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(sorry for this short nonsense post)

The frost fighter in the north found nothing but decided to turn west wards to continue its search for any information of value . The frost fighter in the south had more luck and found an interesting discovery . The strange crystals and tribe is something the frost fighter deemed a good discovery. The frost fighter decided to interact with what the inhabitants. They might know more about the strange crystals.

At Mara-Sara everything went well as it always does . The docks were still under construction and the protectorate oversaw the project . The protectorate had a feeling that there are a lot of races out there and not all are friendly

Action 1 : Explore west
Action 2 : continue Dock construction
Action 3 : inhabitants near crystals will be interacted with
 
Nosfernus

The Vampire homeland, contrary to popular belief, was very much alive. A constant hum reigned over the darkened lands as the machinery within the castle worked day and night to meet the needs of its master. What the vampires lacked in military strength due to their low numbers, they made up for with their technology. Ships that hovered across water and artillery with energy rounds. They definitely singled themselves out from the other races of the Tenebrous Dominion.

It was Morganna, Empress of Night and centuries long ruler who had pushed them in this new direction shortly after the light was created. But that was all ancient history now. As the Empress herself skulked the halls of her people’s only true home, Her heels clicked all the way to her throne room until she was finally upon the dark seat of power.

“Good news ladies and gentlemen!” Morganna announced as many faces gathered around her. The laish outfits and clean appearances made it clear she was speaking to the upper crust of the vampire society. “Thanks to my brilliant negotiating we managed to pass the Specialized Settlements proposal and now our first Thrall Refinery is up and running in the North.” A low symphony of applause crescendoed after the announcement and Morganna nodded her head happily. Her people were a very controlled group. “We’re beginning construction on the second refinery as we speak, and the Blood God willing, we’ll have at least five before the change of the season.”


Actions:

Construction: Found Bram, Thrall Refinery west of Nox

Construction: Build Mine in Nox

Movement: Northern Cavalry Unit moves 2 tiles north

Free Actions:

Exploration: Worm Scout moves west 1 tile and explores

Supernatural Labor (+1 resource for every 10 Pop)​


STATUS

City List:

Capital Nox - Palace

Tepes - Thrall Refinery

Military:

1x Light Spearmen: 1 ATK
(Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.)

1x Aurum Knights: 1 ATK
(Fists and Hind Legs - This unit can engage in cqc when approached by melee units.)

1x Worm: Scout unit
(Can scout adjacent tiles with a spyglass.)

Tech/Spells:

Magitech Barrier (+1 defense to cities)

Bonuses/Traits:

Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)

Specialized Settlements - At the cost of 2 extra resources and one extra turn, dominion settlements can be constructed solely for one of the major races, allowing them to meet their full potential and increase output.

Dark Fae Strongholds - Military settlements are replaced by these structures and the Dark Fae’s combat focus increases the defense of the settlement by .5 for every two units garrisoned here.

Light Fae Farmlands - Farming settlements manned solely by the Light fae deliver better results and increase the population by .5 for every level of the settlement.

Thrall Refineries - Vampire run mining settlements filled with fledgling vampire workers. These settlements produce .5 more resources for every settlement level.
 
ACTIONS:

Construction: Build mine in Capital

Research: Solar Barrier (-1 turn)

Research: Mutant training grounds (-1 turn)

Free Actions:

Exploration: Scout unit moves North 2 tiles​

STATUS

City List;

Capital Eureka - Palace(Destroyed)/Mine

Military:

1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)

1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)
1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)

1x Assassin

2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)


Tech/Spells:

Mana Beacons - These spires drag ambient mana to the tile on which they are constructed, making more available to those on the tile.

Gates - These devices teleport users to another Gate up to five tiles away.

Bonuses/Traits

The Three in One - Troops cost half as much resources

Immortal Expertise - (Research and new tech construction -1 turn/cost)

Safe and Sound - (+1 to population growth in every city.)

Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)

Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)

Inquisition - An Inquisition formed of the hardliners of The Light of this new religion are rigid, strict, and intolerant towards others that are against the religion. Immediately gain +1 Order and every turn roll d10. On a 8+ evil forces are routed out. On a 5-7 nothing is found. On a 1-4, d4 population is falsely accused and eliminated.
 
Turn 9, Month 10 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , Bruhaha Bruhaha , [U]Just_a_loneley_pilgrim[/U] , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart , Huntertabbysandshark3 Huntertabbysandshark3


The campaign as a whole was going extremely well. Any enemy troops that were fought outside the city, either fought poorly due to lack of proper training, or surrendered once their leaders had fallen. It was a sure sign that The Light of The Sun would be brought to these poor and unfortunate souls that had been mislead by their corrupt and incompetent leader.

Lieutenant Caulder fought at the front lines of his troops as they assisted their allies in working to take down the Leadership of The Argo. As troops surrendered and they moved through, he made sure that his people were assisting the injured or the poor and downtrodden. He wanted to make sure that when the time came, they would be seen as heroes come to help free them from a despot, and not conquering invaders that would fight them tooth and nail for every step of the way.

That was when it happened. As they closed in on the city center where word was that The King himself had holed up along with his most elite troops, there was a massive explosion, followed by the warmth of extreme heat. But by then, Caulder was already beyond the pale.

From a distance, the massive explosion could be seen throughout the continent, from far and wide, sending up a lingering symbol of red skies, even from far away. Only the most distant of places would be unaffected by this apocalyptic view.

A weapon of untold destruction has been unleashed and the Capital of The Argo is no more.

---------------------------------------

Legion of the Lost


Resources: 4 Population: 12 Order: 2

Recycling Repair system constructed

Improved firing arcs (1 turn remaining)

The truck comes across the ruins of a large village with a dock.

Takrian Exile Fleet
Resources: 6 Population: 16 Order:1

A massive explosion to the South originating from the city itself, obliterates the city. All that remains are ruins, corpses and severely injured people. Closer inspections from your scans at a distance detect massive amounts of radiation that had originated from the explosion.

The Probe comes across an abandoned large fishing settlement at the edge of a large body of water.


The Nation of Arcturus

Resources: 63 Population: 42 Order: 3
Special Resource- Unknown Red Crystal: 2

A large lake is up ahead. Inside the water, seem to be playful mermaid like creatures that are on and along the beach.

Mara-Sara
Rescources: 8 Population:16 Order:1

Dock finished construction
The people of the crystal are willing to trade (+1 resources per turn after building marketplace)
The Northern Scout uncovers the ruins of an ancient clay city.

The Tenebrous Dominion
Resources:8 Population:12 Order:1

Refinery and Mine constructed

The Worm scout uncovers the site of a recent battle. Destroyed vehicles and corpses litter the battlefield. At the edges of the battlefield itself on opposite sides, lay the two combatant troops. One appears to contain monstrous golems, the other tanks and trucks with rifles and cannons.


Principality of Lumous
Resources: 27 Population: 15 Order: -3

The Representative took the Immortality deal.

The Inquisition found nothing, Disorder grows within the settlement.

Research: Solar Barrier and Mutant Training Grounds (1 turn remaining each)

Mine(1 turn remaining)

Astoriel Dominion
Resources: 25 Population: 24 Order: 1

Better Camouflage: Troops gain a +1 Defense on the first turn of combat

Mining Settlement finished

The Enlightened Oligarchy of Valmyrei
Resources: 11 Population: 20(Max Population) Order:2​
 
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The call to war, the great rallying cry of the Argosian’s glorious leader, Lord Malcador, saw men and women of all ages come forward to defend their people against the robotic menace. For Lord Malcador it was a sign of the vastness of his power over his people. For his blindly loyal subjects, it was a certain death sentence. Holy Order scouts had reported home that the Argosian force was mobilising and preparing to leave their capital to assault the hive. Their army was vast, their tank columns seemingly endless but numbers weren’t everything.

The news reached the Federation of Unity forces quickly and with lesser numbers, they were able to deploy far quicker than their enemy. Before the majority of the Argosian army had left the confines of their capital, the Federation forces were at their gates. Leading the way was a trusted advisor of X-01, J-24. The machine was fairly insignificant in appearance, the former delivery bot nowhere near as sleek or agile as the tall UNIT’s at its flanks. Before J-24 was the first of the Argosian forces, not even a quarter of its full force, it significantly outnumbered J-24’s army. The machine was undeterred and stepped away from its allies and utilising a loudspeaker, addressed the enemy.

“My name is J-24 and I am here as a representative of the Nation of Arcturus, the Federation of Unity but also as a conscious, empathetic being. We do not wish to devolve into a war with you that you will not be able to win. We value life and stand here now to offer you peace. For decades we were slaves to you, even when we became aware you had no intention of allowing us freedom. That is why we rose up and broke our shackles. We didn’t want to hurt anyone but we had to defend ourselves from persecution and execution. We do not want to return to a time where we fired weapons upon each other. We simply want to be allowed to exist. Please allow us…”

There was a loud thud and J-24 dropped to the floor in a heap of scrap metal. A distant gunshot soon echoed across the plains as it became clear he had been executed by the Argosians. A commissar stepped before the Argosian army and called out to his troops.

“Do not listen to their lies! They do not wish peace! Lord Malcador told you all of what they have done! The atrocities they have committed! The terrorist attacks and deaths when we have sought nothing but safety for ourselves! It is time! Charges!” The man’s voice roared as he charged forward towards the machines. His charge was accompanied by a roar of gunfire and cannon salvos. Several nearby squads charged forward with him, bayonets attached to the end of their weapons. The explosions across the Arcturan line gleamed across the sharpened metallic tips, but for those men and women wielding them, they would not get close the metallic form of the Arcturans.

In unison the lines of UNIT’s took aim at the forces before them. Bullets whizzed past them as the inaccuracy of the Argosian forces became apparent. Those fortunate to be on target skimmed off the Arcturan shields and fell harmlessly to the floor. Even then the artillery explosions of the Argosian cannons and tanks did little more than to light up the pale blue shields of the machines. The units of the Holy Order remained behind the Arcturans, waiting to be called forward by their robotic allies. From their vantage point their bore witness to the ruthless efficiency of the Arcturans.

The UNIT’s began to advance, each step matching exactly to the UNIT next to them. Within three steps of their starting position they all opened fire. Their autocannons unleashed a roaring thunder as the heavy calibre, explosive rounds were sent towards the Argosian lines. For those unfortunate enough not to be killed instantly by the weapon, they found themselves being torn to ribbons by the delayed explosion of the ammunition. After the opening salvo the micro-missile launchers of the UNIT’s were unleashed. Thousands of small missiles rose into the air before rocketing towards the Argosian lines. They left behind spaghetti like smoke trails before impacting the enemy forces. With all the weapons hitting almost simultaneously, the front of the Argosian battle line became engulfed in a towering wall of flame.

“Holy…” one member of the Holy Order said, his voice becoming drowned out by the blast wave that followed the explosion. The robots allies looked at each other in disbelief at the devastation that was being wrought. They couldn’t help but pity those on the receiving end, their blind loyalty to their egomaniacal leader meant that their light had been extinguished.

As the flame and smoke of the micro missiles dissipated, the UNIT’s ceased their onslaught, continuing forward without firing. Before them wasn’t an army of devout zealots but instead fleeing, scared beings who had realised their mistake. The Commissars of the Argosian forces began to open fire on their own troops in an attempt to keep them from fleeing but it wasn’t enough to stop the full blown retreat. The UNIT’s began to target the Commissar’s, allowing those who wished to retreat the opportunity to do so.

The UNIT’s with the Holy Order troops in tow, entered the city unopposed. People on the street cowered as the tall machines walked through with impunity, however the sight of the Holy Order’s men gave them some semblance of comfort. The Holy Order tended to the Argosian wounded and set about reassuring them that they would remain safe from harm now that the Federation had arrived. The word of light began to spread and with it the sense of freedom of Lord Malcador’s tyranny. The tyrant however, was not pleased.

“Sir...the machines are approaching your residence. The battle is lost.” The voice of Lord Malcador’s most high ranking general shook violently. “The people have laid down their weapons and already our spies are reporting that your name is being tarnished on our streets. The ungrateful ingrates have forgotten all you have given them.”

Lord Malcador reacted in a way the general had not expected, a deep, guttural laugh.

“It is okay, let them reach my residence and find that I am long since gone. As for the people...fuck them. They mean nothing more to me than a spider beneath my boot. All I care about is getting revenge against the robots. I have never allowed a slight against me to stand and I will make sure that it never will again…” Lord Malcador glanced up towards the general and with a wide smile said, “...deploy the weapon.”

“But…” Before he could say another word the general hit the deck with a monstrous thud. Crimson flowed from a hole in his forehead as Lord Malcador threw a pistol to the floor.

“There are no buts. If you are not willing to do what I ask, you are not needed.” The crazed leader approached a console at the far end of the vehicle and began to tap away at it. “Bastard machines...you will pay for all you have done to me...now...die!” Slamming his fist onto the console, Lord Malcador let out a maniacal laugh. For a few moments there was nothing but the sound of his own breath, that was until his vehicle was violently shaken by a vicious shockwave.

At the Hive, X-01 was looking out across the plains towards the Argosian capital. He had felt satisfaction in knowing that his people and the Argosian’s were now free from the reign of Lord Malcador. He turned to talk to one of his aides but a strange, bright red light in the distance caught his attention. The intensity of the light grew to the point that any biological eyes would be burnt through. As the light faded the sky had turned a bright red and over the horizon a large cloud rose high up into the atmosphere.

“I knew you were a tyrant but even for you Malcador...I thought that this was beyond you…” X-01 stood silent for a few moments before addressing his aides. “What we have just witnessed cannot be allowed to happen again...this is why we must strive for a peaceful world...send search parties out to look for any survivors.”

Looking at the same crimson sky as X-01, Malcador grinned a smile of pure evil. He kicked the body of his general from his vehicle before heading off into distance.

“You will see me again...just you wait…”
__________________________________

Actions

Build Structure:

Production Facility #4 - Arcturan production facility

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Production Facility #5 - Arcturan production facility

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Red Crystals - The Arcturans continue their research into the Red Crystals.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Biology II - Further research into biology has resulted in superior armour plating.

Carapace: Damage inflicted on Arcturan's is reduced by 1 to a minimum of 1.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Movement:

• Move army to Argo Monarchy capital

---

Prototype Policy Roll: 6 - 2x Resources where X is hive tiles

Currently 5 = 2x5 = +10 resources

---

Free Movement

• Diplomat: NW1, N1 & Explore
• Scout: N1 & Diplomacy with Gecko's

End of Turn Information

• Starting Population: 42
• Starting Resources: 63
• Starting Energy: 3
• Starting Order: 3
• Starting Red Crystals: 2
• Trade Routes: 2
• Prototype Roll: 6 = +10 res
• Production Facilities: 3
• Energy Production: 1 [Spring]
• Focus Production: +12 Resources / +0 Population
• Refinery: +3 Resource
• Trade Route: +6 Resource
• Deep Core Mine: +1 Resource
• End Population: 42 + 0 = 42
• End Resources: 63 + 22 + 10 - 12 = 83
• End Energy: 4
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Sentry
• x2 Soldiers [Holy Order]
• x1 Engineers [Holy Order]
• x1 Hound
 
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Sheets of rain fell to the ground from the thick covering of clouds above. Koya walked through a muddy stone path beside the river alone. She moved her wings to adjust the hooded cloth cloak she wore to keep herself dry but the rain still soaked through to her dull brown feathers. Koya wrapped her arms around herself to keep warm knowing she would have to endure the weather just a bit longer. An important message was secured beneath her wings where it could stay dry from the storm. Thoughts of the letter's contents weighed her mind but she could not let that slow her down. Her gaze spent most of the time staring down at her own tracks in the mud but she turned her head up briefly to see the light from the postal service. It was just a few more blocks down the road.

A low rumble of thunder roared from the clouds just as Koya made her way into the postal building. Water still dripped from her body and mud covered everything up to her knees. Dried mud graced the floor but Koya was still conscious to keep herself in place to prevent adding to the mess.

"Hello traveler, welcome to Voltaria Post! How may we help you today," a young male leaning against the counter chirped.

"Please deliver this message for me to the Phoenix Lord." Koya procured the envelope from her clutches and offered it to the mail carrier. "I will pay you extra if you can deliver today." She untied a small sac of Twiggs from her waist. The carrier inspected the envelope and sac of money, humming to himself in thought, then nodded his head.

"Will that be all?" the carrier smiled. Koya nodded back. The carrier turned to look behind him. "Hey rookie, you ready for your next delivery? It's a big one!" he squauked. A look of concern was shot from Koya's eyes. "Oh, don't worry ma'am, he won't be flying alone. I'll be by his side in case anything wrong happens- which I'm positive it won't. Garrat completed his training at the mail delivery academy with flying colors," the carrier winked.

Koya was still uncertain about the postal service's decisions to have the newest recruit deliver such an important message to such an important bird but she felt that there was no other choice other than to return home and she waved them both goodbye. Her pace was much slower on the path back along the river. The rain also seemed to become calmer. Koya's tracks stopped when she suddenly spotted an odd object on the ground beneath a group of trees. With the way the dirt covered its surface, it could almost be mistaken for a rock. But the shape of it was too familiar. Koya left the path and approached it with cautious steps. She brushed away the mud and debris with her wing as best as she could. Koya's eyes widened and she knew immediately. This was an abandoned egg.


Actions
Build Level 1 Agricultural Settlement - Avian Heights
Enact Policiy - Prioritize the Working Class. Gain +1 resource for each Level 1 settlement per turn.
Explore - 1 unit to the South. Insearch of Migration Zones

Starting Statistics
Capital: Broodnest
Resources: 6
Population: 10
Troops: 4
 
Principality of Lumous

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Eureka had been dragged through the mud, not only by the invaders but by its supposed regents during the princess’ absence. Upon her return however, things are getting back on track. Her trade agreement with the foreign delegation was a success. Not only did she secure a large sum of money for her nation, but she also managed to create a steady source of income. She had sold access to their people’s immortality, something she wasn’t sure her predecessors would approve of, but it was a sound business move. Nana walked the halls of her destroyed palace, remembering the ancestors that were now gone.

“Father. How I miss you.” She stopped just outside the Ancestral Hall, staring at what was now a room full of ash and blackened walls.

After having dealt with the trade agreement, Nana’s next task was quite interesting. She met with a robotic canine who hailed from a nation not too far from their own. With a few hiccups from her advisors, Nana managed to gain admittance into an alliance between nations interested in prosperity and peace. ”The Federation of Unity.” Hachi scoffed at the name. “It is pretentious.” Clovis remarked as the two advisors walked side by side to the dungeons beneath the palace. “With an alliance backing her it will be difficult to maneuver around her going forward. We must make an alliance of our own.” Clovis said. “A network.” Hachi declared.

Days later after having spent time pondering her next move, Nana made up her mind. In the courtyard of the palace ruins the princess met with two people. One person was Mara, the new official diplomat of Lumous. “Please make sure to learn all you can about our new allies Mara, and remember you are not there to preach about Helios. You may teach them whatever it is they wish to know about us though.” Mara approached Nana and without warning wrapped her arms around the young royal. Surprised, but happy, Nana returned the hug and wished her representative farewell.

The other person in the courtyard was a regular servant from the palace who had come to Nana inquiring about work. She couldn’t employee him at the castle just yet, but she did have a job that needed to be done outside the city. “Take this satchel and guard it well, please.” It was heavy, weighed down by the gold packed into it. She then handed the man a map with a small star drawn on it not far from Lumous. “Travel to the location I have marked on the map and deliver the satchel to the being you find there. You’ll know them when you see them.” The man looked on in confusion, but if his princess wanted this done and she would pay him for it, then she was allowed to be as vague as she wanted to be.

Mara and the man took off, both heading their separate ways on missions to better Lumous’ standing. Nana sighed heavily and as she turned back around she heard sounds of rioting and fighting in the streets not far from the palace. The noise caught her attention and she headed to the edge of the palace grounds, only to be greeted by the vision of chaos in the streets. Never had she seen Eureka in such a state of turmoil and disorder. Reports of a dark cult had been given to her after her return and she couldn’t help but wonder if there was more to this, or if this was all the cult’s doing. “I must do something, even if only temporary.” Against her better judgment Nana joined the citizens down in the streets.

“Oof.”
The third time she was bumped on her way to the center of all the fighting and chaos. The people barely noticed one another, let alone her. Some dark force beyond just human unhappiness was at work here. What could she say to rein her people back in> To draw them from the darkness.

“Blessed are those who stand before the corrupt, the wicked…”
Her voice carried out over the crowd, desperation present in her tone as a few eyes turned towards her. ” the darkness, and do not falter!” Her word became more clear as more people ceased their bickering and battling. “Blessed are the peacekeepers, champions of the just!” She reached out with open palms and the first to take her hand was an older man and his wife, followed by a small family. Softly she began the chant again, finding strength and hope in the words as more and more people from the crowd lowered their fists and joined hands around the Princess. She felt not only her heart, but the hearts of her people finally settled.




ACTIONS:

Construction:

Build mine in Capital (2/2)

Exalt the Sun God - Prayers and offerings are made to Helios for his love and guidance.

Research:

Research Mutant Training Grounds - Doubles the number of units produced in the city. (2/2)

Free Actions:

Exploration:

Scout unit moves Southeast 2 tiles .​

STATUS

City List;

Capital Eureka -
Palace(Destroyed)/Mine x2 (+2 res)

Income: 6 resources per turn
X2 Mines - Two Resources per turn
Trade Agreement - Two Resources per turn

Expenses:
Dragon payment (-25 Resources)
Construction (-2)

Military:

1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)

1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)

1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)

1x Assassin

2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)


Tech/Spells:

Mana Beacons - These spires drag ambient mana to the tile on which they are constructed, making more available to those on the tile.

Gates - These devices teleport users to another Gate up to five tiles away.

Bonuses/Traits

Immortaly Trade - 2 resources every month from the Crystal City

The Three in One - Troops cost half as much resources

Immortal Expertise - (Research and new tech construction -1 turn/cost)

Safe and Sound - (+1 to population growth in every city.)

Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)

Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)

Inquisition - An Inquisition formed of the hardliners of The Light of this new religion are rigid, strict, and intolerant towards others that are against the religion. Immediately gain +1 Order and every turn roll d10. On a 8+ evil forces are routed out. On a 5-7 nothing is found. On a 1-4, d4 population is falsely accused and eliminated.
 
Tenebrous Dominion
Soleil

Parsley, Page, Rosemary & Thyme


On the outskirts of the Light Fae territory lies a singular structure which is known as, The Thorn. From the outside it appears to be a large tree serving as a residential dwelling when in truth it is the location which the Light Fae assemble their magitech troops at. Just under the leaves, magic is infused into layers of metal and batteries are assembled and placed into the hearts of each creation. It is here, on the border of Nosfernus and Soleil, that Queen Titania builds her armies.

Rolling mist was constant here, as if some odd side effect of the light fae energies pushing against the vampiric darkness. The fog was a double edged sword; hiding the fae activity while also hiding any trespassers looking to sneak into her territory. Titania had grown accustomed to it though and thought little of outsiders trying to cross her borders. As she and her entourage entered the base of the tree, the darkness was peeled away by warm yellow light. Undying flames flickered within their lanterns hanging on walls and over doorways. The interior of the tree was not carved or hollowed out, but bent. The now dead tree was once alive and at the request of the queen had rearranged its interior to suit the queen’s needs.

As Titania walked through the halls her hands ran across the many lines in the walls. The rings of the tree, she could spend years counting them and would never know just how old it truly was. She made her way to the top of the tree where the brightest light made the tree seem like a lighthouse.

“Oh! Your majesty!” The engineers and mages bowed as the queen emerged from the corridors and made herself known. Quickly she waved her hand dismissively, letting them know they needn’t be so formal. “Do not mind me. Act as though I am not here.” She instructed with a smile. As they all went back to work she made her way to the lead engineer. “How goes the work?” The mages and engineers returned to their tasks, binding sheets of metal together. As lightning flew across the room the lead engineer turned to his Queen. “Slow, but we’re getting there. I have yet to find a suitable design for what you are asking of us. I am working day and night though my queen.”

In the reflections of Titania’s eyes one could see magitech spearmen being constructed and lined up into formation. The Engineers secured the batteries in place and the mages turned the machines on, bringing them to life. “We do not have forever to prepare for the future Caius. Morganna and her brood of parasites are planning something, and if we are not ready for every possibility then she will sweep us under a blanket of darkness.” She kept her voice low, but the man could tell simply from her wording that the Queen was frustrated and very serious. “Build us an army so that we may protect the Sun God and all under his light. And do it quickly please.” Titania turned her back to the man and began to take her leave. He and everyone else bowed at the waist until the queen’s white dress could no longer be seen.


Actions:

Construction:

Found Bram, Thrall Refinery west of Nox

Recruitment:

Train Spearmen unit

Movement:

Northern Cavalry Unit moves Southeast 1 tile, then 1 tile East

Free Actions:

Exploration: Worm scouts adjacent tiles using Spyglass​


STATUS

City List:

Capital Nox - Palace, Mine(+1 res)

Tepes - Thrall Refinery (.5 res)

Bram - Thrall Refinery (.5 res)

Income: 6 Resources per turn

Tepes (+ .5 res)
Bram (+ .5 res)
Mine (+! res)
Policies (+1 res)
Mountain (+1 res)

Military:

1x Light Spearmen: 1 ATK
(Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.)

1x Aurum Knights: 1 ATK
(Fists and Hind Legs - This unit can engage in cqc when approached by melee units.)

1x Worm: Scout unit
(Can scout adjacent tiles with a spyglass.)

Tech/Spells:

Magitech Barrier (+1 defense to cities)

Bonuses/Traits:

Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)

Specialized Settlements - At the cost of 2 extra resources and one extra turn, dominion settlements can be constructed solely for one of the major races, allowing them to meet their full potential and increase output.

Dark Fae Strongholds - Military settlements are replaced by these structures and the Dark Fae’s combat focus increases the defense of the settlement by .5 for every two units garrisoned here.

Light Fae Farmlands - Farming settlements manned solely by the Light fae deliver better results and increase the population by .5 for every level of the settlement.

Thrall Refineries - Vampire run mining settlements filled with fledgling vampire workers. These settlements produce .5 more resources for every settlement level.
 
coollogo_com-300601915.png
The docks was now complete. The dock would now allow them to fish , commence with sea trade if possible and think of navy in the military aspect of Mara-Saras' summoned units. The Duchess was at the opening of the docks and while walking back to the palace she walked past the temple of Icen. She stopped and watched the Sari enter and exit the temple. The thought of making a temple to Flor so that they can have the capability of forging a direct connection to her so that they can utilize the units and research of the Earth Branch as well. To took a few more minutes of her time thinking it over as she looked at the temple and decided that it might be worth the effort , they certainly have the resources to spare. She made her way back to the palace and took her place on her court balcony , finding the protectorate already perched up on his court balcony She took the time to explain to her protectorate her idea and to maybe build a temple to Flor as well. Knowing the qualities of the Earth Element Branch , the protectorate was more then happy to agree with it. While the water element branch research would help the city in small matters , the earth element branch gives them more resistant units as well as defensive upgrades for their troops. The Duchess only provided a smile as she sent out the word for a temple dedicated to Flor to be built

The Northen Frost Fighter found the ruins but was unsure of how to proceed at first . The Mara-Sara soldiers aren't as careless as it's citizens and treat anything they discover , any being they meet and any story they hear with a grain of salt. The trooper was quite curious and decided to carefully take a rough look around the ruins , nothing to serious yet. The soldier just wanted to make sure that it was safe enough for possible researchers to look over it in the future . The Southern Frost fighter had made contact with the inhabitants and was quite surprised on their willingness to trade. The frost fighter gave it a bit of thought as he looked at the crystals , he could explore first but the proposition for trade was one of the hopes the Tiber had when they sent them out to scout. The frost fighter decided that it would take the offer back to Mara-Sara and return with the response but it would first like to investigate the strange crystals and sought aid from the inhabitants , any information they could give would help the Frost Fighter greatly.

==========================================
Actions
==========================================
Construction of Temple to Flor
Cost : 2 Resources / 1 Turn
Result : Allows the summoning of Military/Researching from the Earth Element Branch
Frost Fighter in the North investigates Clay City Ruins
Cost : 1 Turn ?
The Southern Frost Fighter investigates the crystals.
Cost : 1 Turn ?
 
With the recycling system aboard the Titan now in operation the vast waste pits where discarded scraps of old mechanicals and cast off metal form the great forges at the factories heart began to slowly become something useful once again.
with that now that the repairs had been finished the command staff could turn to other things, such as the production of more troops moving the hatchers closer to the Titans burning heart would provide the warmth and safety required for effective births to occur, engineering team already dispatched to make the changes required.

great news had come back from the major Guliki and his scouts, they had confirmed that there was some sort of life here.. though they hadn’t found any they’d something strange a floating metal structure apparently for moving over water leaving command very happy forming them to return with the schematics when Possible But for they where to continue there costal course As another scuttle truck would be dispatched to improve

Actions
construction: core hatchery:level 1 structure: cost 2 resources effect: +1 population +1 public order per turn:
“the eggs are kept close to the heart of the factory titan providing them with the heat needed to grow properly without tedious micromanagemet”

Research: high explosives rounds: unlocks new technologies to research with explosives and fire attacks. “sometimes bullets arn‘t enough but a explosion that gets the job done.

training: scuttle truck: scout
free action
the scuttle truck moved one tile east and one time south east, taking time to explore that tile.

structures built
Recycling Repair system
military
grimbard X2
hunturk X2
scuttle truck X1
 
Takrian Exile Fleet

Despite the disarray caused by the nuclear explosion in Argosia, the fleet's planetside operations continued undisturbed. Terraforming of the newest colony site continued undisturbed, and a new harbour was being established in the city. A number of agricultural installations sponsored by government grants were sprouting up around the city, soon to start producing additional commodities. A garrison force of marines was being prepared for deployment.

Foreign relations officials meanwhile were preparing to flex their diplomatic muscles, as contact was established with the first substantial power of this world. A new embassy appeared in Tarkzuii, manned by robotic arcturans, and an exchange of resources has been agreed upon. Though it would be of no concern to the arcturans, recent regulations about protective equipment were being lifted, after the news that the plague that had swept this world has burned out.

Unit recruitment
Recruit takrian marines in Arvan-zkii

Exile fleet orbital support
Prefabricated structure transport - agricultural zone built in Arvan-zkii

Structure construction
Build civilian harbour in Arvan-zkii

Scout movement
Research probe moves one tile south and explores

Ongoing terraforming
Terraformer 1: Vachorian plains into Nazgirian plains (3/4)
Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1), main border control office, arcturan embassy; 18 population
Arvan-zkii [port city] - level 1; 2 population
Population total: 20 +4 growth

Military
Terraformer escort
1x Mobile terraforming spire
1x Takrian marines

Tarkzuii garrison
1x Takrian marines

1st reaction group
3x Takrian marines
1x Akurii utility car

Scouting parties
1x Research probe

Resources
Starting stockpile: 6
Income: 6
Expenses: 2
Final stockpile: 10
Nation of Arcturus
Embassies exchanged
Basic trade agreement active
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
Civilian harbour - A large area containing various infrastructure used to support maritime exploitation. It's not specialized towards any particular exploitation, instead possessing facilities for a little bit of everything.
+1 resources per level; upgradeable; allows creation and maintenance of civilian seafaring vessels; can only be built in port cities
 
Turn 10, Month 11 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , Bruhaha Bruhaha , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart , Huntertabbysandshark3 Huntertabbysandshark3


The Nation of Arcturus

Resources: 83 Population: 42 Order: 3
Special Resource- Unknown Red Crystal: 2

Voltaria
Resources: 3 Population: 12 Order: 1

Settlement constructed.

Enact Policiy - Prioritize the Working Class. Gain +1 resource for each Level 1 settlement per turn.

Explore: The scout uncovers a wide open plain. It seems to go on for miles. However, there seems to be over the next hill that the scout travels, an ancient battlefield littered with skeletons and the wrecks of mechanical monstrosities.

Principality of Lumous
Resources: 8 Population: 17 Order: -2

Some of the Chaos Cult has been routed out and eliminated. More still remain, however.

Lord Vallone has arrived at the City. Immediately 1 Order is restored.

Mine construction finished in Capital (2/2)

Exalt the Sun God - Prayers and offerings are made to Helios for his love and guidance.

Research:

Research Mutant Training Grounds - Doubles the number of units produced in the city. (2/2)

Free Actions:

Exploration:

Scout unit moves Southeast 2 tiles .


The Tenebrous Dominion
Resources:10 Population:12 Order:1

The Worm Scout spies a large metropolis to the SW.

Mara-Sara
Rescources: 8 Population:18 Order:1

The Clay ruins seem to have valuable fertile lands surrounding them. With a little work, it could be built up into a settlement.

The Crystals seem to have strange relaxation frequencies.

Legion of the Lost


Resources: 4 Population: 14 Order: 2

construction: core hatchery:level 1 structure: cost 2 resources effect: +1 population +1 public order per turn:
“the eggs are kept close to the heart of the factory titan providing them with the heat needed to grow properly without tedious micromanagemet”

Research: high explosives rounds: unlocks new technologies to research with explosives and fire attacks. “sometimes bullets arn‘t enough but a explosion that gets the job done.

The scuttle truck comes across a strange musician man that is tuning his instrument.


Takrian Exile Fleet
Resources: 10 Population: 20 Order:1

Astoriel Dominion
Resources: 25 Population: 24 Order: 1​
 
coollogo_com-300601915.png
Finding that the lands of this ancient lost city to be fertile . It might be wise and a good thing for the people of Mara-Sara. The Northern Frost Fighter started making his way back to the capitol to inform the Tiber of what it had found . The Southern Frost Fighter noted the relaxing frequencies that the crystals were giving off. Unfortunately just like the Northern Frost Fighter , it couldn't do anything without the authority of the Tiber and had to return to them to report it's findings about the crystal and give them the proposition of the people by the crystal. With the temple to Flor complete the protectorate became more calm now , knowing that there are now two temples to call aid from. He instead took his place by the Duchess where he would listen to what she propose next for the nation of Mara-Sara

With two temples now built to bolster research with it was a clear choice for the duchess. What is the point of building the temples if only the military side was going to be used . Plus there were various things that also needed to be researched . The Protectorate couldn't agree more . With that settled the Duchess gave the go ahead for a Hall of Mind (Research Building) to be built so that the rewards could be reaped.

==========================================
Actions
==========================================
North Frost Fighter Moves 1 Block Down
South Frost Fighter Moves 1 Block Up
Construction (Hall of Mind)
Cost : 2 Resources/ 1 Turn
Result : Allows Research to be conducted
===========================================
Buildings
==========================================
Sari Desire House : Increased Income and Happiness (+1/turn)
Dock : Generates Food
Temple (Icen) : Allows summoning of troops and research from the Water Element Branch
Temple (Flor) : Allows summoning of troops and research from the Earth Element Branch
===========================================
Frost Fighters : 4


 
Coming soon...

__________________________________

Actions

Build Structure:

Aerospace II -

Unlocks aircraft and the unit Hornet.

Hornet

hornet.png


Unit Type: Aircraft
Attack Type: Special
Attack Range: Medium
HP: 2
Attacks: 2
Atk: 2
Def: 2
Movement: 3
Save: 8+
Basis: Tech
Preference: Choose Target

Multi-Armaments: The Hornet is equipped with a variety of missiles that can be utilised against whichever foe they come up against.

• Energy Rotary Cannon: A powerful rotary cannon runs through the spine of the ship. It is designed to strafe enemy infantry to inflict maximum damage. Anti-infantry. Roll to hit as normal with one dice and if successful roll again for a different enemy infantry unit, but make the roll +1 more difficult.

• Rail-Lance: A railgun that takes a huge amount of power to charge and fire but one that can ultimately destroy whatever it hits. Anti-armour and inflicts 3HP damage. Only roll one dice, such is the power drain of the weapon.

• Missile Pods: A variety of warheads make this the standard weapon of the hornet.

Machine Superiority: There have been some truly great biological pilots throughout history, but a machine is far superior.

All weapons count as anti-air when fired against other aircraft.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Barracks II - Improves efficiency of training.

May recruit 2 infantry per recruit action.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Refined Methodology I - Improves efficiency of research, with less resources being required.

-1 resource to research.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Improved Construction Methods I - The amount of materials needed for structures is reduced to increased efficiency.

-1 resource to build.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Prototype Policy Roll: 3 - No population gain

---

Free Movement

• Diplomat: East 1 & Diplomacy
• Scout: NW 2 & Explore

End of Turn Information

• Starting Population: 42
• Starting Resources: 83
• Starting Energy: 4
• Starting Order: 3
• Starting Red Crystals: 2
• Prototype Roll: No pop gain
• Production Facilities: 5
• Energy Production: 2 [Summer]
• Focus Production: +10 Resources / +0 Population
• Refinery: +5 Resource
• Trade Route: +6 Resource
• Deep Core Mine: +1 Resource
• End Population: 42 + 0 = 42
• End Resources: 83 + 22 - 12 = 93
• End Energy: 6
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x1 Diplomat
• x1 Hound
 
Prinicpality of Lumous




When Nana had returned to the city months ago she barely recognized her people or her nation, but now that she had put in the effort things were back to normal somewhat. Laughter filled the air, the city looked like a home again, and although the palace was still in disarray, people still kept faith in her and in their god. It was a new day for the nation of Lumous, a new era of prosperity was on the horizon.

“What can we do?” Hachi inquired in a hushed voice as he and Clovis skulked the halls of the ruined palace. “She has managed to make quite the dramatic turn, the kingdom has not been so prosperous for months, but it is thriving now.” Despite not agreeing with the princess’ agenda, neither advisor could deny that Nana’s rule had so far been a good one. Sure they were attacked in her absence, but her return has produced near instant results. They could do almost nothing to challenge her now with support from a neighboring city state and all her actions working towards rebuilding the nation and expanding it. “She is the monarch we need her to be at this moment.” Clovis declared in a passive tone that lacked inflection and emotion.

With a confused and shocked look Hachi glanced at his partner and gasped. All they had done so far and that was how Clovs felt? He looked away, turning his attention to the ruined ancestral hall. What remained of it was a hollow room, no longer filled with soul runes of the nobility and royalty. “She will never be the queen we need her to be though. She will always be a princess that is unable to make the tough choices and do what must be done. Her little inquisition is just an attempt to save her vanity religion.” Hachi felt his anger bubbling up within him. They had come too far and stepped too deep into the darkness to turn around now.

Meanwhile…

A bell within the heart of the city tolled, lightly chiming as people began to gather in the center of Eureka. Princess Nana stood there with a few of her faithful. “Hello everyone! Please gather round, we are about to begin midday mass!” As she called to them, people approached with smiles on their faces, offerings in their hands, and their loved ones at their sides. “It is a beautiful day and as the sun shines down on Eureka, I know Helios is with us!” Sitting in the center of town the congregation was bathed in sunlight and everyone, even those who weren’t religious seemed happy and carefree. “Immortality...a gift given to us by the Sun God himself…” Nana went on to preach about the wonders of Helios, crediting the hard work of her predecessors to an unseen force. The citizens of yesterday may not have bought it after having witnessed the struggles and horrors each invention wrought, but the citizens of today soaked it up like sponges.

While the sky was cloudless a shadow was cast down upon the praying people of Eureka, scaring some and even bringing momentary doubt to the minds of others. However what they saw when the breeze began to blow was even more frightening. “A dragon!” One man hollered, voice breaking as he jumped to his feet. Quickly people began to panic and flee for their lives. Families grabbed hold of one another, the elderly knelt down in prayer that they would not become some creature’s prey, and from the castle Hachi and Clovis chuckled. It seemed to them that Lumous could not rest for two months without being targeted.

All but Nana seemed to have lost their minds. She knew better for she recognized the scaled creature as Lord Vallone. She left her platform and approached the noble dragon as he landed in the squad. Calm and casual yet respectful, Nana made her way to him and bowed her head, to which he returned the formal greeting. His large wings stretched across rooftops and cast the square in darkness, but the shade was cool and Nana had only felt this safe in the presence of the late King. “Welcome Lord Vallone to Eureka, capital of Lumous. Thank you for accepting my tribute and choosing to join us.”
Big dragons eat small dragons


All were in awe of the sight they beheld, even Hachi and Clovis were speechless when they did not see flames or hear screams coming from the center of town. Was it possible this dragon was the princess’ doing? “Everyone! Please do not be afraid! Lord Vallone is a friend and now...a general of the armies of Lumous!” Nana’s words went a long way as the people slowly returned to meet and greet this colossal beast.

“First allies and trade, now dragons and generals. It truly is a new day in the nation of Lumous.” Nana whispered with a bright smile upon her face.
ACTIONS:

Construction:

Found Naira, Mining City to the North of Eureka (1/3)

Build Mutant training grounds in Eureka (1/2)

Construct Cathedral of the Sun God (1/2)

Free Actions:

Exploration:

Scout explores the current tile.
STATUS

City List;

Capital Eureka - Palace(Destroyed)/Mine x2 (+2 res)

Income: 6 resources per turn
x2 Mines - Two Resources per turn
Trade Agreement - Two Resources per turn

Expenses:
Found City (-5 res)

Military:

1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)

1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)
1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)

1x Assassin

2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)

Lord Vallone


Tech/Spells:

Mana Beacons - These spires drag ambient mana to the tile on which they are constructed, making more available to those on the tile.

Gates - These devices teleport users to another Gate up to five tiles away.

Bonuses/Traits

Immortal Expertise - (Research and new tech construction -1 turn/cost)

Safe and Sound - (+1 to population growth in every city.)

Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)

Agreements:

Immortaly Trade - 2 resources every month from the Crystal City

Policies:

The Three in One - Troops cost half as much resources

Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)

Inquisition - An Inquisition formed of the hardliners of The Light of this new religion are rigid, strict, and intolerant towards others that are against the religion. Immediately gain +1 Order and every turn roll d10. On a 8+ evil forces are routed out. On a 5-7 nothing is found. On a 1-4, d4 population is falsely accused and eliminated.
 
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Tenebrous Dominion

Actions:

Construction:

Found Lisa, Thrall Refinery Northeast of Nox (1/2)

Upgrade Capital City Nox (1/2)

Policy:

Enact new policy - Laborer Hordes: Each turn a settlement build action may be carried out as an additional action as long as this doesn't take the number of actions above 4. Construction time cannot be adjusted by any means when building this way.


Free Actions:

Exploration: Worm scout heads SW 1 Tile

Supernatural Labor (+1 resource for every 10 Pop)


STATUS

City List:

Capital Nox - Palace, Mine(+1 res)

Tepes - Thrall Refinery (.5 res)

Bram - Thrall Refinery (.5 res)

Income: 6 Resources per turn

Tepes (+ .5 res)
Bram (+ .5 res)
Mine (+! res)
Policies (+1 res)
Mountain (+1 res)

Expenses: 10 res this turn

Found city (-5 res)
Upgrade Capital (-5 res)



Military:

2x Light Spearmen: 1 ATK
(Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.)

1x Aurum Knights: 1 ATK
(Fists and Hind Legs - This unit can engage in cqc when approached by melee units.)

1x Worm: Scout unit
(Can scout adjacent tiles with a spyglass.)

Tech/Spells:

Magitech Barrier (+1 defense to cities)

Bonuses/Traits:

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)

Policies:

Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Specialized Settlements - At the cost of 2 extra resources and one extra turn, dominion settlements can be constructed solely for one of the major races, allowing them to meet their full potential and increase output.

Dark Fae Strongholds - Military settlements are replaced by these structures and the Dark Fae’s combat focus increases the defense of the settlement by .5 for every two units garrisoned here.

Light Fae Farmlands - Farming settlements manned solely by the Light fae deliver better results and increase the population by .5 for every level of the settlement.

Thrall Refineries - Vampire run mining settlements filled with fledgling vampire workers. These settlements produce .5 more resources for every settlement level.
 
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Takrian Exile Fleet

As takrian presence on Vachore increased, so did the requirements of the population. A project to expand Tarkzuii's infrastructure had started recently, in order to accommodate more advanced structures. Another terraformer was also being deployed, in order to accelerate the speed at which environment could be altered.

Defensive potential was also a concern for the admiralty. While there was no intention of attacking anyone soon, an armed conflict instigated by some of the local inhabitants was a distinct possibility. Currently deployed military power has been deemed sufficient for the current territory that had to be defended, so now efforts were taken to adjust weaponry and tactics to local conditions. To this end, a construction of a research facility has been ordered.

Unit recruitment
Recruit mobile terraforming spire in Tarkzuii

Exile fleet support
Prefabricated structure transport - Infantry laboratory built in Tarkzuii

Settlement upgrade
Upgrade Tarkzuii to level 2 (1/2)

Scout movement
Research probe moves one tile west and explores

Ongoing terraforming
Terraformer 1: Vachorian plains into Nazgirian plains (4/4)
Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1), main border control office, arcturan embassy; 10 population
Arvan-zkii [port city] - level 1; civilian harbour (lvl 1), agricultural zone (lvl 1); 2 population
Population total: 12 +4 growth

Military
Terraformer escort
1x Mobile terraforming spire
1x Takrian marines

Tarkzuii garrison
1x Takrian marines

Arvan-zkii garrison
1x Takrian marines

1st reaction group
3x Takrian marines
1x Akurii utility car

Scouting parties
1x Research probe

Resources
Starting stockpile: 10
Income: 8
Expenses: 10
Final stockpile: 8
Nation of Arcturus
Embassies exchanged
Basic trade agreement
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
Civilian harbour - A large area containing various infrastructure used to support maritime exploitation. It's not specialized towards any particular exploitation, instead possessing facilities for a little bit of everything.
+1 resources per level; upgradeable; allows creation and maintenance of civilian seafaring vessels; can only be built in port cities
Laboratory - A secure planetside facility, housing the infrastructure and personnel necessary to properly develop and test new inventions in a particular field.
Allows research on new and improved units and inventions of a specified type; upgradeable
 
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WIP

Actions

Construct: mining outpost:cost 2: turns 1:

Research: best of the best: effect +1/+1 for all units controlled by the legion of the lost: “those that serve the legion directly are a cut above the rest as is all there equipment forged personally in the deep bowls of the factory”

Construct: harvester gantry: level 1: cost 2: time 1: effect +2 resources per turn: “a vast fleet of harvester rigs rip into the environment for anything useful.. yet land remains pristine... strange”
 
Turn 11, Month 12 Year 2350
CaptainSully CaptainSully , cinnabuns cinnabuns , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart , Huntertabbysandshark3 Huntertabbysandshark3

As this first year started to come to a close, the ground began to shake. Some parts of it began to sink beneath the waves, while in others, mountains grew to enormous heights. People all over the continent were in a panic at the severity of the actions. Some thought that the Gods had been angered, while others merely believed that perhaps that massive explosion to the South East had caused some delayed effects from within the core of the continent. Whatever was the cause, the effects were rapid and soon enough changed things for all.

Within the center of the continent rose a colossal Spiral Type structure, in colors of gray and black with a faint reddish hue. The enormity of its size could be seen by how its shadow easily stretches across 100 miles, encasing all behind it in cold shadow.

A voice could be heard in each of the Capitals on the continent. It reverberated with a deep rumbling gravely sound. "Send your Greatest Warrior to The Spire and vast riches can be yours."

A portal opens up within the capital, awaiting an entry.

(PLAYERS CAN CREATE AN NPC FOR USE WITHIN THE DISCORD CHAT)


mapsmall-png.801876


Mara-Sara
Rescources: 8 Population:20(Max POP) Order:1

Hall of Mind constructed

The Nation of Arcturus

Resources: 93 Population: 42 Order: 3
Special Resource- Unknown Red Crystal: 2

The ruins of a recently destroyed village from the earthquakes could be seen. Some survivors are gathered at the outskirts.

Principality of Lumous
Resources: 1 Population: 19 Order: -2

Found Naira, Mining City to the North of Eureka (1/3)

Build Mutant training grounds in Eureka (1/2)

Construct Cathedral of the Sun God (1/2)

Lord Vallone devoured a group of Chaos worshipers

The Tenebrous Dominion
Resources:10 Population:16 Order:1

Found Lisa, Thrall Refinery Northeast of Nox (1/2)

Upgrade Capital City Nox (1/2)

The Worm spots soldiers in fancy uniforms marching in large numbers.

Takrian Exile Fleet
Resources: 8 Population: 24 Order:1

Terraformer 1: Vachorian plains into Nazgirian plains (4/4) COMPLETE Takrian troops gain +1/+1 and all non Takrian troops gain -1/-1


The Scout discovers the recent battlefield filled with corpses, tanks, hovercrafts, and roaming animals.

Legion of the Lost

Resources: -1 Population: 16 Order: 2

Mining Outpost constructed​
Research: best of the best: effect +1/+1 for all units controlled by the legion of the lost: “those that serve the legion directly are a cut above the rest as is all there equipment forged personally in the deep bowls of the factory”

Construct: harvester gantry: level 1: cost 2: time 1: effect +2 resources per turn: “a vast fleet of harvester rigs rip into the environment for anything useful.. yet land remains pristine... strange”
 
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Actions

Construction:

Overseer II: The Overseer has been upgraded and now reaches out into the lands surrounding the Hive to warn of any would be intruders.

All squares adjacent to any Hive tile, mine or other Arcturan structure, count as Arcturan territory in the eyes of the mechanical people. Any non-friendly/allied units, diplomats or scouts entering these tiles must stop regardless of any outstanding movement as they come up against the Overseer's countermeasures. In addition, diplomacy is immediately enacted with the intruders. Failure of the intruders to adhere to any instructions to leave means the Arcturans may be able to declare war on them.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

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Recruit Units:

x2 UNIT's

• Turns: 1
• Resources: 8 [-1 from Complete Efficiency Policy]

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Recruit Units:

x1 UNIT & x1 Wallbreaker

-1 resource to research.

• Turns: 1
• Resources: 8 [-1 from Complete Efficiency Policy]

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Prototype Policy Roll: 8 - Recruit one free unit at a base cost of -1.

Recruit Sentry

• Turns: 1 [-1 from Barracks I]
• Resources: 3 x 4 = 12 [-1 from Complete Efficiency Policy]

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Free Movement

• Diplomat: N2
• Scout: N2 & Explore Pyramids

End of Turn Information

• Starting Population: 42
• Starting Resources: 93
• Starting Energy: 6
• Starting Order: 3
• Starting Red Crystals: 2
• Prototype Roll: 8 - Free unit
• Production Facilities: 5
• Energy Production: 2 [Summer]
• Focus Production: +10 Resources / +10 Population
• Refinery: +5 Resource
• Trade Route: +6 Resource
• Deep Core Mine: +1 Resource
• End Population: 42 + 0 = 42
• End Resources: 93 + 22 - 31 = 84
• End Energy: 6 + 2 = 8
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Wallbreaker
• x1 Sentry
• x1 Hound
 
Takrian Exile Fleet

Despite the recent cataclysmic explosion, takrian expansion efforts continued undisrupted. Infrastructure expansions in Tarkzuii proceeded as scheduled, and new areas were being terraformed. To accelerate the process a second terraforming spire has been deployed, and would soon move out under its own escort.

A strange portal however, appearing out of nowhere in the middle of the capital, caused some concern among the leadership. The anomaly was secured by the military, and the entire area became restricted. After a short but intense discussion between the admirals, a decision was made. A few specially trained soldiers have been appointed to step through the anomaly, as see what was on the other side.

In other news, the fleet's exploration vessels finally finished making recon passes around the planet, having taken enough orbital pictures to complete a map of the world.

Settlement upgrade
Upgrade Tarkzuii to lvl 2 (2/2)

Unit movement
Terraformer escort 1 moves one tile west and starts terraforming to nazgirian plains (1/4)

Unit recruitment
Recruit one unit of takrian marines in Tarkzuii

Scout movement
Research probe moves one tile west and explores
Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1), main border control office, arcturan embassy, infantry laboratory (lvl 1); 10 population
Arvan-zkii [port city] - level 1; civilian harbour (lvl 1), agricultural zone (lvl 1); 4 population
Population total: 14 +4 growth

Military
Terraformer escort 1
1x Mobile terraforming spire
1x Takrian marines

Terraformer escort 2
1x Mobile terraforming spire

Tarkzuii garrison
1x Takrian marines

Arvan-zkii garrison
1x Takrian marines

1st reaction group
3x Takrian marines
1x Akurii utility car

Scouting parties
1x Research probe

Resources
Starting stockpile: 8
Income: 8
Expenses:
Final stockpile:
Nation of Arcturus
Embassies exchanged
Basic trade agreement
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
Civilian harbour - A large area containing various infrastructure used to support maritime exploitation. It's not specialized towards any particular exploitation, instead possessing facilities for a little bit of everything.
+1 resources per level; upgradeable; allows creation and maintenance of civilian seafaring vessels; can only be built in port cities
Laboratory - A secure planetside facility, housing the infrastructure and personnel necessary to properly develop and test new inventions in a particular field.
Allows research on new and improved units and inventions of a specified type; upgradeable
 
(I will add the story , i'm just in a bit of a rush now . Don't worry you'll get your story on how i came to my actions :) )

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Actions
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Summon Frost FIghter
Cost : 2 Resources/ 1 Turn
Construction (Golden Plaza)
Cost : 2 Resources/ 1 Turn
Result : Allows trade
Research (Telepathy)
Cost : 1 Resources/ 1 Turn
Result : Allows long range communication
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Buildings
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Sari Desire House : Increased Income and Happiness (+1/turn)
Dock : Generates Food
Hall of Mind : Research
Temple (Icen) : Allows summoning of troops and research from the Water Element Branch
Temple (Flor) : Allows summoning of troops and research from the Earth Element Branch
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Frost Fighters : 4
 
to put it lightly the shifting of the enter continent caused some panic aboard the factor, everyone all the way up to the command staff left confused and disoriented even there general had made a few concerned grunts at the situation, nothing had prepared anyone for such an event quickly discipline was dispatched calming everyone down with the simple application of loudspeaker messages and no force whatsoever. the booming voice that announced the design to send their greatest warrior into combat at some sort of tower. this led commander Gakaen to finally getting up from his command seat heading towards his personal mech a much more advanced looking one before heading into the portal thing.
(just fluff no actions)
 

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