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Alien Civs - In Character

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Harkback Union
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Alien Civs - In Character

Postby Harkback Union » Sat Mar 28, 2015 5:03 pm

OOC

Cycle Form:
Code: Select all
 [color=#4080FF]STANDING[/color]
    Survival Traits:
    Power Traits:
    Special Traits:

    Social Traits:

    Population:
    Health:
    Order:
    Stored:
    Knowledge:

    Regions:

    Ongoing Constructions:

    [color=#408040]POPULATION TASKS[/color]

    Growth:
    (Cannot exceed your reproduction trait)
    Total Population:
    -To Manpower:
    -To Gardens:
    -To Scriptoriums:
    -To Workshops:
    -To Warbands:

    Manpower Generation
    -From Population:
    (Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
    -From order:
    (1 for every 3 order you have)

    Manpower allocation

    Construction:
    Mining:
    Expansion:

    Completed constructions:

    Ongoing Constructions:

    [color=#FFBF00]ECONOMY[/color]

    Food Produced/Consumed:

    Raw Materials Produced/Consumed:

    Goods Produced/Consumed:

    Commerce:

    End Storage:

    [color=#800000]MILITARY[/color]

    Warband training/disbanding:

    Warbands and their orders:



    [color=#400080]SOCIETY[/color]

    FILLED IN AFTER BATTLES TAKE PLACE!

    Thought:
    Culture:

    Tech investment:
    Social Evolution:

    Health Change:
    Order Change:




CURRENT ERA:

II.
ANTIQUE


The planet.

Sentient life across the globe has made the first steps towards civilization.

Image

Rules Changes:

1.Civilian Goods/commodity to health conversion Rate Changed to: 2 Civilian Goods => 1 health.
2.Fishing wharfs may employ 2 population
3.Each warband can pillage 1 construction during the movement phase of the cycle if they are in a "friendly" territory (meaning that you either conquered the place or you owned it from the start or you are friends with the owner and he allowed the pillage). Additionally, 1 construction can be freely destroyed each cycle in each region by it's owner.
4.For the second era, Every RL day, the clock of time advances by 2 Cycles. If you missed out a day, have no fear, You can post what you did on the days you missed later.
5. All Era 1 techs now take up 0.5 Knowledge capacity.

Paste Eras:
Dawn - 9 Cycles in total.


Base income for regions:
3 Food 1 Raw Material In rainlands
2 Food 2 Raw Materials in Treelands
1 Food 2 Raw Materials in Coldlands, Swamps, Highlands and Windlands
1 Food, 1 Raw Material, 1 Spice in Deserts.
2 Food and 1 raw materials in Icelands
0 Food, 2 Raw Materials, 2 Dust from Firelands
If you have a Capital in Coldlands, Swamps, Highlands, Windlands or Deserts, you also get a base income of 1 culture (only from the capital region.)

The Constructions buildable from the start are:

-Village.
Cost: 2 Raw Materials 2 Manpower. Takes up 1 space. Provides Living space for 3 population. You start with a free village.

-Warband Camp.
Costs: 2 Raw Materials, 2 manpower. Takes up 1 space. Allows you to train 1 population into 1 pre-gunpowder warband each cycle. Supports up to 3 pre-gunpowder warbands. Can always train Militia warbands that need no warband weapons (they are free).

-Cave.
Costs: 2 Manpower. Takes up 1 space. The cave stores 5 anything.


The Warbands trainable from the start are:

-Militia:
Costs: None (just 1 population)
Trained in: Warband Camp
Strength: 1 Strength.
Speed: 1 Region per cycle.
Special: none.


ERA I TECHS
take up 0.5 knowledge cap each!



Metal Working (2 T) - Unlocks workshops (costs 5 Manpower and 3 Raw Materials. Takes up 1 space). Workshops allow you to produce All sorts of things with your population, provided that you have any techs that unlocked something useful to produce. Only one Population can work here at once to produce 1 product each cycle.

Mining (2 T) - Unlocks Mines (8 Manpower, 1 Raw Material, 1 space). Mines allow you to extract 1 Raw material for 2 Manpower or 2 Raw Materials for 4 Manpower each cycle.

Weapons (3 T) - Unlocks production of spearman Warband Equipment (2 Raw Materials) in workshops. Spearman have base 2 Strength + 1 Strength against cavalry. They may move 1 region each cycle and are trained in Warband Camps.
SPEARMAN ARE NOT THE SAME AS PIKEMAN!

Agriculture (2 T) - Unlocks Gardens (3 Manpower, 1 Raw Materials, 1 Space). You can assign 2 Population to each garden. These populations won't generate manpower. There, They will produce 1 food each + 1 more food (for a total of 3) if you have all 2 slots filled.

Artisans (2 T) - Unlocks civilian goods production in workshops. Each "civilian goods" takes 2 Raw materials to make. Your society gains one health for every 2 civilian product it recieves.

Writing (4 T) - Unlocks Scriptoriums (costs 10 Manpower, 3 Raw Materials, 1 Space each.). + 3 Knowledge capacity. Requires 1 population to run the place (again, pop assigned to buildings won't generate manpower).

Sailing (5 T) - Unlocks ship production in workshops (2 Raw material each) and Port construction (10 manpower, 4 raw material). Ships and Ports can only be built in coastal regions of any climate and swamp regions. Ports allow you to combine 3 ships and to form an "Early Transport fleet". Early Transport fleets can establish 1 water trade route (or colony route) or transport 2 warbands 2 Regions along shorelines. When used to create a trade route, The fleet consumes 1 manpower each turn. Early transports can never go more then 4 Regions away from their home port.

Fishing (2 T) - Unlocks Fishing Wharf construction (6 Manpower, 2 Raw Material, 1 Ship). At the Wharf, 1 unit of population can work to harvest 2 food! or 2 population can harvest 4 food. Can only be built on coastal, Iceland and swamp regions..

Animal Housbandry (3 T) - Unlocks Cavalry Warbands (1 cavalry equipment) and production of cavalry equipment in workshops (2 Food, 2 Raw Materials). Cavalry has 3 Strength and can choose to abandon battles even if it moved during the cycle in which the battle takes place. Has 2 moves each cycle.

Masonry (6 T) - Allows upgrade of villages to towns (2 manpower, 2 raw materials). Towns provide living space for 5. Also allows construction of Walls (10 DS to your region. Warbands can't pass through without owner's consent. Costs 5 Manpower and 4 Raw Materials. Cost 1 manpower to repair 5 DS damage.). Allows construction of Shrines (2 Manpower, 1 Raw material.). In shrines, 1 Population may work to generate 1 Culture.


ERA II TECHS



Crop rotation (6 T) - Allows merger of 2 gardens into a farm (costs 2 Manpower) and construction of farms. Farms allow 4 population to grow crops. Each population working here produces +2 Food.

Archery (6 T) - Allows crafting of archer equipment on workshops (1 Workshop for a cycle + 1 Pop for a cycle + 1 Raw materials = 1 archer equipment). Also allows training archers in warband camps. Archers have 1 Strength. They can attack from behind fortifications and if they are defeated in battle by a melee infantry warband (spearman, swordsman), they resurrect in a neraby friendly region, if such exist. They move 1 region per cycle.

Engineering (15 T REQUIRES Masonry and Metal working) - Allows for a lot of things
- Upgrading towns into cities (costs 25 manpower, 10 Raw materials). Cities provide living space for 20 population but reduce health by 2 per cycle and order by 2 per cycle. Adds 10 DS to the region. Space need of cities is 2!
- Construction of roads (5 manpower, 1 raw material, takes up 0 space). Roads allow for land trade routes and all warbands ending their moves in a region with roads (or roads and ports) connected to the capital recover 1 Strength or 1 Defensive strength.
- Construction of Forts (12 Manpower, 4 Raw materials, 1 space). 5 units can be garrisoned inside each fort (those warbands will be shielded from attack until the form is destroyed. Only ranged units can attack from within forts.) Has 25 DS.
- Construction of Sewers (5 Manpower, 2 Raw Materials, 0 Space). Max 1 sewer for each city. Sewers add +1 Health per cycle.

- Education - (12 T, Requires Writing and useless without engineering) - Allows you to build Academies (15 Manpower, 5 Raw mat, 1 space) or Upgrade Scriptoriums to academies (6 Manpower, 2 Raw mat). Max 1 academy per each City. Academies may employ 1 Population to increase knowledge capacity by 5 and generate either 1 thought or 2 culture.

- Metal Casting - (9 T, Requires metal working) - Allows crafting swordsman equipment in workshops (cost 2 raw mat each) and training of swordsman warbands in warband camps (4 Strength, 1 movement). Also increases room in each mine by 50% so that 6 manpower may be invested to gain 3 raw materials.

- Commerce - (9 T, Requires artisans, animal housbandry and writing.) - Unlocks crafting "trade caravans in workshops (1 Raw mat, 1 Food). Caravans can establish a Trade route between 2 regions connected by road. They consume 1 Manpower each cycle when they run the trade route. Trade routes cannot go further then 4 regions, unless 2 caravans are combined to form a long trade route (same trade capacity as regular trade route but have a range of 8). Commerce also allows you to make money in workshops (1 raw materials => 10 money). You can name your money whatever you want and use it when trading with other civs. Finally, Commerce lets you build storehouses (costs 5 Manpower, 4 Raw materials, 1 space. Storehouses allow storage of 25 things)

WORK IN PROGRESS

THE. HOLY. RULEBOOK.
Consult often


ERAS AND CYCLES


Each Era consists of cycles. Cycles are the smallest measures of time. During each cycle, Events will happen in this order:

1. Population growth. (so you can use population the same cycle they are produced. (child labor much?))
2. Warbands with move orders move between regions.
3. Manpower generation based on population (also machine power later). Use of manpower in production, construction and so on. Constructions can be used in the same cycle they were built in. Resource harvesting (you can use up resources the same cycle they are produced/aquired via trade!). Warband training. Trade with other civs.
4. Battles occur. (warbands trained this turn can participate, provided that they were commissioned in the same region)
5. Thought and Culture Generated.
6. Research and social evolution taking place, along with other thought, Goods and culture spending.
7. Health and order penalties applied.

Health and order, along with other bonuses take place when its most relevant (manpower bonuses apply when manpower is generated, thought bonus when thought and so on...).

There is intended to be 7 eras in total. The length of each era depends on rate of tech advance. By default, Each RL day should be 1 Cycle. (unless the OP says otherwise, its 1 cycle per RL day)



GENETIC EVOLUTION


Genetic traits determine your species capabilities.
Everyone starts with Repro I. Constitution I. Cognition I., Free special trait, Free survival trait. At the end of each era, Everyone gets 3 evo points to upgrade their species! (except for autotrophs, they get only 2 each era.) Evolution will stop at the end of the 4th Era but may resume later. Evolution points are spent at end of each era to buy new traits. There are 3 kinds of traits:

Survival

Survival Traits allow your species to thrive in different parts of the world. You should start out with at least one survival gene(that fits your starting region you want). It costs 2 evolution points to gain survival traits. The traits are:
-Heat resistance: Allows survival in deserts sandlands
-Water filtration: Allows survival in Swamps
-Neuro-Toxin resistance: Allows survival in Treelands
-Strong Insulation: Allows survival in Tundras, Windlands and Highlands
-Moisture resistance: Allows survival in Rainlands
-Cold Blood: Allows survival in Icelands.


Note: Technology may also help your aquire new land.

Power

Power Traits determine the overall strengths of your species. You can spend evolution points on increasing these. The maximum level for each kind of trait is 7. The Sum total of your power traits cannot be more then 16. You start with level one in each of these!

Constitution - Determines phisical strength and speed. (Free population generates manpower equal to Constitution divided by 2, rounded up. For every 3 constitution your species has, All Pre-gunpowder Warbands gain +1 Strength)
Reproduction - Determines the rate at which you get more population. (Add 1 population each cycle For every Reproduction you have.) Also speeds up genetic evolution (+1 Evo point (not each cycle, just one time boos) when your get to reproduction lvl 4 and +1 at 7).
Cognition - Determines Intelligence. (+1 Thought and +1 Knowledge capacity for each cognition.)

More about what these traits are good for later

Special

Special Traits give special bonuses. You start out with 1 free trait in the first era and you can add a second trait for free at the start of the 2nd era. After that, It will cost 1 evolution points (except for species with Responsive to change) to change one of your special traits to something else. You can never have more then 2 ST in total!

-Survivalist: Costs of survival traits reduced to 1.
-Deadly: +1 Damage dealt to all Pre-Gunpowder Enemy warbands by all of your Pre-gunpowder troops BUT you must specify 1 survival trait that makes any species owning said trait immune to your power modifier.
-Responsive to change: Your species can't go higher then level 5 in each type of power trait. Change your special traits each era for free.
-Powerful senses: Grants you +1 Cognition (you lose the bonus if you abandon the trait)
-Effective communication: Allows you to share knowledge with other races of the same trait from the start. + 1 Culture each cycle after discovery of linguistics.
-Hive mind: Grants your civilization +2 Order each cycle. Grants immunity to all penalties related to 0 order.
-Symbiosis: Limits you to 2 survival traits. Gives you the ability to join up with another race (during any part of the game. You must both have symbiosis and at least 1 common survival trait). Races in symbiosis will "share" their power traits to their partner race. What I mean is that if you have a reproduction 2 and your partner has reproduction 4, For the duration of the symbiosis, your reproduction will count as 4. If the symbiosis ends, you will stop sharing and your reproduction will be reduced back to 2. If you add a reproduction during the symbiosis, your species reproduction will raise to 3 but you will still get level 4 from symbiosis.). Techs are also shared.
-Plant tissue digestion: +1 base food from All regions, except for Sandlands, Firelands and Icelands.
-Autotrophy Alpha: Your species needs 50% less food to survive and population grows at twice rate. Can only be gained at start. You get -2 evo points each era.
-Autotrophy Beta: Your species needs 50% less food to survive and population grows at twice rate. Can only be gained at start. You get -1.5 evo points each era and you cannot have a 2nd special trait.
-Tunneling claws: +1 base Raw materials from each region until the discovery of Steam power. + 1 Culture each cycle after discovery of steam power.
-Cryosleep: Allows your population to go into cryosleep. While in cryosleep, they can't work and they don't eat. You cannot increase your population while you have some in cryosleep.
-Unkillabe: +1 DS for all non-mechanized warbands and +1 DS regeneration each cycle for all non-mechanized warbands.
-Bersult Physiology: Population cannot grow from food, and all food-related technologies and constructs do not yield food. Firelands produce +1 food. Once per cycle, raw materials can be spent to make food at ratio of 1:2. Dust can be converted into population at the end of the cycle at the rate of 2:1. Energy can be converted into food at the rate of 1:5.

-Musical Flair: +2 Culture Each cycle
-Stormborn: +1 Constitution.
-Wings: increase movement for all non-mechanized units with a movement 1 to movement 2. Also allow warbands to fly over small gaps of water


SOCIAL EVOLUTION

The minds and souls of your race also evolves over time, along with the Culture and social structure of their civilizations Initially, you will have to choose between the following 2 options for social structure:

Hierarchy: +1 Starting Militia camp! + 3 Starting Order!
Anarchy: -3 Starting Order. Immune to order penalties. +1 Starting Cave.

These give starting benefits/penalties and will unlock different paths in social evolution. New traits will be purchasable with Thought or Culture, Starting from the 2nd Era. These traits will come in categories. From each category, only one trait may be held at one time.

Trait options unlocked in era 2.

Government Traits:

- Tyrannic - At the start of era 2, Free to adopt. Costs 5 culture or thought in every other case or the sacrifice of 2 warbands. Unlock construction of Palace (15 manpower, 7 Raw mat, 1S). A Palace makes the region its built in your Capital and gives your capital +15 DS. up to 2 warbands can be garrisoned inside. Adopting Tyrannic raises max order to 45 and reduces order penalty for each region to 2 order / cycle .

- Oligarchic - At the start of era 2, 5 culture to adopt if you went with Hierarchy. Costs 10 culture or thought in every other case or the sacrifice of 2 warbands. Unlock Construction of Parliament (you can call it something else if you want. 10 Manpower, 5 Raw mat, 1 S). A parliament makes the regions its built in your Capital and gives the capital +5 DS. Oligarhic will allow you to turn portions of your population into "oligarchs". Oligarch population consumes 2 food and can only work in scriptoriums, Temples, trade halls and the likes. They can also be called to arms. Oligarch population can be trained into warbands like regular population, but they will become special oligarch warbands that have +1 Strength of their non-oligarch counterparts. All oligarch populations, regardless to what they are up to can also each produce 1 culture per turn.

- Democratic: At the start of era 2, 5 culture or thought to adopt if you went with anarchy. Costs 20 culture or thought in every other case or the sacrifice of 4 warbands. Unlock Construction of Parliament (you can call it something else if you want. 10 Manpower, 5 Raw mat, 1 S). A parliament makes the regions its built in your Capital and gives the capital +5 DS. Democratic will increase order penalties for each non-home region to - 4 order / cycle. Democratic will give your civ + 1 Thought each cycle and the option to trade 6 culture into 1 thought or 1 health at any time.


Agriculture Traits:

-Feudal - Free to adopt at start of era 2 If you wen with hierarhy. Costs Sacrifice of 2 population later on. Farms also count as warband camps.

-Communal - Free to adopt at the start of era 2 if you went with Anarchy. Costs 20 Culture later on. +1 Living space from each farm.

REMEMBER, THOUGHT CAN REPLACE CULTURE WHEN BUYING SOCIAL TRAITS.


CIVILIZATION

This is the most important part. Has sub sections:

What to keep track of:

Building up your civilization consist of the following:

-Expanding your territory with new regions.
-Expanding your infrastructure with new constructions.
-Expanding your forces with new warbands.
-Expanding your knowledge with new technologies.
-Expanding your culture with new Social traits.

You start with 1 region, 1 population, 1 village and that's about it (unless you went with hierarchy, in which case you get 1 warband camp).

The base incomes for regions:

3 Food 1 Raw Material In rainlands
2 Food 2 Raw Materials in Treelands
1 Food 2 Raw Materials in Coldlands, Swamps, Highlands and Windlands
1 Food, 1 Raw Material, 1 Spice in Deserts.
2 Food and 1 raw materials in Icelands
If you have a Capital in Coldlands, Swamps, Highlands, Windlands or Deserts, you also get a base income of 1 culture

You will also have to manage your civilization. There are some things to keep track of:

Order - How powerful your civ's leaders are and how obedient their population. Reaching 0 in most cases mean your society falls apart ( By default that means -5 Knowledge Cap. Lose 1 Tech each cycle if your KC is lower then the No. of techs you have). Max order is 30. For Every 3 order you have, Gain a free manpower each cycle. Warbands and some constructions produce order each turn. Each Region you control aside from your starting region consumes 3 order per turn. Surplus and deficit order has no effects. Lose 1 Order for every population that starved to death. Lose 5 Order every time you lose a region to an enemy.

Health - How safe, healthy and happy your people are. Low health typically translates to a dystopia while high health (20+) is a utopia. For every 6 health your society has, gain 1 thought per cycle. Your civ can't have more then 30 Health by default but you can turn in excess health for Manpower. If you run out of health, you must pay the deficit in thought. For each unit of Population you lose to starvation and For each warband you lose in battle, lose 1 health. For every cycle during which some your population is left without living space, lose 1 health. Some constructions and social traits modify health rules.

Population - The Sum total of your population.

Living space - The amount of space for your population to live in. If you don't have enough living space for your population at the end of a cycle, Lose 1 health and 1 population.

Culture and thought accumulated - You should keep track of how many you produced over time. There is no limit for this.

Stored food, resources and goods - How much stuff you have stored. Remember that you have to build storehouses first.

Each of these scores can go from 0 to... whatever your societies limits are. Keep in mind that all the rules above can be changed by social evolution.
There are also some other things that are sometimes of qualitative nature:

Constructions, Warbands, Regions, Technologies and Social Traits - What you have built and invented.


Resources and goods are counted in units. Each unit amount for... some of the stuff. They may get accumulated if you have storage capacity and can be traded if you have trade routes.


Common Resources, you will need a lot of these!

Food - Feeds your population. Each pupulation consumes 1 Food every cycle. Each Region produces some food for your race regardless of the infrastructure there. Gardens, Farms, Fishing wharfs (for non herbivores) and Industrial farms can produce additional food.

Raw Materials - The foundation of your economy. Wood, Metals, Bricks and the likes. Consumed by construction sites, workshops and factories. Raw materials can be produced from many kind of constructions but each region also has a base output you get each cycle as long as you control the place.

Fuels and Energy (has the mostly the same uses but energy cannot be stockpiled) - Powers machines. You won't be needing much of this until the 5th era.

Less common resources and goods:

Spice - Found in deserts. Spice makes your warbands stronger! Give one warband one spice to make them stronger for one cycle!

Spice can also be refined into fuel with the right tech can also make your people happy with space markets.

Fiber - A Color- and powerful fabric that grows in rainlands. Used to make pretty clothes.

Dust - Rare substance used to make gunpowder and explosives. Found mostly in firelands. Discovered in era 3.

Red Iron - A rare metal, very good at conducting energy. Discovered in Era 5.

Thorium - Another Rare metal. Used to generate energy. Discovered in Era 6.

Warband weapons and equipment - All sorts of Weapons used in warbands. You can trade them with other civs. They are specific for each warband type (for instance, Pikeband weapons, Swordband weapons, Musketband weapons and so on!). These are built in workshops and Factories.

Supplies - Consumed by advanced Warbands during battles. Pre-gunpowder warbands don't consume supplies.

Vehicles, Ships and Machines - Works similarly to warband weapons. Different construction projects and warbands use different machines and ships. (Factory machines, mine machines, Farm machines, ships, Landships, airships). Also built in workshops and Factories.

Civilian Goods - Clothing, Furniture, Home appliances, Books... Helps your society's health.

Culture - In its Physical form. Can be used in many ways, primarily to evolve your society.

Thought - Unlocks technologies... but can also be spent in some special ways.

Relics - ???



The Regions, Expansion Population growth, Manpower, Thought, Culture, Construction and Research:

Each region has room for 10 constructions at the start, more room can be unlocked with technology. You start with one region. To claim a region, you must invest manpower. It takes 20 manpower to claim another region for your people. If multiple civs try to claim the same region, then they will have to split up the land there based on the manpower they invested. The region's base income also get split. You can only claim regions next to regions you already own until the discovery of sailing.

Each Race has 0 knowledge capacity (room for technology) at the start. More can be unlocked with construction and cognition traits.

Each unit of population can either fill a role (farmer, librarian, fisherman) in some constructions or they can be used to produce a number of manpower equal to your race's constitution Divided by 2, rounded up. If at the start of a cycle you have a population of 3 that is not assigned to a role and a constitution of 3 or 4: You'll get 6 Manpower! If you have constitution 5 or 6, with the same pop: 9 manpower! MAkes sense, no?

Your population growth depends on your reproduction trait. Each level in reproduction means one more population to add each cycle. If your race's reproduction score is 2, you may increase your population by 2 at the start of each cycle! However, If you don't have enough food to feed your people by the end of a cycle, You'll lose the excess population and 1 Health for each pop lost this way.

Constructing:

Constructions do not require the costs to materialize at once. You can commit resources to a construction over several cycles and when you invested 100% of what's needed, the construction is complete! However, there are rules regarding this. Whenever you commit manpower to a construction, you must always commit equal number of resources. You can't, for instance invest 10 manpower in a project one cycle and then invest 10 raw materials in the next to complete a construction that costs 100 of each. It can be the other way around however.

The Constructions buildable from the start are:

-Village.
Cost: 2 Raw Materials 2 Manpower. Takes up 1 space. Provides Living space for 3 population. You start with a free village.

-Warband Camp.
Costs: 2 Raw Materials, 2 manpower. Takes up 1 space. Allows you to train 1 population into 1 pre-gunpowder warband each cycle. Supports up to 3 pre-gunpowder warbands. Can always train Militia warbands that need no warband weapons (they are free).

-Cave.
Costs: 2 Manpower. Takes up 1 space. The cave stores 5 anything.


Warbands.

Warbands are parts of your population commited to the military. Warbands always combine 1 population with 1, 2 or 3 units of Warband Gear/equipment, except for militias, they cost 0 equipment. Warbands consume food and in most cases take up living space in your villages like regular people (depends on Social traits). They may also consume supplies (if they are built after discovery of gunpowder) and fuel (If they are mechanized) during battles. There is also a maximum number of Warbands you can field, Depending on the number of military buildings.

The Warbands trainable from the start are:

-Militia:
Costs: None (just 1 population)
Trained in: Warband Camp
Strength: 1 Strength.
Speed: 1 Region per cycle.
Special: none.


Technology and Thought:

Technologies costs thought to unlock. Once you have enough thought, you can simply purchase the tech you need. You gain thought equal to your cognition trait at the start.


You can never have more techs then your knowledge capacity. You get 1 For every 10 population you have, 1 knowledge capacity for each cognition trait, 1 for every 6 health your society has and you can also get more with constructions. You may also get free knowledge capacity as eras pass by. Knowledge can be also shared between civs with Paper technology or civs between civs with efficient communication.

The Technologies for the first era and what they do:

Metal Working (2 T) - Unlocks workshops (costs 5 Manpower and 3 Raw Materials. Takes up 1 space). Workshops allow you to produce All sorts of things with your population, provided that you have any techs that unlocked something useful to produce. Only one Population can work here at once to produce 1 product each cycle.

Mining (2 T) - Unlocks Mines (8 Manpower, 1 Raw Material, 1 space). Mines allow you to extract 1 Raw material for 2 Manpower or 2 Raw Materials for 4 Manpower each cycle.

Weapons (3 T) - Unlocks production of spearman Warband Equipment (2 Raw Materials) in workshops. Spearman have base 2 Strength + 1 Strength against cavalry. They may move 1 region each cycle and are trained in Warband Camps.
SPEARMAN ARE NOT THE SAME AS PIKEMAN!

Agriculture (2 T) - Unlocks Gardens (3 Manpower, 1 Raw Materials, 1 Space). You can assign 2 Population to each garden. These populations won't generate manpower. There, They will produce 1 food each + 1 more food (for a total of 3) if you have all 2 slots filled.

Artisans (2 T) - Unlocks civilian goods production in workshops. Each "civilian goods" takes 2 Raw materials to make. Your society gains one health for every 2 civilian product it recieves.

Writing (4 T) - Unlocks Scriptoriums (costs 10 Manpower, 3 Raw Materials, 1 Space each.). + 3 Knowledge capacity. Requires 1 population to run the place (again, pop assigned to buildings won't generate manpower).

Sailing (5 T) - Unlocks ship production in workshops (2 Raw material each) and Port construction (10 manpower, 4 raw material). Ships and Ports can only be built in coastal regions of any climate and swamp regions. Ports allow you to combine 3 ships and to form an "Early Transport fleet". Early Transport fleets can establish 1 water trade route (or colony route) or transport 2 warbands 2 Regions along shorelines. Early transports can never go more then 4 Regions away from their home port.

Fishing (2 T) - Unlocks Fishing Wharf construction (6 Manpower, 2 Raw Material, 1 Ship). At the Wharf, 1 unit of population can work to harvest 2 food! Can only be built on coastal regions.

Animal Housbandry (3 T) - Unlocks Cavalry Warbands (1 cavalry equipment) and production of cavalry equipment in workshops (2 Food, 2 Raw Materials). Cavalry has 3 Strength and can choose to abandon battles even if it moved during the cycle in which the battle takes place. Has 2 moves each cycle.



Battle!


Battle occurs when warbands of opposing sides end up in the same region. Only one battle takes place in each region each cycle.

Battles go like this:
1. Before the battle startrs, you may order each of your warbands to Get the hell out of there (only works on warbands that haven't moved this cycle. Allows you to move the warbands to a nearby friendly region for free!). This is also the part where you move units in and out of forts.
2. Order each of your remaining troops to Attack a specific an enemy Warband.
3. Warbands deal and recieve damage based on their strength and the strength of warbands attacking. If a warband is dealt tamage equal to its strength, it dies. Injuries are carried over to future battles.

If at the end of a battle, there are troops remaining on both sides, the battle goes on for another cycle. The battle ends when one side is destroyed.

Regional Modifiers:
In Highlands, Up to 3 non-aerial warbands from each side can deal damage to other non-aerial warbands in one battle (and an unlimited number of air and anti-air warbands).
In Swamps and rainlands, sea (ships can move into swamp regions and therefore fight land warbands there) and Mechanized land warbands deal halved damage.
Archer, Musketeer, Dragoon, Rifleman and horse archer warbands have +1 Strength in Deserts, Coldlands, Highlands, and Firelands.

Special modifiers:
Some warbands may have defensive capabilities that make them harder to defeat. For instance, Machine gun Warbands recieve 75% less damage from non-mechanized warbands. There are also some constructions that modify battle results, they usually have another kind of strength. Defensive strength. Defensive strength does not deal damage but warbands and constructions with extra defensive strength won't die until they are dealt damage equal to their defensive strength + their regular strength. Defensive strength is always lost before regular strength.


Example battle, The Battle of Fort Brotherhood in Rainlands.

The opposing sides are the federation and the alliance. The Alliance is attacking a federation region with a fort.

Federation warbands and Constructions:

4 Pikeman Warbands (2 S +1 Vs Cavalry. Takes only 1 damage from melee cavalry)
2 Archer Warbands ( 1 S, +1 DS, Resurrects after the battle with 0 DS in a nearby friendly region if defeated by melee infantry.)
1 Fort (30 DS, Shields up to 5 units from all attacks. Shielded Melee units cannot attack)

Alliance Warbands and Constructions:

2 Cavalry (3 S)
4 Archers (1 S, +1 DS, resurrects with 0 DS if defeated by melee in a nearby region),
1 Catapults (1 S, + 9 S VS constructions. +2 DS)
4 Swordsman (4 S)

First Battle orders:
-Alliance Cavalry Retreats
-3 Federation pikeman and 2 archers stay inside fort. 1 Pikeman remains outside.

-Alliance Orders 1 of its swordsman to attack the federation pikeman left outside. Everyone else attacks the fort.
-Federation orders the 1 pikeman outside and the 2 archers to attack 1 Alliance Swordsman.

Results:
Fort recieves 4+10+12=26 Damage. 4 DS remaining.
Federation Pikeman recieves 4 damage, Dies.
Alliance Swordsman recieves 2+1+1 damage, Dies.

A Cycle passes, The Alliance cavalry did not return, Alliance withdraws its archers and catapults for another battle but they also send 2 more swordsman before the battle phase begins.

2nd battle

No Withdrawal.
Federation troops remain in fort.

2 Federation archers are ordered to deal damage to a swordsmen.
Alliance swordsman are ordered to destroy the fort.

An alliance Swordsman is injured and loses 2 S.
Federation Fort destroyed. No more protection for Federation troops.

A Cycle Passes. Federation moves in 3 archers and 2 Cavalry, The Cavalry has arrived!

Nobody retreats

1 Federation PIkeman targets the injured swordsman, 1 Federation Cavalry and 1 archer target a healthy swordsman. 4 Federation archers target another Alliance swordsman. 2 Fed pikeman attack the 4th swordsman. 1 Federation cavalry attacks the last alliance soldier.
The 4 healthy Alliance Swordsman's orders:
1st, target 1st fed pikeman
2nd, target 2nd fed pikeman
3rd, target 1st fed cavalry
4th, Target 2nd fed cavalry
The Injured Swordsman attacks the 3rd fed pikeman (The injured swordsman only has 2 Strength, that's just enough to kill the pikeman).

Results:
All alliance soldiers successfully kill their targets.
Federation troops kill 4 alliance warbands but one Alliance warband was only dealt 3 damage, it remains alive with 1 Strength.

In the following cycle, The alliance retreats, The Federation won!
Owners of destroyed warbands lose health. Fort was destroyed. Regain remained in federation control. For the duration of the battle, The region was able to continue production.


Trade, Tech leaking, Naval Movement, Exploration, Wonders, Culture, Civilian Goods

After the discovery of commerce, You can use transport ships and caravans to exchange resources and goods with other civilizations. Each Transport and caravan can ship 2 resources or goods both ways between 2 civs, though each civ must have at least 1 port (in case of sea trade) or a chain of ports and roads connecting the 2 civs (for caravans) CAPITALS! Caravans cannot cover more then 3 regions but several caravans and ships can be combined to create long routes.

Knowledge can be traded freely after linguistics is discovered (Era 3), as long as there is enough knowledge capacity on the recieving side.

By default, Technology costs are reduced by 1 T for every civ you know that already has the tech. Social evolution may change this.

Early Navies always move along shorelines, between 2 opposing shorelines, from shorelines to swamps, in between swamps and from swamps to shorelines. 1 movement is spent with every move.

Ships and Armies have a sight of 0, Meaning that they can only discover whats going on inside the region they are in. They cannot see into neighboring regions! Another civilization gets discovered when you meet one of their regions with your warbands or vice versa.

Wonders are unlocked by social traits. Multiple wonders of the same type can exist, but the wonder that was built first will always be more powerful! Wonders are unlocked with social evolution.

Culture is similar to thought, but it cannot be spent on techs. Culture points can either be used to maintain some buildings or to purchase Social Traits. Thought can also be spent on social traits.

Civilian goods also maintain certain constructions that usually improve health of your society.




Collaborators:
Jute, Scientiam, Jack O Land,

Co-ops:
Too numerous to list.
Last edited by Harkback Union on Mon Mar 30, 2015 6:50 pm, edited 21 times in total.

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The Flame Dawn
Postmaster-General
 
Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Day 1

Postby The Flame Dawn » Sat Mar 28, 2015 6:30 pm

UPDATES
~New Special Trait: Powerful senses
~New Survival Ability: Strong Insulation
~New region claimed: Windlands III (region I started in)
{}
+1 Village
+1 Population
+1 Militia Camp
~New social structure adopted: Hierarchy
{}


STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 1 +

Food: 1 +
Manpower: 4 +
Raw Materials: 3 +
Goods

Constructions

Health: 6 +
Order: 3+

Thought: 3 +
Technologies: 1 +
Knowledge Cap:1/3
Culture: 1 +
Technologies
-Agriculture

First Poster, Most Mistakes



UPDATES
~New Special Trait: N/A
~New Survival Ability: N/A
~New region claimed: N/A
{}
+1 Population
-New Technology: Agriculture.
{}


STATUS
Constitution: 3
Reproduction: 1
Cognition: 3

Population: 1 +

Food: 1 +
Manpower: 3 +
Raw Materials: 3 +
Goods

Constructions
Garden

Health: 6 +
Order: 3+

Thought: 4 +
Technologies: 1 +
Knowledge Cap:2/4
Culture: 1 +
Technology
-Writing



UPDATES
~New Special Trait: N/A
~New Survival Ability: Moisture Resistance
~New region claimed: N/A
{}
+1 Garden
+1 Population
~New Technology: Writing
{}


STATUS
Constitution: 4
Reproduction: 1
Cognition: 5

Population: 0 + 2 (-1 from Militia Training +1 from reproduction)

Food: 0
Manpower: 5
Raw Materials: 3
Goods

Constructions
-Garden = Windlands III [6/10]

Warbands
-1 Militia Warband = Training

Health: 6
Order: 9

Thought: 2 + 4 = 6
Technologies: 1 + 2 = 3
Knowledge Cap:3/6
Culture: 1 + 2 = 3
Technology
-Animal Husbandry

MILITARY

*flavor text*
Last edited by The Flame Dawn on Sun Mar 29, 2015 9:25 am, edited 12 times in total.
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G-Tech Corporation
Khan of Spam
 
Posts: 63971
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Mar 28, 2015 6:54 pm

Thunder-Walks meandered across the ashlands, his footfalls disturbing clouds of the lightly blowing gray specks that were emblematic of his home. His own body was black and soot-streaked from many storms, hard rock and softer sand the sinews and muscles of the Malleator. For many nights and days he had journeyed, but Father Sky had always been kind, the warmth of his embrace encouragement to the mountain as it rolled along on limbs like the bones of the land below. Here the blasted heath came upon a region of wind and storm, and the air had the faintest hint of salt upon its breezes. Cracks of ancient turmoil scarred the face of the region with yawning abysses, and hardy trees grew here, the strange rock-that-lived which was so uncommon in the wastes of Thunder-Walks' home. Moving coal too comprised this region, scattering before the steps of the giant- the light above was slightly colder here, but Thunder-Walks core was as warm as the inferno of the open desert, for in his weft and weave energy lay indolent; even here the enfolding embrace of the earth's blood was strong and secure, a blanket to keep back the walls of chill.

Into the windlands he walked, the pattern of his mind a curious thing to roam so far from the heat of the first home.
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Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Sat Mar 28, 2015 7:25 pm

Expavidus, Might of the Northeastern Windlands

Expavidus was a young civilization, only recently formed by the Tenoras. The village of Domus had been completed, along with a cavern for training Expavidian Battle Claws. Not that they had any time to train war bands yet. Their population was small, a disease or attack could easily wipe them out. They needed to expand!

"Burrowers, expand the two caverns on the Western side of the village. We need somewhere to keep all the stone we've been mining." Chief Torati ordered the diggers who were responsible for building Domus. "After that, we have a plan the council of Elders came up with: Going into the canyon to forage is too dangerous. We'll just take some plants from there, and grow them up high on the canyon walls, in open caves."

The burrowers agreed, and went to their tasks.

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 0/0
Knowledge: 0/2

Regions: Windlands IV (Village, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth:
Total Population: 1
-To Manpower: 1
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 4 (2 Caves)
Mining:
Expansion:

Completed constructions: 2 Caves

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 1/1

Raw Materials Produced/Consumed: 3/0

Goods Produced/Consumed:

Commerce:

End Storage: 3/10 (3 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: 2 (Agriculture)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 3/5 (3 Raw Materials)
Knowledge: 1/2 (Agriculture)

Regions: Windlands IV (Village, 2 Caves, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth: N/A
Total Population: 1
-To Manpower: 1
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 3 (Gardens)
Mining:
Expansion:

Completed constructions: Gardens

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 1/1

Raw Materials Produced/Consumed: 3/1

Goods Produced/Consumed:

Commerce:

End Storage: 5/10 (5 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Mining
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 2
Health: 6
Order: 9
Stored: 5/10 (5 Raw Materials)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (Village, Gardens, 2 Caves, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 2
-To Manpower:
-To Gardens: 2
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 3 (Gardens)
Mining:
Expansion:

Completed constructions: Gardens

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 4/2

Raw Materials Produced/Consumed: 3/1

Goods Produced/Consumed:

Commerce:

End Storage: 9/10 (7 Raw Material, 2 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:
Last edited by Excidium Planetis on Sun Mar 29, 2015 1:09 pm, edited 12 times in total.
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Vengeful Queen Chryssi
Diplomat
 
Posts: 584
Founded: Feb 13, 2014
Ex-Nation

Postby Vengeful Queen Chryssi » Sat Mar 28, 2015 9:13 pm

The Hunt had begun. All the Warriors were ready. Eager. Anxious. Struen Spry stood at their front, his massive chest barely moving as he breathed. Durgor Awar, his second in command came to his side. His subtle nod told Struen they were ready. Struen nodded back and got down on all fours, arching his back and then letting out a long loud howl into the cold air of the night, to which the Tribe responded with their own howls. They were definitely ready.

The Tribe tore off into the hills, what little trees there were acting as look out posts for the smaller Warriors who climbed them. Struen barked two times to the right and once to the left. He wanted two Warriors on the right to break off and one on the left. The prey was close and he needed to funnel it's escape, if by some miraculous way it was able to escape at all. As they cleared the top of the hill, they saw their prey down below. A large herd of deer like creatures. The Hexenbluts called them Gurentarqs. Struen saw the one he wanted for the Tribe. The lead male. The largest and most dangerous, with massive antlers and strong legs. The Gurentarqs already looked anxious. Most likely from the howls. Struen nodded to Durgor. Move in.

Struen and Durgor led their small pack of Warriors down the hill as the moonlight faded behind a cloud. They were almost invisible in the darkness. The Gurentarqs hadn't seen the pack yet. The pack had learned to keep their heads low and their eyes closed when moving in. Relying on sound and smell as their glowing eyes gave them away. They where right on top of the herd. It was time. Struen and Durgor took off into the herd at breakneck speed, moving in on the lead male with no warning whatsoever. They had him trapped as the rest of the herd ran. Nowhere to go. The male wasn't going down without a fight though, it seemed. He was scraping the ground with his hoof and keeping his head down, ready to charge.
He kept his focus on Struen and Durgor as the rest of the pack moved in behind him. Struen let out a small yip and one if the younger Warriors lept, landing on the male's back, it's neck trapped in the Warrior's jaws. His head bucked back, his antlers missing the Warrior while giving Struen the break in defense he needed to grab the male's shoulders with his claws and bury his teeth in its throat. The male made no sound as it fell. Couldn't.

Another successful hunt. Struen and the rest of the older Warriors and their females would have first bite. Once they had all taken a bite, the others would join in. Struen's mate, carrying their pups in her arms as they suckled her teats, approached him and gave him loving licks on the neck before a small rub of her nose on his. The Tribe would eat their fill tonight.
All Hail the Vengeful Queen!

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Normandy and Picardy
Ambassador
 
Posts: 1995
Founded: Aug 11, 2014
Ex-Nation

Postby Normandy and Picardy » Sun Mar 29, 2015 1:08 am

Long ago, so the myths say, the Faulist emerged from the ground, created by the gods to live on this planet. They were, however, separated into groups and would only be as one again when a great hero awoke. The Faulist separated into tribes, travelling around their tundra home. The largest of these was Faus, Tribe of the Lake. They claimed control over the Faulist, but never truly held it. What happened next is detailed in The Epic Of Johasdwy, which has been shortened and translated. (OOC: This rhymes in Faulist)

That is then that upon the Tundra
The legend foretold was born
And his name was Johasdwy
A king but yet a pauper

He wished to sit up in the Litnej Dvori
But to his life he was confined
To live as a farmhand does
And to eat like a beast does

But he gained the respect of noble men
Whose respect is worth more than anything
And up he rose, though how he wished
He was at the top

But malice had poisoned his heart
And a plan had been hatched within his head
Planted by an evil god
And schemed by an evil mind

A knife he held in his hand
And above the Lfujatop he stood
But then the great one spoke to him
And told him of his fate

"Another man will do the deed
But you will provide the weapon
But you will claim revenge in time
Upon the fields flooded blue"

So Johasdwy struggled to comprehend
The word of the mighty lord
But kill his ruler he did not
For faith had spoken to him

He left the hall without the knife
He'd left it upon a table
But yet the alarm was cried
As a scream was heard inside

The gods have spoken true to Johasdwy
The lord had been slain and another man discovered
With Johasdwy's knife in his hand
And darkness in his eyes

They gained knowledge of the assassins home
And called their allies from across the plain
And they attacked the tribe of Huyjartsen
And the tundra became blue

The blood poured out of great men's heads
And fires where lit upon houses
And Johasdwy fought like a warrior
And defeated many opponents

He was held in high esteem
But no leader was he yet
For even though the battle was won
The king was dead

So the nobles called a great meeting
And decided a method to choose a leader
Which prevails until this day
And first elected Johasdwy

Their allies liked Johadswy much
And swore fealty under him
And thus were the tribes united once more
And they lived in harmony


It had been a long time since then, but still the tale was sung in the Great Hall. Still the Faulist remember that hero, but have no desire for battle anymore, and have grown peaceful in their ways. They still mourn the blood that was spilt and vow never to allow anything similar to happen ever again. The beautiful words filled the ears of Huristjral, who was the leader of the Faulist from Faus. The wind blew bitterly but the fires warmed, and those creatures were used to it, and their hair protected them. He had been taught the tale of Johadswy when he was younger, and could recite the full and complete version of it off by heart. His eyes saw the other little steads, with houses and farmers, and above the music he could here his people live their lives, as they did as simple farming folk.

The Faulist of Faus were prearing for the Rjkliší, in which they fight for the courtship of the females. It happens every 10 years, and all those older than 30 take part, as the Faulist have a long development period and can live for up to 200 years. Some of the elders could even remember Ljú Kjíläkjdíansjsjskiat (The Great Famine). Their hair still remained a dark brown colour, and was still thick. Theirs eyes still gleamed and retained their sight. But they rarely moved, other than to go down to the communal ground during the Rjkliší or up to the Litnej Dvori to talk with the leader of that time. The young ones stood tall, at 6ft 2 Inches, but many stand taller, the largest being 7ft. They still have hooves for feet, but they have grown hand like features, although they only have 3 "fingers". The day had begun, and he would soon be competing for a wife...
UPDATES
~New Special Trait: Powerful Senses
~New Survival Ability: Strong Insulation
~New region claimed: Coldlands II
{}
+1 Village
+1 Population
~New social structure adopted: Hierarchy
{}


STATUS
Constitution: 1
Reproduction: 1
Cognition: 2 (+ 1 from Powerful Senses)

Population: 2 (+1 from beginning bonus, +1 from repro)

Food: 2 + (1 from Coldlands, 1 from Farm)
Manpower: 0 (3 From Order, -3 to build Garden)
Raw Materials: 1 (+2 From Coldlands, -1 from building Gardens)
Goods

Constructions
Village (From Beginning)
Garden

Health: 6 (+6 from beginning)
Order: 10 (+6 from beginning, +3 from Hierarchy, +1 from Militia)

Thought: 0 (2 From Cognition, -2 for Agriculture)
Technologies: Agriculture
Knowledge Cap:1/3
Culture: 1

Millitary Units Militia




UPDATES
~New Special Trait: N/A
~New region claimed: N/A
~New Survival Ability: N/A

STATUS
Constitution: 1
Reproduction: 1
Cognition: 3

Population: 3

Food: 0 (1 from Coldlands, 2 from Farm with 2 pop used, -3 with pop)
Manpower: 2 (+1 from Pop, +3 from order, -2 for cave)
Raw Materials: 2

Goods
2 Raw Materials

Constructions
Village
Garden
Cave

Health: 6 (From Last Cycle)
Order: 10 (From Last Cycle)

Thought: 3 (1 From Last Cycle, 2 from cognition )
Technologies: Agriculture
Knowledge Cap:1/3
Culture: 2 +




UPDATES
~New Special Trait: N/A
~New region claimed: N/A
~New Survival Ability: N/A

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 4

Food: 2 (1 from Coldlands, 2 from Farm with 2 pop used, 3 stored in cave previously, -4 for pop)
Manpower: (+2 from Pop, +3 from order, -2 from Cave Production, -2 for Village)
Raw Materials: 2 (2 for Coldlands, 2 from Cave, -2 for Civilian Goods)
Goods
2 Food

Constructions
Village(x2)
Garden
Cave(x2)

Health: 7 (From Last Cycle, +1 from Civilian Goods)
Order: 10 (From Last Cycle)

Thought: 3 (3 From Last Cycle, 2 from cognition, -2 for mining )
Technologies: Agriculture, Mining
Knowledge Cap:2/3
Culture: 3
Last edited by Normandy and Picardy on Mon Mar 30, 2015 6:18 am, edited 10 times in total.
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Jack O Land
Envoy
 
Posts: 318
Founded: Apr 22, 2014
Ex-Nation

Postby Jack O Land » Sun Mar 29, 2015 6:38 am

On the top of Mollen Crag, miles from the sea, miles from a tree, miles from the ground, even, a temple surveys all creation. It was not built, from planks, or bricks. It was not a fabrication of a mortal's presumptuous mind, regurgitated onto flat land without the land's permission. It is formed of one cohesive stone, carved from the peak of the mountain by the labor of the first thousand. This temple comes only from the earth, and as such it is fitting that only it may scrape the clouds, and, from the highest echelons of the temple that reach out of the mist, the Tellkill may rise above the world itself and look past, directly into the heavens.

This is Denshu Temple.

It is not especially ornate; outside of the central sanctum, the walls are not painted, and the floors are not covered. There are no light fixtures, for candles can only be bought from neighbors, and so during the daytime, sunlight flows, omnipresent, through the wide passageways, and during the night time, moonlight is all that is left to interrupt the Tellkill ritual meditation. On holy days, music from the central sanctum dances along the corridors without ceasing, and gyre-hogs are slaughtered and feasted upon. Other days, vinefruit and silver thiss make up the regular meals. Nearly as spartan as their daily meals, Tellkill living quarters are shared by small groups of ten to twelve, and are kept mostly undecorated; occasionally, in more affluent quarters, a lightberry bush or even a fireplace can be found for better illumination, and it is not uncommon for the walls of childrens' quarters to be decorated with their artwork. Beyond this, it is uncommon for the Tellkill to desire tangible wealth. In Denshu Monastery, material effects are merely a distraction from true value; the art of combat.

On the ground floor, surrounding the central sanctum are six arenas for combat training. A Tellkill spends most of their day practicing in the Finest Art, and the most powerful and renowned Tellkill are forces of nature, powers to be reckoned with by all creatures. The greatest fighters, members of the Council, only fight in public on holy days, and it is a spectacle that every Tellkill treasures seeing.

Below the living quarters and combat arenas of Denshu are the workshops, where crafters, growers, and blademasters ply trade. Deep below the others, the blademasters craft the signature Denshu bladestaves, which are both used in combat and sold to outsiders in exchange for common and luxury goods. The Denshu bladestaves are light and sharp, with a wickedly curved obsidian blade. They, along with the mountains they come from, are the reason the Tellkill have never gone to war.

But times are changing, and beyond the mist, armies march and nations rise. Soon, the isolation of Mollen Crag and the prized staves of the blademasters will not be enough to defend the people of Denshu Monastery. The day the warhorns ring and rank and file clash and the rivers run red is the day the Tellkill lose their art forever. The grace of combat is lost in the chaos of war, and yet, war comes.

But the Tellkill are not afraid. Small in number though they are, they are not stupid, and they are not weak. They will not meet the enemy head on. If the enemy will come to them, it will die of asphyxiation or starvation in the mountains. In order to play on the defense, the Tellkill must be there first. They must be ready for when the enemy comes. They will cast a giant net from Denshu to the hinterlands in the south. Already, noble families have departed to make their own monasteries on nearby mountaintops. The Taijic. The Srundki. The Fossa. The Tolendak. One day, there will be a monastery on every peak, and when that day comes, the Tellkill will be ready. When that day comes, the Tellkill will be invincible.

UPDATES
~New Special Trait: Tunneling Claws
~New Survival Ability: Heavy Insulation
~New region claimed: Highlands V
{+1 Food, +2 Raw Materials, +1 Culture}
+1 Village
+1 Population
~New social structure adopted: Hierarchy
{+1 warband, +1 Order}


STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 0 + 2 (+1 from starting bonus, +1 from Reproduction)
2 in Gardens
Food: 0 + 2 (+1 from Highlands, +3 from Garden, -2 from Population)
Manpower: 0 + 0 (+0x0.5 from Unemployed Population, +10/3 from Order, -3 from Gardens)
Raw Materials: 0 + 2 (+2 from Highlands, +1 from Tunneling Claws, -1 from Gardens)
Goods

Constructions
Highlands V[2/10]
Village x1
Gardens x1

Health: 6 + 0
Order: 6 + 4 (+1 from Warband, +3 from Hierarchy)

Thought: 0 + 1 (+1 from Start Bonus, +1 from Cognition, + 6/6 from Health, -2 from Agriculture)
Technologies: 0 + 1 (Agriculture)
Knowledge Cap:0/2 (+2/10 from Population, +1 from Cognition, +6/6 from Health)
Culture: 0 + 1 (+1 from Highlands)

MILITARY

Warband 1: Militia (Highlands V). 1/1. Created by Hierarchy.

Denshu Mak'thuum passed through the newly-built gardens. His workers had done well. From this, his people would be able to multiply much more quickly than before. Already, vinefruit were beginning to swell, and the sweet scent of the silver thiss had intoxicated the air. The new garden was built on a balcony that ringed the lower layer of the temple, and so it would receive plenty of sun. It was not even half full at the moment. Over the railing, the silver sea glistened in the distance, normally almost invisible due to the clouds that could pass over Denshu for days at a time. This day, nothing stood in the way of Mak'thuum's view, and he saw clear to the horizon. Below him, almost a mile straight down from Mollen Crag, the River Seld rushed to meet the sea, where, along its shore, the last of the villagers were packing their things to make the move to the new temple. Truly, bright times were in store for the Tellkill, and Mak'thuum was proud to be at their head.
Last edited by Jack O Land on Mon Mar 30, 2015 4:37 am, edited 5 times in total.
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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Mar 29, 2015 7:33 am

The Tale of Jel and Kigel

The Myr Xan always love to tell their stories. Nothing is more cherished to them is the tale of Jel and Kigel. The Tale of Jel and Kigel is their creation myth and the spread of the Ice Sheets of their species. Every matriarch and mother is obligated to tell the Tale so that they remember their origins and the founding of the Hubris before the first uses of religion were made in the whole of the Myr Xan.

The story goes:

Once upon a time. The moon was at its zenith and the ice blew in harsh tome across the landscape. The first Saplings of the moon came to be sprout up as a died from the harsh wind of the ice near the Saplings. The Saplings latched on the dead animal, trying to save the animal. From this, the first Myr were born as they taken parts of the dead animal and became something new. The Myr at this time were strong and rejuvenated in the moon's glow and the water in the ice. They soon grew in number and called themselves Jel which was called " the older".

The Jel are what all the Myr came to know themselves as and they grew into a village as they built up their people and changed from the first Jel. The Matriarchs have came to know that their children were both rise and grown. However, the Jel soon grew to fast and the children were growing to rebellious and the Matriarchs feared war. So they came up with a decision. The strongest of the Matriarchs and the youngest were to take the new Myr and become a new tribe that was still together with the whole of the young race.

The new tribe became known as the Kigel, or " the younger". They soon built their own village and shared in the glory with the Jel. An alliance was forged and they have started to work together and became the greater Myr Xan in fellowship.


Thus the Tale of Jel and Kigel.

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Cold Blood

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 0/0
Knowledge: 0/2

Regions: Western Ice Sheets(Village, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth:
Total Population: 1
-To Manpower: 1
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 4 (2 Caves)
Mining:
Expansion:

Completed constructions: 2 Caves

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 3/1

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed:

Commerce:

End Storage: 4/10 (2 Raw Materials, 2 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: 2 (Metal Working)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Strong Insulation

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 4/5 (2 Raw Materials,2 food)
Knowledge: 1/2 (Metal Working)

Regions: Western Ice Sheet(Village, 2 Caves, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth: +1
Total Population: 2
-To Manpower: 1
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:1

Manpower Allocation

Construction: 3
Mining:
Expansion:1

Completed constructions: Workshop( -5 manpower, -3 Raw Material)

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 3/2

Raw Materials Produced/Consumed: 2/3

Goods Produced/Consumed:

Commerce:

End Storage: 2/10 (1 Raw Materials, 1 Food)

MILITARY

Warband training/disbanding: 1 Militia(-1 population)

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Cold Blood

Social Traits: Hierarchy

Population: 2
Health: 6
Order: 9
Stored: 2/10 (1 Raw Materials, 1 Food)
Knowledge: 1/2 (Metal Working)

Regions: Western Ice Sheet (Village, Gardens, 2 Caves, Warband Camp)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 3
-To Manpower:2
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 3
Mining:
Expansion:1( Eastern Ice Sheets)

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 3/3

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed:

Commerce:

End Storage: 3/10 (2 Raw Material, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia( conquer Eastern Ice Sheet)

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Writing
Social Evolution:

Health Change:
Order Change:
Last edited by Ralnis on Sun Mar 29, 2015 10:13 am, edited 1 time in total.
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Oscalantine
Minister
 
Posts: 2759
Founded: Apr 17, 2008
Ex-Nation

Postby Oscalantine » Sun Mar 29, 2015 8:51 am

UPDATES
~New Special Trait: Bersult Physiology
~New Survival Ability: Heat Resistance
~New region claimed: Firelands I
{2 Raw Materials, 2 Dusts / turn} {+1 food from Bersult Physiology}
+1 Village
+1 Population
~New social structure adopted: Hierarchy
{+1 Militia Camp +3 Order}
~Construction in Progress:
~New Technology Purchased:


STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 0 + 2 {1 Starting, 1 Reproduction}

Food: 0 + 1 {+1 Firelands, +2 Converted from 1 Raw Materials, -2 Population}
Manpower: 5{9/3=3 from Order, 2 from Population}
-3 Manpower on Construction {-1 Village, -2 Cave}
Raw Materials: 0 + 0 {2 Firelands, -1 Converted to food, -1 Village}
Goods: 2/5 Storage
Dusts: 0 + 2 {2 Firelands}

Constructions
Village {1/2 Raw Materials, 1/2 Manpower}
Cave {0/0 Raw Materials, 2/2 Manpower}

Health: 6 + 0
Order: 6 + 3 {3 from picking Order}

Thought: 0 + 2 {1 Cognition, 6/6=1 Health}
Technologies: 0 + 0
Knowledge Cap: 2/2 {1 Cognition, 6/6=1 Health}
Culture: 0 + 0

MILITARY
Militia: 0/3 {3 Militia Camp}


Volcanic eruption of Sultare woke the Bersult from its ashen landscape. It rose, seeing the world once aflame cool and clammy. Using one of many hands, the Bersult bent down and scooped the volcanic ash made from the cooled surface. Bringing the ash to itself, the thick, metallic exoskeleton opened up to swarm of pulsating red enlarged-neurons, creating a puff of steam as excess heat met with what little moisture there was in the atmosphere. The innards eagerly took in the volcanic ash, reaching out with its dendrite-like tendrils and sucking in the ash from the hands. The Bersult repeated this feeding habit for several more scoops before standing up straight once more.

Ahead in the foot of Mount Sultare was the large spire which loomed over the distance: the burnt city of Sultarine. In the inferno of heat and brimstone, the silent village may have been haven for almost anyone. However, for Bersults who relied on heat of the inferno of Firelands for sustenance, Sultarine was looking more and more desolate and empty. Sure, the convenience of settlement was there, but need to forage increasingly longer distance from Sultarine was making the burnt city more and more undesirable.

The Bersult walked back to the Center Neural Baton of Sultarine. Inside the settlement, few Bersults were present; many were in the process of bringing volcanic rocks to the area in an attempt to make the settlement here a bit more bearable. That was what was decided on the Congregation last time there was one: to try to bring as much heat to the Sultarine as possible to keep the place neat enough for working, but forage for heat on other places besides Sultarine. However, the Bersult could see that this was becoming increasingly futile. There really was no point in bringing the heat to Sultarine in such small denominations: they needed the heat directly from Mount Sultare. Expansion to Sultarine was needed.

The Bersult walked towards the Central, and reached towards it, the Central’s exoskeleton opened up as the Bersult’s hand also revealed fleshy insides. The dendrite-like tendrils of both Bersult-minors touched one another, and the Bersult was flung into empty void filled with ideas and thoughts.

Mates and fellows of Sultarine, this is Azure. The Bersult began, signifying his authority as order-giver of Sultarine.

Mates and fellows, Sultarine is dying. We are foraging ever so further from the village, and we need a better way to bring heat back to the village. Instead of wasting efforts on brining rocks to the city, let us travel to the very heart of the mountain. Let us create a village in the heart of the molten rocks, and bring new life back to Sultarine.

Finished, Azure removed its hands from the Central and moved towards the steep hills of the Sultare. Others seeing the oddity in Azure’s movements, gathered on the Central to receive what Azure was doing. While Azure was not the only order-giver of Sultarine’s Congregation, he was the first and the wisest. His voices were respected, and at the very least, followed until challenged by younger order-givers. Slowly but surely, Bersults began to follow Azure in the climb towards the top of the Sultare, to bring new life into the village which they called home.
Last edited by Oscalantine on Sun Mar 29, 2015 9:35 pm, edited 1 time in total.

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The Flame Dawn
Postmaster-General
 
Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Day 2

Postby The Flame Dawn » Sun Mar 29, 2015 9:34 am

UPDATES
~New Special Trait: N/A
~New Survival Ability: N/A
~New region claimed: N/A
{}
+1 Garden
+1 Population
~New Technology: Animal Husbandry
{}


STATUS
Constitution: 5
Reproduction: 1
Cognition: 7

Population: 1 + 2 (+1 from Reproduction)

Food: 0 + 0 (-3 from consumption)
Manpower: 5 (from 9 Order and 2 People)
Raw Materials: 3 + 0
Goods

Constructions
Village = Windlands III [7/10]

Health: 6
Order: 9

Thought: 8 + 3 - 6 = 5
Technologies: 1 + 3
Knowledge Cap:4/8
Culture: 1 + 3
Technology
-Masonry

MILITARY
1 Militia Warband = Windlands III

*flavor text*



]STANDING
Survival Traits: Strong Insulation, Moisture Resistance
Power Traits: Constitution 5, Reproduction I, Cognition 7
Special Traits: Powerful Sences
Social Traits: Hierarchy

Population: 3
Health: 6
Order: 10
Stored: 0/0
Knowledge: 4/8 (Masonry, Agriculture, Writing, Animal Husbandry)

Regions: Windlands III (2x Garden, Village, Warband Camp) [6/10]

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 3
-To Manpower: 2
-To Gardens: 1
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction:
Mining:
Expansion:

Completed constructions:

Ongoing Constructions: Village

ECONOMY

Food Produced/Consumed: 4/3

Raw Materials Produced/Consumed:

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (7 Raw Materials, 3 Food)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Militia Warband, Standby in Windlands III

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 8
Culture: 1 + 3

Tech investment:
Social Evolution: N/A

Health Change: 0
Order Change: 0





Last edited by The Flame Dawn on Sun Mar 29, 2015 4:00 pm, edited 4 times in total.
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In Gentem Et De Libris Scientiam
Senator
 
Posts: 4757
Founded: Feb 11, 2014
Ex-Nation

Postby In Gentem Et De Libris Scientiam » Sun Mar 29, 2015 10:04 am

STANDING
Survival Traits: Neurotoxin
Power Traits:
Special Traits: Autotroph

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9

Knowledge: 0/2

Regions: Treeland 5


POPULATION TASKS

Growth:
(Cannot exceed your reproduction trait)
Total Population: 3
-To Manpower: all


Manpower Generation
-From Population: 3
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 3
(1 for every 3 order you have)

Manpower allocation

Construction: village




ECONOMY

Food Produced/Consumed:2/1.5

Raw Materials Produced/Consumed:2/2


SOCIETY


Thought: 2
Culture:

Tech investment: Agriculture
Social Evolution:

Health Change:
Order Change:


STANDING
Survival Traits: Neurotoxin
Power Traits:
Special Traits: Autotroph

Social Traits:

Population: 3
Health: 6
Order: 9
Stored: 0/0
Knowledge: 1/2

Regions: Treelands 5


POPULATION TASKS

Growth: 1

Total Population: 4/6
-To Manpower: 3
-To Warbands: 1

Manpower Generation
-From Population: 3
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 3
(1 for every 3 order you have)

Manpower allocation

Construction: Gardens (2)

Completed constructions: Village


ECONOMY

Food Produced/Consumed: 2/2

Raw Materials Produced/Consumed: 2/2


Commerce:

End Storage:

MILITARY

Warband training/disbanding: +1

Warbands and their orders:



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: writing


Health Change:
Order Change: +1


STANDING


Social Traits: Hierarchy

Population:4/6
Health: 6
Order: 10
Stored: 0/0
Knowledge: 1/2
Space: 3/10 used
Regions: TL 5


POPULATION TASKS

Growth: 2
Total Population: 6-1 warband
-To Manpower:3
-To Gardens: 2
-To Scriptoriums:
-To Workshops:
-To Warbands: 1(already military)

Manpower Generation
-From Population: 3
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 3
(1 for every 3 order you have)

Manpower allocation

Construction: village (1)


ECONOMY

Food Produced/Consumed: 5-3=+2

Raw Materials Produced/Consumed: 2/2

MILITARY


Warbands and their orders: 1 (stationary)



SOCIETY

Thought: +2
Culture:

Tech investment: writing (now complete)
Social Evolution:

Health Change:
Order Change:+1


STANDING
Survival Traits: Same
Power Traits:
Special Traits:Same

Social Traits: Same

Population:6/9
Health: 6
Order: 11
Stored: 0/0
Knowledge: 2/2
Space 4/10
Regions: Same


POPULATION TASKS

Growth: 2
Total Population: 8
-To Manpower: 4
-To Gardens: 2
-To Scriptoriums:
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 4
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 3
(1 for every 3 order you have)

Manpower allocation

Construction: Scriptorium
Mining:
Expansion:


ECONOMY

Food Produced/Consumed: 6-4

Raw Materials Produced/Consumed: 2-2


MILITARY

Warband training/disbanding: +1

Warbands and their orders: stay



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2, for total of 2
Culture:

Tech investment: none
Social Evolution:

Health Change:
Order Change:+2


STANDING
Survival Traits: same
Power Traits: same
Special Traits: same

Social Traits: same

Population: 8/9
Health: 6
Order: 13
Stored:
Knowledge: 2/2
Space: 5/10
Regions:

Ongoing Constructions: Scirptorium

POPULATION TASKS

Growth: +1
Total Population: 9
-To Manpower:4
-To Gardens: 3
-To Scriptoriums:
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 4
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 4
(1 for every 3 order you have)

Manpower allocation

Construction: Village (1/2 resources), cave (2)
Mining:
Expansion:

Completed constructions:

Ongoing Constructions: Scriptrium (now completed)

ECONOMY

Food Produced/Consumed: 7/4.5

Raw Materials Produced/Consumed: 2/2


MILITARY

Warband training/disbanding:

Warbands and their orders: stay



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2, for 4
Culture:

Tech investment: none
Social Evolution:

Health Change:
Order Change:+2


STANDING
Survival Traits: same
Power Traits: same
Special Traits: same

Social Traits: same

Population: 9/9
Health: 6
Order: 15
Stored:
Knowledge: 2/2
Sapce: 5/10
Regions: same

Ongoing Constructions:

POPULATION TASKS

Growth: 0
(Cannot exceed your reproduction trait)
Total Population: 9
-To Manpower: 3
-To Gardens: 3
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 3

Manpower Generation
-From Population: 3
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 5
(1 for every 3 order you have)

Manpower allocation

Construction: village,
Mining:
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 5.5/7

Raw Materials Produced/Consumed: 1/2

Goods Produced/Consumed:

Commerce:

End Storage: +1 raw material

MILITARY

Warband training/disbanding: +1

Warbands and their orders: 2



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2, 6
Culture:

Tech investment: mining


Health Change:
Order Change: +3



The ENT stirred in it's sleep. On of it's brain slugs sensed something. It sent a message to the other brain slug, though that one was asleep at that point, taking a moment to wake up. They used their combine brain power to think about what they sensed, and then woke up the ENT with a thought of terror. An [Leaf-eater]! they thought with horror. Their combined horror was enough to wake up the ENT. He stirred from his dreams of pure sunlight and mineral full soil. He opened a wooden eyelid, and saw a Leaf-eater stalk up on him. It stopped and stared at him with it's beaver face upon a deer body, and then started moving forward again. The ENT thought about what to do, with the Brain slugs yelling at him to emit the toxins. Mentally the ENT sighed, and out of specially designed pores leaked toxic neurotoxins. The Leaf eater moved forward through that, getting some of the gas, though it did not realize it would slow it down. The ENT tensed it's muscles, and smashed a branch down, smashing several of the important Leaf eater bones. The ENT continued to kill it, and dragged it closer to him.... He then lifted it up and shoved it into it's mouth, where the ENT chewed ti so the microbes in it's stomach could create energy from it. For you see, the Ent has several different ways of getting food and energy. It can be a plant, and it can be a animal and eat other animals, and plants. The net tries to rely on the sun though because that is always there. It does not know much about the sun, but sees it in the sky, moving, so it suspects it is some kind of bird. The ENT couldn't get back to sleep so it started walking to the camp, where some of the other ENTS were creating villages, and gardens for the great mother tree. He went up and sent out the scent for what should i work on, mother tree? and waited for the response. The mother tree turned around and spoke, something you do after you do the polite first smell, "I would like you to join the war bands that we have created".
Last edited by In Gentem Et De Libris Scientiam on Sun Mar 29, 2015 5:08 pm, edited 3 times in total.
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Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Sun Mar 29, 2015 10:32 am

Expavidus, Might of the Northeastern Windlands
Expavidus was beginning to prosper. They stockpiled food and stone for the hard times, they had learned to farm, to collect rainwater from the storms to water their hanging gardens. Chief Torati was getting old. The new Chief would most likely be Makita, the builder.

But while Torati still lived, they would dig the tunnels, expand the village.

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 2
Health: 6
Order: 9
Stored: 9/10 (7 Raw Materials, 2 Food)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (Village, Warband Camp, 2 Caves, 2 Gardens)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 3
-To Manpower: 1
-To Gardens: 2
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 2 (Village), 2 (Mine)
Mining:
Expansion:

Completed constructions: Village

Ongoing Constructions: Mine [2/8 Manpower]

ECONOMY

Food Produced/Consumed: 4/3

Raw Materials Produced/Consumed: 3/3

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (7 Raw Materials, 3 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 3
Health: 6
Order: 9
Stored: 10/10 (7 Raw Materials, 3 Food)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (2 Villages, 2 Gardens, 2 Caves, Warband Camp)

Ongoing Constructions: Mine [2/8 Manpower]

POPULATION TASKS

Growth: 1
Total Population: 4
-To Manpower: 3
-To Gardens: 1
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 6 (Mine)
Mining:
Expansion:

Completed constructions: Mine

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 2/4

Raw Materials Produced/Consumed: 3/1

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (9 Raw Materials, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 6
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 4
Health: 6
Order: 9
Stored: 10/10 (9 Raw Materials, 1 Food)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (2 Villages, 2 Gardens, 2 Caves, Warband Camp, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 5
-To Manpower: 2
-To Gardens: 3
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction: 3 (Gardens), 2 (Village)
Mining:
Expansion:

Completed constructions: Gardens, Village

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 5/5

Raw Materials Produced/Consumed: 3/3

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (9 Raw Material, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 8
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:
Last edited by Excidium Planetis on Sun Mar 29, 2015 1:06 pm, edited 3 times in total.
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Vengeful Queen Chryssi
Diplomat
 
Posts: 584
Founded: Feb 13, 2014
Ex-Nation

Postby Vengeful Queen Chryssi » Sun Mar 29, 2015 10:34 am

Struen sat happily while his mate and pups ate the left over's of yesterday's kill. He knew Winter was approaching and they would have to begin stockpiling their meat again. But where? The last time, smaller creatures had gotten to the meat and ate it all. What if they had a place to put it? Struen looked over at a small tree. He thought for a moment and then stood. Maybe if they made something for the meat to be stored in? Struen pulled the tree out of the ground and looked it over. It was sturdy. Struen slashed the roots off the tree with his claws and jabbed it into the ground. It fell over. It had to stay up. Struen tried again, pushing harder. The tree stabbed into the soil and this time it stayed. Struen nodded and then thought about it. He needed more trees. He barked to a pair of young Warrior's. He pointed at the tree and barked again. Bring me more. The Warrior's nodded and took off into the plains, searching for more trees.

Within hours, Struen had a pile of logs and branches at his disposal. He had stabbed three more trees into the ground with the first and he was putting up small logs and mud against the four trees. He didn't know what it was he was making, but it would work for what he needed. He put the last of the branches and logs needed around the trees. It was shaped like a square. But one that came up from the ground. He needed something to block snow and rain from landing on the meat. He thought for a moment and then tore bark off the logs and put them on top of the square. It was finished.

Struen had extra wood now. But what to do with it? He sat for a while, rubbing to sticks together out of boredom as he pondered the possible uses of the remaining lumber. He grumbled and grab the sticks in his hands as he stood. They were warm. How could this be? He looked at the sticks and rubbed them again. Warm again. He rubbed them faster and saw, to his suprise, smoke. He sat back down and rubbed the sticks together harder and faster, more smoke. Suddenly, grass beneath the sticks burst into flames, making Struen jump. What power was this? He reached over at the strange new light, heat came off of it. He saw the light moving and lighting more grass. He couldn't let it escape. He thought of his new creation. He threw wood around the light, that stopped it. Now it was just sitting still. What to do with it now?
All Hail the Vengeful Queen!

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Mar 29, 2015 11:50 am

My'Alan

My'alan, the Frostspeak is the first sign of writing being of use after the Tale of Jel and Kigel. The first uses of the crude form of Frostspeak had became a valuable use of writing in founding of waves that indicate the number of clicks that each of their tongues( or "leaves" of their plant-like mouth) in the case of their language of sound had started to become widespread thanks to the Matriarchs picking it up first. This also came with the rise of the Kigel picking up metal working with the first use of copper over stone and clay, in which they found deep in the earth.

This also came that the useable water that was 1/2 of the diet of the Myr Xan as the other part was photosynthesis via lunar energy. The lakes that were use of fresh water was being used up by the Myr Xan as the population needed more water and the Eastern Ice Sheet( also known as Kigel) also became like this once the village was set up and the Myr Xan finally swarmed the water and the lunar light. During this time, no Matriarch had a population boom but kept the bare minimum but they have been able to dine in the facilities of what they call " foreign stuffs" which gave rise to working with art and the showing of new ideas coming through the Matriarchs.

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Cold Blood

Social Traits: Hierarchy

Population: 3
Health: 6
Order: 9
Stored: 2/10( 1 Raw Material, 1 Food)
Knowledge: 2/2( Metal Working, Writing)

Regions: Eastern Ice Sheet (Village, Warband Camp, 2 Caves), Western Ice Sheet(

Ongoing Constructions:

POPULATION TASKS

Growth:
Total Population: 3
-To Manpower: 2
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:1

Manpower Allocation

Construction: 2
Mining:2
Expansion:

Completed constructions: Village( Eastern Ice Sheet)

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 6/3

Raw Materials Produced/Consumed: 2/2

Goods Produced/Consumed:

Commerce:

End Storage: 4/10 (3 food, 1 Raw Materials )

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 militia, standing guard

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Masonry(2/6)
Social Evolution:

Health Change:
Order Change:+1 per turn

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Cold Blood

Social Traits: Hierarchy

Population: 4
Health: 6
Order: 7
Stored: 4/10 (1 Raw Materials, 3 food)
Knowledge: 2/2 ( metal working, writing)

Regions: Eastern Ice Sheet (Village, 2 Caves, Warband Camp), Western Ice Sheet( Village)

Ongoing Constructions:

POPULATION TASKS

Growth: N/A
Total Population: 4
-To Manpower: 3
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:1

Manpower Allocation

Construction: 5( scriptorium)
Mining:
Expansion:

Completed constructions:

Ongoing Constructions: Scriptorium

ECONOMY

Food Produced/Consumed: 6/4

Raw Materials Produced/Consumed: 3\3

Goods Produced/Consumed:

Commerce:

End Storage: 2/10 (2 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia and guarding

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Masonry(4/6)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Tunneling Claws
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Strong Insulation

Social Traits: Hierarchy

Population: 2
Health: 6
Order: 8
Stored: 5/10 (5 Raw Materials)
Knowledge: 2/5 (Agriculture, Mining)

Regions: Western Ice Sheet (Village, Gardens, 2 Caves, Warband Camp, Scriptorium), Eastern Ice Sheet( Village)

Ongoing Constructions:

POPULATION TASKS

Growth: +1
Total Population: 6
-To Manpower: 4
-To Gardens:
-To Scriptoriums:1
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction:
Mining:
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 6/6

Raw Materials Produced/Consumed: 3/0

Goods Produced/Consumed:

Commerce:

End Storage: 5/10 (5 Raw Material)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Masonry( 6/6)
Social Evolution:

Health Change:
Order Change:+1
Last edited by Ralnis on Mon Mar 30, 2015 12:24 am, edited 2 times in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Sun Mar 29, 2015 1:48 pm

G-Tech Corporation wrote:Thunder-Walks meandered across the ashlands, his footfalls disturbing clouds of the lightly blowing gray specks that were emblematic of his home. His own body was black and soot-streaked from many storms, hard rock and softer sand the sinews and muscles of the Malleator. For many nights and days he had journeyed, but Father Sky had always been kind, the warmth of his embrace encouragement to the mountain as it rolled along on limbs like the bones of the land below. Here the blasted heath came upon a region of wind and storm, and the air had the faintest hint of salt upon its breezes. Cracks of ancient turmoil scarred the face of the region with yawning abysses, and hardy trees grew here, the strange rock-that-lived which was so uncommon in the wastes of Thunder-Walks' home. Moving coal too comprised this region, scattering before the steps of the giant- the light above was slightly colder here, but Thunder-Walks core was as warm as the inferno of the open desert, for in his weft and weave energy lay indolent; even here the enfolding embrace of the earth's blood was strong and secure, a blanket to keep back the walls of chill.

Into the windlands he walked, the pattern of his mind a curious thing to roam so far from the heat of the first home.


"What is it Makita? Is it a Kettu?"

"No, Darihu, it isn't a Kettu. Kettu come from the Western Windlands. This thing came from the Sandlands."

"How can anything live in the Sandlands? There is no water, no food there."

"I don't know how it lived in the Sandlands. In fact, I don't even think it's alive."

"But Makita, it's walking."

"It's a pile of rock, Darihu. Rocks aren't alive, even if they do move."

"I'm going to go ask it."

Darihu ran up to the walking tower of sand. He observed the Malleator closely, looking over the inorganic object. It was certainly strange. Darihu tapped the thing with his first left foreleg, long tunneling claws delicately rapping against the larger being.

"Hello, my name is Darihu. Are you alive?" the young Tenora asked. "Builder Makita knows a lot about about sand and rock, and he says you aren't alive."

Darihu sat back on his hind legs and awaited an answer.
Last edited by Excidium Planetis on Sun Mar 29, 2015 1:50 pm, edited 1 time in total.
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Ex-Ambassador: Cornelia Schultz, author of GA#355 and GA#368.
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G-Tech Corporation
Khan of Spam
 
Posts: 63971
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Mar 29, 2015 5:57 pm

With ponderous gait the monolith of ash, sand, and gravel crossed the windswept moors, soaking in the warmth above and the thunder of its limbs drumming on the ground building a sonic picture of the landscape about it. From afar it felt another creature walking the land, the stutter step of unsure feet carrying the being towards Thunder-Walks, the Malleator's curiosity piqued. Against its forward shin a thin water-sack's claw scratched, a layer of sand rasped. His limb was bathed in soft vibrations, a strange noise as of the wind rising and falling, with a peculiar cadence. The length and breadth of the Sunlands the megalith of earth had trod, beneath the gaze of stars and light, and with the fathoms of the depths he had communed- but never had Thunder-Walks felt anything like this. The beast's breath moistened his limb impreceptibly to lesser creatures, but even though it's head rose only a tenth as high as his, it was a strange being. It too sang, perhaps, in a key of another melody.

His voice shook the earth beyond hearing as the Malleator responded with his name-song, the overlapping resonances and harmonies sending pebbles into a jarring dance upon the ground, propelled skyward by the force of the walking hill's words. It was deeper than the count of the ears of the creature, but his eyeless face turned down towards the small beast with its sharp claws.
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Taigawa
Negotiator
 
Posts: 7469
Founded: Jun 25, 2014
Ex-Nation

Postby Taigawa » Sun Mar 29, 2015 6:03 pm

Under the Branches of home

The Mai'an-Tai were a simple people, but were slowly expanding from their little village. It soon grew into a small town, and as their technolhgy advanced, they began to look for ways to expand their domain.

STANDING
Survival Traits: Neurotoxin Immunity, Group coroperation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits:

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 2/2 (1 Raw Material, 1 Food)
Knowledge: 2/2 (Mining, Agriculture)

Regions: Central Treelands (Village, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth:
Total Population: 1
-To Manpower:
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 2 (1 Village, Warband Camp)
Mining:
Expansion:

Completed constructions: 1 village

Ongoing Constructions: Warband Camp

ECONOMY

Food Produced/Consumed: 3/1

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed:

Commerce:

End Storage: 4/10 (2 Raw Materials, 2 Food)

MILITARY

Warband training/disbanding: 1

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: 2 (Metal Working)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits:
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Strong Insulation

Social Traits: Hierarchy

Population: 1
Health: 6
Order: 9
Stored: 4/5 (2 Raw Materials,2 food)
Knowledge: 1/2 (Metal Working)

Regions: Central Treelands (2 Villages, 1 Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: +1
Total Population: 2
-To Manpower: 1
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 3
Mining:1
Expansion:1 (Western Treelands)

Completed constructions: 1 Warband Camp

Ongoing Constructions: 1 Garden/Farm

ECONOMY

Food Produced/Consumed: 3/2

Raw Materials Produced/Consumed: 2/3

Goods Produced/Consumed:

Commerce:

End Storage: 2/10 (1 Raw Materials, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits:
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits:

Social Traits: Hierarchy

Population: 2
Health: 6
Order: 9
Stored: 2/10 (1 Raw Materials, 1 Food)
Knowledge: 1/2 (Metal Working)

Regions: Central Treelands (2 villages, 1 Mine, 1 Warband Camp)

Ongoing Constructions: 1 Garden/Farm

POPULATION TASKS

Growth: 1
Total Population: 3
-To Manpower:2
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 3
Mining:
Expansion:

Completed constructions: 1 Garden/Farm

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 4/3

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed:

Commerce:

End Storage: 3/10 (2 Raw Material, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Writing
Social Evolution:

Health Change:
Order Change:
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Ava Ire
Negotiator
 
Posts: 6132
Founded: Nov 29, 2014
Mother Knows Best State

Postby Ava Ire » Sun Mar 29, 2015 8:27 pm

The sun bore down upon the scrubland that the two wandering Doulas had stumbled into, the great mountains of their homeland now loomed in the distance behind them. This was the furthest away from home they had ever been. Hell, they had never even gone beyond the mountain ranges before. Yalunah looked at his companion.

"This is quite a strange land, do you agree Rava?" Below, a vast forest of purple trees stretched out across the landscape. A few wisps of smoke could be seen in the distance, a signal of some sort of civilization. Rava smiles and nods in agreement to Yalunah, her black hair gleaming in the sun. "So, the world isn't destroyed". They begin to make their way down the ravine, their minds racing with excitement and also apprehension.

They knew not what this new world held, but they were determined to find out.
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Jack O Land
Envoy
 
Posts: 318
Founded: Apr 22, 2014
Ex-Nation

Postby Jack O Land » Sun Mar 29, 2015 9:00 pm

UPDATES
~New Special Trait: Tunneling Claws
~New Survival Ability: Heavy Insulation
~New region claimed: Highlands V
{+1 Food, +2 Raw Materials, +1 Culture}
+1 Village
+1 Population
+1 Thought
~New social structure adopted: Hierarchy
{+1 Warband Camp, +3 Order}
New Technology Unlocked: Agriculture
{Unlocked Building: Gardens}
+1 Gardens

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 0 + 2 (+1 from Start, +1 from Reproduction)
2 working in Gardens
Food: 0 + 2 (+3 from Gardens, +1 from Highlands, -2 from Population)
Manpower: 0 + 0 (+9/3 from Order, + 0 x 1 from Unemployed, -3 from Gardens)
Raw Materials: 0 + 2 (+2 from Highlands, +1 from Tunneling Claws, -1 from Gardens)
Goods

Constructions
Village x1
Gardens x1
Warband Camp x1

Health: 6 + 0
Order: 6 + 3 (+3 from Hierarchy)

Thought: 0 + 1 (+1 from Start, +1 from Cognition, +6/6 from Health, -2 from Agriculture)
Technologies
Agriculture

Knowledge Cap:1/2 (+1 from Cognition, + 6/6 from Health, +2/10 from Population)
Culture: 0 + 1 (+1 from Highlands)

MILITARY


UPDATES
+1 Gardens
+1 Cave

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 2 + 1 (+1 from Reproduction)
1 working in Gardens
2 Unemployed
Food: 2 - 1 (+1 from Gardens, +1 from Highlands, -3 from Population)
Manpower: 0 + 0 (+9/3 from Order, +2 x 1 from Unemployed, -2 from Cave, -3 from Gardens)
Raw Materials: 2 + 2 (+2 from Highlands, +1 from Tunneling Claws, -1 from Gardens)
Goods

Constructions
Village x1
Gardens x2
Warband Camp x1
Cave x1

Health: 6 + 0
Order: 9 + 0

Thought: 1 + 2 ( +1 from Cognition, +6/6 from Health)
Technologies
Agriculture

Knowledge Cap:1/2 (+1 from Cognition, + 6/6 from Health, +2/10 from Population)
Culture: 1 + 1 (+1 from Highlands)

MILITARY


UPDATES
~New Technology: Writing
{Unlocked Building: Scriptorium}
~Scriptorium Construction Begun

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 3 + 0
1 working in Gardens
2 Unemployed
Food: 1 - 1 (+1 from Gardens, +1 from Highlands, -3 from Population)
Manpower: 0 + 0 (+9/3 from Order, +2 x 1 from Unemployed, -5 from Scriptorium)
Raw Materials: 4 + 0 (+2 from Highlands, +1 from Tunneling Claws, -3 from Scriptorium)
Goods

Constructions
Village x1
Gardens x2
Warband Camp x1
Cave x1
[Scriptorium: 5/10 manpower, 3/3 raw materials]

Health: 6 + 0
Order: 9 + 0

Thought: 3 - 2 ( +1 from Cognition, +6/6 from Health, -4 from Writing)
Technologies
Agriculture
Writing

Knowledge Cap:2/2 (+1 from Cognition, + 6/6 from Health, +2/10 from Population)
Culture: 2 + 1 (+1 from Highlands)

MILITARY


UPDATES
+1 Scriptorium
+1 Village
New Technology: Metal Working
{Unlocked Building: Workshop}
Construction Started: Cave
Construction Started: Workshop

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 3 + 1 (+1 from Reproduction)
3 working in Gardens
1 Librarian
1 Unemployed
Food: 0 + 1 (+1 from Highlands, +4 from Gardens, -4 from Population)
Manpower: 0 + 0 (+ 9/3 from Order, +1 x 1 from Unemployed, -1 from Cave, -2 from Village, -1 from Workshop)
Raw Materials: 4 + 0 (+2 from Highlands, +1 from Tunneling Claws, -2 from Village, -1 from Workshop)
Goods

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Cave x1
[Cave: 1/2 Manpower]
[Workshop: 1/5 Manpower, 1/3 Raw Materials]

Health: 6 + 0
Order: 9 + 0

Thought: 1 + 0 (+1 from Cognition, +6/6 from Health, -2 from Metal Working)
Technologies
Agriculture
Writing
Metal Working

Knowledge Cap:3/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 3 + 1 (+1 from Highlands

MILITARY
(really, not a whole lot of military action going on at all around here)


UPDATES
+1 Workshop
+1 Cave

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 4 + 1 (+1 from Reproduction)
2 working in Gardens
1 Librarian
2 Unemployed
Food: 1 + 0 (+1 from Highlands, +3 from Gardens, -4 from Population)
Manpower: 0 + 0 (+ 9/3 from Order, +2 x 1 from Unemployed, -4 from Workshop, -1 from Cave)
Raw Materials: 4 +1 (+2 from Highlands, +1 from Tunneling Claws, -2 from Workshop)
Goods

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Workshop x1
Cave x2

Health: 6 + 0
Order: 9 + 0

Thought: 1 + 2 (+1 from Cognition, +6/6 from Health)
Technologies
Agriculture
Writing
Metal Working

Knowledge Cap:3/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 4 + 1 (+1 from Highlands)

MILITARY


UPDATES
~New Technology: Sailing
{Unlocked Good: Ship
Unlocked Building: Port}
+1 Ship

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 5 + 1 (+1 from Reproduction)
4 working in Gardens
1 Librarian
1 working in Workshop (Ship)
Food: 1 + 2 (+1 from Highlands, +6 from Gardens, -5 from Population)
Manpower: 0 + 0 (+ 9/3 from Order, +0 x 1 from Unemployed)
Raw Materials: 5 + 1(+2 from Highlands, +1 from Tunneling Claws, -2 from Ship)
Goods
Ship x1

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Workshop x1
Cave x2

Health: 6 + 0
Order: 9 + 0

Thought: 3 - 3 (+1 from Cognition, +6/6 from Health, -5 from Sailing)
Technologies
Agriculture
Writing
Metal Working
Sailing

Knowledge Cap:4/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 5 + 1 (+1 from Highlands)

MILITARY


UPDATES
~Construction Begun: Port
+1 Ship

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 6 + 0
3 working in Gardens
1 Librarian
1 working in Workshop (Ship)
1 Unemployed
Food: 1 - 1 (+1 from Highlands, +4 from Gardens, -6 from Population)
Manpower: 0 + 0 (+ 9/3 from Order, +1 x 1 from Unemployed, -4 from Port)
Raw Materials: 6 - 3(+2 from Highlands, +1 from Tunneling Claws, -2 from Ship, -4 from Port)
Goods
Ship x2

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Workshop x1
Cave x2
[Port: 4/10 Manpower, 4/5 Raw Material]

Health: 6 + 0
Order: 9 + 0

Thought: 0 + 2 (+1 from Cognition, +6/6 from Health)
Technologies
Agriculture
Writing
Metal Working
Sailing

Knowledge Cap:4/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 6 + 1 (+1 from Highlands)

MILITARY


UPDATES
+1 Ship
+1 Militia
New Technology: Fishing
{Unlocks Building: Wharf}

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 6 + 0 (+1 from Regeneration, -1 from Militia)
4 working in Gardens
1 Librarian
1 working in Workshop (Ship)
1 working in Military
~1 Militia
Food: 0 + 0 (+1 from Highlands, +6 from Gardens, -7 from Population)
Manpower: 0 + 0 (+ 9/3 from Order, +0 x 1 from Unemployed, -3 from Port)
Raw Materials: 3 - 2(+2 from Highlands, +1 from Tunneling Claws, -2 from Ship, -3 from Port)
Goods
Ship x3

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Workshop x1
Cave x2
[Port: 7/10 Manpower, 5/5 Raw Material]

Health: 6 + 0
Order: 9 + 0

Thought: 2 + 0 (+1 from Cognition, +6/6 from Health, -2 from Fishing)
Technologies
Agriculture
Writing
Metal Working
Sailing
Fishing

Knowledge Cap:5/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 7 + 1 (+1 from Highlands)

MILITARY
1. Militia (Highlands V). S 1. Created.


UPDATES
+1 Ship
+1 Port
+1 Early Transport Fleet
-1 Cave

STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 6 + 0
4 working in Gardens
1 Librarian
1 working in Workshop (Ship)
1 working in Military
~1 Militia
Food: 0 + 0 (+1 from Highlands, +6 from Gardens, -6 from Population, -1 from Military)
Manpower: 0 + 0 (+ 9/3 from Order, +0 x 1 from Unemployed, -3 from Port)
Raw Materials: 1 + 1(+2 from Highlands, +1 from Tunneling Claws, -2 from Ship)
Goods
Ship x1 (+1 from Workshop, -3 from Port)

Constructions
Village x2
Gardens x2
Scriptorium x1
Warband Camp x1
Workshop x1
Cave x1
Port x1

Health: 6 + 0
Order: 9 + 0

Thought: 2 + 2 (+1 from Cognition, +6/6 from Health)
Technologies
Agriculture
Writing
Metal Working
Sailing
Fishing

Knowledge Cap:5/5 (+1 from Cognition, +6/6 from Health, +3 from Scriptorium)
Culture: 8 + 1 (+1 from Highlands)

MILITARY
1. Militia (Highlands V). S 1. Stationed.
2. Early Transport Fleet (Highlands V). S 0. Created.

An era draws to a close. The now-wizened Denshu Mak'Thuum gazes over the balcony of his first garden, planted what seems like aeons ago now. He reminisces on the milestones for the race that he oversaw as first sovereign of the Denshu dynasty; the founding of the first two sister colonies, the Taijic Shrine (responsible for vast leaps of cultural progress) and the Temple of Eyes, and of the riches prized up from beneath the mountains. He thanked the powers that be that not a single army was mustered, not a single battle fought to defend his nation, but, as the cold began seeping through his bones, he worried, not for the first time, that because of that fact, his people would not be ready when a true foe came to test their mettle.

Whatever the case, it was out of his hands now. Gazing out at the horizon, at a crimson sunset illuminating the sea, the old man died.

And, in the port below, the new Hierophant gave his blessing to the First Tarkill Fleet amidst the sound of bells, blissfully unaware.

END OF ERA 1
Last edited by Jack O Land on Mon Mar 30, 2015 5:10 pm, edited 1 time in total.
Idealists and idiots should have as little power as possible.

All hail the Pumpkin God!

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Oscalantine
Minister
 
Posts: 2759
Founded: Apr 17, 2008
Ex-Nation

Postby Oscalantine » Sun Mar 29, 2015 11:46 pm

UPDATES
+1 Village
+1 Population

~Construction in Progress: Village, Mine
~New Technology Purchased: Mining


STATUS
~Special Trait: Bersult Physiology
~Survival Ability: Heat Resistance
~Regions claimed:
Firelands I {2 Raw Materials, 2 Dusts / turn} {+1 food from Bersult Physiology}

Constitution: 1
Reproduction: 1
Cognition: 1

Population: 2 + 1 {1 Reproduction}

Food: 1 + 0 {+1 Firelands, +2 Converted from 1 Raw Materials, -3 Population}
Manpower: 6{9/3=3 from Order, 3 from Population}
-6 Manpower on Construction {-1 Village, -5 Mines}
Raw Materials: 1 - 1 {2 Firelands, -1 Converted to food, -1 Village, -1 Mines}
Goods: 4/5 Storage
Dusts: 2 + 2 {2 Firelands}

Constructions
Village {2/2 Raw Materials, 2/2 Manpower}
Mine {1/1 Raw Materials, 5/8 Manpower}

Health: 6 + 0
Order: 6 + 3 {3 from picking Order}

Thought: 2 + 0 {1 Cognition, 6/6=1 Health, -2 Mining}
Technologies: 0 + 1
{Mining}
Knowledge Cap: 1/2 {1 Cognition, 6/6=1 Health}
Culture: 0 + 0
Constructed Buildings: 4/10
{Cave}{Village x2}{Militia Camp}

MILITARY
Militia: 0/3 {3 Militia Camp}

UPDATES
+1 Mine
+1 Cave
+1 Population

~Construction in Progress: Mine, Cave
~New Technology Purchased: Artisan


STATUS
~Special Trait: Bersult Physiology
~Survival Ability: Heat Resistance
~Regions claimed:
Firelands I {2 Raw Materials, 2 Dusts / turn} {+1 food from Bersult Physiology}

Constitution: 1
Reproduction: 1
Cognition: 1

Population: 3 + 1 {1 Reproduction}

Food: 0 + 1 {+1 Firelands, +4 Converted from 2 Raw Materials, -4 Population}
Manpower: 7{9/3=3 from Order, 4 from Population}
-5 Manpower on Construction {-3 Mine, -2 Cave}
-2 Manpower on Mine {+1 Raw Materials}
Raw Materials: 0 {2 Firelands, 1 Mine, -2 Converted to food}
Goods: 6/10 Stored
Dusts: 4 + 2 {2 Firelands}

Constructions
Mines {1/1 Raw Materials, 8/8 Manpower}
Cave {0/0 Raw Materials, 2/2 Manpower}

Health: 6 + 0
Order: 6 + 3 {3 from picking Order}

Thought: 2 + 0 {1 Cognition, 6/6=1 Health, -2 Mining}
Technologies: 1 + 1
{Mining}{Artisan}
Knowledge Cap: 2/2 {1 Cognition, 6/6=1 Health}
Culture: 0 + 0
Constructed Buildings: 6/10
{Cave x2}{Village x2}{Mine}{Militia Camp}

MILITARY
Militia: 0/3 {3 Militia Camp}

UPDATES
+2 Population

~Construction in Progress: Mine
~New Technology Purchased: N/A


STATUS
~Special Trait: Bersult Physiology
~Survival Ability: Heat Resistance
~Regions claimed:
Firelands I {2 Raw Materials, 2 Dusts / turn} {+1 food from Bersult Physiology}

Constitution: 1
Reproduction: 1
Cognition: 1

Population: 4 + 2 {1 Reproduction, 1 Converted from 5 Dusts}

Food: 0 + 1 {+1 Firelands, +6 Converted from 3 Raw Materials, -6 Population}
Manpower: 9{9/3=3 from Order, 6 from Population}
-5 Manpower on Construction {-5 Mine}
-4 Manpower on Mine {+2 Raw Materials}
Raw Materials: 0 + 0 {2 Firelands, 2 Mine, -3 Converted to food, -1 Construction}
Goods: 3/10 Stored
Dusts: 6 - 3 {2 Firelands, -5 Population}

Constructions
Mines {1/1 Raw Materials, 5/8 Manpower}

Health: 6 + 0
Order: 6 + 3 {3 from picking Order}

Thought: 2 + 2 {1 Cognition, 6/6=1 Health}
Technologies: 2 + 0
{Mining}{Artisan}
Knowledge Cap: 2/2 {1 Cognition, 6/6=1 Health}
Culture: 0 + 0
Constructed Buildings: 6/10
{Cave x2}{Village x2}{Mine}{Militia Camp}

MILITARY
Militia: 0/3 {3 Militia Camp}


Bersults are surprisingly independent, despite their complete transfer of thoughts via Batons. However, it is because of this complete transfer of thoughts via Batons that makes Bersults less than individuals. For those who accessed Central, even if it was just for a second, Azure would have been able to persuade others of his village akin to indoctrination, for his belief and logic would have been completely transferred to others. Batons, therefore, are a double-edged sword: for those without high level of independence, Bersults no longer know whether their belief is wholly theirs. It is due to this unholy connection that many Bersults tend to stray away from civilizations… or they separate and become leaders themselves.

Azure’s idea of settlement in the form of Congregation of several ideas, therefore, was the first of its kind, for it allowed many opinions to be voiced. This, of course, relied completely on the fact that Azure was selective of his thought transfers, which was the practice that became almost a tradition for Central in Sultarine. It still didn’t change the fact that those without opinions were led to life of drones, however, which was both the blessing as well as a curse.

For now, Azure was content to see the boons of Central in action. The Bersults who traveled with it immediately start working on his blueprints. Azure’s idea was very simple: once they have reached the point where the volcanic heat was the strongest, dig until Magma would shoot out of the ground. Several Bersults were already on the process of digging, using their one to many hands to claw themselves into the volcanic soil. Others joined Azure in creating a Central for this new village: they peeled smaller Batons and stacked pyramids, allowing fleshy innards to merge together into a larger whole. Azure covered the merged Batons in as finely dark volcanic ash as possible, and then every Bersults working in the project spread their hands out, spewing volcanic heat from their hands to the Baton. The merged Batons sprouted up into a small pillar, creating a small, growing Central for the newfound village.

Azure turned around in the large crumble in the cave, following by eruption of overflow of magma spewed out from the hole that was being dug by several Bersults. Bersults who were coming up after hearing the news of new village construction plan rushed towards the flooding magma to bask in the newfound source of heat. In a silent shout for joy, Bersults’ activities increased, digging around for more sources of magma.

At the end of the day, the village extension from the Sultarine was a huge success. Bersults were able to revitalize the Sultarine main Central (what original Sultarine was called) obtained new source of heat from magmas from the mountains floated down from the top of the mountain. The new village was a thriving sector of mining whose predominant purpose is to extract more volcanic flow to take place. The abundance of magna in Mount Sultare did not dissipate in the slightest, as Volcanic eruption was still very much frequent in the top of the mountain despite the abundant pressure points erupted by Bersults artificially.
Last edited by Oscalantine on Mon Mar 30, 2015 10:09 am, edited 4 times in total.

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Normandy and Picardy
Ambassador
 
Posts: 1995
Founded: Aug 11, 2014
Ex-Nation

Postby Normandy and Picardy » Mon Mar 30, 2015 1:16 am

UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 5

Food: 2 (1 from coldlands, 4 from gardens, 2 in cave, -5 pop)
Manpower: 4 (3 from order, 4 from pop, -3 from Gardens)
Raw Materials: 1 (2 from Coldlands, -1 for Gardens)
Goods
Raw Materials
Food

Constructions
Village (x2)
Cave (x2)
Garden (x2)

Health: 6
Order: 10

Thought: 3 (3 from last cycle, 2 from cognition, -2 for Metal Working)
Technologies: Agriculture, Mining
Knowledge Cap:2/3
Culture: 4

Military: Militia


UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 6

Food: 0 (1 from coldlands, 6 from gardens, 1 in cave, -6 pop)
Manpower: 0 (3 from order, 2 from pop, -5 for Workshop)
Raw Materials: 1 (2 from coldlands, 2 from cave, -3 for workshop)

Goods
Raw Materials
Food (x2)

Constructions
Village (x2)
Cave (x2)
Garden (x2)
Workshop

Health: 6
Order: 10

Thought: 5 (3 from last cycle, 2 from cognition)
Technologies: Agriculture, Mining
Knowledge Cap:2/3
Culture: 5

Millitary: Militia


UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 7

Food: 2 (1 from coldlands, 6 from gardens, 2 in cave, -7 pop)
Manpower: 5 (3 from order, 2 from pop)
Raw Materials: 3 (2 from coldlands, 1 from cave)

Goods
Raw Materials(x3)
Food (x2)

Constructions
Village (x2)
Cave (x2)
Garden (x2)
Workshop

Health: 6
Order: 10

Thought: 3 (5 from last cycle, 2 from cognition, -4 for Writing)
Technologies: Agriculture, Mining, Writing
Knowledge Cap:3/3
Culture: 6

Millitary: Militia


UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 8

Food: 1 (1 from coldlands, 6 from gardens, 2 in cave, -8 pop)
Manpower: 7 (3 from order, 4 from pop)
Raw Materials: 3 (2 from coldlands, 1 from cave)

Goods
Raw Materials(x3)
Food

Constructions
Village (x2)
Cave (x2)
Garden (x2)

Health: 6
Order: 10

Thought: 5 (3 from last cycle, 2 from cognition)
Technologies: Agriculture, Mining, Writing
Knowledge Cap:3/3
Culture: 7

Millitary: Militia


UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 9

Food: 3 (1 from coldlands, 9 from gardens, 2 in cave, -9 pop)
Manpower: 0 (3 from order, 3 from pop, -3 from Gardens, -3 put into Scriptorium)
Raw Materials: 4 (2 from coldlands, 3 from cave, -1 for Gardens)

Goods
Food (x3)

Constructions
Village (x2)
Cave (x2)
Garden (x3)

Ongoing: Scriptorium (Manpower x3, Raw Materials x3)

Health: 6
Order: 10

Thought: 7 (5 from last cycle, 2 from cognition)
Technologies: Agriculture, Mining, Writing
Knowledge Cap:3/3
Culture: 8

Millitary: Militia


UPDATES
~Special Traits: Powerful Senses
~Survival Abilities: Strong Insulation
~Regions Claimed: Coldlands II

STATUS
Constitution: 1
Reproduction: 1
Cognition: 2

Population: 10

Food: 3 (1 from coldlands, 9 from gardens, 3 in cave, -10 pop)
Manpower: 0 (3 from order, 4 from pop, -7 to complete Scriptorium)
Raw Materials: 0 (2 from coldlands, -2 for Civilian Goods)

Goods
Food (x3)
Raw Materials

Constructions
Village (x2)
Cave (x2)
Garden (x3)
Scriptorium

Health: 6
Order: 10

Thought: 2 (7 from last cycle, 2 from cognition, -2 for Artisans, -3 for Weapons, -2 for Metal Working)
Technologies: Agriculture, Mining, Metal Working, Writing, Artisans, Weapons
Knowledge Cap:6/6
Culture: 9

Millitary: Militia


The Faulist Federation had grown, with a new village for the people. The mating contest had been and gone, and mates had been brought together and the population grew. Gardens produced food for the people of both towns, for that is what they were, Faus and Hhyuastow. The people learnt to write down their language which they had spoken for ages, using a system of symbols and pens which accommodated for 3 fingers. Artisans produced goods for the people and still the music could be heard, louder and more beautiful than ever. Life had become peaceful for the Faulist, a simple life as the Gods had planned. It was a long time since the days of heroes, and they no longer had any desire for adventure, except through Knowledge and music. However, there was still a militia force, there in case wild beasts attacked or the federation faced disaster. The ruler had died in a freak accident, so until an agreement could be made on who should rule, his son - Joshasne - took over. The meeting of the nobles would be convened however, and a leader would be chosen. Culture continued to grow and so did the people. The Faulist flourished, but the future still lay before them. Aeons had gone, and aeons were still to go, and all would become older and wiser. The cities would grow and the people change, in what ways they did not know. The cold, bleak tundra that had become their home had served them well, and would continue to serve them. Johasne was regent, and knew he would not stay in this position forever, though he could if he wished. But, future choices are for the future and not the present, and they would have to be made at some point.
Last edited by Normandy and Picardy on Tue Mar 31, 2015 12:39 am, edited 4 times in total.
Northern French Names but with a general Western Med vibe, welcome to N&P

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Mar 30, 2015 6:52 am

The End of an Era

The snow had started to pick up in the Icelands and the fresh water lakes had make population growth to a grinding halt. The Matriarchs look to the moonlit skies and cry for help as they cannot grow anymore then they can for the ice has taken the young and the old in the cycles of both growth and death. This was an end of an era as they had started to build in the Icelands and grew their intelligence but it seem that they were looking in other ways of to grow but they only found blizzards. They instead started to work on the ideas of moon worship and started on the idea of making Foreign-stuffs to become widespread as they been making art to depict the times.


UPDATES
~New Special Trait:
~New Survival Ability:
~New region claimed:
{}
+1 Shrine
+1 Technology( artisans)
~New social structure adopted:
{}


STATUS
Constitution: 1
Reproduction: 1
Cognition: 1

Population: 0 +

Food: 6 +
Manpower: 9+
Raw Materials: 3 +
Goods

Constructions
Western Ice Sheet( Village, 2 caves, warband camp, scriptorium)
Eastern Ice Sheet( Village, shrine)
Health: 6 +
Order: 9

Thought: 2 +
Technologies: 1 +
Knowledge Cap:3/5
Culture: 1 +

MILITARY

*flavor text*
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Taigawa
Negotiator
 
Posts: 7469
Founded: Jun 25, 2014
Ex-Nation

Postby Taigawa » Mon Mar 30, 2015 7:20 am

STANDING
Survival Traits: Neuro-toxin Resistance
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits:

Social Traits: Hierarchy

Population: 6
Health: 6
Order: 9
Stored: 4/10( 2 Raw Material, 2 Food)
Knowledge: 0/2

Regions: Central Treeland (2 Village, Warband Camp, 1 Garden)

Ongoing Constructions:

POPULATION TASKS

Growth:
Total Population: 3
-To Manpower: 2
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:1

Manpower Allocation

Construction: 2
Mining:2
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 6/3

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed:

Commerce:

End Storage: 6/10 (3 food, 3 Raw Materials )

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 militia, standing guard

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:+1 per turn

STANDING
Survival Traits: Neuro-toxin Resistance
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits:

Social Traits: Hierarchy

Population: 7
Health: 7
Order: 9
Stored: 6/10 (3 Raw Materials, 3 food)
Knowledge: 0/2

Regions: Central Treelands (2 Village, 1 Garden, Warband Camp

Ongoing Constructions:

POPULATION TASKS

Growth: +2
Total Population: 9
-To Manpower: 3
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands:2

Manpower Allocation

Construction:
Mining:
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 6/4

Raw Materials Produced/Consumed: 3\0

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (4 Food, 7 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia and guarding

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment: Weapons(4/6)
Social Evolution:

Health Change: +1
Order Change:

STANDING
Survival Traits: Neuro-Toxin Resistance
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits:

Social Traits: Hierarchy

Population: 9
Health: 10
Order: 10
Stored: 10/10 (4 Food, 6 Raw Materials)
Knowledge: 2/5

Regions: Western Ice Sheet ( 2 Village, Gardens, 1 Mine, 1 Warband Camp

Ongoing Constructions:

POPULATION TASKS

Growth: +1
Total Population: 6
-To Manpower: 4
-To Gardens:
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: Scripttorium
Mining:
Expansion:

Completed constructions:

Ongoing Constructions: Scriptorium

ECONOMY

Food Produced/Consumed: 6/6

Raw Materials Produced/Consumed: 3/3

Goods Produced/Consumed:

Commerce:

End Storage: 5/10 (5 Raw Material)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:+1
Tier 1, primarily anthro nation inspired by Halo, Mass Effect, and Asian culture. NS Stats are irrelevent to The Ecumene.

Alert Status
[1] [2] [3] [4] [5] Alert Status: 1- Total War Declared- Use of WMDs is authorized
Neyla is the only character to ever embarress Kyoki. All Forum 7 Characters
24 years old and female.

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In Gentem Et De Libris Scientiam
Senator
 
Posts: 4757
Founded: Feb 11, 2014
Ex-Nation

Postby In Gentem Et De Libris Scientiam » Mon Mar 30, 2015 8:22 am

STANDING
Survival Traits:same
Power Traits: same
Special Traits: same

Social Traits: same

Population: 9/12
Health: 6
Order: 18
Stored: 1 raw material
Knowledge: 3/5
Space:8/10
Regions: same

Ongoing Constructions:

POPULATION TASKS

Growth: 2
(Cannot exceed your reproduction trait)
Total Population: 11
-To Manpower: 4
-To Gardens:3
-To Scriptoriums: 1
-To Workshops:0
-To Warbands:3

Manpower Generation
-From Population: 4
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order: 6
(1 for every 3 order you have)

Manpower allocation

Construction: Mine, village
Mining:
Expansion:

Completed constructions:
village (3)
garden (2)
Scriptorium (1)
cave (2)


Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 7/5.5

Raw Materials Produced/Consumed: 2/3

Goods Produced/Consumed:

Commerce:

End Storage: 0

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: stay



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2
Culture:

Tech investment: artisans, Masonary
Social Evolution:

Health Change:
Order Change: +3

STANDING
Survival Traits:
Power Traits:
Special Traits:

Social Traits:

Population: 11
Health: 6
Order: 21
Stored:
Knowledge: 3/5

Regions: same

Ongoing Constructions:
Completed mine and village

POPULATION TASKS

Growth: 2
(Cannot exceed your reproduction trait)
Total Population:14
-To Manpower:6
-To Gardens: 4
-To Scriptoriums:1
-To Workshops:
-To Warbands:3

Manpower Generation
-From Population: 6
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order:7
(1 for every 3 order you have)

Manpower allocation

Construction: Shrine (2), town upgrade,
Mining:4
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 7/8

Raw Materials Produced/Consumed: 6/6

Goods Produced/Consumed:

Commerce:

End Storage:

MILITARY

Warband training/disbanding: 3

Warbands and their orders:



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:+3

STANDING
Survival Traits:
Power Traits:
Special Traits:

Social Traits:

Population:14
Health:
Order: 24
Stored:
Knowledge:

Regions:

Ongoing Constructions:

POPULATION TASKS

Growth: 2
(Cannot exceed your reproduction trait)
Total Population: 16
-To Manpower:6
-To Gardens: 4
-To Scriptoriums:1
-To Workshops:
-To Warbands: 3
-two shrines: 2

Manpower Generation
-From Population: 6
(Pop allocated to manpower times 1 if you constitution 1 or 2, 2 if you have constitution 3 or 4, 3 if you ahve cons....)
-From order:8
(1 for every 3 order you have)

Manpower allocation

Construction: village to town (2)
Mining: 4
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 8/8

Raw Materials Produced/Consumed:

Goods Produced/Consumed:

Commerce:

End Storage: 10 food

MILITARY

Warband training/disbanding:

Warbands and their orders: move into forest 4



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: +2 (4)
Culture: +2

Tech investment:
Social Evolution:

Health Change:
Order Change:+3
Last edited by In Gentem Et De Libris Scientiam on Mon Mar 30, 2015 6:55 pm, edited 1 time in total.
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Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Mon Mar 30, 2015 3:32 pm

Expavidus, Might of the Northeastern Windlands
Expavidus had done well for centuries. Tykita, descendant of Makita the builder, was approaching his 98th solar, and some expected his son Hokita to succeed him as Chief. The council of Elders seemed to believe this was best, and would elect Hokita for sure. But Calaki, the Militia Captain, had other ideas. When Tykita died, Calaki would challenge Hokita for the right of Chief, an ancient tradition mostly forgotten. Calaki knew he would win, and afterwards he'd recruit more militia, disband the Elders, and secure himself as High Chieftain over the Windlands.

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 5
Health: 6
Order: 9
Stored: 10/10 (9 Raw Materials, 1 Food)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (3 Villages, Warband Camp, 2 Caves, 3 Gardens, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 6
-To Manpower: 3
-To Gardens: 3
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction:
Mining:
Expansion: 6 [6/20] (Highlands II)

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 5/6

Raw Materials Produced/Consumed: 3/2

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (10 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 10
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 6
Health: 6
Order: 9
Stored: 10/10 (10 Raw Materials)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (3 Villages, 3 Gardens, 2 Caves, Warband Camp, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 7
-To Manpower: 3
-To Gardens: 4
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction:
Mining:
Expansion: 6 [12/20] (Highlands II)

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 7/7

Raw Materials Produced/Consumed: 3/3

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (10 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 12
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution I, Reproduction I, Cognition I
Special Traits: Tunneling Claws

Social Traits: Hierarchy

Population: 7
Health: 6
Order: 9
Stored: 10/10 (10 Raw Materials)
Knowledge: 2/2 (Agriculture, Mining)

Regions: Windlands IV (3 Villages, 3 Gardens, 2 Caves, Warband Camp, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 8
-To Manpower: 3
-To Gardens: 5
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Allocation

Construction:
Mining:
Expansion: 6 [18/20] (Highlands II)

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 8/8

Raw Materials Produced/Consumed: 3/3

Goods Produced/Consumed:

Commerce:

End Storage: 10/10 (10 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders:

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 14
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:


End of Era 1
Current Ambassador: Adelia Meritt
Ex-Ambassador: Cornelia Schultz, author of GA#355 and GA#368.
#MakeLegislationFunnyAgain
Singaporean Transhumans wrote:You didn't know about Excidium? The greatest space nomads in the NS multiverse with a healthy dose (read: over 9000 percent) of realism?
Saveyou Island wrote:"Warmest welcomes to the Assembly, ambassador. You'll soon learn to hate everyone here."
Imperium Anglorum wrote:Digital Network Defence is pretty meh
Tier 9 nation, according to my index.Made of nomadic fleets.


News: AI wins Dawn Fleet election for High Counselor.

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