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Multi-Civ Game

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In this game each player takes on the role of a nation in a low fantasy setting based in the Renaissance. There is no decaying Empire. There is no sleeping evil. There are only your nations, and at the end of the day only one can dominate the Continent.
Each player in the game gets 2d100 to dedicate to the actions their nation takes every turn. There are more than just differences in the rules that define this game from others. In addition, players must provide a pastebin shared between them and myself where the actual contents of a turn are posted. While players are welcome to post their full turns in the thread, players wishing to keep things secret will need to provide this pastebin with the content of each turn's rolls within. Rolling still takes place in the thread, but can simply take the form of "Action 1/2: the type of investment." or some other secretive naming convention. The Discord for this game is here. https://discord.gg/M8PXTu4 Joining it will allow you to share documents, plan with other players, and ask questions efficiently.
Please note: I am only accepting 10 players at the beginning. I retain the right to review every submission so even if you're the thirtieth post you may still have a shot at taking one of the ten if your application is good enough. Each player is granted 10 points to assign to their stats in any denominations they wish.

To join fill out the following Application

Nation Name:
Color:
Fluff:
Power:
Wealth:
Culture:
Population:
Do not fill out
____
Prestige:
Provinces:
Traits:
----------
>>
Rules pastebin is attached here

https://pastebin.com/LFzMMG89

The mechanics are simple and built around a single mechanic: investment

Investment is the mechanical representation of your will. It is the primary mechanic behind the game and governs nearly every aspect of it. Learning how to properly manage your stats and your investments is key to success.
Investment takes place in two stages: Survey and Application.

Survey costs an action and happens before any clashing can occur. In this stage the amount rolled determines the threshold for success in your intent. The threshold is simply the number of points that must be invested to invest to reach your goal.

Application is the spending of these resources. After the survey action is completed you may freely invest points into the target until you either lose a Clash or meet the threshold for success.
>>
Wow another civ game? How original.

Anyways sign me up.

Nation name is Quackistan
Color is purple.

You want me to roll for stats?
>>
>Color
Wheat-colored, light and nice to look at ;^]
>Fluff
The Kingdom of Caroven consists of an organized race of tall, beautiful people who have an affinity for, and then excelling at the simple things in life - farming and brewing primarily.

Carovenians are a Kingdom in name only. Consisting of numerous tribes, each in relaxed competition among one another to grow the biggest pumpkins or make the spiciest wine these lovably pretty people have little time for political riff-raff or fighting, and instead devote themselves to the practice and enjoyment of their crafts.

Instead of a regular King, it is lorded over and protected by a massive ogre (Chief Mak'thul) and his kinsmen, who have grown an affinity for their subjects after a long symbiotic relationship - protection, in exchange for food.
>Power
Mak'thul and whatever cutiepie he takes as his wife (the women cannot resist the BOC) hold the reins, and thus the power of this loose country, which consists of a small tribe of ogres, and poorly trained yet decently big people who can be conscripted in a time of grave peril. Most power comes from the rest of the world knowing if they kill off this country, there won't be such tasty food.
>Wealth
There is much wealth, but it is concentrated in the hands of the ogre ruling class, but that doesn't matter for the people - they prefer the simple life.
>Culture
Peaceful, pretty girls, silly boyz, festival and craft-focused culture, get drunk a lot, are hard to make angry, national bird is a very fat COOKED turkey.
>population

15 Ogres
250 Carovenians
>>
>>1580569
1. It's not a civ game
2. That's literally the point of this board
3. U sound like a dickhead
4. Kys
>>
Nation Name: Thaura
Color: Purple
Fluff: The Thaurines believe they emerged from the earth, born of the marriage between Caron and Maia, the God of Iron and the Earth herself.They tell great expansive tales of their mythic history since their emergence, of wandering heroes slaying great and dreadful beasts, of lovers and of explorers all alike, all part legend, all part men. In the last few decades, the villages of the Thaurines, scattered over Thanatoa, the land in which they dwell, came together, under the skilled stewardship of their nobility, to found the city of Thaura, upon a jutting headland facing towards the ocean. The Thaurines dwell in a comfortable climate, and farm, for the most part, three primary crops. Barley for bread and porridge, Grapes for wine and Olives for rich and valuable olive oil. Shepherding is a common occupation too, with a prominent segment of the military drawn from the often half-breed populace of outlying shepherding settlements. These half breeds commonly believe themselves descended from unions between satyrs and men, and as a result of this mystical union they tend towards ambition, leading to the prominence of Satyr admixture in the populace at large. The city, for now, is ruled by a council of the most prosperous and wisest noblemen, the Calleopagus, with prominent noblemen being granted military offices and titles by the council, and serving at their pleasure in times of crisis.
Power: 2
Wealth:3
Culture: 3
Population: 2

____
Prestige:
Provinces:
Traits:
----------
>>
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>>1581268
> not a civ game
> scroll up
> "in this game each player takes on the role of a nation"
> mfw
>>
>>1581418
That's not really what a civ game constitutes on this board. A civ game is a game where the players play as one nation, this is more a builder than anything else, and we've had barely any of those recently.
>>
>>1581257
Power: 1
Wealth:2
Culture: 4
Population: 3

Trait:
Well Cultured - For every 3 culture invested in an NPC Gain a bonus culture point toward that action.

The Kingdom of Caroven has long had a focus on the finer aspects of life and society. Their shared appreciation for the arts provides makes exertion of cultural pressure more powerful in swaying others.

>>1581387
Trait:
Classical Republic - Gain an additional point of Power or Culture once every 5 turns.
Thaura's well balanced nature ensures that no single industry or life path becomes the only one. It's shared focus means that the republic can be flexible where it is needed.
>>
>>1581822
So, do we choose a starting province?
>>
>>1581975
If you have a preference. I was largely going to play people according to their fluff.
>>
Nation Name: Clans of Korun

Color: Green-Blue, a dark turquoise.

Fluff: "The few are strong together."

Words that dictate their entire nation. Through their tales they speak of heroes through the ages and battles that lasted ages. Korun is not only their name but also their home as it is a small mountainous province at the edge of the sea. The people are products of their environment as they are tall, broad and limited. These people are what others would call giants as they are, on average, well over 10" tall and made taller from their horns. Their isolated nation bears little fruit and produces even little offspring as the giants themselves mate only every decade in a ritual across all clans to celebrate their patron gods. There are many gods including the gods of war, sea, grass, trickery, weather.. but the one which holds paramount respect is the God of mountains, Grun, as he made the jötunar (jötunn plural) from himself. With the little product that korun produces, many jötunn have turned to shepherding for sustenance. Korun's clans or held together by an agreement made by their greatest hero, Balguir, who, even with his great age, founded the city Jötunhiemr which lays on the sides of the tallest mountain, Grunndal. Jötunn have never recorded a death which was due to old age though their oldest member is their king, Balguir, who is well over 300 years. Old age is something which they pride in and many of the older Jötunn hold positions of power.

Neighboring human populations fear that which they know very little of and do not encroach on the mountains. Though slaying a Jötunn is something of a great honor they have always been met with defeat.

Power: 6

Wealth: 1

Culture: 2

Population: 1

----
Prestige:/
Provinces:/
Traits:/
---

>>1582012
Should be easy for me then :D
>>
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>>1582140
Forgot my picture!
>>
Nation Name: Velkor

Color: Grey

Fluff: Once a number of petty and militaristic princedoms constantly under the threat of raids and invasions, the Velkorians were united under the bright hand of Seplan Velk. Under his hand Velkor was transformed into a local powerhouse and began to conquer and drive out its enemies which had plagued it for so long.

Even after the passing of Velk, Velkor has remained a heavily militarized state and continues to expand its borders.

Power: Velkor is a heavily militarized state. Children are trained and drilled everyday in the city and village schools.

Military service is a requirement for boys for four years after reaching the age of 17. They are subject to conscription at anytime after this time is up.

Wealth: Most of the wealth is kept in the upper class of Officers and Generals.
The wealth of everyone else is heavily marginalized, with enough to live somewhat comfortably but not much more.

Culture: The Culture of Velkor is very regimented and individualism is discouraged.

Citizens are often told since children of Velkors greatness and of the enemies that would try to keep it down. (While knowledgeable of outside states, they are often held in a negative view.)
Villages and cities on the outskirts of the kingdom are given a bit more leeway and freedom in this.

Population: Overpopulation is encouraged by the Velkor government as a reason to keep expanding.

(Low fantasy commie-nazi's basically)
>>
>>1582140
Trait
Jotun - For every 3 power invested in a Clash gain an additional 1 power.

The Jotun are physically powerful and ruggedly tough. Even if these traits were false, the intimidating reputation of these giant people is more than enough to make the most stalwart soldier think twice about his place in the shield wall.

>>1582161
You forgot to assign points to your stats. You have 10 points at the start to assign to Power, Wealth, Culture, and Population.
>>
>>1582178
Aye
>>1582161
Power: 4
Wealth: 2
Culture: 1
Population: 3
>>
>>1582161
Trait
Militarized Society - Investments into Power generation produce an additional 25%.

Velkor's militaristic bent means that the production of war materials, and the training of men and officers is viewed as paramount. No expense is spared.

The Map as according to Flavionius Brixillus, 3rd Scribe of Caroven. History begins, anew.
>>
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>>1582238
>would help if I actually posted the map.
>>
>>1582241
What is the black?
>>
>>1582248
Blacks are NPCs your nations know of. During Survey actions on grey provinces you may discover more, but these are the ones you know of now.
>>
>>1582241
Oh, wait why do I get the largest province with the smallest population? I was kinda thinking of province 33 and have the Jötunn be Viking-like. Unless that is the only way to have mountains and sea in the same province which I can see the problem in my fluff.
>>
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>>1582265
Truthfully looking at the map I think I'll give you 17 instead.
>>
>>1582280
Alright sounds good, when do we begin turns?
>>
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>>
Rolled 96, 50 = 146 (2d100)

>>1582308

1 for survey
2 for investment
>>
>>1582355
Good rolls, but I need to know what stats you're investing in roll 2. Remember, investment costs you stats.
>>
>Nation Name
The Jhanahil Kingdom
>Color
Red
>Fluff
The tale how the Berdarah Islands were formed is only remembered through the tales of elder man and the song of poets and writers long forgoten. The story begins with the mighty god Bharun, Maker of All, who created the world and covered it in mighty oceans and steadfast islands. He created a mighty continent from which he ruled and he created many lesser gods for the many things which inhabited his world. Two of the most powerful (and his favourite) were Ashnu, God of the Sea and Lahat, God of the Earth. When he saw that his creation was completed, he withdrew to the Sky, where he slept. After he left the world, Ashnu and Lahat started arguing over who shall rule the world instead of their father. The argument evolved into a fight and for many the brothers fought until they slayed each other. From their mixed blood of the Sea and the Earth rose Man. When Bharun woke up and saw his dead sons, his rage and sadness shattered the great continent and flooded the world. But after the souls of his sons joined him in the Sky, he calmed down. That which was left of the continent became the Berdarah Islands. The men who lived on these islands worship Bharun and his many children. They are connected to the Sea and to the Islands and jungles they live upon. The humans are divided into many tribes and minor kingdoms who often fight with each other but they all consider themselfs the children of Lahat and Ashnu. One of those kingdoms is the Jahanil Kingdom, ruled by the great Guntur Agung. He rules from the great temple city of Cagadal.
>Power
The Jhanahil own a mighty fleet, which is the norm of most of the kingdoms. Most men are trained warriors and sailors, used to the hot, humid climate.
>Wealth
Most of the wealth is based on fishing and the trade of exotic fruits and spices
>Culture
There are various culture on the Berdarah who are mostly connected to their patron god (Bharun, Lahat and Ashnu are considered the Gods of all the Berdarah people, therefore, most patron gods are minor gods). There is a big importance to sailing.
>Population
The biggest number people can be found in the scattered cities which are usually built around the temples dedicated to the many gods. Another part of the population is located in smaller tribal communities. The largest number of people in the Jhanahil Kingdom can be found around the temple city of Cagadal.
>>
>>1582596
Power: 4
Wealth: 1
Culture: 3
Population: 2
>>
>>1582596
Trait
Prize Seas - Power invested in Clashes with other players can take 1 wealth upon victory from the defeated parties for every 5 power spent.
>>
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>Nation Name
Kingdom of Alba

>Color
Golden

>Fluff
Referred to as the "Kingdom of Steel" by some foreigners and travelers because of the widely known smithing abilities of Alban craftmen, the northern kingdom of Albia was once a wealthy and powerful nation, which after a period of civil wars slowly decayed, lately reunited by the new king. The main production of the kingdom is forged products, for their mountains are, as many say, the richest iron source in the world.
The king rules unopposed, the people worships Ulfric, God of Strength and Wisdom.

>Power: 3
>Wealth: 2
>Culture: 2
>Population: 3
>>
Primary question: How to we gain stats? If we have to invest them, how do we gain or lose them? Can we take any actions other than surveying, investing and clashing?
>>
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>>1582738
Trait
Industrial Might - Wealth Investments into Power and Population are 25% more effective.

>>1582880
Yes. You can take actions to just boost your stats. Be aware that you cannot invest retroactively to try to gain the bonus though. Everyone can post their turns when they feel like it. I'll update later today and again tomorrow morning.

Add to your sheets your owned province by number ie. if you have province 17 just add 17 under the Provinces section. Please post your sheet with your rolls so I can easily reference it.
>>
>>1582355
>>1582930

Already rolled, anchoring here.

Also I'll post stat sheet. https://pastebin.com/ACpXxE6q

Has my turn 1 as well so don't scroll all the way down
>>
Rolled 100, 44 = 144 (2d100)

Rolling

1)Survey area 73
2)Survey area 69
>>
>>1583259
Nice rolls man
>>
Rolled 69, 60 = 129 (2d100)

Nation Name: Thaura
Color: Purple
Fluff: The Thaurines believe they emerged from the earth, born of the marriage between Caron and Maia, the God of Iron and the Earth herself.They tell great expansive tales of their mythic history since their emergence, of wandering heroes slaying great and dreadful beasts, of lovers and of explorers all alike, all part legend, all part men. In the last few decades, the villages of the Thaurines, scattered over Thanatoa, the land in which they dwell, came together, under the skilled stewardship of their nobility, to found the city of Thaura, upon a jutting headland facing towards the ocean. The Thaurines dwell in a comfortable climate, and farm, for the most part, three primary crops. Barley for bread and porridge, Grapes for wine and Olives for rich and valuable olive oil. Shepherding is a common occupation too, with a prominent segment of the military drawn from the often half-breed populace of outlying shepherding settlements. These half breeds commonly believe themselves descended from unions between satyrs and men, and as a result of this mystical union they tend towards ambition, leading to the prominence of Satyr admixture in the populace at large. The city, for now, is ruled by a council of the most prosperous and wisest noblemen, the Calleopagus, with prominent noblemen being granted military offices and titles by the council, and serving at their pleasure in times of crisis.
Power: 2
Wealth:3
Culture: 3
Population: 2

____
Prestige:
Provinces: Province 17, Thaura
Traits: Classical Republic - Gain an additional point of Power or Culture once every 5 turns.
----------

Action 1: Survey Province 17. The young nobility and shepherds of Thaura must scout throughout the domain of the city to determine the presence of any missed resources, now a central authority manages the city.
Action 2: (Rolling to increase Power stat.)

Divide Thauran society into classes, based on the economic contribution to the state, in military and economic terms. The poorest, those who are incapable of purchasing any arms or armour, are to serve as a militia skirmishing force in support of the middle classes. The lower middle classes are those who can arm themselves in a linothorax (Cloth/Leather Armour) and with a hand-to-hand weapon, acting as support for the immobile phalanx. The middle classes will be those capable of arming themselves in various grades of panoply, from young families capable only of fielding a man with a breastplate, shield and spear, to those capable of fielding a man in full armour, with a sarissa and shortsword. The richest of society will be split into two groups, those eligible to serve in the Calleopagus, who must be able to afford to equip a commander for a line of phalanx, and the lower high classes, only capable of affording to equip horsemen or chariots. With these reforms in place, a versatile class structure could form, and the military could hopefully grow.
>>
>>1583417
Mate, I'm province 17, you have 42
>>
>>1583424
Honestly don't know how I messed that up in my head. Sorry. I did mean my own province, obviously.
>>
>>1583462
lol I know, also

go update your quest you -------fag-----. I rolled a 95 and I want some blood. Also love your quest mate. Good writing.
>>
Rolled 54, 33 = 87 (2d100)

1) Survey area 60
A group of sailors is sent south to explore part of the island to find out what secrets hide there.
2) Build training grounds in 56
All men must know how to hold and wield a sword properly. The islands are filled with enemy tribes and dangerous creatures which can only harm the brave sailours in Jhanahil. Every man is a sailour and every sailour is a warrior. Invest 2 Power in the improvement.
>>
>>1583606
>sailour
Sailor, fuck me
>>
Rolled 44, 72 = 116 (2d100)

1) Build as many farms as possible, make sure each one looks nice as heck and has overflowing bountiful fields of wheat and hops OKAY?

2) Make contact with the NPC's bordering me. Escorted by some ogres, the Carovenians offer some goods as a gift, in the hopes of starting off with some good relations.
>>
>>1582355
1. Scouting parties return from the nearby provinces with exceptional news. In various places throughout the province opportunity beckons to the Giants. Tentative enterprises have sprung up not long after their return, and the Chief is left with a few options in how he wants to proceed with the province.
>Completion Threshold: 2
2. In the home province itself new construction is underway in providing the Jotun a place to construct their large, sleek ships.
>Completion Threshold: 3/4 Power

Vaelor
1. Surveys of the province go better than expected. The entire province is scouted in record time due to good planning and an eager workforce. The hard task of survey complete, the scouts present the King with three options.
>Province 73 traits choose one
>Power: Quality Warhorses
Large herds of swift and strong horses course through the plains and grasslands. In comparison, the horses of Alba seem weak.
>Wealth: Gold!
Rich and plentiful gold veins run through river and rock alike in this province.
>Population: Amber Waves
The grasslands grazed by the horses and fed by the gold laden rivers could be turned into rich and fertile farmland with little effort. Such territory could feed nations!
>Completion Threshold: 1
2. The other province is surveyed but there seems to be little of note at first glance.
>Completion Threshold: 5

>>1583417
1. You already have surveyed your own province. Dice refunded.
2. The city-state trains a new regiment.
>Gain 1 Power

>>1583606
1. The province has been scouted. It seems ordinary with nothing of note.
>Completion Threshold: 5
2. Construction on a space to train soldiers begins.
>Completion Threshold 2/6

>>1585397
1. Construction of new farmsteads of villages hardly need government approval, but government assistance goes a long way in encouraging people to thing about it.
>Completion Threshold 5
2. A diplomatic mission is sent to survey the minor kingdom of Argwyn. While in the past some brief skirmishes over borders and cattle had happened between the two nations most relations are entirely peaceful.
>Completion Threshold 7
>>
>>1586536
Invest 1 power into docks & 2 power into province 40.

(Also my trait, Jötunn, does that apply for my investment for my docks or just when I'm investing for the same tile as another player?)
>>
>>1586657

Seems my name tag fell off earlier.
>>
Rolled 87, 12 = 99 (2d100)

>>1586657
And I forgot to roll.

1 p40
2 p17
>>
Rolled 77, 19 = 96 (2d100)

>>1586536
1) Survey area 59
The exploration of the island still isn't complete.
2) Try to improve the power stat
Many hardened veterans and sailours from previous conflicts are being called to the capital to advise in the building of the fighting grounds.
>>
Rolled 24, 83 = 107 (2d100)

>>1586536

>Rich and plentiful gold veins run through river and rock alike in this province. (Wealth) (Invest 1 power in this province)

Also, invest 1 wealth to craft new equipment for the troops aswell as leading a recruitment campaign. (Use trait "Industrial Might" - Wealth Investments into Power and Population are 25% more effective.) (Try to increase power)

((I'm kind of new to the mechanics to idk if I'm doing this right))
>>
>>1586913
You are doing it correctly. Action 1 is to settle the Province, you needed 1 point to do it, so you invested one power. Action 2 is to generate more power and you're investing wealth into it to make it happen. You're doing it correctly. I'll let you know if there's something wrong. In the event it's late, I'll simply refund your die with an explanation. If its early, I'll give you time to correct it.
>>
>>1587204
Alright, thanks!
>>
>>1586536
1) Send a trading CAROVEN (caravan hehe) to the Kingdom of Argwyn to the south, with the best of our stuff - see what they have to offer, and begin trading back and forth.
2) Search for spices and other nice tasting resources in our province.
>>
>>1587789
dice+2d100
>>
Rolled 16, 55 = 71 (2d100)

>>1587794
>>1587789
L0l
>>
Where are the other anons at?
>>
>>1586536
Nation Name: The Visari Republic
Color: Blue
Fluff: The Visari are a people who were lucky to have found a wealth of natural resources upon their land. This brought made them prime targets for raiders and despots. The lands of the Visari have been split between empires and kingdoms. All the while the Visari learned from their conquerors and revolted to form their own nation. The Visari have vowed to never bow to another despot and to fight the legions of empires with better technology.
Power: 3
Wealth: 4
Culture: 2
Population: 1
>>
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Remember to post your stat sheets with your rolls for the turn so I don't have to go digging through the thread to find it.

>>1586661
>No. Your trait only comes into play during a Clash action.
Province 40 is now settled, sparingly, by Jotun. No others have come to lay claim to the area and thus it passes into the hands of the giantkin.
>+1 Prestige
Funding the docks is more difficult. They are completed, but most workers seem to have taken off for new shores, or simply stayed at their own villages. It will take time, or more investment, to overcome the manpower shortage.
>Due to low roll, the dock bonus is INACTIVE for 1 turn
>Add Building: Dockyard I
>Dockyards can turn 2 Population into 1 Wealth or 1 Power
>Dockyards can be upgraded to higher levels for more efficiency
>Dockyards can be converted into "Trade Ports" or "Military Shipyards" at level 2

>>1586678
1. Province 59 begins to be surveyed. There does not seem to be much here special.
>Completion Threshold 3
2. Even the Jhanahil are not immune to corruption. The funds set aside to gather and train new recruits appear to have been squandered.

>>1586913
The province is settled and the gold veins therein are yours to exploit.
>+1 Prestige
>Province Trait: Gold
>Wealth production in this province is 25% more effective.
2. Soldiers are trained and weapons are built. +2 power

>>1587789
1. Merchants who return from Argwyn tell tales of dangerous roads, poor weather, and poorer profits. Others do not take up the task after the initial failure.
>No progress
2. This province has already been surveyed. Development through investment and construction is possible. Die refunded.

>>1591410
Trait: Vae Victus
For every 3 Wealth invested in a Clash you gain an additional 1 Wealth toward that Clash result.
>>
Rolled 21, 17 = 38 (2d100)

>>1592483
Nation Name: The Visari Republic
Color: Blue
Fluff: The Visari are a people who were lucky to have found a wealth of natural resources upon their land. This brought made them prime targets for raiders and despots. The lands of the Visari have been split between empires and kingdoms. All the while the Visari learned from their conquerors and revolted to form their own nation. The Visari have vowed to never bow to another despot and to fight the legions of empires with better technology.
Power: 3
Wealth: 4
Culture: 2
Population: 1
Prestige:
Provinces:
Traits:
Vae Victus
For every 3 Wealth invested in a Clash you gain an additional 1 Wealth toward that Clash result.

1. Send a survey team to the western unclaimed territory (8) to look for anything of interest.
2. Commission a statue in memorial of the brave revolutionaries that founded this country and put it in one of the open squares of the capital for all to see.
>>
Rolled 59, 87 = 146 (2d100)

Nation Name: Kingdom of Alba
Color: Yellow
Power: 4
Wealth: 1
Culture: 2
Population: 3
Prestige: 1
Provinces: 74, 73

Traits:
>Industrial Might - Wealth Investments into Power and Population are 25% more effective.
>Province Trait (73): Gold - Wealth production in this province is 25% more effective.

Roll 1: Send settlers to make a mining town along the gold veins in province 73, to increase our wealth (Use traits) (Spend 1 population)
Roll 2: Send a merchants to the eastern kingdom (Province 68) to develop trade routes between our cities.
>>
rip
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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/


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