[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]

Multiple Civ Game

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: 113
Thread images: 7

File: Blank.png (791KB, 4500x2200px) Image search: [Google]
Blank.png
791KB, 4500x2200px
It is the dawn of the iron age. Every player plays as a separate kingdom, tribe, or city-state in this world. The game officially starts when four players have joined.

To start you need to fill out these 3 sections
Nation Name:
Nation Fluff:
Nation Color:
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

The more detailed you are with your fluff both in the beginning and in gameplay the easier it will be for me to work with you to get the results you may want.

Rules
Each stat has its own rules associated with its use. No rule is set in stone. They can all be changed through the research and/or development of technology, or practices. Ask and ye shall (potentially) receive. Players are, of course, encouraged to interact with one another in peace or in war as the story of the game is largely what the players make of it.

In this game every player starts out with 2d20 to use to invest their stats into actions, research, or do things they would like done. This could be anything from investing 5 points of industry into making goods for export, granting major currency or culture generation or investing 10 points of power into raiding the trade lanes and coasts of other players. How and what you use your stats for is up to you. Once stats have been invested they are spent.

There are 7 stats in the game. Population, Territory, Power, Wealth, Industry, Culture, and Prestige. Each stat has its own rules that players must follow.


Population Rules
If it reaches zero you lose.
Increases by one point every turn automatically unless otherwise stated.

Wealth: How much currency you have. This is used for everything from buying culture to purchasing power to improving industry. Wealth used in actions is spent.
Wealth Rules
Regular Taxes: Wealth increases by 1 point every turn.

Industry: The power of your country to produce goods. Without some form of industry stat you’ll be unable to generate substantial forms of wealth.
Industry Rules
Conversion: Industry can be invested into any other stat to increase its growth per turn equal to the investment made for 3 turns.
Musclepower: Your industry growth per turn cannot be greater than your population/4

Power: Power is the military might of your nation. It is a combination of equipment, training, tactics, leadership, and manpower. The targets of Power actions must be specified.
Power Rules
Upkeep: Every two points of power will cost a point in wealth for upkeep purposes.
Victory: After a successful Power Clash players may use a free action to conclude the transfers of stats or territories.

Culture: The power of your culture and your government.
Culture Rules
Cultural Domination: Having more than ten culture than your neighbor or investing more culture per round than the target player produces, for five turns will lead to Cultural Conversion, granting you a single random territory.

(Rules Continued in the next post)
>>
Territory: The amount of land and its development raiting
Discovery: Territory investments can garner temporary bonuses.
Space: Territories can only have a single construct.

Prestige: Prestige has no rules per-se. The player with the most Prestige every 10 turns get a special bonus until the next rating. The first player to achieve 50 Prestige wins the game. Prestige is gained through military victory, cultural, economic, or industrial domination, or by politically maneuvering players into an alliance controlled by you.

PvP Investment

At some point in the game players will attempt to invest in opposition to one another. This is handled simply by both sides rolling opposing 1d20+investment. Once one person invests in another, the defending player gets a chance to respond that turn. If no response is made the invested action is carried out. Whichever side wins the struggle will receive bonus stat spoils. Please note that I will take into account fluff and STATED intent with your investment. If there’s a power investment to raid, the winning player will receive wealth stats from the losing player.

Magic and Technology
While Technology is largely treated as fluff for the players to give some extra oomph to their investments there is a game element to choosing to use your d20’s on this line. Tech may give bonuses to certain investments, improve investment returns, or simply provide an increase to the existing pool. Regardless, the fluff of your research efforts will play out in the effects your nation has with its stat. Perhaps a nation that has focused heavily in the build up of Power has a large army of well drilled musketeers? A nation with strong industry is built on the back of the steam engine? A nation with vast culture has secretly been utilizing espionage to improve its results? It’s up to you.

Construction
Buildings are a method to develop extra investment, bonus effects or improve investment returns. These are linked to your territory hexes and can play crucial strategic and economic roles in the development of your nation. Buildings represent the primary method of self-investment. In general nearly every building can have stats invested into it to receive stats out of it. Buildings can only have total stat investitures equal to their level. For example

Player A has a [Recruiting Center I]. By itself it does nothing. Player A then invests 1 pop per turn into the [Recruiting Center I] and now gains 1 Power every turn provided the investment continues. Let’s say Player A also researches [Conscription I] which increases investment returns by 1 per building level. Now player A spends 1 pop and gets 2 power out of that same building.

Projects

Projects are major research goals that provide whole new rules. This is the most open part of the game. GMs has the final say over any projects and their effects.

EX: Steampowered: Musclepower is replaced with this rule. You may now have an Industry stat that is equal to twice your population stat.
>>
Name: Kattinkrat
Fluff: A thriving city state sitting near to the ocean, Kattinkrat has remained small and localized to its city center and the surrounding lands. With primary exports of fish, olive oil, wheat, and copper the transition to iron and the decline in the bronze trade has left Kattinkrat needing to change for the new era.
Color: Blue
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>649369
You're on the map.
>>
>>649189
Name:Valka
Fluff: Valka, an isolated and highly militarized Island-state, has risen only recently. The conquest of 5 tribal kingdoms on the island by the tactically superior Valkans resulted in the establishment of an autocratic government led by the Son of Agoran, Lanius.

The main industry of the Valkans are fish, iron, and lumber.
(If you have any suggestions for industry I'm glad to hear it, I'm fairly new at this)
Color: Dark Red
>>
>>649509
No no this is perfect I'll put you on the map.
>>
Any other takers? Don't be intimidated it's all really simple.
>>
>>649189
Name:Israelan
Fluff:Inland is a collection of Citys united under one banner calling themselves the Israelans. They came to this state not by conquest or battles but by wealth. They tend to avoid conflict themselves and used the other less bright tribes to fight their battles via payment or trickery.
Once Iron was discovered it simply solidified their position as they're wealth grew with this new material leading to further advances.
They tend to produce quantitys of iron, tools, and other necessary products others would trade for.
Color:Gold
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>649692
kek
>>
I hope we can find one more.
>>
>>649765
Bumping desu senpai

Should we shamelessly advertise on other threads? Maybe link to this thread on /tg/ threads?
>>
>>649865
If this is a long term thing I'd love to play, just don't have the time to start tonight. If someone joins in the meantime no biggie
>>
>>649865
I wasn't aware of any /tg/ threads to link it on. The closest analogy is risk.
>>
I'm interested but a bit unsure on how to play.
>>
>>650012
Post what everyone else has with your own fluff. You have 2d20 to use on investments, improvements etc. So if you wanted to build a trade post you'd roll 1d20 to build a trade post. If you wanted to invest wealth into power you'd roll 1d20 and say you're investing wealth into power.
>>
>>649189
Nation Name: Archimede
Nation Fluff: A city-state where intelligence determines social class. There is a heavy "stupidity tax" imposed on the uneducated that supports the hobbies and research of wealthy scientists. The uneducated do menial work as laborers, factoryworkers, or similar. It is ruled by a supergenius mathematician who solved the equivalent of three Millennium prize problems. Ascending to a higher social class is easy in theory, but only rarely occurs since the poor are the least suited to devote their lives to higher education. There is a great deal of unrest, but the intelligent know best... don't they?
Nation Color: Green
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>650093
Digging the concept, especially the unrest from the lower classes and how it could evolve from then.

Also, we've got 4, OP.

>>649369
>>649509
>>649692
>>650093
>>
File: Turn 1.jpg (518KB, 4500x2200px) Image search: [Google]
Turn 1.jpg
518KB, 4500x2200px
Feel free to start your first turn. 2d20 like explained here >>650052

>>650093
>>649692
Keep your shitposting to a minimum or I'll give you the Sodom treatment.
>>
Rolled 12, 19 = 31 (2d20)

>>650181
1. First of all, The Isralans know that they should expand their borders to find more materials to exploit, they put efforts into expanding into the mainland

2. We have thought of something new we could monetize! We build a shipyard by the ocean so we may exploit the bountiful fish and other products we could harvest.
To do this we invest 1 point of wealth in it.
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 14, 6 = 20 (2d20)

>>650181
Valkan researchers have discovered a land mass eastwards of the island. They describe it as a "strait". It is theorized that this land would prove to be very benificial in a defensive situation.

Shipwrights are commanded to claim this strait to further our expansion.

Our lumber and small amounts of iron resources are tapped into to build large, sturdy ships to carry supplies to and from the Valkan Strait.
-
Lanius has decreed that in this newfound expansion project, the military must be in prime condition to ward any attackers from savage tribes. Investments are made into power.

(Am I doing it right or am I missing a lot of shit)
>>
Rolled 10, 2 = 12 (2d20)

>>650181
Lord Eigenstein has published a result claiming that cycling crops in a certain way could boost yields by up to 200%. His method is put into effect immediately. Could it bear fruit? (pun intended)
Meanwhile, an old man has burst out of a bathhouse shouting "I found it! I found it!" Seems he's figured something out the principle of buoyancy. Or he's insane. One of the two.
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>650181
Got room for more players?
>>
>>650463
There is plenty of room.
>>
>>650181
Can I join?

Nation Name: Delaris
Nation Fluff: A nation that believed in a ritual to summon angels to help them, when in need they tried summoning angels only to instead associate further with demons.

Main industry is farm work and textiles.

Color: Black
>>
Rolled 5, 15 = 20 (2d20)

>>650499
Nation Name: Zerkhet
Nation Fluff: The various cults that make up the modern Zerkhet nation were once nomadic tribes, now brought together by similar purpose: each cult believes that their salvation (or destruction) lies in certain stars and constellations, and so by combining their forces they seek to uplift themselves and escape the cradle of this world. Though they lack in practical technology, the priesthood consists of accomplished astronomers, navigators and timekeepers.
Their primary industries involve precious gems, clay and indentured servants.
Nation Color: Purple
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

The Cultheads are currently squabbling to appoint a new leader, after hearing rumors and reading stars that suggest Zerkhet's time is fast approaching, whatever that means.

Meanwhile, the cults begin to expand outward from their territory, in the hope of acquiring land before borders can be established and the lands cut up by politics.
>>
Rolled 18, 10 = 28 (2d20)

>>650549
Can I begin investing?

-----

Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

The summoned demon whips the builders into shape teaching them new architecture skills.
>>
File: Turn 2.jpg (527KB, 4500x2200px) Image search: [Google]
Turn 2.jpg
527KB, 4500x2200px
Rolled 58 (1d100)

>GM Note: Your population and Wealth both increase by 1 point every turn as a result of the baseline rules Growth and Regular Taxes

>>650248
+1 Territory
Construction: [Trade Port I] - Generates 1 wealth
The expeditions sent in land are followed by a steady stream of settlers to the new region. While further investments in time and resources are needed to truly see under the surface the new lands provide for their residents.

Meanwhile through strong investments and an eager workforce the city is blessed with a new wharf for fishing ships and the seas grant a bounty of new fish for export.

>>650312
+1 Territory
You're not doing it wrong, no.
Valkan settlers cross the strait in small numbers, often accompanied by sizable warbands from the home island proper. They put down roots in the form of homesteads and farms and a new land is claimed. The bid to increase the number of warbands available to Lanius is consumed in the settlement of new territories as the allure of farmland is more potent than that of military service.

>>650413
Lord Eigenstein claims to have made a breakthrough, but the farmers see no change in their harvests and return to their old ways. The measure fails to catch traction any further than the nearest farms and it is quickly abandoned.

It is in fact widely considered that the old man was insane. After further examination he had really only discovered that some things float on top of water, but he has no idea why other than "water sprites". This seems plausible for most, but ultimately isn't very practical.

>>650549
There is no magic, but if your people want to believe they're talking to demons sure.

>>650606
+1 Territory
The squabbles result in total deadlock. No party is willing to back the candidate of any other party for leadership. The upper strata of leadership is polarized and strangled by their own politicking, but life goes on for the average Zerkhetian. Seeking lives away from the cult's embrace and the byzantine politics settler strike out for new lands to call home. A new territory is settled and the people hope for better administration than in their old home.
>>
Rolled 13, 6 = 19 (2d20)

>>650635
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

Invest in spreading a new religion based on demons (Culture?)
>>
File: Turn 2.jpg (528KB, 4500x2200px) Image search: [Google]
Turn 2.jpg
528KB, 4500x2200px
>>650630
>>650650
You can invest in two different things every turn with your d20s using one on each you don't have to double up.

Technology: [Architecture I] - Increases Culture value of Culture constructions by 1 per level.
Every new religion or idea needs some sort of flash and sparkle. The worship of "Demons" (give this religion an actual name) explodes onto the scene with a new form of building. It's immediately popular and wins many converts in the initial phase. This does eventually wane and there is now a sharp divide between the old religion and the new.
>>
Rolled 13, 3 = 16 (2d20)

>>650635
The people of Archimede cry out for free education! However, the few institutions of higher learning there are (beyond basic reading, writing, and mathematics) are privately owned. To fulfill the wishes of the public, Archimede builds the largest university in the continent, using all available state funds (all 2 of them), to do so.
In the interest of keeping the coffers full, the government decides to institute a fine on anyone publishing an erroneous result.

------
Population: 2
Territory: 1
Wealth: 2 - 2 = 0
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 1, 4 = 5 (2d20)

>>650635
-The news of people leaving central Zerkhet troubles a number of the Cultheads, considering the old ways of nomadism counter-productive, if not outright heretical.-

Reading the stars, the priesthoods decree that it is time to increase their Population, and thus the Cultheads begin organising incentives for having children.

To ensure balance, the Cultheads begin mobilising their slave workforce to begin constructing a great mausoleum in the Zerkheti capital, a vast pyramid of careful geometries that will one day house the children they hope to see born and grow in the coming months, and inspire Cultures less impressive than theirs.
------
Population: 2
Territory: 1 (Or 2? Not sure of the map.)
Wealth: 2
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 20, 7 = 27 (2d20)

>>650663
Ok

Population: 2
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

Next round we will;
Introduce taxation into our Estolianism.

Shill it out increasing the number of believers.
>>
>>650739
Wealth should be at 2.
>>
>>650663
OP personal tip, download paint.net and use it instead of MS-Paint
>>
Rolled 17, 19 = 36 (2d20)

>>650635
Posting incase this thread comes back to life

Pleased with the development of the Trade port bringing in many Shekels the Merchant lords seek to begin exploiting the newly settled lands and prospect them to find any valuble resources

One Merchant thought of something new! He claims this "Banking" could be a way to safely and efficiently protect ones money for the rich and poor alike along with having something called "interest". Will this new idea take off and lead to new methods of moneymaking for the mutual protection of money or will he be ignored and thrown out of buisness?

Population: 2
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

Construction: [Trade Port I] - Generates 1 wealth
>>
Rolled 19, 8 = 27 (2d20)

>>650663
Lanius, satisfied with the new homesteads, has a council with his military advisories. Boret, his highest General, advises that he establish a very strong military presence on the strait. The General explains that if the Valkan Strait is locked down, it will be an excellent economic and tactical advantage.

Lanius approves of the suggestion, investing his resources into establishing a sizable power in the strait.
>>
>>651924
Does this mean

Population: 2
Territory: 2
Wealth: 2
Power: 3
Culture: 1
Industry: 1
Prestige: 1

Am I doing it right?
>>
Rolled 10 (1d100)

No change to the map this turn.

>>650727
Construction: University of Archimedes [1/2]
A system of tutorship and small, intimate classes with scholar teaching apprentices finds worth in Archimede. Knowledge flourishes. Uncensored and without peer review, the people with the time and intelligence to learn do so, but the knowledge is of all sorts and types and varies from breakthrough to staggeringly incorrect.

>>650738
>Your territory is 2, it is equal to the number of territories on the map.
Set Population to 1.
The cult of Het rises in the city. A darker cult, it believes that sacrifice is the path to salvation, not looking at the stars. For some reason, it catches on and catches on quickly. People are abducted from their homes and sacrificed for dark favor or people sacrifice themselves for salvation. Regardless, people are killing each other for a religion very much not that of the cultheads.

The Cultheads have two options: Submit to this new cult, or crush it. Violently. Either will give a benefit.

>>650739
Technology: Tithe I - Culture investment into Wealth provides an additional 1 point per level.
"There is only one religion, one faith, one cause." As Estolianism becomes more codified so too does its strength increase. Where it was once a fringe cult, it is now a dominating factor ruling over every aspect of city life. Shrines to various demons are loaded with tribute and gifts, and the faithful pile into gathering spaces and temples to hear the word and see the deeds of the Possessed.

The Clergy is left with a decision. Do they turn the Faith inward, to make internal improvements, or outward, and use the Possessed to expand dominion outside of their borders?

>>651823
Technology: Banking I - You may invest your wealth against other player's wealth. If your investment succeeds against their defense roll you take double the amount you invested from their wealth stat.
[One Time Bonus: Timber] - There is a large amount of timber in a nearby territory. The next Industry Construction action gains +5 to the construction roll.
The use of wealth is a tricky thing, but some Israelian merchants believe that they've come up with a way to turn money into even more money, although using this against themselves simply seems silly. Using it against their neighbors is just good business. The scouts too report back, having found sizable stocks of good timber for ship building.

>>651924
>I can't tell if you're trying to build something or just increase your power. Power isn't invested in territories unless you've built something like a fortress where you can bank it.

The soldiers sent over the strait to secure it find themselves in a sparsely populated frontier. They're presented with two options, either construct fortifications to force a secure border zone for the settlers, or make active efforts to train and equip the local populations so they can better defend their far flung homesteads. Some settlers report raids by other peoples, barbarians.
>>
Rolled 9, 20 = 29 (2d20)

>>652632
Population: 3
Territory: 1
Wealth: 3 -> 1 (Invested in building monastery)
Power: 1
Culture: 1
Industry: 1
Prestige: 1

Technology: [Architecture I] - Increases Culture value of Culture constructions by 1 per level.

Technology: Tithe I - Culture investment into Wealth provides an additional 1 point per level.

>Build a grand monastery to bolster the faith. (Invest two wealth into this building project as well)

>Start sending out emissaries to nearby countries to spread the religion in villages which don't like their current religion
>>
>>652688
mfw people start believing in Goathoof the kind demon, and in Brazillian Night being the doomsday for putting faith in god.
>>
Rolled 5, 13 = 18 (2d20)

>>652632
After receiving news of the good Lumber it is decided that a lumber yard must be built to exploit this good resource so industry will be stronger[Don't forget my +5 bonus goy]

Now with this revolutionary idea that was thought of by that great merchant we want to "invest" into our more militaristic neighbors to our east. We trust his idea and put up the risk and invest 3 points of wealth. With luck, this will lead to them having something called "debt" once they run out of funds.

Population: 3
Territory: 2
Wealth: 3
Power: 1
Culture: 1
Industry: 1
Prestige: 1

Construction: [Trade Port I] - Generates 1 wealth

Technology: Banking I - You may invest your wealth against other player's wealth. If your investment succeeds against their defense roll you take double the amount you invested from their wealth stat.
>>
Rolled 13, 20 = 33 (2d20)

>>652632
Seeing the widespread public approval, the Archimede cooperates heavily with the institution, making its administrators influencial decisionmakers for the city-state. The university also receives a stipend from the government to encourage research.
A charismatic lecturer by the name of Aristarcho has gained notoreity amongst the university as one who claims the Earth orbits the sun, in direct opposition to mainstream belief. He has many followers, but do his ideas have any ground, and will they catch on outside of his camaraderie?
------
Population: 3
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>649189
Too late to join?
>>
>>652822
No feel free.
>>
>>652822
You are behind by two rounds but as long as you get creative you stand a good chance.

Also I summon blessing of the demons to give you the devil's dice and +500 attack points.
>>
>>652833
Nation Name: Aeonis
Nation Fluff: Aeonis is a country founded around a specific city, Aeonea, which was inhabited by mostly makes, transitioning into only mages, as they started using the dead turned living for manual labor. Most outlying towns use manual labor done by the living, but the central city still holds the same ways of living, letting everyone pursue the life they want. The country is a magocracy, lead by a council of the most powerful mages.
Nation Color: light purple
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1

----------

The Council has decided that too many townspeople that are not citizens of Aeonea are wasting their time with manual labor, and have decided to send out state representatives to port over the ways of Aeonea to other big towns

Population: 1
Territory: 1
Wealth: 1
Power: 1 --> 0 (being invested in industry)
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 13, 6 = 19 (2d20)

>>652952
Whoops, didnt realise options was case sensitive.

Am I doing anything wrong?
>>
>>652958
Recommended to choose two actions per turn, one for each dice.
>>
>>652986
You cant use both on one thing?
Gotta get that industry going quickly.
>>
>>652992
It is up to you whether to invest fully in one task or to invest in two.
>>
>>653011
To expand 'recommend' doesn't mean it is a rule.
>>
>>652952
There is no magic. Do remember that at the moment you're still subject to the Musclepower subrule that caps your industry at 1/4th of your population.
>>
>>653033
Gotta say that header at the second post:
>Magic and Technology
Is real confusing if that's the case.

Also, doesn't it say that growth can't be higher than population/4?
If it's just a typo I'll change the power being invested into wealth.
>>
Rolled 2, 5 = 7 (2d20)

>>652632
>I was going for a fortress to bank power in

Lanius commands his generals to further develop the Valkan Military. If everything goes to plan, the improved soldiers will be shipped to occupy the fortifications being constructed in the Valkan Strait
>>
>>653712
smart, with a fortress settlers will come for you for help rather then become independant
>>
>>650052
Lurker here
I'd use d100s. Much harder to game so you get better results.
>>
Bumping in case OP hasn't abandoned ship.

And if everyone else hasn't as well
>>
>>658446
I am still checking the thread, this game is really interesting so I think that the OP should either end the turn at a cutoff point or hand over absent civilisations to other anons.
>>
>>658446
I hope op hasn't forgotten about us Goys. It'd be like anudda Shoah! Right when I was getting my jew game on too.
>>
>>658732
I will out-jew your banking with the traditional religious tithes.
>>
I think OP got overwhelmed and quit.
>>
File: Turn 4.jpg (484KB, 4500x2200px) Image search: [Google]
Turn 4.jpg
484KB, 4500x2200px
Rolled 75 (1d100)

>Random Event: Crop Failure
Weather is an ever shifting occurrence. Things may be good one year and poor the next. This is just such a year and just such an event. Through weather, climate, and pests, crops have failed. People starve in their homes and in the streets. Hope fades.
- Reduce population by half rounding up. No population growth this turn.

>>652688
Culture Rule: Conversion - You can now invest Culture into other nations. If the Investment is successful against the defense you may take the amount of culture invested in population reducing it to a minimum of 1.
+3 territory
+5 Prestige
Construction: Grand Monastery 1/4

Converts and Possessed alike move outside of the borders, spreading the word and the faith of Estolianism further and further afield. Converts with their towns and cities join and pledge themselves to the Demons.

>>652786
+2 Prestige

Israelan merchants make for Valka, and set up shops handing out loans to local businesses in an attempt to drive them into debt. Construction on the lumber mill and harvesting operation fails due to a lack of necessary interest and investment and the funds and supplies put into the venture are moved to more profitable areas.

>>652794
Construction: University of Archimedes I - Population Investments in Culture receive +1 per level.
+3 Prestige
+4 Culture

The University completes the construction on the main buildings after a few years of hard work and painful setbacks. The building is a place to house learning, and while it does not put an end to the rampant quack problem, it does provide a reputable location for study and learning. More importantly, it is the home of Aristarcho: a man who before his breakthrough was a crazed street philosopher. His theory was studied when it was brought to the university but more importantly it was proved right. He is upheld as a paragon of the educational system, and his lectures bring many who would ordinarily have passed the university off in favor of local tutors.

>>652952
+1 Industry
The Magi decree that the people will work in a consolidated manner that can be overseen, and encouraged by the Magi's toughs they agree to do as they are told. The reorganization of the labor force and its centralization provides benefits for the ruling body in the form of more production, although the people aren't particularly happy about government interference.

>>653712
>You need to roll for a counter-investment against Schlomo. You also need to post your stat sheet every turn.
+Construction: Fortress I - Power banked in this province is doubled in the defense of that province. You can only bank power equal to the level of the fortress.

The Valkan military struggles to expand itself while it is stretched so thinly among the landscape. While recruiting remains the same, the amount of soldiers lost in patrolling the wilds and defending the towns is steadily increasing due to raids by hobgoblins across the border.
>>
>>659763
Valkans failing vs natives
Merchants driving it into debt:

pull an america boi
>>
Rolled 5, 17 = 22 (2d20)

>>659763
Due to the reputation of the University of Archimedes, students from all over the continent flock to Archimede in search of knowledge, increasing the size of the once small city-state.

Building on the theory of Aristarcho, several seafaring students surmise the stars in the sky could assist ships to stay on course whilst sailing. Work is currently being done putting the theory into practice.
------
Population: 2
Territory: 1
Wealth: 2
Power: 1
Culture: 5
Industry: 1
Prestige: 4

Construction: University of Archimedes I - Population Investments in Culture receive +1 per level.
>>
hey is it too late to start a new faction?
>>
>>659763
>Construction: University of Archimedes I - Population Investments in Culture receive +1 per level.
How exactly do investments work in this game?
Do I have to use an action, or have to acquire a corresponding tech/culture rule/construction?
Can anything be invested into anything else, or are there restrictions?
The rules say Industry can be invested into other stats to increase its growth per turn for three turns. I understand this is particular to industry, but is the investment of industry otherwise similar to how other stats are invested? And can industry be invested into Population, Territory, and Prestige in this way?
Just want some clarification.
>>
>>660331
No.

>>660347
An investment requires an action. Any number and combination of stats can be invested with the exception of Prestige which can't be invested at all. Techs and constructions improve investments or open up new ways to use them (like banking or conversion or fortresses). The only exception is counter-investment. If someone is investing in you without your permission you're given time within the turn to respond with a counter-investment before negative effects take place. This is to defend yourself, like in the case of Israelea trying to force Valka into debt.
>>
>>660347
>>660372
That having been said some stats work better for some things than others. Trying to use industry to stop a Power attack isn't going to be as effective as using Wealth to stop an Industry attack, but that has more to do with industry's hard cap on growth making it more difficult to build up than other stats.

Another note is on constructions. These get more expensive time-wise the further from your starting province you go. The adjacent territories are easy construction, but the further out the harder it gets.
>>
Rolled 6, 17 = 23 (2d20)

>>659763
Once the loans are finished the Goyim wont know what hit them. Now we wait for the valient merchants to finish the job.

1. Famine is a hard thing, but nothing money can't solve! After seeing some of the crops failing in this weather we encourage the farmers to grow "Cash crops" in their place. These are things such as Tobacco and Spices. With the increased shekel income they can simply afford to buy the food they need from traders and in turn making the countrys economy richer! We encourage them to grow these on the extra land we colonised that was where the logging camp went bust.

2. We see the value of sea trade and its many ventures, so now the merchant lords have agreed on a grand project! We wish to expand the trade port into something grand! Once completed, it will be called the Southern Israelan trading company. A Grand port to attract ships across the world to buy our goods and for us to leave to sell to them. To help this, we invest 2 points of wealth and a point of industry with just a dab of culture also to give it the Isralan feel.

Population: 3
Territory: 2
Wealth: 2
Power: 1
Culture: 1
Industry: 1
Prestige: 2

Construction: [Trade Port I] - Generates 1 wealth

Technology: Banking I - You may invest your wealth against other player's wealth. If your investment succeeds against their defense roll you take double the amount you invested from their wealth stat.
>>
>>660372
>>660387
Thank you, that helped clear things up a lot.
>>
>>660413
>6
Oy Vey! I just want to build up my empty land you antisemitic dice! At least I didn't get put in another shoah and my Grand project got a good roll.
>>
Nation Name: The Calnonotza Huipana of Ahātōltic.
Nation Fluff: a land perpetually troubled by drought and poor earth, they are blessed with the gift of a crop that they worship. It brings food. It brings currency. It brings life. People have no idea of the seasons, they base it on the life cycle of the crop. The crop...It eats away the earth. They are in a constant cycle of burning the land, sending families further away to find new land. The have become bloodthirsty to appease their agrarian god. Each season that the crop fails is a year of fear. They go on fearsome raids on other lands and even on each other. One day a single leader was born in history who desired to stop the warfare on fellow brothers of the blood-soaked earth. He created many laws in his village and terrorized his neighbors with warfare to use THEIR blood to water their own fields. Their lives improved. People believed it to be the blood and the priests agreed. But in reality it was the goods stolen. The crops eaten. The slaves taken. And what was this crop called? Ahātōltic.

Of course no recent technologies have been created. Just the basics. Everyone is litterally a farmer. EVERYONE. Everyone has worked on the farms. There isn't even a city. yet.
Nation Color: since blood red is taken...Hot pink.
------
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 3 (1d20)

>>659763
Population: 1
Territory: 4 -> 3 (Invest into monastery)
Wealth: 2 -> 4 -> 3 (Invest into monastery)
Power: 1
Culture: 1 -> 0 (Invest into wealth
Industry: 1
Prestige: 6

Technology: [Architecture I] - Increases Culture value of Culture constructions by 1 per level.

Technology: Tithe I - Culture investment into Wealth provides an additional 1 point per level.

Culture Rule: Conversion - You can now invest Culture into other nations. If the Investment is successful against the defense you may take the amount of culture invested in population reducing it to a minimum of 1.

>Continue monastery construction. (Invest 1 Wealth, 1 territory)

>Prepare the most innovative of the Possessed to form a better method of farming. We must show the people we care unlike the other religions.
>>
Rolled 2 (1d20)

>>660696
>>
>>660696
>>660699
Fuck, did RNGESUS forsake us for our heretic beliefs.
>>
Rolled 3, 6 = 9 (2d20)

>>659763
The ruling body of mages have started more government funded schools and universities, for the people who do not farm or work in other manual labor jobs, that'll be free to join. It'll teach philosophy, science and magic.

They have also released government aids in the form of food and water for anyone who has more than 3 children, to encourage population growth.

Population: 1
Territory: 1
Wealth: 2 ---> 1 (invested in schools and universities)
Power: 1
Culture: 1
Industry: 2 ---> 1 (invested in population)
Prestige: 1
>>
>>660702
I feel u man
>>
Rolled 17, 5 = 22 (2d20)

>>659763
Lanius, swarmed with financial advisors, decides to attempt a counter-investment. Hopefully, he will crawl himself back out of potential debt.

This trickery will not be forgotten.



Population: 1 (2/2)
Territory: 2
Wealth: 3
Power: 4 (or 3?)
Culture: 1
Industry: 1
Prestige: 1
>>
>>659763
>i just realised im not on the map yet
>>
>>660413
>Population: 3
Should be population 2, no?
>>
>>661115
Confused about the crop failure thing.
It reduces population by half rounding up and no population growth this turn.

Shouldn't everyone who had 3 population before this turn be reduced to 1 population?

Or am I calculating it wrong?
>>
>>661123
1.5 rounded to the nearest whole number is 2

.5-.9 is round up
.1-.4 is round down

3/2=1.5~2
>>
>>661170
Ah I get it now, I thought I was supposed to subtract the 2 from 3.

>>660696
Population should be at 2
>>
>>660877
M8 you're not investing anything and your investment response is free so you still have your actual turn dice to use. The gm clarified that a bit above
>>
OP pls when update
>>
>>661593
I thought I was supposed to counter invest to offset the Jew trying to put me in debt?

What the hell do I invest in to get this Kike off of my back?
>>
>>661918
I have work and midterms so updates are sparing.

>>661983
Anything from your stat pool sans prestige and territory.
>>
>>662982
Then I'll invest my roll from
>>660877
Into my nation's wealth
>>
>>663153
Alright so here's how PvP investment works.

Player A invests wealth into player B to take X

Player B gets to respond with 1d20 OUTSIDE of his normal 2 roll set to try to counter that investment using their own stats and the roll. If they succeed Player A fails and gets nothing. If player A succeeds Player A gets to take X.

The math becomes Player A 1d20+Y vs Player B 1d20+Z. I hope this clears up what you need to do.
>>
>>663171
So that means I defended successfully, right? I got 22 and the Jew got 18
>>
bumping desu senpai
>>
Nation Name: Bluudtec
Nation Fluff: A highly barbaric warrior kingdom on the western coastline of the westernmost continent, Bluudtec is a nation consisting of many conquered tribes with their own respective cultures, leading to instability. They all share one thing in common however, religion. Their religion is one of sacrifice, war, and destruction, believing that bloodshed pleases their god.
Nation Color: Bright Red
>>
Update tonight.
>>
File: Turn 5.jpg (501KB, 4500x2200px) Image search: [Google]
Turn 5.jpg
501KB, 4500x2200px
Rolled 83 (1d100)

Random Event: Population Boom. +1 population all players

>>660299
+2 Prestige

Advancements in navigation techniques allow for Archimede ships to range further and arrive faster than other vessels.

>>660413
Trade Port II 2/4

Work begins on the expansion of the trade port. It progresses quickly due to enthusiastic, well paid workers. They're paid in food. Unfortunately the other people are too busy starving in the streets to care much about settlement.

The Merchants return home empty handed, and out of cash. The Valka Crown turned out to be well prepared to fight just such an attack and the merchants found their shekels with no soil to grow into a profitable investment.

>>660696
It's those damn non-believers. They've always been a curse, a blight, a pox upon the faithful. It's their fault we starve. It's their fault nothing works and everything burns! Perhaps they should burn too.

>>660782
The Magi determine that if everyone weren't busy starving to death in the streets they'd be doing pretty well this year. Unfortunately the famine hit Aeonis harder than others and the Magi are to blame. Their policy of moving people off the farms to work on silly fancies of theirs is the cause of this famine and it's the cause of this horror. There's even whispers that the "magic" they do is nothing but illusions and tavern tricks.

>>660877
The Crown invests substantial amounts of its own time into countering the efforts of the Isralan merchants and it pays off, narrowly. The merchants schemes to buy up land and businesses then drive them into debt has failed. This time.

>>666975
Added to the map.

>>660440
Added to the map.
>>
Rolled 9, 3 = 12 (2d20)

>>670585

1. Since we have a famine, encourge farmers to keep speading population wise and land wise and pull a california:(illegally immigrate and populate until there are more whites than mexicans then declare independance and join their home country)
2. Try to find better resources to make storehouses that we can use to preserve food for longer. Stone marble, slate, etc.
Population: 1
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 14, 8 = 22 (2d20)

>>670585
Population: 4
Territory: 3
Wealth: 3
Power: 1
Culture: 0
Industry: 1 -> 0 (Invested in music)
Prestige: 6

Technology: [Architecture I] - Increases Culture value of Culture constructions by 1 per level.

Technology: Tithe I - Culture investment into Wealth provides an additional 1 point per level.

Culture Rule: Conversion - You can now invest Culture into other nations. If the Investment is successful against the defense you may take the amount of culture invested in population reducing it to a minimum of 1.

>Build monastery.

>Make more instruments and encourage musical talent in our nation (invest 1 industry)
>>
Rolled 1, 9 = 10 (2d20)

>>670585
(how does one interpret corpses risen to do someone's bidding as "tavern tricks"?)
Seeing the results of this deadly famine, one of the Magi hatches an idea. "What if we could store excess food to see us through tough times such as these?" An immediate problem arose. Food decays too quick to be stored for more than a couple of days. One of the other Magi, a representative who was originally sent out to the villages as a representative to help, makes a comment on this: "I've noticed that during winter food decays a lot slower than normal, maybe if we hire some more Magi to emulate the winter in storage houses, the food would decay slower." they decide to try it for now. Using tax money they start construction of these storage houses in a couple of villages to see if they work, and hire Magi to refresh the spells emulating winter conditions in them.
(using both die on this because I don't want a huge fail again)
Population: 4
Territory: 1
Wealth: 2 ---> 1 (invested into storing food)
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
>>671220
RNJesus doesn't like me it seems.
>>
Rolled 6, 16 = 22 (2d20)

>>670585
Archimedean explorers have found an island to the west with a surplus of spices, pearls, fish, and copper. The native inhabitants are technologically inferior and believe the arrivals to be minor deities. Recognizing the opportunity to expand as well as educate, Archimede uses its POWER, WEALTH, and CULTURAL SUPERIORITY to colonize the region.

Back in Archimede, the university/government (for there is less difference between the two with every passing day) decides to enforce a set of standards with regards to its own operations, classes, and published works. For example: All quantities should be written in Archimedean Standard Form, or Archimedean Proper Form. For quantities used in calculations, all numbers must be written in Archimedean Standard Form. The units of measurement used can be any, but must not remain unspecified in any published work. Lecturers are mostly free to do as they please, but are strongly encouraged to read and follow the guidelines set forth in the fourth chapter of "The Way of Learning," an influencial Archimedean text on the importance and method of leading an educated life. Lecturers, researchers, and students alike are expected to review an amount of newly published work at least thrice that of what they output. More such rules, regulations, procedures, and guidelines are outlined in a document printed on 10 pages of vellum, handed out to all affiliates of the university.

------
Population: 4
Territory: 1
Wealth: 3 - 2 = 1
Power: 1 - 1 = 0
Culture: 5 - 3 = 2
Industry: 1
Prestige: 6

Construction: University of Archimedes I - Population Investments in Culture receive +1 per level.
>>
Rolled 13, 19 = 32 (2d20)

>>670585
Lanius, proud of his nation's independence from scheming Israelis, tells his cabinet to begin expansion towards the southern lands of the Valkan Strait. The barbarian natives that have been raiding our settlements are becoming a menace. The best solution would be to secure the lands of which they inhabit, forcing them further east.
(Claim uninhabited territory south of the strait and east from there)

Population: 3
Territory: 2 <+1?>
Wealth: 4
Power: 4
Culture: 1
Industry: 1
Prestige: 1
>>
Bumping to avoid archival
>>
>>676587
bup
>>
File: Turn 6.jpg (519KB, 4500x2200px) Image search: [Google]
Turn 6.jpg
519KB, 4500x2200px
Rolled 91 (1d100)

Random Event: Good Harvest - +1 Wealth to all players.

>>670837
For much of the Huipana survival is more paramount than following the directives of any government and while the worst of the famine has since passed traumatized people are in no mood to see such a horror come again. They farm and keep to themselves and that is all that they do.

>>670962
Construction: Grand Monastery
+4 Culture

>>671220
Because there isn't any magic like I explained before.

Crops failure was followed by collectivization. Both bids failed, horribly. What failed most of all wasn't necessarily the policy but more its implementation. The Magi ordered the peasants to work and it was the Magi and their cronies that did none of it. The magi ordered the peasants to farm after they were starving but the Magi and their cronies were well fed. The peasants, at last, seem to have had enough. They refuse to hand over their crops and they refuse to work for the overseers. Several towns deliver pointed demands to the Magi Council for increased representation or barring that decentralization and more independence to follow their own affairs. The Magi can give in, or they can contest, but they'll have to do something before a strike turns into a revolution.

>>672885
Technology: Bureaucracy 1/2
+1 Territory
Archimede settlers find it easy to establish a colony as the locals are friendly and interested in a peaceful trade relationship with the settlers. Through education some villages and tribes are converted, others remain as friendly native traders but do not join.

The University begins to expand its control over the students and traveling tutors. While controls on traveling tutors are rudimentary and not always followed, within the grounds of the university proper they are akin to true laws. To enforce them a subset of educators and trusted aides are set aside to handle the administration of the University itself.

>>672996
+2 territory
+3 Prestige
The Valkan kingdom expands through a combination of settlement and military conquest. The barbarian hobgoblins are put to flight by shows of force and smaller battles. They begin migrating to other lands, leaving their territories behind along with some small hamlets that capitulated.
>>
>>679368
action. use the fear of hunger to get people to spread to new land and grow crops on fresh soil through propaganda and rumors
culture: progress and procreation; focus on growing crops. When we have excess of food popilulation will naturally rise, and when it rises, people will spread to gain more territory. For now I don't care about subjugation or them listening to rulers, first lets get them out there and worry about development later, wild west style.
Territory: 1
Wealth: 1
Power: 1
Culture: 1
Industry: 1
Prestige: 1
>>
Rolled 19, 6 = 25 (2d20)

>>679368
The conquest for the southern territories had gone splendidly, with the territories civilized under Valkan control.

Lanius had decided to invest his time into further advancing his military might to eradicate the barbarians that continued their petty raids on Valkan caravans and settlements. Not to mention the possibility of other advanced nations engaging in hostile relations; a much more concerning threat to be frank.


Population: 4 <+1/round>
Territory: 4 <+1>
Wealth: 6<+1 Good Harvest><+1/round>
Power: 4 <invested in>
Culture: 1
Industry: 1
Prestige: 4 <+3>

Construction: Fortress I - Power banked in this province is doubled in the defense of that province. You can only bank power equal to the level of the fortress.

>Also can someone explain technologies? Where are you getting the Architecture I, Monestary, etc. and their effects from? Is there a list somewhere?
>>
>>679368
>also op, you might want to make a new thread when you update. This thread got autosaged
>>
Rolled 3, 11 = 14 (2d20)

>>679368
Population: 5
Territory: 3
Wealth: 5
Power: 1
Culture: 4
Industry: 0
Prestige: 6

Technology: [Architecture I] - Increases Culture value of Culture constructions by 1 per level.

Technology: Tithe I - Culture investment into Wealth provides an additional 1 point per level.

Culture Rule: Conversion - You can now invest Culture into other nations. If the Investment is successful against the defense you may take the amount of culture invested in population reducing it to a minimum of 1.

>Make a theatre.

>Push the belief of Estolianism into further countries.
>>
>>680485
Be more specific on your second roll.
>>
>>680524
>Spread the belief to neighbouring countries yet to submit to our superior religion.
>>
>>680552
No. WHO? I don't know what you're trying to do. You need to be more specific with what you're aiming for I'm not going to play a guessing game.
>>
>>680558
>Send priests to the country east of us, introduce our religion to them and continue the aggressive expansion of our religion.
>>
Rolled 2, 8 = 10 (2d20)

>>679368
The University administrators were a bit too successful. Not only do they administrate the University, but also Archimede at large. Nobody's quite sure how or when it happened, but in Archimede, there is no longer any distinction between the administrators of the University and the administrators of the State. The people appreciate having the great minds govern (as opposed to the previous hereditary system), but they miss the unrestricted freedom characteristic of the University's past; now, there are some hoops you have to jump through in order to be taken seriously. They are fair hoops, designed to weed out the crackpots, but nobody likes doing paperwork.

Lord Eigenstein tragically lost his sanity not long after his proposed crop cycling technique had no noticable effect. Once amongst the most intellectual of the gentry, other lords have now universally achieved the highest level of University education and most serve the University in some way, and Eigenstein is the butt of several jokes about his, in retrospect, non-sensical theories. His sole heir, out of respect, has devoted his life to the agricultural research that made a fool out of Lord Eigenstein. His most recent work? A manuscript of experimental farming practices such as richer fertilizers and comparisons of different crops in food output per land used and preferred climate, and the idea that beasts of burden ought not be reined from the neck, but made to wear a harness. Hopes are not high, but farms do try them out, just in case.

------
Population: 5
Territory: 2
Wealth: 3
Power: 0
Culture: 2
Industry: 1
Prestige: 6
>>
Rolled 7, 19 = 26 (2d20)

>>679970
sorry forgot to roll
Thread posts: 113
Thread images: 7


[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.