari, aged 49 Duke Otto von Mikkelbach, aged 43 Duke Hasoran Alaari, aged 46 Count Theodos Abemani, aged 49 Count Tarun Syndrii, aged 34  Population: 30,522,561 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 3% Growth Spell (cooldown 4 turns) + 2% Elder Soul Blessings (T5) + 1% growth (this turn + next, by event) 137 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Church, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy, Tall Stone Wall (1 layer) Essevith (1,000,000 inhabitants) (Starter) – Merchant Guild, three barracks, Temple Ruhia (1,000,000 inhabitants) (Starter) – Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks, Temple Esorvor (600,000 inhabitants) – Merchant Guild, Trading Company Razryii (600,000 inhabitants) – Merchant Guild, Trade Port Solinyii (500,000 inhabitants) – Merchant Guild, Trade Port Rotyia (500,000 inhabitants) – Merchant Guild, Trade Port Hybria (700,000 inhabitants) Shovia (600,000 inhabitants) Tzarkyii (600,000 inhabitants) Arevith (600,000 inhabitants) Esolia (500,000 inhabitants) Krytor (500,000 inhabitants) Caldria (500,000 inhabitants) Morvera (500,000 inhabitants) Towns: Settlements: National Budget: Treasury: 7,250 Duwats. Income: 257,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 Duwats Trade Partners (12/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem, Elea (blockade), Nascent) +16,500 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +91,500 Duwats Trade Port of Tzaria: +5,000 Duwats (11/12 trade partners) Trade Port of Susvii: +5,000 Duwats (11/12 trade partners) Trade Port of Raedia: +5,000 Duwats (11/12 trade partners) Trade Port of Rohsor: +5,000 Duwats (11/12 trade partners) Trade Port of Razryii: +5,000 Duwats (11/12 trade partners) Trade Port of Solinyii: +5,000 Duwats (11/12 trade partners) Trade Port of Rotyia: +5,000 Duwats (11/12 trade partners) Towns & Cities: +51,000 Duwats Danwentii Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +12,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Expenditure: 30,250 Duwats Armed Forces: -17,250 Duwats Total of 51,100 men. Equals -17,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,500 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 men 1 Mage 16 Adepts Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -8,000 Duwats 1 Castle in Ruhia (-1,000 Duwats) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Castle in Tzarkyii (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Shovia (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Krytor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion Available currency: 234,000 Duwats National Resources: 4 unit of Danwentii (Moranese) Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) All cities receive low stone walls to ascertain their safety. (-167,500 Duwats, 22,500 covered by event) The city of Caldria in the East receives a tradeport, now urgently necessary, given the circumstances. (-13,500 Duwats) The remaining funds are listed publicly in multiple languages as a reward for people who can give proper information to the King regarding a species of giant eagles. Simultaneously, all adepts and mages in Danwent begin to command swarms of birds to seek out such giant beasts that might roam the skies in the mountains and high peaks. Specifically in the West at Rohsor and Hybria, although they should also skim the mountains of the Roots of the world. (-3,000 Duwats + magic being utilized, MOD)
  18. Turn 11 2211 Map update, see Discord Chat. Space gets smaller with the increasing discovery of technologies to bridge the distances. For the future, it might hold dread and riches alike. --- Democratic Laconian Systems The grav plates are functional. A comfortable gravity setting that allows crews to operate as if they were on a planet, faster, more efficient and a lot less disorienting. The Warp engines however remain without news of note. A somewhat cold and rugged world seems the most suitable candidate this time, as the colony ship makes a choice and lands on one of the many highland plateaus. The Republic of Tintra inquires if the Democratic Laconian Systems have made contact with another species before them. U N I O N T H U L È E N E As if they are gods, the majority of the Rontan either flee, or curl up, when they see these foreign beings, towering tall with their miracle tools appear. Whilst there is the possibility of conversing with some of them now, the very diverse Rontan are fearful of the Humans they encounter. Proper contact and eye-to-eye negotiation is far out, very far out. In both sectors, two worlds covered in islands and vast oceans are taken as homes. Neither appear to have anything of note. Speaking of note, nothing of note do the exploration vessels find this time around, barren rocks, gas giants, countless stars. Talarak Clan And the next sector shows the same as last year... but then, in the next sector beyond that one, they warp into a system with a mining outpost. Construction unknown, race unknown, and the station is active and manned, with small ships flying about gnawing at numerous asteroids in said system. The Talarak exploration ship has gone unnoticed. The Stealth mechanics are stealthy. No notable progress this year. The Republic of Tassarea Minor calculus adjustments with automated intelligent systems do improve the efficiency and reduce the need of labour at last. (-10% L needed for each RF, unique tech) Even more Protorian settlers. They seem to like it in the Republic. A good change of scenery! And people, haha. (+25,000 Protorians) Redon Empire There is little to report from the exploration. The Humans though agree that a meeting could take place, on the discovered colony of theirs, preferably not on Earth, as they do not wish to freely disclose the location of their homeworld. The Remnant Test Channel open. Sending data package. Received. Confirm. Return to sender. Confirm. Data package transmitted successfully. Packet loss 3%. Acceptable margin of error, permits operation without hindrance. Continue on. Installation of new communication array recommended. (Quantum Communications achieved) The Foundry 404. The Antebellum Corporation They expand the shipyard without issue, the funds are abundant, the resources paid for and freely available. Whilst the communications research division continues to struggle with the topic, the biological department reports in, that these cyclops are that way, due to natural evolution, whereever they evolved, that is. They have increased muscle strength and bone density, which does imply a higher gravity on their homeworld. The genetic material is unfortunately in a very decayed condition, with more fresh material they could research much more. Or experiment. Republic of Korinth And so the first Korinthian forcefield projector, or short deflector, was created, fully operational, ready to be integrated into ships, mounted on fortifications or simply installed on your door, if you don’t like your neighbour that much. Following the encounter with these odd foreigners, it might be necessary to take measures and precautions for a potential conflict. H’Wong Nation The Ha’wun drive. An ambitious project that might not yield fruits immediately. But it has promise, as the comitee agrees to grant funding to the head scientist who proposed it. Riding on Stellar substrings, something she discovered two years ago, it might allow the ship to manipulate these substrings to push the ship about space at insane speeds. Faster than Light. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS For some reason, the scientists find over one night, a fully detailed plan and construction and instruction manual in English, French, German, Spanish, Italian, Latin and Russian on their servers, stored there by a console from the main lab where they have been doing their research on a potential FTL drive. It appears to be some kind of “Light” engine. Lightwave Engine it says, storing solar winds and utilizing them as fuel to pass lightspeed. (Lightwave Engine T1)
  19. Danwent – 1524 “For war does not judge the man who lights the pyre. It only consumes and that’s it.” More Roleplay might be added, once some things are sorted out. Nation Info: Government: Civil War: King Thoryus Armon + Stalwart Loyalists vs Grand Senator Royolus Artonii + Grand Republicans Republic, ruled by 186 senators (lifetime positions). Traditionalist League: 19 Senators Commoner’s League: 30 Senators Prosperous Path Party: 41 Senators Stalwart Guard: 30 Senators Frontier: 11 Senators Adherence Party: 13 Senators Grand Republican Party: 23 Senators Unaffiliated: 19 Senators Senate Seats: 186 total, 186 filled (20 from the Capital, 10 per city, 8 per town, 4 per settlement) People of note: Aywentos Rumaari (Senator of the Traditionalist League), aged 47 – undecided Dionius Liber (Senator of the Commoner’s League), aged 49 – supporting the Republic Theodos Abemani (Senator of the Prosperous Path Party), aged 47 – absent, party supporting the Republic King Thoryus Armon (Senator of the Stalwart Guard), aged 50 – leading Otto Mikkelbach (Senator of the “Frontier”), aged 41 – supporting Thoryus Armon Kaylius Sarnari (Senator of the Adherence Party), aged 44 – supporting Thoryus Armon Royolus Artonii (Senator of the Grand Republican Party), aged 43 – leading the Republic Hasoran Alaari (General of the Stalwart Loyalists), aged 44 Tarun Syndrii (General of the Grand Republicans), aged 32 Population: 24,017,569 this year. (4,500,000 Starter) (deducted losses before calculation, coming to 21,686,292) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 2 turns) + 2% Elder Soul Blessings (T5) 97 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Temple, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy Essevith (800,000 inhabitants) (Starter) – Merchant Guild Ruhia (600,000 inhabitants) (Starter) – Merchant Guild, Trading Company Susvii (700,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Koryii (600,000 inhabitants) – Merchant Guild Wessevith (600,000 inhabitants) – Merchant Guild Raedia (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Esorvor (600,000 inhabitants) – Merchant Guild, Trading Company Razryii (600,000 inhabitants) – Merchant Guild, Trade Port Solinyii (500,000 inhabitants) – Merchant Guild, Trade Port Rotyia (500,000 inhabitants) – Merchant Guild, Trade Port Towns: Hybria (700,000 inhabitants) Shovia (600,000 inhabitants) Tzarkyii (600,000 inhabitants) Arevith (600,000 inhabitants) Esolia (500,000 inhabitants) Krytor (500,000 inhabitants) Caldria (500,000 inhabitants) Morvera (500,000 inhabitants) Settlements: National Budget: Treasury: 750 Duwats. Income: 228,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (11): +33,000 Duwats (Rohsor inactive) Trade Partners: (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem) +10,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +72,000 Duwats Trade Port of Tzaria: +5,000 Duwats (10 trade partners) Trade Port of Susvii: +5,000 Duwats (10 trade partners) Trade Port of Raedia: +5,000 Duwats (10 trade partners) Trade Port of Rohsor: +5,000 Duwats (10 trade partners) Trade Port of Razryii: +5,000 Duwats (10 trade partners) Trade Port of Solinyii: +5,000 Duwats (10 trade partners) Trade Port of Rotyia: +5,000 Duwats (10 trade partners) Towns & Cities: +51,000 Duwats Moranese Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +12,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Reparations from Bourdeleaux: +5,000 Duwats (this turn only) Expenditure: 31,250 Duwats Armed Forces: -18,250 Duwats Total of 54,850 men. Equals -18,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 11,675 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 5,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,050 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men Militia T1 Light Infantry at 4,100 men T1 Light Archers at 2,150 men Disarmed (POW) Bronze Legion (T3 Med. Inf.) – 500 men Danwent Pavise (T3 Crossbow) – 450 men Skirmish Archers (T1 Light Archers) – 400 men Riders (T3 Med. Cavalry) – 50 men Militia Archers (T1 Light Archers) – 250 men Militia Men (T1 Light Inf.) – 300 men Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -8,000 Duwats 1 Castle in Ruhia (-1,000 Duwats) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Castle in Tzarkyii (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Shovia (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Krytor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion Available currency: 197,500 Duwats National Resources: 4 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Republican Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) Four new companies of Danwent Pavise are recruited in the realms at the end of the year. (-26,000 Duwats) A new companies of Bronze Legion join the national ranks. (-5,000 Duwats) A new company of Riders join the armed forces of Danwent. (-8,000 Duwats) Twentyone barracks are erected throughout Danwent, to bolster the military capabilities of the nation itself. (-105,000 Duwats) The remainder is being retained. (-3,500 Duwats) All militia are disbanded and may head home. --- Kingdom of Danwent – 1525 So dawns a new time for the Danwent, now duly named Kingdom of Danwent. Thoryus Armon has achieved his goal and obtained absolute power in the rich nation of Danwent. The question is, where will he lead it, in a world that unravels more and more, with wars in the west and the east. In his own lands, reforms came through, shaping the hierarchy severely with the introduction of nobility ranks. Nation Info: Government: Absolute Monarchy with one King. People of note: King Thoryus Armon, aged 51 High Priest Kaylius Sarnari, aged 45 Duke Aywentos Rumaari, aged 48 Duke Otto von Mikkelbach, aged 42 Duke Hasoran Alaari, aged 45 Count Theodos Abemani, aged 48 Count Tarun Syndrii, aged 33 Population: 26,599,181 this year. (4,500,000 Starter) (deducted losses before calculation, coming to 24,017,319) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 1 turns) + 2% Elder Soul Blessings (T5) 117 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Temple, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy Essevith (1,000,000 inhabitants) (Starter) – Merchant Guild, three barracks Ruhia (1,000,000 inhabitants) (Starter) – Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Esorvor (600,000 inhabitants) – Merchant Guild, Trading Company Razryii (600,000 inhabitants) – Merchant Guild, Trade Port Solinyii (500,000 inhabitants) – Merchant Guild, Trade Port Rotyia (500,000 inhabitants) – Merchant Guild, Trade Port Towns: Hybria (700,000 inhabitants) Shovia (600,000 inhabitants) Tzarkyii (600,000 inhabitants) Arevith (600,000 inhabitants) Esolia (500,000 inhabitants) Krytor (500,000 inhabitants) Caldria (500,000 inhabitants) Morvera (500,000 inhabitants) Settlements: National Budget: Treasury: 3,500 Duwats. Income: 259,500 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 Duwats Trade Partners (10/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem) +15,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +79,500 Duwats Trade Port of Tzaria: +5,000 Duwats (10 trade partners) Trade Port of Susvii: +5,000 Duwats (10 trade partners) Trade Port of Raedia: +5,000 Duwats (10 trade partners) Trade Port of Rohsor: +5,000 Duwats (10 trade partners) Trade Port of Razryii: +5,000 Duwats (10 trade partners) Trade Port of Solinyii: +5,000 Duwats (10 trade partners) Trade Port of Rotyia: +5,000 Duwats (10 trade partners) Towns & Cities: +51,000 Duwats Moranese Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +12,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Symon gift: +7,500 Duwats Numeria gift: +6,500 Duwats Elea gift: +2,000 Duwats Expenditure: 30,250 Duwats Armed Forces: -17,250 Duwats Total of 51,100 men. Equals -17,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,500 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 men Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -8,000 Duwats 1 Castle in Ruhia (-1,000 Duwats) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Castle in Tzarkyii (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Shovia (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion 1 Castle in Krytor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion Available currency: 232,250 Duwats National Resources: 4 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) All remaining towns are given city status. (-120,000 Duwats) Following the long wish from now High Priest Kaylius, the Republic constructs Temples in Essevith and Rohsor, whilst expanding the temple in Tzaria to a Church. (-55,000 Duwats) The remainder is being retained. (-7,250 Duwats)
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