Poll

Term length reduction:

Reduce at Megaterm V.
0 (0%)
Reduce at Megaterm VI.
1 (33.3%)
Reduce at Megaterm VII.
2 (66.7%)

Total Members Voted: 3

Author Topic: Warlords — [Term 22] — Age of Enlightenment. (Flags, Mottos, Anthems)  (Read 9092 times)

Sorta.  I'm using numbers to stress that nations have limits.  Over time, these limits increase, allowing growth.  With whatever nation you are, you can expand in some areas, but not others.  Rolls dictate chance, with stats that help make success more or less likely.  Going for fairness here.
Yay roles. That'll prevent "My army marches into your nation and destroys the capitol within a minute!!!11"

Brb making an app.

We have entered Term 1.  All projects have been completed except for Fitzea's silo, which is starting now.

Dolckrow can see 3 tiles to the north and south, and 2 tiles to the east and west due to the scouting mission.  The food storage buildings are complete, and they fill up with grain from its farms.  (+10 food). Science improves, and Dolckrow looks into building a school near the center of town, and wishes to donate 1 point each to building durability and economic structure, overhauling the whole town, and two points to creating more buildings to centralize Dolckrow Common.

Fitzea has gathered food from the surrounding area.  (+7 food). Silo construction begins.

Robolqia has gathered just enough food to support themselves.

Eltringham's Armies sat on their hands, and mined 3 iron, though cannot take it with them if they want to move three spaces.  Eltringham's Armies is facing a food shortage starting in Term 2.

New Poll.  Please vote!
« Last Edit: February 15, 2014, 01:14:57 PM by SWAT One »

I can't really control any one tribe of robloqia. So just assume every term we just keep farming and hunting.

Also, if we can research better farming techniques I'll do that.

Sadly, you can't because your nation is built to be mobile.  If you sacrifice some mobility, then you may do that.  Nations farm and hunt naturally if they have the ratings to support them.

If you want to go into stasis, let me know.

Nation Name: Netyral
Demonym: Netryian
Capitol Name: Hesparem
Starting Coordinates: Y=0 X=63
A brief description about your nation: Netyral is a nation that is scientifically inclined. Religion is still practiced in Netryal though. They study alot of science because it will aid their military to keep Netryal standing tall and proud to continue studying science. Their military is more of a peace seeker, defending Netryal rather than attacking other nations. They are also

CiviliansMilitaryInfrastructure
  • Culture (3)
  • Demographic (2)
  • Economics (4)
  • Education (8)
  • Industriousness (3)
  • Patriotism (3)
  • Political Policy (3)
  • Population (7)
  • Proficiency: Mineral (3)
  • Proficiency: Rural (3)
  • Intelligence (4)
  • Intimidation (2)
  • Resourcefulness (3)
  • Transportation (3)
  • Versatility (4)
  • Weaponry (3)
    • Artistry (2)
    • Density Distribution (3)
    • Durability (3)
    • Economic (3)
    • Facilities: Mineral (4)
    • Facilities: Rural (2)
    • Mobility (0)
    • Protection (3)
    • Public Works (5)
    « Last Edit: February 15, 2014, 01:34:42 PM by Theepicman »

    Ah fine. We're a little too far into the years to be nomads anyways.

    A leading tribe of a Robloqia sends word out to all the tribes of the lands that they will be settling down and building a permanent abide. All tribes are encouraged to come help their masters.

    Damn.  4 mobility is going to take an enormous hit on productivity.

    A note on mobility:  This is for nations that wish to migrate.  In the OP rules, mobility subtracts a lot of stats, and while it allows you to reposition your whole society, it takes a serious toll on your stats.

    If you want high mobility, then I will have to modify your stats.  If any nation wishes to settle down, and remove mobility, they are free to do so.

    Wait nvm lower mobility nvm please lower please.

    Removed mobility.

    Is %82.5 productivity good or something?

    If I'm using the system properly, roll to see if I discover the first Refracting telescope.

    Is %82.5 productivity good or something?

    If I'm using the system properly, roll to see if I discover the first Refracting telescope.
    Yes, and I will at the next term.

    Eltringham's people are hungry!  Hunt!  Feed them!  And maybe, spot a village on your hunt!

    move 3 spaces diagonal, left up
    « Last Edit: February 15, 2014, 04:37:57 PM by blazerblock2 »

    Okay now that I'm awake it is time for me to update the map. What I'm going to do about geographical stuff I'm going to post later.
    Here's what I have planned for geographic features:
    TERRAIN
    • Normal
    • Fertile - +20% crop harvest, -10% ranged damage
    • Infertile - +10% weapon damage, -20% crop harvest
    • Hilly - +10% ranged damage, -10% melee damage
    • Taiga - +10% melee damage, -10% ranged damage
    • Mountain - +20% mineral harvest, -10% weapon damage
    CLAIMED (man-made)
    • Capitol - Base of operations for sedentary civilizations. Without it, your civilization would crumble.
    • Camp - Starting point for nomadic civilizations.
    • Barracks - Contains up to 20 soldiers. Depending on the terrain it is built on, their power can increase or decrease in certain areas.
    • Housing - Contains up to 20 civilians.
    • Storage Silo - Stores up to 30 items.
    • Refinery - Converts ores obtained from Mines into ingots. Requires Mine.
    • Mine - Buildings where workers mine ores from the ground.
    « Last Edit: February 15, 2014, 06:02:57 PM by Zanaran2 »

    Biologists want to study more living organisms such as plants! Expand 1 square.

    Okay now that I'm awake it is time for me to update the map. What I'm going to do about geographical stuff I'm going to post later.
    Here's what I have planned for geographic features:
    TERRAIN
    Bully!  :D

    Biologists want to study more living organisms such as plants! Expand 1 square.
    Which way?  A radius, or direction?