[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Multi Nation Civ #2

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 26
Thread images: 2

File: ilsharamap.jpg (2MB, 3675x2269px) Image search: [Google]
ilsharamap.jpg
2MB, 3675x2269px
Right, we're back.

Link to last bread
>>991554#

----
The Green Wood, your bows are still average, but you find a deposit of copper and tin. Your pop growth is 6%

----
The deep one hostages are freed. You send some supplies, by hand.

------
The chilled ones,Any diplomats you send are either killed, tortured and then killed, or sacrificed. They block any expansion in their direction.

-----
Dark Souls Bootlegs, You know, you could things besides improvement. Anor Londo is improved, research progresses

-----
TrickQM, you expand 16 tiles.

------
Goop, the drugs don't work out, but you make some new drugs. Nice.

-------
Deep ones,The harpoons don't exactly work out as their operated via cthulu magic. Adding gunpowder does....nothing. You hunt some men, kidnap 20. Your pop growth for halfbreeds are 4%.

----
Research continues. Welthar joins only as an autonomous region, a union so to speak.

------
I'll try to update more frequent. Turn..22? It Is now summer.
>>
Pay debts
>>
Rolled 95, 32 = 127 (2d100)

>>1022769
Nation: Avaros
Location: The Green Wood
Race: Avian
Religion: Spiritual/Realistic Pacifists. They don't believe in any higher powers. Believe life is precious, but also accept that violence is a part of life and is sometimes necessary and unavoidable.
Specialty: Medicine. You'd be hard pressed to find better doctors.

Fluff: Winged humans, the Avarosi came to the Green Wood a generation ago after being driven from their ancestral mountain home by invaders. Doctors by trade, they took advantage of their flight to better aid their neighbors quickly. As a nation of healers, they are a peaceful lot who prefer to avoid violence. They've seen quite a bit of violence, as they've often served as neutral parties on battlefields, tending to the wounded of either side. Because of their experience with violence, despite their aversion to it they understand that it is simply unavoidable at times, and train some of their people to learn to fight, preferring ranged weapons such as bows and crossbows, making use of their flight.
While it doesn't give them quite the same advantage as the mountains, they have taken to living high in the tall trees of the Wood.

Population: 525
(Archers: 75. 2.5*)

Weapons: 5* bows

Resources:Masterwork Juice, Cherry and Berry Wine/Beer, Wood, Cherries/berries, Alcohol

Buildings: Simple houses, Lumber Mill

Train Bowmen

Send out scouts to survey the lands outside the Wood.
>>
Rolled 75, 3 = 78 (2d100)

>>1022769
Nation name: The Chilling Kingdom of Old
Race: Frost giants
Location:The Ice Barrens
Worship: They believe the entirety of the Barrens is where they're first people were created and it was what guided them eons ago. However when the Brun empire conquered the lands the giants were unknowingly put into a deep slumber in their tunnel citys under the barrens. Now they awake and know now is the time for them to prosper.


Regarding the Brunish Mystery, TGC reveals that the Maesar plane suffered an Ice Age due to an battle him and Flame had in the Ascendant Plane, home of gods. The Brunish. During the ice age, suddenly disappeared. That's all he knows.

Specialty: Ice Magic level 3, Capable of advanced Ice Spells:3.5 in 1 turns

Materials: Wyrd

Pop:583 Ice Giants, 45 Ursine, 426 humans

Buildings: Greater Temple, Great Fort around the entrance of the Ice Warrens. The city of Frjósa around the great fortress

Military: 58 Frost Giant Crusaders with Ice Weaponry, Shamans with Wyrdstone Staff Focuse's

Passive: Missionaries preaching the Word of the Great Cold

Well those radicals are problem, but we'll deal with it later. For now start freezing the confederacy of freehold with the shamans.

Now as for the problem east we'll be working on something. We are going to attempt to craft a body of titanic size out of Ice that will be controled by multiple shamans so It can move and attack in the event of conflict. Of course we expect this to take quite some time to complete. So basically the colossus of Rhodes but made of Ice and can be moved by enough shamans. Also it would look like TGC.
>>
Rolled 70, 28 = 98 (2d100)

>>1022769
>Create a kiln around The First Flame
>Research how to control flame.

Leader: Gywn-Lord of Cinder
Nation: Lordran
Cities: Lordran, Anor Londo
Location: Samarkand
Race: Ash Elementals
Religion: The First Flame
Specialty: Fire Magic
Population: 346

>You know, you could things besides improvement.
I don't understand
>>
>>1022769
Nation: Republic of Suranist
Location: Suranist
Race: Human
Religion: A classical pantheon but with special emphasis on the Godess of the sea, Sathia.
Population: 1086
Speciality: Maritime skill
Military: An above average militia, 18 ships, 10 javeliniers
Culture stuff: Glassmaking, fine cuisine, sculpting, choir music

Action 1: Send a group of three ships to sail southeast towards the Zarthon archipelago
Action 2: Build a road to Welther bay
>>
Rolled 55, 57 = 112 (2d100)

>>1022769

Nation: The Sunken Citadel of Yvalgh'hur

Race: Deep Ones

Leader: The Slumbering Beast of Below

Location: Isle of Kalis

Population: 779
687 Deep Ones
27 Half-bloods
65 Automatons (1 Smartbot, 14 Turrets, 10 Transports, 40 Warriorbots)
Slaves:
120 humans

Military: 90
40 Deep One Harpooners
10 Half-Blood Manhunters
40 Warrior Caste Automatons

Religion: Worship of The Great Cthulhu, Father Dagon and Mother Hydra

Speciality: Unholy Rituals

Resources: Mastercrafted Nets, Mastercrafted Harpoons, Harpoon Guns, Tamed Sea Animals, Decent Camouflage, Gunpowder

Buildings:
Monoliths to Father Dagon (+5 religious rolls)

Magic: Eldritch Magic (1*)

Color: Purple

1) Sacrifice those 20 humans to Cthulhu to get some Shoggoths (+5 to this roll from the Monoliths)

2) Study how Cthulhu's holy harpoons work, and if we could use that magic to make other things work.
>>
>>1022769
Machina

Trojar Island.

Automatons.

Worship the Creator

Good at Whatever the particular model is created for and nothing else.
+14 Ea per turn, 246 Worker Class, 280 Basic warrior class, 114 Builder Class ,114 Intellectual Class,152 Turret class, 100 Transport class, 2 Ruler Class

>Massive output of warrior type Automatons. Throw the assembly lines into a high gear 100% Warriors

>Send the army to create a base on the southern most island on the Zarthon Archipelago and conquor it
>>
>>1023693
You can add those deep one prisoners back to your population they have been let free, island brother.
>>
Alright, I think I'll do updates way more frequent, I'm free for the next few days.

------
>>1022885
Your bowmen are now exemplary. Your scouts go missing.

-------
>>1022928
The freezing commences, a little out of season they complain but nothing your shamans can't handle. The Ice Titan is perplexing, and your engineers claim it may be too hot to make such an elemental. -25 to any rolls for the Titan during Summer or Spring.

-----
>>1023216
Your ships map out the archipelago. The road is completed.

-----
>>1023693
The Deep Lord is pleased. +15 to any religious rolls. The studying commences.

------
>>1025562
Oyyyy veyyy, the assembling begins. You make a new base, name it.

----
Turn 23. It is now autumn. A wee bit wet.
>>
Rolled 3 (1d100)

>>1030999
Machina

Trojar Archipeligo / Kelithor / Overon / Southern Zanthon / Odyssey / Northern lake Kora.

Automatons.

Worship the Creator

Good at Whatever the particular model is created for and nothing else.
+14 Ea per turn, 246 Worker Class, 360 Basic warrior class, 114 Builder Class ,114 Intellectual Class,152 Turret class, 100 Transport class, 2 Ruler Class

Name the new fort: Odyssey

>Bypass the main island of Zanthon and head for the western island and conquor it be sure to take Zutaro as well. Take prisoners as well (Roll)

>Make a suicide robot model(DemoBots). It has a protected stash of gunpowder, moves to selected locations and self detonates. Causing collateral damage to walls, buildings, living beings ect.

Update on how the humans of Kalistax are dealing with the pollution in the lake and the results?
>>
Rolled 22, 43 = 65 (2d100)

>>1030999
Nation name: The Chilling Kingdom of Old
Race: Frost giants
Location:The Ice Barrens
Worship: They believe the entirety of the Barrens is where they're first people were created and it was what guided them eons ago. However when the Brun empire conquered the lands the giants were unknowingly put into a deep slumber in their tunnel citys under the barrens. Now they awake and know now is the time for them to prosper.


Regarding the Brunish Mystery, TGC reveals that the Maesar plane suffered an Ice Age due to an battle him and Flame had in the Ascendant Plane, home of gods. The Brunish. During the ice age, suddenly disappeared. That's all he knows.

Specialty: Ice Magic level 3.5

Materials: Wyrd

Pop:603 Ice Giants, 47 Ursine, 444 humans

Buildings: Greater Temple, Great Fort around the entrance of the Ice Warrens. The city of Frjósa around the great fortress

Military: 58 Frost Giant Crusaders with Ice Weaponry, Shamans with Wyrdstone Staff Focuse's

Passive: Missionaries preaching the Word of the Great Cold

Well, the Ice Giants are unsure as to their next move so they decide to just try that titan construction once again with all their effort on it!
>>
>>1030999
Nation: Republic of Suranist
Location: Suranist
Race: Human
Religion: A classical pantheon but with special emphasis on the Godess of the sea, Sathia.
Population: 1151
Speciality: Maritime skill
Military: An above average militia, 18 ships, 10 javeliniers
Culture stuff: Glassmaking, fine cuisine, sculpting, choir music

Action 1: Send a fleet carrying armed men south to Zutaro
Action 2: Expand the temple of Sathia into one that is much larger (Pic related)

I probably should've done this earlier but can I can a bonus for my maritime skills speciality. Maybe a +10
>>
File: IMG_1669.jpg (2MB, 2576x1968px) Image search: [Google]
IMG_1669.jpg
2MB, 2576x1968px
>>1031300
Forgot pic
>>
Rolled 36, 90 = 126 (2d100)

>>1030999
Nation: The Sunken Citadel of Yvalgh'hur

Race: Deep Ones

Leader: The Slumbering Beast of Below

Location: Isle of Kalis

Population: 857
735 Deep Ones
57 Half-bloods
65 Automatons (1 Smartbot, 14 Turrets, 10 Transports, 40 Warriorbots)
Slaves:
100 humans

Military: 90
40 Deep One Harpooners
10 Half-Blood Manhunters
40 Warrior Caste Automatons

Religion: Worship of The Great Cthulhu, Father Dagon and Mother Hydra

Speciality: Unholy Rituals

Resources: Mastercrafted Nets, Mastercrafted Harpoons, Harpoon Guns, Tamed Sea Animals, Decent Camouflage, Gunpowder

Buildings:
Monoliths to Father Dagon (+5 religious rolls)

Magic:
Eldritch Magic (1*)
Blessing of Cthulhu (+15 to religious rolls)

Color: Purple

1) Have our 10 half-blood manhunters infiltrate the village of Bon, to the north, posing as humans. Every week they will capture a small number of men, which will then be taken to the Citadel by a group of camouflaged Deep Ones, by night.
2) Expand north.
>>
Rolled 81, 27 = 108 (2d100)

>>1030999
Nation Name: Gloop
Location: Flan
Race: Slimes
Religion: The slimes of Gloop believe that the ultimate goods are feeling good, and helping others to feel good (whether they want to or not).
Specialty: Prolific Breeders
Population: 372 Slimes
Friends: 69 Humans, 10 Dryads, 20 wyminz, 5 shit, 1 Ice Giant, 30 Eskimos
Cool Stuff: Farmland, Defenses, Cannabis, Opium, Alcohol, Aphrodisiacs, Fertility Drugs
Culture: Fun Festivals!

Action 1: Make the Friend Finding competition the centerpiece of our Fun Festivals! It's like hunting, but with new friends instead of animals, and instead of killing them, they become your friend forever!
Action 2: Use our new fun drugs to increase our breeding rate!
>>
Nation: Blue Town
Location: The Great Forest, mostly underground
Race: Mushroom People
Religion: Unorganized, they worship various forest spirits. Yearly religious feast.
Speciality: Potions.

Population. 230

Action 1: The gatherers venture to the surface to harvest herbs and plants for potion making.

Action 2: The alchemists work on brewing strength potions in their caves.
>>
>>1031134
Any robots that head to that isle never returned. You make allahubots.

-----
>>1031177
Titan construction is underway

------
>>1031300
Your fleet bypasses some robots and promptly leave them to die, who tell you to beware of sea creatures, before promptly dying. The men reach zutaro. You make a grand temple, name it. +5 to any religious rolls.

------
>>1032179
The halfbloods go missing. You expand 5 tiles.

-----
>>1032279
You make the Kidnap Festival, giving +15 to any rolls regarding kidnapping. The slimes who took the drugs overdose, lose 5 pop.

------
>>1032348
You gather some alchemical agents. You brew some low tier potions of might.

-----
Turn 24. It is now winter.
>>
>>1033032
Nation: Blue Town
Location: The Great Forest, mostly underground
Race: Mushroom People
Religion: Unorganized, they worship various forest spirits. Yearly religious feast.
Speciality: Potions.
Collection:
- (some) low tier Might Potions
- Potion Ingredients

Population. 230

- In this season of cold, A few harvests go out to collect herbs only available in this season.
- The rest use up the winter supplies and release spores in the breeding cave.
>>
Rolled 80, 7 = 87 (2d100)

>>1033032
Nation: Republic of Suranist
Location: Suranist
Race: Human
Religion: A classical pantheon but with special emphasis on the Godess of the sea, Sathia.
Population: 1220
Speciality: Maritime skill
Military: An above average militia, 18 ships, 10 javeliniers
Culture stuff: Glassmaking, fine cuisine, sculpting, choir music
Important structures: Shipyards, Arsenal, Basilica of Sathia

Action 1: Lay siege and attempt to take Zutaro by force
Action 2: Train the militia to be better

Call it the Basilica of Sathia.
>>
>>1033032
Machina

Trojar Archipeligo / Kelithor / Overon / Southern Zanthon / Odyssey / Northern lake Kora.

Automatons.

Worship the Creator

Good at Whatever the particular model is created for and nothing else.
+16 Ea per turn, 262 Worker Class, 376 Basic warrior class, 130 Builder Class ,130 Intellectual Class,166 Turret class, 16 DemoBots,116 Transport class, 2 Ruler Class

>Seems like these Suranist people want Zurato. Fair enough it is closer to their capitol, send the army and some builder bots to take the land outside of Zarthos. Build a Defensive factory on the main island as well.

>The rubber trees are very important and the pollution could harm them, plant seeds for more rubber trees in the area outside Kai. (Also ask deep ones for permission since its their land.)

Passive
Send some transports and workers to collect the scrap metal from the failed invasion. A few turrets also for protection
>>
Rolled 45, 21 = 66 (2d100)

>>1033032
Nation Name: Gloop
Location: Flan
Race: Slimes
Religion: The slimes of Gloop believe that the ultimate goods are feeling good, and helping others to feel good (whether they want to or not).
Specialty: Prolific Breeders
Population: 393 Slimes
Friends: 69 Humans, 10 Dryads, 20 wyminz, 5 shit, 1 Ice Giant, 30 Eskimos
Cool Stuff: Farmland, Defenses, Cannabis, Opium, Alcohol, Aphrodisiacs, Fertility Drugs
Culture: Fun Friend Finding Festivals! (+15 to Making Friends)

Action 1: Focus this Fun Festival on Friend Finding! Find frosty friends since it's freezing out.
Action 2: Combine all the drugs into one mega drug focused on pleasure and effective reproduction.
>>
Rolled 24, 20 = 44 (2d100)

>>1033032
Nation: The Sunken Citadel of Yvalgh'hur

Race: Deep Ones

Leader: The Slumbering Beast of Below

Location: Isle of Kalis

Population: 857
789 Deep Ones
88 Half-bloods
65 Automatons (1 Smartbot, 14 Turrets, 10 Transports, 40 Warriorbots)
Slaves:
100 humans

Military: 80
40 Deep One Harpooners
40 Warrior Caste Automatons

Religion: Worship of The Great Cthulhu, Father Dagon and Mother Hydra

Speciality: Unholy Rituals

Resources: Mastercrafted Nets, Mastercrafted Harpoons, Harpoon Guns, Tamed Sea Animals, Decent Camouflage, Gunpowder

Buildings:
Monoliths to Father Dagon (+5 religious rolls)

Magic:
Eldritch Magic (1*)
Blessing of Cthulhu (+15 to religious rolls)

Color: Purple

1) Train more Half-bloods to have them become manhunters
2) Hold a religious ritual to amplify our connection with the Great Cthulhu and advance our Eldritch Magic (+20 to this roll)

>>1033194
You may plant your trees in our land, automaton. Just do not poison the water with your machine-venom.
>>
Rolled 86, 72, 5, 83 = 246 (4d100)

>>1030999
>Your bowmen are now exemplary
How many stars is that?
>Your scouts go missing.
How many was that?

>>1033032


Nation: Avaros
Location: The Green Wood
Race: Avian
Religion: Spiritual/Realistic Pacifists. They don't believe in any higher powers. Believe life is precious, but also accept that violence is a part of life and is sometimes necessary and unavoidable.
Specialty: Medicine. You'd be hard pressed to find better doctors.

Fluff: Winged humans, the Avarosi came to the Green Wood a generation ago after being driven from their ancestral mountain home by invaders. Doctors by trade, they took advantage of their flight to better aid their neighbors quickly. As a nation of healers, they are a peaceful lot who prefer to avoid violence. They've seen quite a bit of violence, as they've often served as neutral parties on battlefields, tending to the wounded of either side. Because of their experience with violence, despite their aversion to it they understand that it is simply unavoidable at times, and train some of their people to learn to fight, preferring ranged weapons such as bows and crossbows, making use of their flight.
While it doesn't give them quite the same advantage as the mountains, they have taken to living high in the tall trees of the Wood.

Population: 589
(Archers: 75. 2.5*)

Weapons: 5* bows

Resources:Masterwork Juice, Cherry and Berry Wine/Beer, Wood, Cherries/berries, Alcohol

Buildings: Simple houses, Lumber Mill

If its ok gonna roll for the missed turn. Winter storm knocked my internet out for a few days.

Train 50 pop into conventional doctors/surgeons.

Train 50 pop into magical healers.

Increase archers to 200.

Train Archers.
>>
>>1022769
how to join? do I just jump in?
>>
>>1037274
Just put down your location, race, religion and speciality.
Thread posts: 26
Thread images: 2


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.