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Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Are all the creatures going to be the creatures we have today? No fictional ones? I figure that one would want to make the world more dangerous, to force people more along the beaten path or into the air, for fear of death and destruction at the hand of powerful, fictional foes.
Hidden 10 yrs ago Post by null123
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null123

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WilsonTurner said
Are all the creatures going to be the creatures we have today? No fictional ones? I figure that one would want to make the world more dangerous, to force people more along the beaten path or into the air, for fear of death and destruction at the hand of powerful, fictional foes.


I have not talked to Gowia about it but I assume real.
Hidden 10 yrs ago Post by Mantido
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Mantido

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WilsonTurner said
Are all the creatures going to be the creatures we have today? No fictional ones? I figure that one would want to make the world more dangerous, to force people more along the beaten path or into the air, for fear of death and destruction at the hand of powerful, fictional foes.


That would be a significant factor in Army-based play if it was enough to cause development of airships. It feels like you really want some kind of megabeast in this, and barring genetic alteration you would rather capture them.
Hidden 10 yrs ago Post by Azimuth
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Azimuth Oberdankenführer

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Are there any established characteristics of airships? Size, form, what armament might look like, etc. Are they more like real world zeppelins, boats carried by balloons, or so on?

Are early aircraft a thing, for that matter?
Hidden 10 yrs ago Post by Commodore Robot
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Commodore Robot Transient Hatemonger

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Here's a WIP because it seems to be the cool thing to do. Obviously not final, who knows what's gonna be new in the OOC and what have you. Anywho, here's the stuff I got now

Nations Name: Holy Kovalkan Empire

Flag: Golden blade wrapped in oak leaves on a white field

Form of Government: Divine Monarchy



Location on Map Desired: Get to this when the map is up, though Ideally I'd like a narrow peninsula with some nearby islands

Capital: Koval (located on a river which leads into the ocean if such a thing exists on the map)

Important Settlements:
The Anvil: an island just off the coast of the Kovalkan mainland, the industrial heart of the Empire as well as home to the Saint Agatha Fleetyards, the Empire's largest naval base.
Nicholbury: a city known for being the holiest site for the Church of Koval. It is here that the largest Cathedral in the Empire resides and is the traditional seat of power for the Grand Vicar. Allegedly the Vicar's throne is built directly above the mausoleum of Saint Koval herself.

Description:

Important Characters:
Her Divine Majesty, the Queen and Grand Vicar of the Holy Kovalkan Empire, Aleksa IV
Prince Adriatus Ingram, Royal Consort of Her Divine Majesty and father of Crown Princess Vin
Crown Princess Vin
High Senechal: Baron Elend Highmount
High Admiral Gerrik Ragnar
Grand Master Raymond Balben

Traits:
Professional army
Small army
ambitious generals
Kings of the sea
New age ships
ships of the line
Deflated balloons
landlubbers(air version if applicable)
Strong Industry
State Controlled

Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:
Hidden 10 yrs ago Post by MrFoxNews
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Meh... dis what I got so far.

I'm open to including other nations in my history n such although I already worked some stuff out with people I'm open to more History.

pm if you'd like to talk about it.

Hidden 10 yrs ago Post by Mantido
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WIP here. Glory to Beleky Kurzan!

Nation's Name: Beleky Kurzan (More often just called Kurzania, or the Kurzan Empire)

Flag: Black angular tree-like design inside the chest of a stylized eagle on a diagonal white and green bicolor

Form of Government: Imperial Federation

Describe the System: Kurzania operates through an Imperial Federation, which essentially means that many of their culturally distinct holdings are under their control with some small autonomy. In addition to the Imperial Authority and the Parliament, a third governing body exists; one that dictates the laws and doings of every semi-autonomous state. Both the Parliament and the Colonial Authority report to the Emperor, or Belek, who has the final say in any decisions he wishes to.

Location on Map Desired: Anywhere large, cold, and untamed.

Capital: Kurzan, 1500km from the western border, on a tributary leading to an Antarctic sea in the far south.

Important Settlements: Countless, most on the northern end of the country. Vast pine forests and rolling, hilly plains are practically unsettled, but claimed as territory of Kurzania. Among these:
-Perunalin - northwest of the capitol city. Larger and with its own centers of government, including an spare Imperial palace and the ever-growing Bureau of Chemical Science.



Important Characters:
-Emperor of the Kurzan Federated Empire, King of Kurzania, Prince of Tilsyt and Peranog, Grand Duke of Maloyaroslopetin and Nepomuk, Rurik Anatolyevich Kharitonov, Second of his Name
-Prince Arany Kytzil, Grand Field Marshal
-Count Aleksandr Dolokhov, head of the Bureau of Military Science
-Yermak, official Crown diplomat
-More to come

Traits:
Large Army -2
Professional Army -3
Conscription -1
Militias -1
Never Been Out of the Village +1
Landlubbers +1
Scared of Water +3
Rotting Hulls +2
Scared of Air +3
Deflated Balloons +2
Strong Industry -2
Fertile Fields -2
Empire -4
Serfs +/-0
"I’m not a racist but…" +/-0
=0 spare points

Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:
Hidden 10 yrs ago Post by darkwolf687
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Austria and Germany? Ah crap. I haven't forgiven you for crashing the world economy last time Duck, if you do it again -.-

Speaking of Duck, do you mind not playing us off against other nations right from the get go? I enjoy not having my islands thrust into every battle under the sun within the first few days because you had a dispute.

I assume I will still have a new world to go and steal while everyone else is running around with their little crusades? I have an Empire to build, after all

And I'll be damned if we see super monsters, I thought this was Humans in a light steam punk 18th/19th century, eh?

Also, if we had metal airships, wouldn't we also have ironclads? It makes more sense for both to be made of wood and for metals to be available later after a great man has discovered it, tbh.
Hidden 10 yrs ago Post by gowia
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WilsonTurner said
Are all the creatures going to be the creatures we have today? No fictional ones? I figure that one would want to make the world more dangerous, to force people more along the beaten path or into the air, for fear of death and destruction at the hand of powerful, fictional foes.


Creatures will be ones that exist today.

darkwolf687 said
Austria and Germany? Ah crap. I haven't forgiven you for crashing the world economy last time Duck, if you do it again -.-I assume I will still have a new world to go and steal while everyone else is running around with their little crusades? I have an Empire to build, after allAnd I'll be damned if we see super monsters, I thought this was Humans in a light steam punk 18th/19th century, eh?Also, if we had metal airships, wouldn't we also have ironclads? It makes more sense for both to be made of wood and for metals to be available later after a great man has discovered it, tbh.


There will be a number of new worlds to explore and colonise as well as some NPC factions of natives.This is exactly Humans in light steampunk. And again yes, ironclads etc. are something tht will be invented.
Hidden 10 yrs ago Post by darkwolf687
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Ah okay.

Time for me to meet King Baba-uti or whatever his name was again, hehe. The colonies shall thrive again... Who knows, I may end up gettings Ducks as payment for bailing him out of a civil war again xD
Hidden 10 yrs ago Post by darkwolf687
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Nations Name: The Empire of Corustaria

Flag: The Flag of the Empire of Corustaria is very different from the flags of it's individual territories, and this is very important to remember as regiments from the different area's of Corustaria often fly the banners of their countries in addition to the Corustarian banner. The Corustarian banner is composed of the Red of Alswell, the Blue of Vivia and the Lion of Morland. Traditionally, the dragon is not included due to Saxley having been conquered and thus not having been part of the union which made the flag. As such, the official flag does not include the Dragon of Saxley, however some unofficial contemporary variations do exist that incorporate the Dragon alongside the Lion, usually by moving the Lion so that it is against the Blue background and the Dragon so that it is against the red. These variants exist almost exclusively within Saxley.

Corustaria

Major Province Flags:
Vivia
Saxley
Morland
Alswell

Form of Government: Constitutional Monarchy

Describe the System: (Describe how your country is run in some more detail.} The Monarch of the Empire (Known as the Emperor or Empress) is a very important and powerful figure. Alongside the monarch there is a parliament with a range of powers which acts as a legislator. The monarch can dissolve parliament at their own discretion, and also has many administrative functions, working with parliament rather than independently of it. While Morland is the heart of the Empire, the remaining islands are mostly autonomous, with their own heads of state, for example Vivia having a king. All these are subservient to the Emperor/Empress and Morlands Parliament

Location on Map Desired: A series of islands off the north of the Edoniras, with Morland in the center, Alswell to the North, Saxley to the west and Vivia to the South East. Approximately halfway Saxley and Vivia lies Huntingtons isle, a collection of three small islands that are separated by only a few hundred meters of water. A few miles off the east coast of Morland lies a large island approximately a Sixth of the size of Morland known as Lesser Morland. Above Alswell is a string of small, cold islands known for their large metal reserves and chilling winds, known as the Weyland islands. The Corustarian isles lies some 200 miles north of the Lance Empires homeland, one of the furthest points north of Edoniras
Aswell is the coldest of the isles, known for producing hardy miners. Some of the most infamous... and most famous... figures of the empire come from here. Brave warriors fighting for Emperor and Empire, and infamous assassins who could fill Morland with the blood they've spilt. Aswell is about 162 miles long and 400 miles wide at its furthest points
Saxley is known for being the best weathered island, excellent for growing crops. It was the only island that was brought into the Empire by force, nearly four hundred years ago when Morland invaded. The unrest has mostly died down by now, but there are die hards who contest that Saxley should be independent. Their voice is drowned out by the majority. Saxley is the second largest island, being 700 miles long and 400 miles wide at its furthest points
Vivia is known for being the warmest of the islands, and produces fine wines. It is 450 miles long and 225 miles wide at its furthest points
Morland is known for being the wettest of the islands. It's often said that the people of Morland went out to conquer Saxley because they were sick of the torrential rain. Despite this, when it isn't raining the country is quite pleasing to look at. It is the largest island in the isles being 1300 miles long and 810 miles wide at its furthest points.
Lesser Morland is 220 Miles long and 143 miles wide at its largest points, making it one of the smallest islands
The Smallest of the Weyland islands is 10 miles long and 5 miles wide, while the largest is 60 miles long and 45 miles wide
The smallest of Huntingtons islands is 7 miles long and 8 miles wide, while the largest is 40 miles long and 30 miles wide
The smallest island is Jordans Island, being just 100 meters long and 80 meters wide and has no permenant residents, but had a watch tower with a beacon on top where two guardsmen are stationed for a month at a time, watching for signs of invasion from the rest of the powers. The watch tower doubles as a lighthouse for ships to avoid the jagged rocks surrounding it. If the beacon is lit in day, it means invaders have been spotted, if its doused at night, it means invaders have been spotted.

Capital: Stavedon, a massive city built around the bay of Stavedon to the South of Morland, the River Thyme flowing through it into the ocean, making it a port-side city to house it's naval assets and one of the more important trade centers of the isles.

Important Settlements: Pottershead (A large town in the center of Morland. It recently boomed to a massive side and became extremely important as the tree's surrounding it turned out to be excellent for ship building using the new methods) Albaport (Capital of Saxley, known for it's apples and strong coal industry, its located on the east coast of Saxley) Ivarford (A major mining town in the Weyland islands, notable for exporting large amounts of metals to the mainlands) Glassley (Capital of Alswell. Culturally significant, but it's economic value is relatively low compared to the other capitals, its situated on the northern coast of Alswell) Bastillia (Capital of Vivia that is located along the River Charles in the south east of Vivia. Known for it's fine wines and vineyards. Bastillia gets it's name from the Bastile lying near it's center, a twelve hundred (1200) year old castle that has been razed and rebuilt many times in the battle scarred history that came before unification) Kingswood (A major town in the northeast of Vivia, about 300 miles from the coast. It is renowned for the great forest surrounding it which has long since provided wood for ships) Newkeep (A Saxley city located near the center of Saxley, it has become one of the most prosperous in the isle after having struck a huge vein of gold and silver. Jewlers and Smiths dot its streets, and it provides a major source of income for the government.) Dunworth (The largest city in Lesser Morland, located in the north of lesser Morland, 50 miles from the coast.)

Description: (Describe an average city in your nation. Culture, language, currency etc.) Very Victorian esque in its architecture, the cities of the Empire of Corustaria range from beautiful manors and pretty cobble stone streets, to massive smoke stacks coughing out fumes into the sky far above. For better or for worse, Corustaria is in an industrial revolution. Culturally, this had led to many changes. Workers are suddenly less important, as machines which can do the jobs of five men are implemented into factories. New, revolutionary ideas spread like wild fire in the heat of summer, as great minds expand the fields of science. Some things never change however. They are still proud of their navy, and almost incessant are the chants of "Bigger, better, stronger" whenever someone so much as hears the word "Navy". There are four main islands. Morland, Vivia, Saxley, Alswell, and several smaller islands. Morland is the main island, where the capital is situated built around a bay with a small entrance.
They are recognised as being one of the harbingers of steam technology, given their interesting socialist esque system of providing free education up till age 10, and education past that being relatively cheap compared to other countries. While this has supposedly devalued their degree's and honours in the eyes of the paying elite that fill the continent, the results are obvious: Corustaria has one of the highest levels or great inventors and scientists per capita in the continent.
On the subject of socialist esque systems, this is a running theme is several areas. Setting them apart from the mainland their government is responsible for free (This is actually a misconception, as it is supported through taxes) healthcare for its citizens, along with child support money for widows or widowers. This has made a more healthy and effective workforce, and their people are almost invariably taller than the continents average. This puts a drain on the economy that is only made up by a higher level of taxation on businesses, and the economy has to be carefully regulated in order to avoid a crash. The national reserve is the emergency funding, and a small amount of money is set aside for it each year. This system has created several industry giants, whom the government owns large shares in, including the somewhat dreaded "Empire Trading Company."
The Empire Trading Company is an Empowered Company, backed by government forces and legitimacy. In return, the government recieves a share of the money. It is often said the ETC gets a great a deal, as the money they give the government funds the healthcare and education programs, which in turn creates a strong and capable workforce for the Company. The Currency of Corustaria is the Vestibulum coin. Made out of gold, bronze and silver depending on worth, these coins have the head of the Empress stamped onto them, and on the other side bear the national symbol of whereever the coin was issued (Lion for Morland, Dragon for Saxley, Grapes for Vivia, Bear for Alswell etc)
The Empire of Corustaria is known for being very cosmopolitan; Divisions aren't laid out by creed, colour or gender. In fact, it's known for having fierce women in the ranks of it's sailors, as well as minority groups and those viewed by others as 'savages' fighting among it's marines. This is partly down to their nature, being already made from several different peoples who have unified rather than being a single country to begin with. This will likely be unexpectedly helpful in Colonial situations, as their seemingly more benevolent nature will likely earn them more friends among natives than other, less cosmopolitan powers. This is not to say there isn't racism or sexism within their society. As will all colonial nations, they still have their own views on what's 'womanly' and 'savage'. And their own way of ensuring people do not rise past their station
Although it's army is something of a joke due to underfunding and it's generals being perpetually at each others throats, the individual soldier is not actually terrible. Many are extremely loyal and committed, even if they are poorly trained and ill equipped. Unfortunately, this leads to soldiers having a poor reputation, when it is more down to the fault of their superiors than it is their own. This has led to a somewhat awful recruitment level, with would be soldiers flocking to join the navy or marines instead
Something important to note is that Corustaria's Marines are considered much better fighters than it's actual army. They are feared opponents at sea, storming enemy vessels and firing on the swaying decks with shocking accuracy, partly down to skill and experience and partly down to their use of the more accurate 'Rifles' over the Muskets more commonly used by militaries. Rifles have their own set of disadvantages, such as the accumulation of powder in a rifle slowing reload times and eventually requiring cleaning before usage, thus making them less effective on colonial battlefields where both powder fills the air and obscures vision making the accuracy bonus irrelevant and when combat is more to do with filling the air with more shots than individual accuracy. This is very different from ship battles however. Men are not tightly packed together on ships, instead being more spread out and performing their individual tasks, making individual accuracy more important. Likewise, since the ships are moving the smoke moves away quicker, making the accuracy and range bonus more pronounced. There are also less men on ships, and more breaks in the combat for the marines, allowing them to quickly clean their rifles and their ship moves from engagement to engagement. Finally, muskets are made long due to their usage in firing lines, while Rifles are made shorter and thus more effective in the closer confines of ships should there be a boarding action.

Important Characters:
Emperor Thaddeus Wight (41, DECEASED)
Empress Emmeline Wight (32)
Princess Lillian Wight (15)
Prince Thaddeus Wight (16. Heir to the throne)
Royal Spymaster Richard Blank (42)
Royal Bodyguard Severus Gadge (37)
Royal Physician Marie Roseburrow (31)
Prime Minister Arnold Carnifex (61)
Minister for War and Grand Admiral Esmond Thorne (51)

Traits:
King of the Seas: "Islands need strong navies, not strong armies..." -Unknown Sailor -3
Ships of the line: "They call that an attack?"- Admiral Thorne as his ships of the line dwarfs the enemy attack craft -2
Natural great men: "Corustaria boasts many great inventors and geniuses, which some put down to the educational welfare system that's in place"-A brief history of Corustaria -3
Sealegs: "Corustaria's sailors and marines are used to the sea and boats, and they have been known to sail through storms and come out while their opponents sink behind them"-Exert from the book 'The Royal Navy Of Corustaria' -1
Strong industry: "Yes ms, its straight from the isles themselves, lesser Morland to be exact. Very reliable, ms, I only use goods from the isles me self, they are excellent value for money." - Haggling store vendor. -2

New age ship construction: "One things for sure. The bastards know how to build good ships..." -A pirate after watching a small ship take a broadside and outrun him regardless +/- 0
Empowered Company: "The Empire Trading Company plays a large part in keeping the economy afloat. In return, it receives special treatment from the Empire"- A brief history of Corustaria +/-0
Outdated Army: "Admiral Thorne gets new diamonds to encrust his cannons with, meanwhile we get pikes!"- General White lamenting his ill equipped army +2
Small army: "I thought I was commanding an army, not a brigade!"-Punchline from a joke +2
State controlled market: "With a few exceptions, most businesses are either directly or indirectly state owned, with very few true free businesses remaining. Growth is slow but stable as a result" -Government report, +1
Deflated balloons: "I'll be damned, sir, if my men are boarding that death trap. It won't clear Vivia, never mind the isles!" An unimpressed officer, 4th regiment of hoof. +2
Basic points +4

Army: (I will roll this, navy, GDP and stability.)

Navy:

GDP:

Stability:
Hidden 10 yrs ago Post by Sadko
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Nations Name: The Principality of Kamalao.

Flag:


Form of Government:
The Prince is a head of state chosen by an assembly of several influential families of Kamalao, who can be invited - and exiled by them if they so wish.

Describe the System:
To become a Prince you may be anyone - A strong general, a powerful merchant, even a talanted bard (Although, least likely), but only as long as the families see worth and potential in you. While the title of the prince is quite prestigious, has much power, and mayhaps a bit of land attached to it, is a rather unstable one. A clever prince needs to please all the families and their much conflicting interests, and yet keep them in line, somehow, and many are unsure on how to do that.

Location on Map Desired: WIP

Capital: (As soon as the map comes out.) Entarro Cansova

Important Settlements:
-Fys Dendoro, Seat of The Dendorines.

-Trylas Peres, Seat of The Peresynnians

-Edmé Anromes, Seat of The Anromytans.

Description:
Seaten betwixt fertile southern plains and beautiful rivers, no one can deny the supreme scenery of Kamalao. Lovely forests, fantastic donjons on dazzling isles and great bazaars is only a few mentioned luxuries and pleasures of a Kamale life. To be precise, a life of somebody above a filthy serf in the servitude to some nobleman bathing in Celestial Dimes, the currency of the Kamalao. With the great contrasting lifestyles of Kamale, with one full of narrow streets and meagre wages, another full of sweet wine riches, and even sweeter women, all pay homage to the gods; Suarme, Mereu, and Astwytan.

Important Characters:

Prince Orest Seryar, the recently crowned son of a merchant, now a young man with much great responsibilities and great risks, and even more greater rewards.

Traits:
Professional Army. (4-3=1)
Small Army. (1+2=3)
Ambitious Generals. (3+1=4)
Never been out of the village. (4+1=5)

Sealegs. (5-1=4)

Scared of Air (4+3=7)

Trading Hub (7-3=4)
Strong Industry (4-2=2)
Fertile Fields (2-2=0)
Empowered Companies (+/-)

Serfs. (+/-)

Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:
Hidden 10 yrs ago Post by gowia
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http://www.roleplayerguild.com/topics/59068/posts/ooc?page=1#post-1821828

Okay the OOC is up...there is still no map but that will come...feel free to post in the OOC however if you put up a NS there then please put it into a hider for me.
Hidden 10 yrs ago Post by KabenSaal
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Nations Name: Enolopia

Flag:

Form of Government:Council-dom

Describe the System: Each town or village has a mayor, who convenes with other mayors in a 'Local Council'. This deals with local problems and small stuff. Then they send their reports to one of the relevant Council member, the Member of Food, the Member of Work, or the member of Men. These three high council members are then watched over by the Head Member in the capital, which resides in the middle of the three realms.

The Realm of Food grows, mantains and ships out all the food to the rest of the nation, and then exports the considerable excess. The Realm of Work has blacksmiths and bricklayers and flechters and thachers which keep the country supplied with the goods they need, in many forms. Finally, the Realm of Men is in two parts, one part focuses on birth and population growth for the other two Realms, and the second half focuses on military training.

Location on Map Desired: WIP

Capital: The Capital of Tevintar is in the middle intercsection between the three Realms.

Important Settlements: Tevintar, Capital.

Description: The Capital is a very busy place, many of the higher placed people running the goverment and important parts of a nation, but also with many comforts such as great beds, good taverns and a couple of whores. They are friendly to outsiders, being a large trading hub, and speak a multitude of lnaguages, as learnt over the years from the traders. The currency is a pickle - small metal disk of varying colour for varying worth. There is little smog that consumes the other nations, but also little fields since everything is cobbled.
The villages of the Three Realms are small, rustic and very beautiful to visit, espeically the Realm of Food. Vast fields, streaching out for miles with children chasing chickens and men working on many different types of food. The manure of many animals gathered into carts on a weekly basis and then spread across the fields. The smell is a fight between people, animal, and nature. Ther currency is naught - they get everything they need delivered - and they only speak Enolopian. The Realm of Work has more buildings and less animals, but still has quick the view between villages. The Realm of Men has a lot of houses, and military training grounds, but don't want for beauty either.

Important Characters: Katrinea Saal - The Head Council Member
Bob Teon - Member of Men
Fred Yana - Member of Food
Richard Ford - Member of Work
High-Captain Marcus Arelius - Head of the Military Training in the Realm of Men.

Traits:(NOTE:You can have as many traits as they want as long as your final point count is 0 or higher, but 7-8 is the max if you want to avoid stability concerns. Only two +/- traits.)
+4 Starting points

Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:

Traits list

Army

Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Outdated Army: Your men carry weapons not even your grandfather remembers, muskets aren't used at all. +1
Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1

Navy

Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2

Airships

Landlubbers: Your sailors don't exactly train on a boat or airship, boarding and marine forces perform slightly worse due to the moving deck on airships and naval vessels. +1
Deflated Balloons: Your nation views airship maintenance as an unneeded cost and so many of your airships have weak metal and the balloons are torn and with holes in them. They will not perform well in the air. +2

Economy/Industry

Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Fertile Fields: Agriculture is what your nation is known for. Fields of golden wheat and barley run throughout your country. -2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
Hidden 10 yrs ago Post by KabenSaal
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KabenSaal

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Everyone has trading hub and fertile fields. I demand to have Super Hub and Mega Fields so I don't feel like my very nation is obsolete!
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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KabenSaal said
Everyone has trading hub and fertile fields. I demand to have Super Hub and Mega Fields so I don't feel like my very nation is obsolete!


It's okay. They all have more than 9 traits, which means they will be very unstable. A good push in a good spot might push it all to fall like dominos!
Hidden 10 yrs ago Post by KabenSaal
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I got 12! Granted half of them are negative so i can afford said trading hub and fertile field but still. 12!
Hidden 10 yrs ago Post by darkwolf687
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WilsonTurner said
It's okay. They all have more than 9 traits, which means they will be very unstable. A good push in a good spot might push it all to fall like dominos!


I ran the same number of traits this time as last time, I was only slightly unstable last time, and I encountered little difficulty from it except when the world economy crashed because of the Prussian unification.
Hidden 10 yrs ago Post by WilsonTurner
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You know
The world economy crashing isn't a good thing, nor a good outcome


Anyways
back to finishing my app
Hidden 10 yrs ago Post by darkwolf687
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KabenSaal said
Everyone has trading hub and fertile fields. I demand to have Super Hub and Mega Fields so I don't feel like my very nation is obsolete!


Haha, can I have super mega ships of the line?

Don't fret, my man, it'll all work out. Honestly, we have a tonne of trade hubs, once the map appears and when we later learn where the new worlds are, some of these trade hubs might become somewhat obsolete and new ones may arise. In addition, you may be lucky enough to be situated right next to a bunch of industrial nations in need of food, etc. If it really comes down to the wire, you might be able to undercut your opposition in the trade agreements. Dont think of it as being obsolete, think of it as having more competition.

And yes, that's why I have my cautious eye on you duck. If you crash the world economy again, I will crash whatever airships I have into your leaders face >:( xD
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