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Excidium Planetis
Powerbroker
 
Posts: 8066
Founded: May 01, 2014
New York Times Democracy

Postby Excidium Planetis » Mon Mar 30, 2015 8:09 pm

Expavidus, Strength of the Midwestern World (Era 2)

Calaki's coup was successful. And his reign was too. He was already grooming his second son, Gylaki, an already accomplished warrior, to lead Expavidus to glory.

Glory that involved occupying the Highlands to the south and establishing a new settlement.

It was noted that the neighboring Kettu had gradually disappeared from the Windlands, leaving their ancient ruins behind...

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution IV (V), Reproduction I, Cognition I
Special Traits: Tunneling Claws, Stormborn

Social Traits: Tyrannic Feudal Hierarchy

Population: 8
Health: 6
Order: 9
Stored: 10/10 (9 Raw Materials, 1 Food)
Knowledge: 1/2 (Agriculture, Mining)

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

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 9
-To Manpower: 2
-To Gardens: 6
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 7 [7/15] (Palace), Destroyed Cave
Mining:
Expansion: 2 [20/20] (Highlands II)

Completed constructions:

Ongoing Constructions: Palace

ECONOMY

Food Produced/Consumed: 10/9

Raw Materials Produced/Consumed: 3/7

Goods Produced/Consumed:

Commerce:

End Storage: 5/5 (5 Raw Materials)

MILITARY

Warband training/disbanding: 1 Militia Trained

Warbands and their orders: 1 Militia moves to Highlands II

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 16
Culture:

Tech investment: 10 (Writing, Masonry)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution IV (V), Reproduction I, Cognition I
Special Traits: Tunneling Claws, Stormborn

Social Traits: Tyrannic Feudal Hierarchy

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

Regions: Windlands IV (3 Villages, 3 Gardens, Cave, Warband Camp, Mine), Highlands II

Ongoing Constructions: Palace

POPULATION TASKS

Growth: 1
Total Population: 10
-To Manpower: 1
-To Gardens: 6
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Allocation

Construction: 1 [8/15] Palace, 3 (Scriptorium), 2 (Town)
Mining:
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 10/10

Raw Materials Produced/Consumed: 3/4

Goods Produced/Consumed:

Commerce:

End Storage: 4/5 (4 Raw Materials)

MILITARY

Warband training/disbanding: 1 Militia

Warbands and their orders: 1 Militia stays in Highlands II, 1 Militia stays in Windlands IV

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 8
Culture:

Tech investment: 6 (Crop Rotation)
Social Evolution:

Health Change:
Order Change:
Last edited by Excidium Planetis on Mon Mar 30, 2015 9:14 pm, edited 2 times in total.
Current Ambassador: Adelia Meritt
Ex-Ambassador: Cornelia Schultz, author of GA#355 and GA#368.
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Tier 9 nation, according to my index.Made of nomadic fleets.


News: AI wins Dawn Fleet election for High Counselor.

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Mar 31, 2015 8:48 am

Era one; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 1
Health: 6
Order: 3
Stored: 0/5
Knowledge: 0/2

Regions: Rainlands 1

Ongoing Constructions: Village

POPULATION TASKS

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

Manpower Generation
-From Population: 1
(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
(1 for every 3 order you have)

Manpower allocation

Construction: 2
Mining:
Expansion:

Completed constructions: Cave, Village, Village (starter)

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 3/1

Raw Materials Produced/Consumed: 2/2

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 2/5

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: N/A



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 1
Culture: 0

Tech investment: Agriculture
Social Evolution: Anarchy

Health Change: 0
Order Change: 0


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 2
Health: 6
Order: 3
Stored: 2/5
Knowledge: 1/2

Regions: Rainlands 1

Ongoing Constructions: Garden (3 manpower, 1 raw material)

POPULATION TASKS

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

Manpower Generation
-From Population: 2
(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
(1 for every 3 order you have)

Manpower allocation

Construction: 3
Mining:
Expansion:

Completed constructions: Garden

Ongoing Constructions: Warband camp (1 raw material invested)

ECONOMY

Food Produced/Consumed: 3/2

Raw Materials Produced/Consumed: 2/2

Goods Produced/Consumed: 0

Commerce:

End Storage: 3/5

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: N/A



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0
Culture: 0

Tech investment: Agriculture (2 thought used)
Social Evolution: Anarchy

Health Change: N/A
Order Change: N/A


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 3
Health: 6
Order: 3
Stored: 3/5
Knowledge: 1/2

Regions: Rainland 1

Ongoing Constructions: cave (2 manpower), Warband camp (2 manpower, 1 raw material)

POPULATION TASKS

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

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: 1
(1 for every 3 order you have)

Manpower allocation

Construction: 4
Mining:
Expansion:

Completed constructions: cave, cave (starter), village, village (starter), Warband camp, garden

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 3/3

Raw Materials Produced/Consumed: 2/1

Goods Produced/Consumed: 0

Commerce:

End Storage: 3/10 (2 food, 1 raw resource)

MILITARY

Warband training/disbanding: 0/0

Warbands and their orders: N/A

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 1
Culture: 0

Tech investment: Writing
Social Evolution: Anarchy

Health Change: 0
Order Change: 0
Last edited by Cainesland on Tue Mar 31, 2015 9:24 am, edited 2 times in total.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Mar 31, 2015 9:22 am

Era one; Day two

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 4
Health: 6
Order: 3
Stored: 4/10 (3 food, 1 raw resource)
Knowledge: 1/2

Regions: Rainlands 1

Ongoing Constructions: garden

POPULATION TASKS

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

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: 1
(1 for every 3 order you have)

Manpower allocation

Construction: 3
Mining:
Expansion: 1 (Rainlands 2)

Completed constructions: Cave, cave (starter), Village, Village (starter), garden, garden, Warband camp

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 5/4

Raw Materials Produced/Consumed: 2/1

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 6/10 (4 food, 2 raw resources)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: N/A



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture: 0

Tech investment: Writing (4 thought required)
Social Evolution: Anarchy

Health Change: 0
Order Change: 0


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 5
Health: 6
Order: 3
Stored: 6/10 (4 food, 2 raw resources)
Knowledge: 1/2

Regions: Rainlands 1

Ongoing Constructions: cave (2 manpower)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 5
-To Manpower: 1
-To Gardens: 2 (1 to either garden)
-To Scriptoriums:
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 1
(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
(1 for every 3 order you have)

Manpower allocation

Construction: 2
Mining:
Expansion:

Completed constructions: cave, cave, cave (starter), village (starter), village, Warband camp, garden, garden

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 7/5

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed: 0

Commerce:

End Storage: 10/15 (6 food, 4 raw resources)

MILITARY

Warband training/disbanding: 2/0 (militia trained)

Warbands and their orders: Militia 1 and 2 are on defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 3
Culture: 0

Tech investment: Writing (3 thought used)
Social Evolution: Anarchy

Health Change: N/A
Order Change: 3 + 2 (from militia)


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 6
Health: 6
Order: 5
Stored: 10/15 (6 food, 4 raw resources)
Knowledge: 2/2 (Agriculture, Writing)

Regions: Rainland 1, (1 manpower invested thus far in Rainland 2)

Ongoing Constructions: Village (2 manpower, 2 raw resources), Scriptorium (10 manpower, 3 raw resources)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 6
-To Manpower: 5
-To Gardens: 1
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Generation
-From Population: 5
(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
(1 for every 3 order you have)

Manpower allocation

Construction: 6
Mining:
Expansion:

Completed constructions (9/10): cave, cave, cave (starter), village, village, village (starter),
Warband camp, garden, garden,

Ongoing Constructions: scriptorium (6 manpower left)

ECONOMY

Food Produced/Consumed: 5/6

Raw Materials Produced/Consumed: 2/5

Goods Produced/Consumed: 0

Commerce:

End Storage: 6/15 (5 food, 1 raw resource)

MILITARY

Warband training/disbanding: 0/0

Warbands and their orders: Defence

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture: 0

Tech investment: Writing (4/4)
Social Evolution: Anarchy

Health Change: 0
Order Change: 5+2
Last edited by Cainesland on Tue Mar 31, 2015 4:24 pm, edited 3 times in total.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Mar 31, 2015 5:16 pm

Era one; Day three

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 4
Health: 6
Order: 3
Stored: 6/15 (5 food, 1 raw resource)
Knowledge: 2/2

Regions: Rainlands 1 (1 manpower invested in Rainland 2 thus far)

Ongoing Constructions: none

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 7
-To Manpower: 5
-To Gardens: 2
-To Scriptoriums:
-To Workshops:
-To Warbands:

Manpower Generation
-From Population: 5
(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: 2
(1 for every 3 order you have)

Manpower allocation

Construction: 6
Mining:
Expansion: 1 (Rainlands 2)

Completed constructions: Cave, cave, cave (starter), Village, Village, Village (starter), garden, garden, Warband camp, scriptorium

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 7/7

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 9/15 (5 food, 4 raw resources)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 1
Culture: 0

Tech investment: metalworking (2 thought required)
Social Evolution: Anarchy

Health Change: 0
Order Change: 7+2


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 8
Health: 6
Order: 9
Stored: 9/15 (5 food, 4 raw resources)
Knowledge: 2/5

Regions: Rainlands 1

Ongoing Constructions:

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 8
-To Manpower: 1
-To Gardens: 4 (2 to either garden)
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 1
(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:
Mining:
Expansion: 4

Completed constructions: cave, cave, cave (starter), village, village (starter), village, Warband camp, garden, garden, scriptorium

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 9/8

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed: 0

Commerce:

End Storage: 10/15 (6 food, 4 raw resources)

MILITARY

Warband training/disbanding: 0/0 (militia trained)

Warbands and their orders: Militia 1 and 2 are on defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture: 0

Tech investment: metalworking (2 thought used)
Social Evolution: Anarchy

Health Change: N/A
Order Change: 3 + 2 (from militia)


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 1 cognition
Special Traits: Tunnelling Claws

Social Traits: Anarchy

Population: 9
Health: 6
Order: 11
Stored: 10/15 (6 food, 4 raw resources)
Knowledge: 3/5 (Agriculture, Writing, metalworking)

Regions: Rainland 1, (2 manpower invested thus far in Rainland 2)

Ongoing Constructions: Village (2 manpower, 2 raw resources), Scriptorium (10 manpower, 3 raw resources)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 9
-To Manpower: 2
-To Gardens: 4
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 2
(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:
Mining:
Expansion: 6

Completed constructions (9/10): cave, cave, cave (starter), village, village, village (starter),
Warband camp, garden, garden, scriptorium

Ongoing Constructions: scriptorium (6 manpower left)

ECONOMY

Food Produced/Consumed: 9/9

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed: 0

Commerce:

End Storage: 12/15 (6 food, 6 raw resource)

MILITARY

Warband training/disbanding: 0/0

Warbands and their orders: Defence

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 1
Culture: 0

Tech investment: Artisan (1/2)
Social Evolution: Anarchy

Health Change: 0
Order Change: 11+2
Last edited by Cainesland on Tue Mar 31, 2015 5:31 pm, edited 1 time in total.

User avatar
Jack O Land
Envoy
 
Posts: 318
Founded: Apr 22, 2014
Ex-Nation

Postby Jack O Land » Tue Mar 31, 2015 5:54 pm

UPDATES
~New Special Trait: Survivalist
~New Survival Trait: Moisture Resistance
+2 Constitution
~New Social Development: Tyrannic
{+15 Order Cap,
Unlocked construction: Palace
+1 Order per turn per non-capital claimed region}
New Agricultural Development: Feudal
{Farms count as warband camps}
New Technology: Crop Rotation
{Unlocked construction: Farm}
-2 Gardens
+1 Farm
-1 Warband Camp
Claim Placed: Rainlands VI


STATUS
Constitution: 3
Reproduction: 1
Cognition: 1

Population: 6 + 0
4 working in Farm
1 Librarian
1 Unemployed
1 working in Military
~1 Militia
Food: 0 + 2 (+1 from Highlands, +8 from Farm, -6 from Population, -1 from Military)
Manpower: 0 + 0 (+ 9/3 from Order, +1 x 2 from Unemployed, -2 from Farm, - 3 from Claim)
Raw Materials: 1 + 3(+2 from Highlands, +1 from Tunneling Claws, -1 from Storage)
Goods


Constructions
Highlands V [7/10]
Village x2
Farm x1 (Also a warband camp)
Scriptorium x1
Workshop x1
Cave x1
Port x1
Rainlands VI (Claimed 3/20) [0/10]

Health: 6 + 0
Order: 9 + 0

Thought: 4 - 4(+1 from Cognition, + 6/6 from Health, -6 from Crop Rotation)
Technologies

ERA I
Agriculture
Writing
Metal Working
Sailing
Fishing

ERA II
Crop Rotation


Knowledge Cap:3.5/5 (+1 from Cognition, +6/6 from Health, + 3 from Scriptorium)
Culture: 9 + 1 (+1 from Highlands)

MILITARY
1. Militia (Highlands V). S 1. Move to Rainlands VI.
2. Early Transport Fleet (Highlands V). S 0. Move to Highlands VI.

UPDATES
+1 Cave

STATUS
Constitution: 3
Reproduction: 1
Cognition: 1

Population: 6 + 0
3 working in Farm
1 Librarian
2 Unemployed
1 working in Military
~1 Militia
Food: 2 + 2(+1 from Highlands, +8 from Farm, -6 from Population, -1 from Military)
Manpower: 0 + 0(+ 9/3 from Order, +2 x 2 from Unemployed, -3 from Claim, -2 from Cave)
Raw Materials: 3 + 3(+2 from Highlands, +1 from Tunneling Claws)
Goods


Constructions
Highlands V [8/10]
Village x2
Farm x1
Scriptorium x1
Workshop x1
Cave x2
Port x1
Rainlands VI (Claimed 6/20) [0/10]

Health: 6 + 0
Order: 9 + 0

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

ERA I
Agriculture
Writing
Metal Working
Sailing
Fishing

ERA II
Crop Rotation


Knowledge Cap:3.5/5 (+1 from Cognition, +6/6 from Health, + 3 from Scriptorium)
Culture: 10 + 1 (+1 from Highlands)

MILITARY
1. Militia (Rainlands VI). S 1. Stationed.
2. Early Transport Fleet (Highlands VI). S 0. Established Colony Route between Highlands V and Highlands VI.

UPDATES


STATUS
Constitution: 3
Reproduction: 1
Cognition: 1

Population: 6 + 0
3 working in Farm
1 Librarian
2 Unemployed
1 working in Military
~1 Militia
Food: 2 + 0 (+1 from Highlands, +6 from Farm, -6 from Population, -1 from Military)
Manpower: 0 + 0(+ 9/3 from Order, +2 x 2 from Unemployed, -7 from Claim)
Raw Materials: 6 + 0(+2 from Highlands, +1 from Tunneling Claws, -3 from Storage)
Goods


Constructions
Highlands V [8/10]
Village x2
Farm x1
Scriptorium x1
Workshop x1
Cave x2
Port x1
Rainlands VI (Claimed 13/20) [0/10]

Health: 6 + 0
Order: 9 + 0

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

ERA I
Agriculture
Writing
Metal Working
Sailing
Fishing

ERA II
Crop Rotation


Knowledge Cap:3.5/5 (+1 from Cognition, +6/6 from Health, + 3 from Scriptorium)
Culture: 11 + 1 (+1 from Highlands)

MILITARY
1. Militia (Rainlands VI). S 1. Stationed.
2. Early Transport Fleet (Highlands VI). S 0. En Route to Windlands IV.

UPDATES
Claim Completed: Rainlands VI.
+1 Militia

STATUS
Constitution: 3
Reproduction: 1
Cognition: 1

Population: 6 + 0 (+1 from Reproduction, -1 from Military)
3 working in Farm
1 Librarian
2 Unemployed
2 working in Military
~2 Militia
Food: 2 + 2 (+1 from Highlands, +3 from Rainlands, +6 from Farm, -6 from Population, -2 from Military)
Manpower: 0 + 0(+ 14/3 from Order, +2 x 2 from Unemployed, -7 from Claim)
Raw Materials: 6 + 0(+2 from Highlands, +1 from Rainlands, +1 from Tunneling Claws, -4 from Storage)
Goods


Constructions
Highlands V [8/10]
Village x2
Farm x1
Scriptorium x1
Workshop x1
Cave x2
Port x1
Rainlands VI [0/10]

Health: 6 + 0
Order: 14 + 0 (+2 from Military, -2 from Region)

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

ERA I
Agriculture
Writing
Metal Working
Sailing
Fishing

ERA II
Crop Rotation

Knowledge Cap:3.5/5 (+1 from Cognition, +6/6 from Health, + 3 from Scriptorium)
Culture: 12 + 1 (+1 from Highlands)

MILITARY
1. Militia (Rainlands VI). S 1. Stationed.
2. Early Transport Fleet (Windlands IV). S 0. Visiting.
Last edited by Jack O Land on Thu Apr 02, 2015 12:44 pm, edited 3 times in total.
Idealists and idiots should have as little power as possible.

All hail the Pumpkin God!

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Mar 31, 2015 6:42 pm

Era two; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture (+2 space in Rainlands)

Social Traits: Tyrannic Communal Anarchy

Population: 9
Health: 6
Order: 13
Stored: 12/15 (6 food, 6 raw resource)
Knowledge: 2/5 (agriculture, writing, metalworking, artisan,)

Regions: Rainlands 1 (8 manpower invested in Rainland 2 thus far)

Ongoing Constructions: none

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 9
-To Manpower: 2
-To Gardens: 4
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 2
(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: 0
Mining:
Expansion: 6 (Rainlands 2)

Completed constructions: Cave, cave, cave (starter), Village, Village, Village (starter), garden, garden, Warband camp, scriptorium

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 9/9

Raw Materials Produced/Consumed: 2/2

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 15/15 (6 food, 9 raw resources) one raw resource abandoned due to lack of storage space.

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0
Culture: 0

Tech investment: Artisan finished
Social Evolution: Anarchy

Health Change: 0
Order Change: 13+2


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Anarchy

Population: 9
Health: 6
Order: 15
Stored: 15/15 (6 food, 9 raw resources)
Knowledge: 2/5 (artisan, agriculture, metalworking, writing)

Regions: Rainlands 1

Ongoing Constructions:

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 9
-To Manpower: 2
-To Gardens: 4 (2 to either garden)
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 2
(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: 1
Mining:
Expansion: 6 (20 manpower invested in Rainlands 2 currently)

Completed constructions: cave, cave, cave (starter), village, village (starter), village, Warband camp, garden, garden, scriptorium

Ongoing Constructions: village (1 manpower and 2 raw resources invested in a village on Rainlands 2)

ECONOMY

Food Produced/Consumed: 9/9

Raw Materials Produced/Consumed: 2/0

Goods Produced/Consumed: 0

Commerce:

End Storage: 15/15 (6 food, 9 raw resources)

MILITARY

Warband training/disbanding: 0/0 (militia trained)

Warbands and their orders: Militia 1 and 2 are on defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture: 0

Tech investment: masonry (2 thought left now)
Social Evolution: Anarchy

Health Change: N/A
Order Change: 15 + 2 (from militia) - 2 (from Rainlands 2)
Last edited by Cainesland on Wed Apr 01, 2015 7:20 pm, edited 6 times in total.

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

Postby Taigawa » Tue Mar 31, 2015 7:45 pm

Taiigei-Wan, Glory of the World Tree (Era 2)
The passing of the last dynasty had left the Mai'an-Tai people sitting on a rather fast developing town, and it's name was changed by order of the Matriarch, Fi-Eidei, from it's old name to Taiigei-Wan, which meant "Tiger-Town" in their language. The people were confident in their ruler and believed she would lead then to glory.

Glory that involved occupying the Treelands to the East and establishing a new settlement.


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

Social Traits: Feudal Hierarchy

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

Regions: Central and Eastern Treelands (2 Towns, 1 Village Warband Camp, 2 Gardens, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 10
-To Manpower: 3
-To Gardens: 4
-To Scriptoriums:
-To Workshops:
-To Warbands: 1

Manpower Allocation

Construction: 0[0/15]
Mining:
Expansion:

Completed constructions: Scriptorium

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 10/9

Raw Materials Produced/Consumed: 7/0

Goods Produced/Consumed:

Commerce:

End Storage: 5/5 (5 Raw Materials)

MILITARY

Warband training/disbanding: 2 Spearman Warband

Warbands and their orders: Standing guard

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 16
Culture:

Tech investment: 15 (Engineering)
Social Evolution:

Health Change:+1
Order Change:

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

Social Traits: Feudal Hierarchy

Population: 100
Health: 8
Order: 9
Stored: 5/5 (5 Raw Materials)
Knowledge: 2/2 (Agriculture, Mining, Writing, Masonry)

Regions: Central Treelans, Eastern Treeland (2 Towns, 1 Village, 2 Gardens, Cave, Warband Camp, Mine)

Ongoing Constructions:

POPULATION TASKS

Growth: 1
Total Population: 12
-To Manpower: 3
-To Gardens: 4
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Allocation

Construction: 1 [2/15] 2 (Town)
Mining:
Expansion:

Completed constructions:

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 10/10

Raw Materials Produced/Consumed: 7/4

Goods Produced/Consumed:

Commerce:

End Storage: 3/10 (3 Raw Materials)

MILITARY

Warband training/disbanding:

Warbands and their orders: 2 Spearman Warband, Standing guard.

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 8
Culture:

Tech investment: 6 (Crop Rotation)
Social Evolution:

Health Change:+1
Order Change:
Last edited by Taigawa on Tue Mar 31, 2015 7:56 pm, edited 1 time in total.
Tier 1, primarily anthro nation inspired by Halo, Mass Effect, and Asian culture. NS Stats are irrelevent to The Ecumene.

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User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Wed Apr 01, 2015 9:58 am

Era two; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Tyrannic Communal Anarchy

Population: 9
Health: 6
Order: 17
Stored: 15/15 (6 food, 9 raw resources)
Knowledge: 2.5/5 (agriculture, writing, metalworking, artisan, masonry)

Regions: Rainlands 1, Rainland 2,

Ongoing Constructions: town upgrade (2 manpower, 2 raw resources)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 9
-To Manpower: 2
-To Gardens: 4
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 2
(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: 3 (2 invested in town upgrade, 1 invested in finishing village in Rainlands 2)
Mining:
Expansion: 4 (Rainlands 3)

Completed constructions:
Rainlands 1: Cave, cave, cave (starter), Village, Village, town (starter), garden, garden, Warband camp, scriptorium

Rainlands 2: Village

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 9/9

Raw Materials Produced/Consumed: 2/2

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 15/15 (6 food, 9 raw resources)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0 (4 thought diverted to starting fishing and completing both fishing and masonry)
Culture: 0

Tech investment: Masonry and fishing finished
Social Evolution: Anarchy

Health Change: 0
Order Change: 0


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Anarchy

Population: 10 (9 in Rainlands 1, 1 in Rainlands 2)
Health: 6
Order: 17
Stored: 15/15 (6 food, 9 raw resources)
Knowledge: 3/5 (artisan, agriculture, metalworking, writing, masonry, fishing)

Regions: Rainlands 1, Rainland 2

Ongoing Constructions: town upgrade (Rainland 2)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 10 (9 in Rainland 1, 1 in Rainland 2)
-To Manpower: 3
-To Gardens: 4 (2 to either garden)
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

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: 6
Mining:
Expansion: 2 (4 manpower invested in Rainlands 3 currently)

Completed constructions:
Rainlands 1: cave, cave, cave (starter), village, town (starter), village, Warband camp, garden, garden, scriptorium

Rainlands 2: Cave, Cave, town
Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 12 (9 food from Rainland 1, 3 from Rainland 2)/ 10 (from population)

Raw Materials Produced/Consumed: 4/2

Goods Produced/Consumed: 0

Commerce:

End Storage: 19/25 (8 food, 11 raw resources)

MILITARY

Warband training/disbanding: 0/0 (militia trained)

Warbands and their orders: Militia 1 is on defence in Rainland 1, militia 2 is on defence in Rainland 2



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture: 0

Tech investment: sailing (4/5 thought invested as of the end of this cycle)
Social Evolution: Anarchy, Communal, Tyrannic

Health Change: N/A
Order Change: +2 (from militia) - 2 (from Rainlands 2)
Last edited by Cainesland on Wed Apr 01, 2015 7:18 pm, edited 5 times in total.

User avatar
Excidium Planetis
Powerbroker
 
Posts: 8066
Founded: May 01, 2014
New York Times Democracy

Postby Excidium Planetis » Wed Apr 01, 2015 1:19 pm

Expavidus, Strength of the Midwestern World (Era 2)

Gylaki was now a wizened old tyrant. Under his rule, the Highlands had been conquered, and work was being done to expand Expavidus even farther to the West and South.

The Warbands assembled, and the work began.

Now if only they'd get that Palace finished, Gylaki could be happy.

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution IV (V), Reproduction I, Cognition I
Special Traits: Tunneling Claws, Stormborn

Social Traits: Tyrannic Feudal Hierarchy

Population: 10/11
Health: 6
Order: 11
Stored: 4/5 (4 Raw Materials)
Knowledge: 3/5 (Agriculture, Mining, Writing, Masonry, Crop Rotation)

Regions: Windlands IV (Town, 2 Villages, Warband Camp, Cave, 3 Gardens, Mine), Highlands II (Scriptorium)

Ongoing Constructions: [8/15] Palace

POPULATION TASKS

Growth: 1
Total Population: 11
-To Manpower: 2
-To Gardens: 2 (+3 Food)
-To Farms: 4 (+8 Food)
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Allocation: 9 total

Construction: 3 [11/15] (Palace), 2 (Farm), 4 (2 Towns)
Mining:
Expansion:

Completed constructions: Farm, 2 Towns, destroyed Warband Camp

Ongoing Constructions: [11/15] Palace

ECONOMY

Food Produced/Consumed: 12/11

Raw Materials Produced/Consumed: 3/4

Goods Produced/Consumed:

Commerce:

End Storage: 4/5 (3 Raw Materials, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia stays in Highlands II, 1 Militia stays in Windlands IV

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture:

Tech investment: 4 (Metal Working, Artisans)
Social Evolution:

Health Change:
Order Change:

STANDING
Survival Traits: Strong Insulation
Power Traits: Constitution IV (V), Reproduction I, Cognition I
Special Traits: Tunneling Claws, Stormborn

Social Traits: Tyrannic Feudal Hierarchy

Population: 11/15
Health: 6
Order: 11
Stored: 4/5 (3 Raw Materials, 1 Food)
Knowledge: 4/5 (Agriculture, Mining, Writing, Masonry, Artisans, Metal Working, Crop Rotation)

Regions: Windlands IV (3 Towns, Farms [2 Slots], Gardens, Cave, Mine), Highlands II (Scriptorium)

Ongoing Constructions: [11/15] Palace

POPULATION TASKS

Growth: 1
Total Population: 12
-To Manpower: 3 (+9 Manpower)
-To Gardens: 2 (+3 Food)
-To Farms: 4 (+8 Food)
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 2

Manpower Allocation: 12 total

Construction: 4 [15/15] Palace, 3 (Gardens), 5 (Workshop)
Mining:
Expansion:

Completed constructions: Palace, Gardens, Workshop

Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 12/12

Raw Materials Produced/Consumed: 3/4

Goods Produced/Consumed:

Commerce:

End Storage: 3/5 (2 Raw Materials, 1 Food)

MILITARY

Warband training/disbanding:

Warbands and their orders: 1 Militia stays in Highlands II, 1 Militia stays in Windlands IV

SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 2
Culture:

Tech investment:
Social Evolution:

Health Change:
Order Change:
Last edited by Excidium Planetis on Wed Apr 01, 2015 1:20 pm, edited 1 time in total.
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User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Wed Apr 01, 2015 4:33 pm

Woot: As read
Coot As read
Blzz: Sticking your tongue out and spitting/blowing air out
Click sound: touching your tongue to the top of your mouth and swiftly bringing it down so that a "clicking/clacking" sound is created.
Tap sound dabbing your tounges tip against the roof of the mouth
iiiii a long "e" sound, or a long "I sound" more often the "i" sound however.
eee a long "e" sound, or a long "eh" sound, more often the long "e" sound however.
Zip With a hard (higher pitch) "I" sound as in sic, not "zip code" pronunciation of zip.


The sun set over the western side of the island of BazManji, bringing a decline of 5 degrees (Celsius) with it. The sound of 3 Bazmanjiknights dancing around a fire in town square whilst shaking hollowed out bug shells filled with pebbles (sounds like maracas) and chanting, could be heard from the surrounding 5 miles east, northeast, northwest, north, southwest, southeast, west, and south. But along their paths and in the air it wouldn't cease for 20 miles making the sound clear as ice for the PteroInsectus of the tribe that were outside the town, and a signal/beacon/ invitation to come back for the night.

"Woot Woot, blzz, click sound click sound woot blzz, tap sound blzz coot woot." Chieftain Rockhopper O'Manji the Industrious (English version of his name) said, complementing the environment that was around them, to a fellow PteroInsectus of the Bazmanjiknights who had chosen to become the town of Rockhopper (named after his grandfather, Chieftain Rockhopper O'Manji the Wise, the first official leader of the tribe) keeper of the Scriptorium, a large building crafted from stone that housed the large repository of knowledge scrolls (written in footprint language) that belonged to the people of the Bazmanjiknight tribe.

The sun was setting, exposing a brilliant orange that showered its brilliance in 3 spectrums of optic beauty upon the Chieftain and Script Keeper that stood in front of the sea, adjacent to a food filled cave that led down to the tunnel network dug beneath the island and all the Rainlands by the PteroInsectus long ago. Their wings closed inside the bright feather covered carapace to rest and warm when a cool breeze from the "mountain" came by following the extended period of disuse while surveying of the shore and chatting between the 2 of them continued not 15 miles from original town of their people on the west side of the island.

Chieftain Rockhopper O'Manji, utilizing his exceptionally strong staff that appeared quiet tribal, pointed to the cove before them that was sided on 1 side by the ocean, 1 side by a Rockwall that the cave was inside, and 2 sides by beach with the jungle about 20 feet 26 inches behind the beeches. "Woot Woot, Coot, Bzz Bzz, Click Woot Click Bzz, eeeee, ii Bzz?" he Inquired calmly, questioning about the recommendation of the much more learned PteroInsectus beside him, on the subject of fishing in the cove, asking due to the recent generational issue of food production issues. The Skipper (Gentleman) to his right, Scriptkeeper Ibsen O'Manji the curious, who had been responsible for more then 6 scrolls on the topic of Artisan technique, and 2 memorial scrolls recalling the societies discovery of fishing, their experiments with their fishing knowledge, and his thoughts on it, as to his perspective. "Woot Coot, eee iiii, unum rep, coot coot zip, Bzz" The Scriptkeeper responded, noting a positive attitude towards his question and the abundance of aquatic life in the water, but also mentioning that he was not certain as to the safety that could be assumed from that water due to its unknown nature 30 feet below the surface of the sea.

The chief listened greatly, not just with his audio receptors to the words the learned skipper spoke, but also with his eyes and sent detectors to the visual colours and scent being emitted to tell him more on an emotional level. The chief watched the changing waves of colour flash through the feathers and exoskeleton of the skipper, the 1 amp volts that zapped from his "mouth" as he talked. Rockhopper took special care of the sent and body language projected as he smelled the pleasant scent of the black sticky pits that kept the giant killer plants at bay, the smell of the tunnels and huts in which they lived, and the smell of the jungle, made the positive aspects very evident. Still the following scents of decomposition, the scent of the giant killer plants that ended the lives of 2 tribemembers of the 3 they had lost recently to the jungles hazards, and the smell of dust after a cave in (coinciding with the visual illusion of dust flying from a cave on his body) from one of the caves the chief had been careless with as a youth, held a strong warning about the potential for danger constructing and fishing in this area poses. Yet, for all the danger posed, it was quiet evident that danger never goes away, only changes form and strength. He couldn't imagine the skipper Shoreseeker O'Manji had an easier time then he, on the shore of the mainland across the approximately quarter length-isle sized sea passage between the BazManji isle and the land beyond (Rainland 2).

With his decision made up Chief Rockhopper O'Manji the industrious turned to the Scriptkeeper, nodded, and after the Scriptkeeper put his claw to his chest, the chief did the same and back to the town of Rockhopper they departed. Drawn by the need for rest, social participation, and food among other more personal reasons. The crescent moon rising overhead, illuminating their journey through the jungle for them.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sat Apr 04, 2015 5:48 pm

Era two; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture (plus 2 space in Rainlands)

Social Traits: Tyrannic Communal Anarchy

Population: 11
Health: 6
Order: 17
Stored: 15/15 (6 food, 9 raw resources)
Knowledge: 3.5/5 (agriculture, writing, metalworking, artisan, masonry, sailing, weapons)

Regions: Rainlands 1, Rainland 2,

Ongoing Constructions: Workshop (5 manpower, 3 raw resources), port (10 manpower, 4 raw resources)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 11
-To Manpower: 4
-To Gardens: 4
-To Scriptoriums: 1
-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: 5
(1 for every 3 order you have)

Manpower allocation

Construction: 9
Mining:
Expansion:

Completed constructions:
Rainlands 1: Cave, cave, cave (starter), Village, Village, town (starter), garden, garden, Warband camp, scriptorium, workshop,

Rainlands 2: cave, cave, town,

Ongoing Constructions: port (6 manpower)

ECONOMY

Food Produced/Consumed: 12/11

Raw Materials Produced/Consumed: 4/7

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 17/25 (9 food, 8 raw resources)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0 (4 thought diverted to starting fishing and completing both fishing and masonry)
Culture: 0

Tech investment: sailing and weapons finished
Social Evolution: Anarchy

Health Change: 0
Order Change: 0


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Anarchy

Population: 12 (9 in Rainlands 1, 3 in Rainlands 2)
Health: 6
Order: 17
Stored: 17/25 (6 food, 9 raw resources)
Knowledge: 3.5/5 (artisan, agriculture, metalworking, writing, masonry, fishing)

Regions: Rainlands 1, Rainland 2

Ongoing Constructions: port (6 manpower), ship x 3 (2 raw resources each)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 12 (9 in Rainland 1, 1 in Rainland 2)
-To Manpower: 5
-To Gardens: 4 (2 to either garden)
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 5
(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: 6
Mining:
Expansion: 4 (Rainlands, 10 manpower invested in total in Rainland 3)

Completed constructions:
Rainlands 1: cave, cave, cave (starter), village, town (starter), village, Warband camp, garden, garden, scriptorium, workshop, port, 3 ships

Rainlands 2: Cave, Cave, town,
Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 12 (9 food from Rainland 1, 3 from Rainland 2)/ 12 (from population)

Raw Materials Produced/Consumed: 4/6

Goods Produced/Consumed: 0

Commerce:

End Storage: 15/25 (9 food, 6 raw resources)

MILITARY

Warband training/disbanding: 0/0 (militia trained)

Warbands and their orders: Militia 1 is on defence in Rainland 1, militia 2 is on defence in Rainland 2



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture: 0

Tech investment: crop rotation (4/6 invested)
Social Evolution: Anarchy, Communal, Tyrannic

Health Change: N/A
Order Change: +2 (from militia) - 2 (from Rainlands 2)
Last edited by Cainesland on Sat Apr 04, 2015 5:49 pm, edited 1 time in total.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sat Apr 04, 2015 6:36 pm

Era two; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture (plus 2 space in Rainlands)

Social Traits: Tyrannic Communal Anarchy

Population: 11
Health: 6
Order: 17
Stored: 15/25 (9 food, 6 raw resources)
Knowledge: 4.5/5 (agriculture, writing, metalworking, artisan, masonry, sailing, weapons, crop rotation)

Regions: Rainlands 1, Rainland 2,

Ongoing Constructions: garden (1 raw resource, 3 manpower), garden (1 raw resource, 3 manpower), farm (2 manpower), farm (2 manpower)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 13
-To Manpower: 5
-To farms: 4
-To Scriptoriums: 1
-To Workshops:
-To Warbands: 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: 5
(1 for every 3 order you have)

Manpower allocation

Construction: 10
Mining:
Expansion: 1 (11 in Rainland 3 total)

Completed constructions:
Rainlands 1: Cave, cave, cave (starter), Village, Village, town (starter), farm (garden, garden), Warband camp, scriptorium, workshop, port, 3 ships

Rainlands 2: cave, cave, town, farm (garden, garden),

Ongoing Constructions: port (6 manpower)

ECONOMY

Food Produced/Consumed: 14/13

Raw Materials Produced/Consumed: 4/2

Goods Produced/Consumed: 0/0

Commerce: N/A

End Storage: 17/25 (9 food, 8 raw resources)

MILITARY

Warband training/disbanding: N/A

Warbands and their orders: Defence



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0 (2 thought diverted to completing agriculture, 2 diverted to starting commerce)
Culture: 0

Tech investment: 2 agriculture 2 commerce
Social Evolution: Anarchy

Health Change: 0
Order Change: 0


STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Anarchy

Population: 14 (9 in Rainlands 1, 5 in Rainlands 2)
Health: 6
Order: 17
Stored: 17/25 (9 food, 8 raw resources)
Knowledge: 4.5/8 (artisan, agriculture, metalworking, writing, masonry, fishing, sailing, weapons, crop rotation)

Regions: Rainlands 1, Rainland 2

Ongoing Constructions: scriptorium (10 manpower, 3 raw resources)

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 14 (9 in Rainland 1, 1 in Rainland 2)
-To Manpower: 7
-To farms: 4 (2 to either farm)
-To Scriptoriums:1
-To Workshops:
-To Warbands: 2

Manpower Generation
-From Population: 7
(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: 10
Mining:
Expansion: 2 (Rainlands, 13 manpower invested in total in Rainland 3)

Completed constructions:
Rainlands 1: cave, cave, cave (starter), village, town (starter), village, Warband camp, garden, garden, scriptorium, workshop, port, 3 ships

Rainlands 2: Cave, Cave, town, scriptorium
Ongoing Constructions:

ECONOMY

Food Produced/Consumed: 14 (7 food from Rainland 1, 7 from Rainland 2)/ 14 (from population)

Raw Materials Produced/Consumed: 4/3

Goods Produced/Consumed: 0

Commerce:

End Storage: 18/25 (9 food, 9 raw resources)

MILITARY

Warband training/disbanding: 0/0 (militia trained)

Warbands and their orders: Militia 1 is on defence in Rainland 1, militia 2 is on defence in Rainland 2



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 4
Culture: 0

Tech investment: commerce (6/9 invested)
Social Evolution: Anarchy, Communal, Tyrannic

Health Change: N/A
Order Change: +2 (from militia) - 2 (from Rainlands 2)
Last edited by Cainesland on Sat Apr 04, 2015 6:37 pm, edited 2 times in total.

User avatar
Vengeful Queen Chryssi
Diplomat
 
Posts: 584
Founded: Feb 13, 2014
Ex-Nation

Postby Vengeful Queen Chryssi » Mon Apr 06, 2015 7:13 am

Struen sat inside his new creation. He and a group of other Warriors had all built similar creations to the food box for other tribe members to live inside. They were warmer than outside. Struen smiled at his mate and their pups as they slept soundly. He still had the tiny light he had made. But he had made it bigger. Letting it expand more. He made sure the Warriors kept it lit in the center of the small circle of house boxes. It made everything warmer. Winter would be no problem. Durgor was very impressed with it all. Struen had done very well with these creations of his.
All Hail the Vengeful Queen!

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Mon Apr 06, 2015 9:56 am

Era two; Day one

STANDING
Survival Traits: Moisture Resistance
Power Traits: 1 reproduction, 1 constitution, 4 cognition
Special Traits: Tunnelling Claws, Bazmanjiknight Architecture

Social Traits: Anarchy, Feudal, Communal, Tyrannic

Population: 12 (7 in Rainlands 1, 5 in Rainlands 2)
Health: 6
Order: 17
Stored: 18/25 (9 food, 9 raw resources)
Knowledge: 5.5/8 (artisan, agriculture, metalworking, writing, masonry, fishing, sailing, weapons, crop rotation,commerce)

Regions: Rainlands 1, Rainland 2, Rainland 3 (as of era 2: cycle 9)

Ongoing Constructions: storehouse

POPULATION TASKS

Growth: 1
(Cannot exceed your reproduction trait)
Total Population: 12 (7 in Rainland 1, 5 in Rainland 2)
-To Manpower: 2
-To farms: 4 (2 to either farm)
-To Scriptoriums:2
-To Workshops:
-To Warbands: 4

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: 5
(1 for every 3 order you have)

Manpower allocation

Construction:
Mining:
Expansion: 7 (Rainlands, 13 manpower invested in total in Rainland 3)

Completed constructions:
Rainlands 1: cave, cave, cave (starter), village, town (starter), village, Warband camp, garden, garden, scriptorium, workshop, port, 3 ships

Rainlands 2: Cave, Cave, town, scriptorium
Ongoing Constructions: storehouse (5 manpower)

ECONOMY

Food Produced/Consumed: 14 (7 food from Rainland 1, 7 from Rainland 2)/ 12 (from population)

Raw Materials Produced/Consumed: 4/4

Goods Produced/Consumed: 0

Commerce:

End Storage: 20/25 (11 food, 9 raw resources)

MILITARY

Warband training/disbanding: 2/0 (militia trained)

Warbands and their orders: Militia 1 is on defence in Rainland 1, militia 2 is on defence in Rainland 2, militia 3 and 4 are on defence in Rainland 3



SOCIETY

FILLED IN AFTER BATTLES TAKE PLACE!

Thought: 0
Culture: 0

Tech investment: commerce (9/9 invested), education (1/15 invested)
Social Evolution: Anarchy, Communal, feudal, Tyrannic

Health Change: N/A
Order Change: +4 (from militia) - 4 (from Rainlands 2 and 3)


End of era 2

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Vengeful Queen Chryssi
Diplomat
 
Posts: 584
Founded: Feb 13, 2014
Ex-Nation

Postby Vengeful Queen Chryssi » Fri Apr 10, 2015 5:49 am

Struen sat eating the newest catch with the other Warriors. He stared at his light while the others ate. Something sparked in his mind. The food was always cold. It was good, but it was cold. What if he made it warmer? It would make him feel warmer when he ate it in the winter. He looked at his food and then at his light before ripping a slab off with his claws and stabbing it on a branch before holding it over the fire. The other Warriors looked at him in question. Durgor came back from the cave to the east that they had been digging in just in time to see Struen. Durgor barked. What are you doing? Struen barked back before a sizzle of the meat caught his attention. He looked back at his meat and smiled. He had to try it. He put the hot food in his mouth and chewed. It was good. Better, in fact. He barked to the other Warriors. They must try it as well. And so, they did.
All Hail the Vengeful Queen!

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