So, I was thinking about snatching 54+56+57 from the NPC which resides there. I asked the GM via PM.
Though, before I do anything, I probably should read up a bit on all that has happened regarding those tiles. I would like to be able to say "Eh, it was me all along!", though that might be impossible as I don't know what has happened to it. So, let me just post this nation sheet here for all to read if they want while I try to update myself on the events of the world...
NATION
Nation Name: Mechanolia
Chosen Colour for Nation: Red.
People of Importance: The ten members of the Order. Note, they are all dwarves. It’s been so for time immemorial. They’re all old and grumbly, as far as personality goes.
Kalderur Tordud – The ancient Judge of the Order. He leads all meetings. While he has no specific area of power himself, it could be argued he has the most power of all the Order members. Belden Drunarum – The representative of Construction. He’s the one who makes sure that things that are needed are built and that all construction matters are going smoothly. Gegel Burgapal – The representative of Trade. He’s the one who makes sure that the entire population has the resources they need and that nothing goes wrong in resource exchange. Thirbek Radadak – The representative of Foreign Matters. He’s the one who keeps tabs on what occurs around the world, making sure that Mechanolia stays informed and he also acts as their ambassador. Maar Buralode – The representative of Law. He’s the one who’s mainly concerned when it comes to all the laws of the land, and believe me, there are a lot of them. Also when it comes to punishment and such. Rasur Tharum – The representative of Engineering. There is a lot of machinery in Mechanolia. This one is the one who makes sure it is all working properly and developed smoothly. Rak Garkafal – The representative of Finance. He’s the one that ensures that everything is within budget. Mechanolia is a rather rich country, but someone needs to take care of it all. Zuth Falmal – The representative of Health. She’s the one who makes sure the country is taking care of itself, and has all the things that they all need to stay healthy. Raru Reilode – The representative of Security. The one that is in charge of making sure that everything is safe WITHIN the country, taking care of police and beasts and the like. Azras Burapal – The representative of Defense. The one that is in charge of making sure that everything is safe OUTSIDE the country, taking care of the entire military and such.
Anton Evald – The human representative of Mechanolia, and also a representative of the people. A very well-respected man, who the media loves to write about. The man most people would turn to for comfort. Jonathan Roadan – A young, human mechanical genius who’s been acknowledged for his excellent mechanical ability that it was thought only dwarves could possess. He’s happy and proud of himself. He’ll be our eye from the public of Mechanolia, to learn how things are on a more relatable scale.
Races: Dwarves and Humans
TRAITS:
National Trait – 1 pts (1 total) -Metal Men: Gives a bonus to Mechanical Walkers and Warriors.
Army Type – 1 pts (2 total) -For King and Country!: Gives 200 units of professional Military Units
Professional Military Units – 2 pts (4 total) -Mechanical Walkers: Allows creation of Mechanical Walkers. -Mechanical Warriors: Allows creation of Mechanical Warriors.
Navy Type - 1 pts (5 total) -Iron Waves: Fields 50 Ironclad units.
Navy Units – 2 pts (7 total) -Transports: Allows creation of Transports. -Ironclad: Allows creation of Ironclads.
Flight Units – 1 pts (9 total) -Interceptor: Allows creation of Interceptors.
Military Traits -Superior Forging: Gained from the +1 Military Trait from Dwarves. Soldiers have an advantage in combat. -The Smell of Sulphur: Gained from the +1 Military Trait from Humans. Things that use Cannons have an advantage in combat. That'd be Ironclads, Interceptors and Walkers, right?
Naval Traits – 3 pts (12 total) -Ship Building: Allows construction of a Navy. -Ship Artillery: Fits Cannons on ships. Gives Ironclads an advantage in combat. -Ironclad: Allows the selection of the Ironclad Navy Unit, for one additional point.
Flight Traits – 2 pts (14 total) -Dirigibles: Allows construction of an Air Force. -Air Artillery: Fits Cannons on dirigibles. Gives Interceptors an advantage in combat.
Magic… -NONE.
Technology Traits – 7 pts (21 total) -This…is…my…BOOMSTICK!: Allows the development of gunpowder-related troops. -Alchemical Alloys: Makes Mechanical Walkers and Warriors harder to kill. -Cannons: Gives Mechanical Walkers and Warriors an advantage in combat. Also replaces "Catapult" with "Cannons" regarding Artillery. -Steam Engine: Gives Mechanical Walkers and Warriors an advantage in combat. -Mechanical Walkers: Allows the selection of the Mechanical Walker Military Unit, for one additional point. -Mechanical Warriors: Allows the selection of the Mechanical Warrior Military Unit, for one additional point. -Controlled Flight: Allows for the selection of the Dirigibles Flight Trait, for one additional point.
Racial Traits -Dwarven Defences: Dwarf Racial Trait. Gives all soldiers an advantage when defending an owned province. (… That goes for mechanical ones, too, right?) -Explorers by Nature: Human racial trait. Allows greater knowledge about the immediate neighbors.
Nation History Mechanolia arose deep underground. In the past, a populace of dwarves fled the invaders on the surface and hid deep under a mountain, sealing the way back out. Through their excellent know-how of machines, they were able to carve out mighty halls and build their new home. They found water, and they found fish in the water which was no doubt linked to the outside world and had the capability to make crops grow in the earthly caverns so their survival was assured. They lived in there, safe and sound, for millennia.
Their technology grew, their Order was founded, and the people became less and less afraid of what might await them outside. In a life-changing decision, the dwarves decided to break out to see the sun again. This was achieved, easily, but now the humans that had invaded long in the past had settled there. However, neither the humans nor the dwarves remembered their past, so the two races happily exchanged information with one another, humans sharing their experience with the above world and the dwarves sharing their technology. They became as conjoined very quickly.
A peaceful nation, the Order of Mechanolia ruled their nation with light hands that wanted to ensure that their public was at its happiest. Over the entire nation, mechanical constructs did all the heavy work, and as such the populace has grown lazy, spoiled, yet undeniably happy. To keep their nation safe, the Order constructed the strongest warriors to keep them safe on land, the strongest ships to keep them safe on the sea and the strongest dirigibles to keep them safe in the air. Walkers on land, Ironclads at sea and Interceptors in the air. All driven by machines. And so far, it has worked. The people feel no fear.
… But the Order does. They have spoiled their populace happy, and they fear changing this. No dwarf or human in the nation expects ever to be in danger. The nation of Mechanolia doesn’t even have any method of conscripting regular citizens, they expect this all to be done by machinery. No emergency troop procedures. The only thing that exists is a plan to possibly evacuate back into the caves they lived in for so long. The Order fears for the future, having heard of the actions of other nations, and of these ‘shadows’, from distant lands… What will happen in the future? Will their extremely powerful machines be able to keep their nation safe? Will the populace be able to remain spoiled, forever and ever? Will Mechanolia be able to maintain their status quo?
Only time will tell.
MILITARY:
Army -150 units of Mechanical Warriors (1500 warriors) -50 units of Mechanical Walkers (50 walkers)
Navy -50 units of Ironclads (50 ironclads)
Airforce -60 units of Interceptors (60 interceptors)
@Romero I'd be happy with any information you could provide me.
@ForKhorne Haha. I can promise quite a lot, fellow dwarf. As the people of Mechanolia has quite a peaceful past, they have had a LOT of time to exercise their tolerance! ... Which kind of got me thinking. Is this the wrong world to have created a peaceful nation in? I kind of had this idea that they were peaceful while the world suddenly got really, really threatening and they'd have to adapt, but... Maybe being peaceful would make it a kind of strange thing for me to play in the game. Eh, I'll have it like this for now. Haha.
@PlatinumSkink Neighbor! Okay quick update on what happened down at your place form what I know.
You and I sort of got an alliance going. You helped me and ForKhorne conquer a province from an NPC nation. Beyond that I didn't have much interaction with you yet. Still, New Engelica's mages (my country has literally all the magical traits except enchanting so far) are almost demi-gods and if the darkness invades you, feel free to call for help.
Further a peaceful nation wouldn't be too bad I guess. The GM leaves a lot of freedom to do what you want to do. However, from my experience: everything can have consequences here.
@PlatinumSkink To add to what Legion said, they were a nation of Orcs and Humans, with an obvious love for all things wavy, as most of their strength is in their navy
@Legion02 ... How much help did you get? *seeks* *finds "Orngat offered military and naval support in the final fight against Limgar. New Engelica welcomed the proposal and forged an alliance with Orngat"* ... Heh. Alright, then. The Order must have made one heck of an exception. But, if it were for the chances of gaining assistance in the future, and there being no chance of the enemy striking back against them in revenge (because the nation will be squashed), they would see the benefit of providing their support. They'll trust you to remember their aid.
Incidentally, this military move was likely not featured in any newspapers for the public to read in Mechanolia. Teh-heh.
Edit: ... And with that, I've read through the entire IC. Phew. Alright. Lesse. Looks like something is approaching from the north...
Edit 2: So, the thing that makes the absolutely most sense gameplay-wise right now would be to research Against the Dark, since that appears to be approaching rather quickly, but... It's hard to justify putting research into something I haven't even seen. XD
Edit 3: In order to make the connection more seamless, I'll change the name of Mechanolia to Orngat (because "Mechanolia" is just an excuse for me to have "mecha" in a country's name, anyway) and the colour to the colour it has had all this time (it probably suits the peaceful tech nation better than red, anyway), in order to be able to claim "Hey, I was here all this time!" ... It's about now when Orngat would see reason to start acting, anyways. My plan for now is to post along with the rest of you next turn~ Thanks for having me~
Yupp. And there... I go. Tell me if I did anything illegal, like if I can't have that technology in a fantasy world or whatever. I do believe I should have done according to the rules. Assuming that I can build one of every kind of military per province as said and that I can research Against the Darkness without actually having seen them, I have a few excuses in the post about how this is being done. ... On the subject of that, my apologies for the post on over 3000 words. You sincerely don't really have to read it if you don't want to. Teh-heh.
So, um. How's the diplomacy done? Do I send PMs? How about scouts? Do you just tell me what they find? I still wonder how much of a warning I'll have before being struck. Like, if an attack comes at #54, will I have any time to move over troops from #56 as reinforcements? Haha.
And how far would the guy who was just sent to ask other nations about their experiences with the Darkness get in three months? Just casually wondering.
@PlatinumSkink Diplomacy is done over PM's with the necessary players, and I will PM you at the end of the turn/start of the next of any scout reports. If an attack comes, you won't have any time to move over troops, only those that are currently garrisoned there can defend it.
Theoretically your messenger asking for experiences could reach anyone and everyone.
Overall your post looks good to me, the only note is that the trained units don't immediately appear the turn you train them, instead they will appear next turn.