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QuintonBeck
2015-05-11, 10:05 PM
EMPIRE!
Gods, Kings & Adventurers
A Community World=Building Game by Morph Bark

Running on Giantitp since January 2014!

Current OOC: EMPIRE!-CWBG-XIV-To-Heir-is-Human-To-Faith-10-Divine (http://www.giantitp.com/forums/showthread.php?413607-EMPIRE!-CWBG-XIV-To-Heir-is-Human-To-Faith-10-Divine)
Current IC: [EMPIRE!] (http://www.giantitp.com/forums/showthread.php?326407-EMPIRE!-A-World-Building-Game-of-People-amp-Discovery)

QuintonBeck
2015-05-11, 10:43 PM
~ ~ Them's The Rules ~ ~

Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Red text. This first post should contain all the information neccesary to get started and play Empire! The second post shall contain the more complicated and in-depth rules, many of which are only used by the GMs but are publicly available for purposes of transparency. Others concern more acute areas of play and may be relevant to some, but not all players.


Starting Up

The Basics

In EMPIRE! you start play as the ruler of a country. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.

With much of the world saturated and discovered there is limited available space for entirely new countries. New players are encouraged instead to pick up NPCs currently run by the GM as full on PCs. While it is encouraged a player work with existing fluff and terrain features and resources cannot be changed the possibility of a coup is not unheard of and fresh ideas are welcome. If anew player absolutely insists on creating a nation from scratch it may be possible though options will be quite limited to underground, polar, or nomadic groups rather than the green lands most which are already populated.

Your Ruler
All player characters have the following attributes:

Diplomacy
Military
Curiosity
Faith
Luck


When a new player starts, they roll 1d4 for each attribute, and then assign the rolls as they wish. Two +1s may be assigned to any two separate attributes.

You can make your rolls in this linked thread (http://www.giantitp.com/forums/showthread.php?t=100917). Be sure to link to your rolls in your nation post in this thread (http://www.giantitp.com/forums/showthread.php?351078-Empire!-The-Lands-of-Telluris-%28the-fluff-beyond-the-crunch%29) once approved. If you roll more than one 1, you may reroll any 1s beyond the first once. If you have more than two 1s after the reroll, those subsequnet 1s become 2s (you are still left with two 1s).

Changing Rulers
Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. In the case of the heir being the child of the previous ruler (whether eldest, youngest, adopted, or blood so long as the heir was raised as a child of the previous ruler) Their stats are rolled down the line of scores with 1d4 for their attributes receiving a +1 bonus to any stats their predecessor had a score of 4 or higher in or a +2 bonus to their roll for any attribute their predecessor had an 8 or higher in.

If the new ruler is not a child of a previous ruler, they roll stats as a new player's first ruler with flat d4s and two floating +1 modifiers. Unlike rulers who were children of the previous ruler the rolls may be assigned freely to the various attributes.

Regents, those who rule in the place of a designated heir should they be too young to begin rulership themselves, roll attributes as non-related rulers. Unlike legitimate sovereigns, Regents cannot perform special actions.

Rulers must be changed the round prior to the round in which you wish to use their attribute scores. The round in which a ruler is changed the previous ruler's scores will still be in play although bonuses accrued by their actions will be applied to the new ruler for the subsequent round.

A new ruler does not roll for Luck as Luck is a player stat (discussed under Luck as an attribute below)

Please link the rolled stats for your new ruler in your IC post in which they first come into play.

Rounds
Each round will take two OOC weeks and will be the equivalent of 5 years in-game. The end and beginning of every round will be announced by the GM.

During each round you have five actions you can spend doing things as a non-Great Kingdom nation. If players haven't posted actions by the end of that round, their round is considered wasted. Rounds close and open on Sunday.

The effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region.

Actions

Actions are the major things happening in your nation over the course of the 5 in-game years each round covers. Is construction happening on a massive monument to your god? Are armies being raised to answer the call of their sovereign? Perhaps your nation is hosting or sending its finest diplomats to an international event to mingle with world leaders? If you want your nation to do something and have an impact on the world, use an action. There are a few specially defined actions discussed below.

Special actions are actions you can only take when your ruler has a 5 or a 10 in the attribute in question. Diplomacy 5s are the only Special 5 that can be used multiple times by a single ruler by default.

You can combine your actions with those of other players to increase their effectiveness or broaden their impact. Some examples are given in the attribute sections, but are at the GM's discretion.

All actions take effect at the end of the round (unless they have an effect that is delayed even longer). So, for instance, if you set up a trade for a resource, you will not have the resource until the following round. If you pursue an investigation, the results will be announced in the round opener for the next round.

Projects: Some things may take more than one round to complete. These are called ‘projects’, and take multiple rounds to complete, usually one action per round. You cannot spend more than one action per round on a project unless you have a technology that specifically allows you to do so. Some take only 2 actions, like making the roads a little better between your cities. Some are Great Projects that take 5 actions, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

Other players may assist with completion of a project. Up to three players may assist in a round with a project, so a Great Project will always take at least two rounds to complete.

Sub-actions are where a single action can be taken that has the effect of several other actions. The most common occurrence for this is at events, where a player can perform several trades, betrothals or treaty signings for the cost of one action.

In general, unless specified otherwise in the rules, if an action must be rolled for or has a mechanical effect greater than a trade, it probably can't be a sub-action and will take a full action of its own.

Luck actions are normally sub-actions.

Secret actions are actions which are known only to you and the GM. Such actions need to be sent to the GM for verification, otherwise they will have no effect. They do not count towards attribute increases and you can only take one per round. Some types of action cannot be secret (like Special Actions). Other players cannot investigate what you have been doing with your secret actions, but if your actions affect them, they may investigate the results and trace them back to you. Secret actions are almost always full actions, rather than sub-actions or non-actions.

Non-actions are anything that a player does in their turn that does not cost an action. A player can take any number of these, some of which may have a mechanical effect. Changing rulers is a non-action, as is cancelling a trade.

Non-actions take effect at the end of the round along with regular actions.

Increasing Attributes
Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.

Please note clearly at the end of your post in the IC thread which attributes you increase so that it can be clearly noted in the tables.

What Attribute Does an Action Belong To?
Because it can often be unclear what attribute an action belongs to (and might increase), allow me to clarify.

General: Any action that requires an attribute roll belongs to that attribute. Attribute’s Special actions always belong to their attribute. Doing any actions specifically underlined under an attribute’s rules—such as setting up trade posts under Curiosity—belongs to that attribute.

Diplomacy: Forming alliances, arranging marriages or betrothals for your character or their relatives, changing laws—unless those laws specifically apply to military or religious endeavors. Diplomacy actions may also be aiding another nation with a project as a sign of goodwill between nations so long as the assisted project is not a military endeavor.

Military: Any action to raise troops or militia or utilize their services.

Curiosity: Anything that has to do with trade or investigation. Nearly anything that gets built falls under Curiosity, unless said building specifically falls under a different attribute (for instance, temples fall under Faith, while fortresses fall under Military).

Faith: Religious gatherings, prayers, dealing with the heads or priests of your religion or those of others.


Your First Round

New Player Bonus Actions
New players receive five bonus actions in their first round. This is so that new players can catch up with older players, using the actions to raise a number of troops, use Attribute 5 Special actions or even start with a finished Great Project. That’s right: you may spend multiple of these bonus actions on the same Great Project, resulting in a finished Great Project if you spend all of them on it. New players are barred from a few things with these bonus actions, however. These bonus actions may not be used to explore or colonize other regions.

Because aspiring players are (sometimes) put on the waiting list until there are multiple of them, new players can cooperate and coordinate their bonus actions to great effect, allowing starting players to make a big impact.

Sample New Player First Round Actions

New Player Bonus Actions
1.) Raise 1 Land Unit in Region A [Military]
2.) Raise 1 Land Unit in Region A [Military]
3.) Raise 1 Land Unit in Region A [Military]
4.) Begin construction of Great Project: Pyramid Temple in Region A (1/5) [Faith]
5.) Continue construction of Great Project: Pyramid Temple in Region A (2/5) [Faith]

Round X Actions
1.) Create Assassin Agents based off of Assassin Resource (+2 Assassination Rolls) (Military 5) [Military]
2.) Convert Region A to Religion 1 Majority TN: 12 Roll: (Link to Roll) [Faith]
3.) Continue construction of Great Project: Pyramid Temple in Region A (3/5) [Faith]
4.) Colonize Region B next to Region A TN: 10 Roll: (Link to Roll) [Diplomacy]
5.) Attend the Fun Event [Diplomacy]

Trade Gold to Player 2 for Salt
Marry heir to Player 2's Princess
Sign a peace treaty with Player 2


Attribute Increases: +2 Military, +2 Faith, +2 Diplomacy



The Attributes

Diplomacy
A higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.

Actions
Forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.

Diplomacy 5 Special: Stabilization of Order
If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region under your control. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign and may last beyond it if the region is treated well.

Unlike most other special actions a ruler may perform multiple Diplomacy 5 actions during a single reign, but no more than once in each region.

Diplomacy 10 Special: Efficient Government: If you have a score of 10 in Diplomacy, you may take an action to refresh Curiosity 5 and Faith 5 actions if your current ruler has already expended both. This allows a ruler to perform two Curiosity 5 and/or Faith 5 actions in their reign. The actions must be used before and after the Diplomacy 10 action, so you can still only do one of each after the refresh even if you had not already expended both.

Diplomacy 10 Special: Country Unity: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.

4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
12 regions (including vassals) combine into an Empire, becoming an Emperor. You must already have a Great Kingdom. Emperors receive ruler stat bonuses from Greater Vassals. You lose the title if you ever control less than 12 regions.

If you attempt to form a Great Kingdom, it will be handy if you link to earlier posts where you performed the Diplomacy 5 action to stabilize any regions that are not your home region. This doesn't just help us see that you've done it for all of them, but it also gives you a double-check for yourself on each of the regions.

A player who is Liege to NPC vassals (see “Country Relationships & Ways of Expansion”) may also spend a Diplomacy 10 action on them to turn them into a Great Kingdom, provided that the player already has an Empire and their current ruler is not the one who formed the Empire, as the once-per-ruler rule still applies.

Military
Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

Actions
Raising a military unit (equivalent to 1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

Unit Types
There are four unit types: Land (or Ground), Naval , Aerial, and Aquatic. Whether a type of unit can be raised in a region depends on the region type (see Region Types). Technologies may enable types of unit to be raised in a region where they could not normally be. If not specified, units are of the default unit type for that region. Militia are always of the default unit type.

Land units can fight in land regions and underground regions. If transported by Naval units, they may fight in naval battles at 1/4 effectiveness.

Aerial units can fight in sky regions. They may fight in land regions, but if they do they can also be attacked by land units. If transported by Naval units, they may also fight in naval battles at 1/4 effectiveness.

Aquatic units can fight in underwater regions. They may fight in naval battles, but if they do they can also be attacked by naval units/transported units.

Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by Naval units. The exception to this is island regions, which Naval units can also defend against Land units and Aerial units. Naval units may also be used to transport other types of unit: see the rules on unit transportation below.

Training Military Units
You can raise one military unit (equivalent to 1,000 human troops) in one action. You must specify in this action whether they are Land units (army), Naval units (navy at sea), Aerial units or Aquatic units.If you do not specify, they will be of the default unit type for that region. Also, if you have control over multiple regions, you must specify in which region you train them.

If you want to have naval units with boats, you need to have access to wood. If you want to equip your armies with advanced weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

The maximum amount of troops you can raise from your capital region is 10,000. The maximum amount of troops you can raise from other regions you control is 5,000.

Military 5 Special: Agents
If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. Use one word to describe a profession or skillset. You will receive a +2 bonus on any rolls in which agents are involved and the particular action requires extensive use of that skillset.

To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.

You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.

Military 10 Special: Winning Tactic
If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain. For their use in battle and tactical maneuvering, see the Military [advanced] rules.

Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:

Mountains
Hills
Plains
Desert (hot and dry; does not include arctic desert)
Forest (includes underground [mushroom] forests)
Swamp
Inland Waters (lakes, rivers, etc.)
Coastal
Open Sea
Deep Ocean (underwater)
Underground (excluding underground forests and waters)
Arctic
Calm Skies (requires aerial units)


Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.

Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.

Curiosity
A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.

Actions
Searching for new resources, inventing new things, searching for new knowledge, investigation, changing education systems, building schools.

Acquiring Technology
You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.

If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 2d6+your Curiosity against 2d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).

Investigation
There are two types of investigations: investigating new ways to acquire or apply knowledge, doing little projects to fluff furthering the knowledge of your country, essentially furthering science in ways that don’t require the invention of new technologies; and investigating things relating to GM-introduced events. The latter is generally what the head GM responds to, as the former is purely fluff—though it can be used as IC justification for why and how your people could have the necessary knowledge base to create a new technology in the future.

Investigation requires a Curiosity check (2d6+Curiosity), with a TN set beforehand that can differ wildly depending on what is being investigated. You can have great success with it, moderate success, or no outcome at all depending on the results of the check.

Curiosity 5 Special: New Resource

If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource). You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it. Such special resources require you to research technology to really utilize it.

Curiosity 5 Special: Improve Resource

A Curiosity 5 action can also be used to improve an existing resource in a region, either by upgrading its quantity from Good to Great or by increasing its quality. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions, and can also have two trading posts dedicated to it in the same region.

Existing resources can be improved in quality or changed slightly in nature by use of a Curiosity 5 special action. For instance, mundane Sulphur could be upgraded to Goldfire (a better, slightly magical, type of Sulphur).

When a new (or improved) resource comes into play, the head GM may decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.

Curiosity 5 Special: Adapt Technology

A Curiosity 5 action may be used to adapt an existing resource for substitution in a technology. These adaptations, like technologies, are subject to GM approval.

Only one Curiosity 5 action can be performed by each ruler.

Curiosity 10 Special: New Technology
If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.

Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.

The use and bonuses of technologies are generally determined on a per-country basis. However, some technologies may specifically apply only to certain regions, and technologies that require multiple resources need to be assembled first, thus requiring those resourced to be imported to the same region. If you do not do this, you may run the risk of your technology being deemed to not be functioning at some point, until you fix it.

Technologies that were invented in the real world after the year 1800 need to be based on at least two prior existing technologies and thus have those two technologies as prerequisites for use. (The year 1800 is a rough cutoff. Some things invented a little earlier may also have this requirement.) Magical versions of such technologies may not necessarily suffer these limitations, as long as there is enough justification for them (fluff of prerequisite resources, Great Projects, etc.). Both types of technologies require a minor project to create—the first of these actions is the Curiosity 10 Special action by the inventing player. The other may be by another player, but it must be noted in the inventing player’s post that they accept this project-aiding action, as both players will receive the technology at the end of the second round of the project.

Faith
Your relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.

Actions
Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

Converting People
If there are regions that you are allies with, trade with or have an army in, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 2d6+your ruler’s Faith against 2d6+their ruler’s Faith (+4 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check. Only one religious majority can be present in a region at a time.

If the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 10+defensive bonuses (including Holy Order bonuses).

If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-convert them. Make either a Military check or a Faith check (2d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d8+1]x1000 for a majority[/color]).

Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.

A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check. If the ruler of the region is trying to convert their own people, the base resistance gives a TN of 14 to hit to succeed.

Faith 5 Special: New Religion
If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.

You may coordinate your Faith 5 action with another player, enabling the both of you to found a religion together. One of the two players must be the head of the religion in such a case. The capital regions of both players will gain a majority of the new religion and all their other regions gain a minority.

Faith 5 Special: Holy Order
If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them ensure that you win in case of a tie. Holy Orders also give a +4 to the “defence” if a foreign ruler attempts to convert people away from that Holy Order’s religion. This can only be done once per ruler and they cannot have been the one to create the organized religion.

Faith 10 Special: Miracle
If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The head GM makes the call on what actually happens (and it will not have happened until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.

Luck

Many effects of Luck are currently unknown. Luck also cannot be increased the normal way.Instead, Luck will be distributed at a rate of +1 to every player for every 2 consecutive active rounds by that player. This is an attribute increase in addition to the normal attribute increases decided by the players’ actions, because no actions are directly Luck-related. Luck checks are occasionally used for actions that have a questionable outcome that does not directly relate to any of the other attributes.

Luck is not a ruler stat but instead a player pool. Luck will be spent in increments of 5 or 10 out of the pool as a result of Luck Special actions. Taking a Luck 5 or Luck 10 action is not its own action but will be noted to be applied along with a non-luck action in a player's action post. When the luck pool reaches 0, Luck will be rolled up with 1d4.

Luck 5 Special: By spending one action entirely on focusing on the trappings of fate, you can make a roll used in one of your other actions during that round become the maximum amount you could roll for it minus two, so 10 for a roll of 2d6. This cannot be used on Military battle checks.

Luck 10 Special: By spending one action entirely on focusing on the trappings of fate, you can make yourself succeed automatically on a task that requires a roll used in one of your other actions during that round, even if you would otherwise have been unable to hit the required Target Number. This cannot be used on a battle check.

Luck 10 Special: Does something special. This ability shall be subject to case by case review by the Head GM. What must be noted is that only things that are within the realm of possibility (however unlikely) may be accomplished with this. Luck 10 is not the same as performing a miracle though can be used to accent a Faith 10 action.


Base Mechanics: Rolls

Contested Rolls
The base mechanic for contested rolls, something that is a key point in any dice-based game with multiple players that aren’t necessarily working together, is very simple.

You roll 2d6 and add the relevant attribute score for the action, and then add any relevant modifiers (from technology, agents, holy orders, etc.). There are usually no fractions, but in general any fractions are rounded up.

Military battles function a little bit differently, simply due to the large numbers that can get involved. In their case, roll 2d10, add the Military score of your ruler (or half their score if they aren’t personally leading the battle) and any other relevant modifiers.

Target Numbers

Often players will find themselves having to roll against a target number. The relevant roll is 2d6 + relevant attribute + other bonuses from technologies or the like. If they equal or beat the target number, the roll will succeed.

Target numbers for some different actions (with the relevant attribute in brackets) are:

Adding a religious minority (Faith): 10 or 2d6+Faith
Upgrading a religious minority to a majority (Faith): 12 (Can be opposed)
Upgrading a religious majority to sole religion (Faith): 14
Converting an unwanted religious minority (Faith): 8
Converting an unwanted religious majority (Faith): 11
Destroying an unwanted religious minority (Military): 8
Destroying an unwanted religious majority (Military): 11

Colonizing a new region (Diplomacy): 10 +2 per currently owned region beyond capital, +2 if new region is non-adjacent to capital.
Claiming an abandoned region/NPC in one round (Diplomacy): 17
Claiming an abandoned region/NPC in two rounds (Diplomacy): 10
Vassalising a friendly NPC (Diplomacy): 16 + 2 per each existing NPC vassal, to a maximum of 22.

QuintonBeck
2015-05-11, 10:46 PM
Country Relationships & Ways of Expansion

Diplomatic Colonization
Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization. Regions with military units in them cannot be colonized and must be either conquered or claimed.

When colonizing a region, you must make a Diplomacy check (2d6+Diplomacy). If the result is at least 10, you succeed in getting the people of the region on your side and therefore the first round of colonization is successful. The second round does not require a roll unless you are opposed.

For every region a player has beyond their capital region, the Target Number rises by +2. If the target region they are trying to colonize does not border their capital region, the Target Number rises by +2 as well. For example, if a ruler with four regions tries to colonize a region that borders one of their regions, but does not border their capital region, the TN for the Diplomacy check is 18.

Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make the Diplomacy check to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.

This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin and rebel against the invaders.)

The player who discovered the region gets a +2 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.

Federation

A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.

Forming a Federation
Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.

If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.

Benefits of a Federation
Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.

The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.

If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.

If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.

Downsides of a Federation
No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.

Directly Claiming NPCs

A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?

In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them! (Staking your claim against a player does not automatically grant you the region.)

In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Telluris, nobody knows why some just happen to be easier to press against. Perhaps the Weave of Fate simply weaves more strongly around those who might alter the course of history.

You can press a claim if you:

Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers. The more recent that ruler ruled, the stronger the claim!
Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.] The ties must not be ancient. 300 years is the limit.
The target country used to be part of your country (during play, not simply background fluff!), but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.


To press a claim, you must:

Spend an action on it, of course!
Roll a Diplomacy check and link it in your actions post (just like all other rolls should be).
If the result is at least 10, there is some support for your claim. If the result is at least 17, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.


If you have some support (check result of at least 10) and have rolled the highest, you must spend another action next round to gather more support for your claim (requiring another Diplomacy check result of at least 10). If you have a lot of support (check result of at least 17) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

Other claimants (players with a claim) who lost may attempt to create rebellions in the target region or country in a revenge attempt--or a final resort to get the target region or country for themselves should the rebellion prove successful somehow.

Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result. Rulers of neighbouring regions that border the region being claimed may support claims as well, providing a +2 bonus to those they support. The bonuses from multiple neighbouring rulers do not stack.

If you have successfully claimed a region, you may absorb it into your country. If you have a Great Kingdom, you may also turn it into a vassal or merge it with a neighbouring, existing vassal. The claimed region loses all but 1000 of their troops.[/color]

Trade Posts

Players are able to set up trading posts in coastal regions if that coast borders an ocean that one of their own regions borders as well, or in regions that border one of their regions directly by land. A trading post takes one round to set up. Once set up, the player effectively gains a one-stack copy of one of the resources in that region that is shipped to their capital region. This does not decrease any available stacks of that resource to the player who controls that region.

A region can only have two Trade Posts in it. The Trade Posts may have two different resources they copy a stack from, but if they want to copy it from the same resource, that resource must be a Great resource.

A trade post can be attacked and attempted to be seized by other players with a military action (an act of war) or by buying them out. To seize it with military action, you need to send troops to it. If they are unopposed, they succeed. If they are opposed, you seize it if you manage to defeat the opposing troops. To buy them out, you need to succeed at an opposed Curiosity check (the defender gets a +5 bonus to this check).

If the player controlling the region a trade post is in takes over that trade post, it is effectively destroyed. If another player takes it over, they can destroy it with an action or let the region’s controlling player destroy it, if they wish, or they can start using it as their own.

Vassals and Lieges

The nations which rule over other nations (known as “Lieges”) do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state. To become a Liege, you must already have a Great Kingdom.

In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops. To become a Liege state a country must have a Great Kingdom with at least one military unit trained in each of their regions. Great Kingdoms can have can have any number of vassals, but only two of those vassals can be NPCs.

There are two ranks of vassal: lesser vassals and greater vassals. Usually a country has specific names or ranks for these. A lesser vassal is limited to their liege’s amount of regions - 1. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for Special actions. A greater vassal is not limited in the amount of regions they may have.

A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only form a Great Kingdom if their Liege has an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may still only do this once per round. Lesser vassals cannot form a Great Kingdom.

Existing Great Kingdoms may choose to cooperate in the formation of an Empire. Each participating Great Kingdoms must spend a Diplomacy 10 action and announce in their action which of the Great Kingdoms is to serve as the liege state and which the vassal(s).

When a player forms an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, they receive one +1 bonus to one of their attributes. The attribute that receives the +1 bonus for a particular greater vassal is chosen by the player of the greater vassal, allowing them to give their Liege a higher attribute of their choice. Usually this will be an attribute that the greater vassal sees themselves wanting to use, but won’t be increasing through their own actions.

Certain agreements may be signed after discussion between players in addition to the standard rules for Vassals and Lieges. Marriage agreements and some tribute in resources are often one of them. Some lieges forbid their vassals certain actions, like spreading religions not their own or aggressive military actions. Others require them.

NPC Vassals

NPCs may also be vassalized if they are friendly. A Diplomacy check is necessary to accomplish this (TN 16, +2 for each existing vassal to a maximum of 22). NPC vassals may not have more than 5 regions (or fewer if their liege has only 4 or 5). A player that has NPC vassals may take one action per round for them, but only using their resources, troops, etc. An NPC vassal that has been turned into a greater vassal instead has two actions the player can take for them.

NPC vassals can be turned over to the GM so that he takes their actions instead of the liege player taking actions on the vassal's behalf. Vassals run by the GM gain two actions per round (so lesser vassals have three, and greater vassals four) but may also develop more of a mind of their own and be more difficult to control.


Advanced Military Rules

Unit Types & Militia

Converting Unit Types
It may be possible for you to convert units of one type to another. For instance, you could convert Land units to Aquatic units. You must have a technology which allows you to make such a conversion: a different technology is required for each type of conversion. Converting units is a Military action, and allows two units to be converted from one type to another with a single action. The converted units lose their old properties and gain all the properties of their new unit type.


Training Militia
You can train militia members to defend against invasions. With one action you can raise all your potential militias in all your regions. Your potential militias are equal to 1% of your total population minus your amount of military troops in that region with a cap of 20,000 members of a militia. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round and can only defend the region they are in. For example, if you trained militia in round 4, they would remain active until the end of round 5. Like all actions, militias only come into effect at the end of the round and thus only function during the one round that comes after the round they’ve been trained in.

Using Military Units

You can use a single action in a round to direct the movement of all of your troops--from which regions they move and to which regions they move.

Units cannot go through countries that aren’t allied or don’t specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

Nobody owns the open ocean, so Naval units can sail to (and transport troops to) any region which has a coastline on the same sea as their home region. They may however be intercepted by enemy Naval units en route.

When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war.

Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them (or whichever player’s ruler leads the army). However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses). This check will be made on their behalf by the round opener.

If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

If you win one battle in a region and fight in the same region again in the following round, you gain a +2 to that battle roll and to any tactical manoeuvring rolls, as you have established a strategic advantage.

If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

If a region still has troops remaining when it is conquered, they will flee to other regions owned by their player. If it is a player's last region, some of the troops may defect to the conqueror, desert, or follow their old leader into rebellion or exile.

At the end of each round, military units return to their "home" region. Units controlled by one player cannot be quartered in a region controlled by another player. If they want to continue to fight in that region in the following round, they must make their way back.

Transporting Troops
Sometimes you might be attacking a region your troops cannot reach easily. Naval units can transport land units across large bodies of water to enable them to reach other regions, so that the land units do not have to travel through many regions that belong to other players. One naval unit can only transport one land unit at a time (or one aerial unit if you possess Aerial Naval Carrier technology). A naval unit can go back and forth and transport multiple units across the water during a round.

Units may get intercepted if another player makes a successful tactical maneuvering check against you and thus forces a battle check. If the resulting battle ends up with you losing troops, land troops are lost first, aerial troops next (only if you have Aerial Naval Carrier tech), naval troops last. Land troops (or Aerial if in possession of Aerial Naval Carriers) may fight in battles at sea if they are being transported by a naval unit at 1/4 effective strength. If you have lost the battle, your troops cannot continue to the region you wanted to send them to, even if some of your units survived the battle.

Calculating Losses

The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded up to the nearest 1,000).

If there is more than one participant on one side of the battle, the first 1,000 are lost from the leaders, the second 1,000 from the largest contingent (if different), the third 1,000 from the next-largest, and so on until all losses are accounted for. The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1,000 troops, unless they were the only participant on their side of the battle.

The larger an army is, the harder it is to manage and supply, and some troops may desert, or die from unsanitary conditions. Each participant on either side (including leaders) that sends 2,000 troops or more has a 50% chance of losing an additional 1,000 troops.

Additional chances of losing troops are rolled if the army exceeds 5,000; 8,000; 12,000; 16,000; 20,000; 25,000 and at each interval of 5,000 thereafter. These losses are calculated after any loss deductions for technologies.

The further an army travels, the more chance troops will be lost en route, from exhaustion, desertion, disease or other mishap. For every 5 regions traveled through (Polar regions count as two regions, and aquatic regions will be used to determine sea travel distances) an army has a 50% chance of losing an additional 1,000 troops, calculated after loss deductions for technologies.

If no units remain on one side, their leaders are captured by the other side.

Tactical Maneuvering

You can use a sub-action on a deployment of troops to perform tactical maneuvering. One tactical maneuvering action only affects a single battle in one region and is a Military check (2d6+Military).This is an opposed roll against the other player. If more than one player makes a tactical maneuvering check, the one with the highest result decides which part of that region the battle takes place in. Check a region's Terrain description to see what sort of terrain is available that a Winning Tactic might apply to, or provide some solid reasoning based on the map. Not all types of terrain are available in all of the regions.

Overrunning enemy armies

When an army attempts to move through a region and is blockaded by enemy troops numbering less than 10,000: if the resulting battle will be won without the dice needing to be rolled, the result is determined automatically. The losing army is destroyed. Casualties are otherwise calculated normally.

Casualties are calculated for the winners based on number of casualties suffered by the defenders, taking into account relevant technologies. If the winning army was attempting to reach another region but was stopped by the losing army, it may continue its progress and fight again in the same round. Additional losses for travel and army size are calculated per army per round, rather than per battle.


Other Rules

Technology
Technologies are created with use of a Curiosity 10 special action or, occasionally, introduced by the GM.

Some technologies are assumed to be known universally. For instance, everybody knows how to construct buildings, ride horses and forge steel and do not need specific technologies to do so. However there may be technologies which represent advanced techniques in these areas.

Technologies usually give players who own them an advantage, whether by giving them a bonus on certain rolls, or allowing them to perform some actions they would not normally be able to (or perform such actions more frequently than usual). They can be traded in the same way as resources, or stolen with an opposed Curiosity roll.

Unlike resources, once you have a technology it is yours for good. Technologies are assumed by default to be spread to all regions in your kingdom. This does mean however that if someone conquers one of your regions they will acquire all your technologies! You can take actions to destroy technologies within your regions, at which point you no longer have it available.

Some technologies, mainly military ones, fit into a certain “slot”, listed on the table. This is a broad family of technologies that have a similar application. Technologies in the same slot do not stack with each other, as they become redundant. If you have more than one technology in the same slot but with different bonuses, you need to specify which one you're using.

Some technologies may not always work, depending on the environment. This is usually on a common-sense basis: for instance, black powder weapons can't be used underwater.

Most technologies have at least one prerequisite, and more advanced technologies will usually have more prerequisites. If you want to claim the benefits of a technology you must have those prerequisites available in the round you want to use it. These prerequisites are specified in the technology list and may include other technologies, specific resources, previous completion of a particular type of Great Project, possession of a certain type of unit, or similar.

The use and bonuses of technologies are usually determined on a per-country basis. However, some technologies may specifically apply only to certain regions, and technologies that require multiple resources need to be assembled first, thus requiring those resourced to be imported to the same region. If you do not do this, you may run the risk of your technology being deemed to not be functioning at some point, until you fix it.

Where a technology requires a given resource, it might be possible to adapt the technology to use a similar, but different, resource. This can be done with a Curiosity 5 action and the player attempting it must possess both the “new” resource and the technology in question.

Technologies that were invented in the real world after the year 1800 need to be based on at least two prior existing technologies and thus have those two technologies as prerequisites for use. (The year 1800 is a rough cutoff. Some things invented a little earlier may also have this requirement.) Magical versions of such technologies may not necessarily suffer these limitations, as long as there is enough justification for them (fluff of prerequisite resources, Great Projects, etc.). Both types of technologies require a minor project to create—the first of these actions is the Curiosity 10 Special action by the inventing player. The other may be by another player, but it must be noted in the inventing player’s post that they accept this project-aiding action, as both players will receive the technology at the end of the second round of the project.

All aspects of creation, adaptation and ongoing management of technologies are at the discretion of the GM, and technologies that seem to be unbalanced or otherwise inappropriate will be restricted or prohibited.

Population
Population increases by default every fifth round and is rolled by the GMs. Population increases by the number rolled (including bonuses)*1,000.

The die size used depends on the predominant race in that region and whether the region is aboveground (A) or below-ground or underwater (B):
Human or demihuman: 1d12(A) or 1d10(B).
Nonhuman (cannot breed with humans): 1d20(A) or 1d12 (B)
Polar regions (all): 1d4

The following bonuses apply:

+2 if satisfying Import necessity (meeting "Food" import necessity removes a single qualifying food stack from counting towards bonuses for unique food resources)
+2 per unique Food resource
+2 for Sewage System tech and Stone resource (native or import) in region
+2 for Refrigeration tech and appropriate resource (native or import) in region
+2 for Population Increase agents
+1 per duplicate food import
+1 per duplicate import necessity import
+1 per luxury resource (EG: Spices, Cloth, Specialists etc.)
-4 if not satisfying Import Necessity
-2 if without food resources native or import

Nomad groups have a more dynamic population, described under the rules for nomad groups.

Populations can be moved between regions with use of a Diplomacy action. The absolute maximum number of people that can be moved in a single round is one-quarter of that region's population. There may be side effects to moving such a large number of people in one go, such as regions becoming destabilised, acquiring additional import requirements, death on a large scale or similar other outcomes, at the discretion of the GM.

Nomad Rules
Players may start with a group of nomads instead of a settled region. Nomad groups follow slightly different rules to settled regions, as follows. Except where noted nomads follow the usual rules.

Creating a nomad group
A new player should describe their nomad group in fluff, and select a region for them to start in. Preferably this should be a region not currently occupied by another player, although nomads may start in settled regions by agreement with players or with approval of the GMs. If nomads are present in a region they will be marked as <region number>N.

Habitat: Nomads are either land-based, coastal, or aquatic (Sky-based nomads may be introduced at a later stage). This affects the regions they can travel to.

Population: Nomad groups start with a population of 10,000 + 4d10(x1000).

Resources: Describe three major resources that the nomads possess. These must be resources that the nomads can transport, and replenish while on the move. They therefore cannot possess mined goods as native resources, or resources that are reliant on static sources (such as forests, or immobile manufacturing capacity).

Describe people and religion as you would for a settled region. There is no need to describe terrain, as the nomads will move between regions, but you might like to describe other features to make up for that.


Region Types

Nomad groups
Nomads do not permanently occupy or settle, but they still have to be in a region. Each nomad group under a player's control occupies a different region. These groups take the number of the region they are in, plus "N" to mark them as nomads. When they move to a different region, they adopt that region number.

Nomads may only move to regions adjacent to the region in which they currently are roaming.


Diplomacy
Moving a group of nomads into an adjacent region is a Diplomacy action. A player may move all their groups of nomads with a single Diplomacy action. If a player occupies the region and does not wish the nomads to enter, the nomads can try to bargain or infiltrate their way in with an opposed Diplomacy roll. Alternatively the nomads can try to enter by force, in which case it acts as an invasion under the Military rules.

A nomad group may agree trades and treaties with the settled peoples it moves into as a sub-action of the main Diplomacy actions.

Nomads may attempt to recruit local populations. For each Diplomacy action taken, nomads may recruit 2d4*1000 local population, which become a permanent part of that nomad group. The settled region's player may attempt to stop the nomads doing this, in which case it is an opposed Diplomacy roll.

Diplomacy 5
A player may use a Diplomacy 5 special action to mitigate the effects of nomads living in a region. Until the end of that ruler's reign the effects will stop.

Diplomacy 10
A player with four nomad groups may use a Diplomacy 10 action to establish a Nomad League. These nomads may roam more widely than normal nomads and need not occupy contiguous regions. The player gains an extra action per round.

A player with twelve nomad groups and/or vassal regions under their control may form a Nomad Empire. Nomad Empires work like normal empires, and the nomads may maintain one region as a permanent base (their capital region). They do not have to move from this region, but it cannot be occupied by another player, and if this region is lost the nomads lose their empire.


Military
Nomads may raise up to 50% of a group as troops, up to the normal limit of 10,000 for their primary group and 5,000 for auxiliary groups. Land nomads may only raise Land units. Coastal nomads may only raise Naval units. These can later be converted if the nomads possess appropriate resources and technologies although Naval units will be automatically disbanded if the nomads occupy no coastal regions.

Nomads may invade a region which is trying to keep them out. This requires a Military action. A single round battle is fought; if the nomads win the battle, they successfully occupy that region. If defeated, they remain in the region they started from.

If nomads suffer two consecutive defeats in the same region, they are driven out and must move to a neighbouring region. If they cannot migrate to a neighbouring region, that group loses 1d6x1000 population per round and cannot trade until it successfully migrates. Nomads cannot be conquered.


Curiosity
Nomads may conduct investigations, research, invent or develop new technologies as any other region. They must be able to transport any resources or technologies they create. Nomads may only benefit from immovable technologies (such as fortification-based technologies) if they are present in a region possessing appropriate facilities.

Nomads may undertake and contribute to Great Projects. Immobile Great Projects remain in the region where they were built, even if the nomads built them on their own.


Relationships and Expansion
A nomad group with a large enough population can attempt to occupy multiple regions at once. Mechanically these are treated as sub-groups, although in reality the same nomads may roam across the whole occupied territory. Expanding into another region requires a successful Diplomacy roll to keep the nomad group intact as it ranges more widely. If the roll is failed the nomads must remain in their existing regions for now. The population thresholds and target numbers are:

Two regions: 60,000, TN12
Three regions: 90,000, TN14
Four regions: 130,000, TN16
Five regions: 170,000, TN18
Six regions: 220,000, TN20
Seven regions: 280,000, TN22

Each region occupied must have a nomad population of no less than 10,000. If the number falls below that, the nomads either return to the main group or are absorbed into the local population.

Nomads must occupy contiguous regions. Water-based nomads must occupy regions with coastlines on the same sea. If a group of nomads becomes cut off (because of war, for instance), that group will start to lose population, at a rate of 1d6x1000 per round, as the nomads integrate into the local culture.

A Nomad League while no longer needing to be contiguous must maintain open communication i.e. no interrupted communication or transportation due to war, via a path matching the nomad's region type (land path for land nomads, naval path for naval nomads, etc.) These paths are considered interrupted if a war is occurring and cannot be circumvented or another nomadic group or settled nation takes action to disrupt nomadic communication. Due to the League's structure however a Nomad League will not begin to have its non-central nomad groups suffer population loss until the second round of disruption.

Having nomads in a region is often beneficial, but is also disruptive. For every round that a nomad group remains in a region, that region loses 1d4x1000 population which is added to the population for that nomad group. If the nomad leader takes a Diplomacy 5 action this effect will stop for the duration of his rule, but he may only use the action once per region per group.

Regions with nomads in them may also suffer a higher chance of discontent and unhappiness.

Nomads may not remain in a region permanently, and must move at least once every 5 rounds. If they do not, their population starts to settle in the region, and they lose 1d6x1000 population for every round they remain. This population is added to the settled population of the region.

Nomads may not colonise regions. If nomads settle in a region they cease to be nomads and are treated like any other region. If nomads win two battles in the same region in a row against the occupying player, they do not conquer it, but may transfer ownership of the region to another player of their choice.

Only one nomad group can be present in a region at a time. If a second group tries to enter a region which already has nomads present, they must either negotiate with them to leave or fight them.

Nomads may take and become vassals in the same way as other regions. Nomad groups are treated as equivalent to regions for the relevant calculations.


Game Over and Second Chances
If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only four[/U] actions per round. This allows a player a second chance when they lose their last region.

As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.

Inactive Players
If a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, tand I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.

Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

If a player hasn't posted during a round, they receive one bonus action for the round after that. If they haven't posted for two rounds, they receive two bonus actions for the first round in which they post after that, unless they have restarted in a new region at that point.

It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.

QuintonBeck
2015-05-11, 10:57 PM
Ruler Information

STATS FOR THE START OF ROUND 48



Nation:
Dip
Mil
Cur
Fth
Leader Change?


Caercian Consortium







Calorum
+1
+1





Cantroth


+2




Caramel Kingdom
+2






Celero







Chivalric Republic of the United Free Cities

+1

+2



Empire of Dusk
+1

+1
+1



Everburning Horde







Faedas


+1
+2



Fera

+2
+1




Frost-Kingdom of Maur

+2

+1



Glazfell
+1
+1
+1




Great Sharixian Republic

+1
+1




Guilderene Expanse







Holy Kingdom of Sycia

+1

+1



Hurosha Empire


+1
+1



Imperium of Sobrida (Carmine Sea)

+2





Kingdom of Ashenia
+1
+2





Kingdom of the Glowing Tides
+2






Kingdom of the Isles
+1
+1
+1




Mularuhm
+1
+1

+1



Niskovia
+2

+1




Praeclarus
+1


+2



Salterri Heartlands
+1


+1



Seaborne Confederation
+1
+1
+1




Telek'kra

+1

+1



The Ancient Coven Returned
+2






Tzalteclan

+1
+2




Zhido Kretoria

+1

+1







Region Name
Player
Ruler
D
M
C
F
L


Caercian Consortium
DurkBlanston
King Augustai Caercia
10
10
9
3
9


Calorum
Chief
High Priestess of Fire Arvaya Divinorum
10
10
6
10
10


Cantroth
woolii264
Consul Marrwin Kozlov
8
3
10
6
6


Caramel Kingdom
Philote
Queen Miriel Freeform
5
7
9
4
9


Celero
Logic
King Rion Andust Noth
10
10
10
2
7


Chivalric Republic of the United Free Cities
Kasanip
Steward Ilex of Neu
6
6
10
10
10


Empire of Dusk
TheWombatOfDoom
Lucas Serendel
10
10
8
5
10


Everburning Horde
Tychris1
Fel
10
10
1
10
8


Faedas
ReggieJam
Alicia Loistavaseppä
6
9
10
10
9.5


Fera
Rain Dragon
Aglus Thuidans Leikeis Kaiser
10
8
6
6
9.5


Frost-Kingdom of Maur
Mynxae
Frost-Queen Nitra Volshevrin-Li
3
7
2
10
9


Glazfell
BladeofObliviom
King Khyne Daan II
9
8
9
6
10


Great Sharixian Republic
The Blue Guard
Acting Prime Minister Kalixothy Diegeo
5
5
5
5
7.5


Guilderene Expanse
SamBurke
Fezzik DeLuca
7
10
5
1
7


Holy Kingdom of Sycia
HalfTangible
High Priestess Gloria
6
4
10
9
10


Hurosha Empire
WaylanderX
Emperor Sanell Fireguard
10
10
8
10
6.5


Imperium of Sobrida
Aedilred
Elwyn, King of the Jarrs &c.
10
10
10
10
6


Kingdom of Ashenia
Elemental
Queen Idrisa III
6
10
9
5
10


Kingdom of the Glowing Tides
Dracolon
Tide King Anju Thel'sor
10
7
5
2
6


Kingdom of the Isles
Pepper
Queen Roimoata and King FitzJarrow
6
4
9
7
7.5


Mularuhm
RandoMan
High King Konrad Ringmaker
7
10
10
6
10


Niskovia
Kitsanth
Zoran Alkaev-Nisakovich
7
8
10
4
6.5


Praeclarus
Gengy
Rex Fozik
10
6
10
10
10


Salterri Heartlands
Morph Bark
"Laoying" Valkoinen
6
9
10
10
9.5


Seaborne Confederation
lt_murgen
Skipper-General Darryl Grant
5
8
6
4
10


Telek'kra
Soommor
Gres'Mogul Mocaba
2
9
2
4
4.5


The Ancient Coven Returned
drack
The Great Grandmother of Witches
10
6
3
10
3.5


Tzalteclan
TheDarkDM
Teotlkan Khensa
5
10
7
10
6


Zhido Kretoria
DimpleLoamsdown
Amber Woods
6
10
3
7
3.5

QuintonBeck
2015-05-11, 10:58 PM
Religions 1/2


Updated through Round 50 Round Opener

Religions Table by Region



#

Region Name

Player

Religions

Rulers Religion


NPC2
Serpent's Teeth
NPC
Doctrine of Frost (Only)
Doctrine of Frost


P1
Mictlanpa
chief
Tzeltulep (Majority) Calorum Lord of Fire Reformation (minority)
Calorum Lord of Fire Reformation


P2
Wenyavuk
chief
Children of Kina(Majority) Calorum LoF Reformation (Minority)
Calorum LoF Reformation


P3
Krepida
NPC
Doctrine of Frost (majority)
Ancestors


P6
Kuldran Kretoria
-
Pagan (majority) Doctrine of Frost (minority)
Doctrine of the Frost


P7
Zhido Kretoria
-
Doctrine of Frost (majority) Pagan (minority)
Doctrine of the Frost


P8
Tletica
chief
Tzeltulep (Majority) Calorum Lord of Fire Reformation (minority)
Calorum Lord of Fire Reformation


U11
Cuan
WaylanderX
Ashmarism (Majority) Order of the Eyes (Minority) Pagan (Minority)
Ashmarism


U12
The Abyss of Corraich
WaylanderX
Paganism (Majority) Order of the Eyes (Minority) Ashmarism (Minority)
Ashmarism


U13
-
-
Paganism (Majority) Scions of Jongo (Minority)
-


U14
-
-
Paganism (Majority) Scions of Jongo (Minority)
-


U15
-
-
Paganism (Majority) Radurja (Minority) Scions of Jongo (Minority)
-


U16
Barathrum
Gengy
Paganism (Majority) Scions of Jongo (Minority)
Scions of Jongo


U17
Margaria
Gengy
Paganism (Majority) Scions of Jongo (Minority)
Scions of Jongo


U18
-
-
Paganism (Majority) Scions of Jongo (Minority)
-


U22
Symphony
TheWombatofDoom
Paganism (Majority) Ramhsa (Minority)
Ramhsa


U25
-
-
Paganism (Majority) Radurja (Minority)
-


U27
Starbed
HalfTangible
Doctrine of Frost (Majority) Paganism (Minority)
Doctrine of Frost


U31
Praeclarus
Gengy
Scions of Jongo (Majority) Paganism (Minority)
Scions of Jongo


U32
Vagas Littus
Gengy
Paganism (Majority) Scions of Jongo (Minority)
Scions of Jongo


U33
Belua Bay
Gengy
Paganism (Majority) Scions of Jongo (Minority)
Scions of Jongo


U34
Myrwik
Gengy
Paganism (Majority) Scions of Jongo (Minority) Radurja (Minority)
Scions of Jongo


01
Gunung
chief
Lord of Fire (only)
Calorum Lord of Fire Reformation


02-A
Celero
Logic (http://www.giantitp.com/forums/member.php?u=15513)
Children of Kina (majority) Radurja (minority) Tzeltulep (minority) Hailings of the Silver Sea (minority) Order of the Eyes (minority)
None


02-B
Bereginia
Logic (http://www.giantitp.com/forums/member.php?u=15513)
Radurja (majority) Children of Kina(minority)
None


03
Nyroth
QuintonBeck (http://www.giantitp.com/forums/member.php?u=75670)
Radurja (majority) Ashmarism (minority)
Radurja


04-A
Kasumor
WaylanderX (http://www.giantitp.com/forums/member.php?u=59724)
Ashmarism (Only)
Ashmarism


04-B
Shikurai
WaylanderX (http://www.giantitp.com/forums/member.php?u=59724)
Ashmarism (only)
Ashmarism


05-A
The Heartwaste
Reggiejam
Children of Kina (Only)
Children of Kina


05-B
Eyrecradia
Reggiejam
Children of Kina (majority) Calorum Lord of Fire Reformation (minority)
Children of Kina


06
Woodwind
QuintonBeck (http://www.giantitp.com/forums/member.php?u=75670)
Ashmarism (majority) Radurja (minority)
Ashmarism


07-A
Calorum
Chief (http://www.giantitp.com/forums/member.php?u=59287)
Calorum Lord of Fire Reformation (only)
Calorum Lord of Fire Reformation


07-B
Gwrîstîn
WaylanderX (http://www.giantitp.com/forums/member.php?u=59724)
Ashmarism (majority) Calorum Lord of Fire Reformation (minority)
Ashmarism


08-A
Aloren
NPC
Calorum Lord of Fire Reformation (majority) Radurja (minority)
Calorum Lord of Fire Reformation


08-B
Tunneldom of K'braashriix
zabbarot (http://www.giantitp.com/forums/member.php?u=72699)
Radurja (majority)

Radurja


09
Genivana
zabbarot (http://www.giantitp.com/forums/member.php?u=72699)
Radurja (majority) Tzeltulep (minority)
Radurja


10
Hrathan-Tuor
ImperatorV (http://www.giantitp.com/forums/member.php?u=82717)
Radurja (majority) Calorum Lord of Fire Reformation (minority)
Radurja


11-A
Raaneka
Snowfire
Radurja (majority) Tzeltulep (minority) Ramhsa (minority)
Radurja


11-B
Ayava
Snowfire
Children of Kina (Majority) Radurja (minority)
Children of Kina


12
Qarimos
Snowfire
Radurja (majority) Animism (minority)
Children of Kina


13-A
Lyradis
NPC
Children of Kina (majority) Tzeltulep (minority)
Children of Kina


13-B
Razdis
NPC
Children of Kina (only)
Children of Kina


14-A
Guilder
SamBurke (http://www.giantitp.com/forums/member.php?u=58536)
Children of Kina (Sole)
Children of Kina


14-B
Elbaraz
NPC
Children of Kina (only)
Children of Kina


15-A
Zargrim
WaylanderX
Ashmarism (majority) Lord of Fire(minority) The Great Eel Spirit (minority)
Ashmarism


15-B
Keldagrim
Reggiejam
Children of Kina (Sole)
Children of Kina


16-A
Pryonia
WaylanderX
Lord of Fire (Sole)
Ashmarism


16-B
Galie-Noiret
Reggiejam
Children of Kina (majority) Calorum LoF Reformation (minority)
Children of Kina


17-A
Tekorva
NPC
Children of Kina (Only)
Children of Kina


17-B
Yorukuni
Reggiejam
Children of Kina (Only)
Children of Kina


18-A
Sympolemou
NPC
Ancestor (majority)
Children of Kina (minority)
Ancestor


18-B
Aimplach
NPC
Ancestors
Ancestor


19
Domhan Abhaile
Reggiejam
Children of Kina (Sole)
Children of Kina


20-A
Bordeux
Lord_Burch (http://www.giantitp.com/forums/member.php?u=85687)
Tzeltulep (majority) Animism (minority)
Tzeltulep


20-B
Under-Bordeux
Lord_Burch
Tzeltulep (majority)
Tzeltulep


21-A
Sulvan Primarchy
NPC
Tzeltulep (majority) Paragons (minority)
Tzeltulep


21-B
Under-Sulvan
NPC
Tzeltulep (majority) Paganism (minority)
Tzeltulep


22
Ashenia
Elemental (http://www.giantitp.com/forums/member.php?u=62533)
Doctrine of the Frost (Sole)
Doctrine of Frost


23
New Crima
DoomHat
Children of Kina (Majority)
Children of Kina


24
Tar
lt_murgen (http://www.giantitp.com/forums/member.php?u=65855)
Children of Kina (majority) Atur, Spirits (minority) Cult of the Sky (minority) Order of the Eyes (minority)
Children of Kina


25
The Jeweled Cities
lt_murgen (http://www.giantitp.com/forums/member.php?u=65855)
Children of Kina (Majority) Spirits (minority)
Radurja (minority)
Children of Kina


26
Shengdi
Morph Bark
Hailings of the Silver Sea (majority) Panshén (minority)
Panshén


27
Scla´ca
moossabi (http://www.giantitp.com/forums/member.php?u=86075)
Cult of the Sky (majority) Order of the Eyes (minority) Children of Kina (minority)
Cult of the Sky


28
Hazaria
Elemental (http://www.giantitp.com/forums/member.php?u=62533)
Doctrine of the Frost (majority) Pagan (minority)
Doctrine of Frost


29
Alydaxis
moossabi (http://www.giantitp.com/forums/member.php?u=86075)
Cult of the Sky (majority) The Ancient Ones (ancestors) (minority) Order of the Eyes (minority)
Cult of the Sky


30
Grizzland
ImperatorV
Children of Kina (majority) Radurja (minority) Calorum Lord of Fire Reformation (minority)
Radurja


31
Grmanhil
TheWombatofDoom
Children of Kina (Majority) Honored Dead (fallen warriors) (minority) Ramhsa (minority)
Radurja (minority) Doctrine of the Frost (minority)
Ramhsa


32
Selyra
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
Children of Kina (Majority) Spirits (minority) Radurja (minority) Doctrine of Frost (minority) Ramhsa (Minority)
Ramhsa


33A
Bracia
Morph Bark
Ascension (majority) Hailings of the Silver Sea (minority)
Panshén


33B
Landerkunst
Randoman
Panshén (majority) Pagan (minority)
Panshén


34A
Bor-Teire
Morph Bark
Ascension (majority) Lord of Fire(C.R.)(minority) Hailings of the Silver Sea(minority)
Panshén (minority)
Panshén


34B
Graberlock
Randoman
Panshén (majority)
Panshén


35
Saltiere
Morph Bark
Panshén (majority) Hailing of the Silver Sea (minority)
Ascension (minority)
Panshén


36
Aus-Teire
Morph Bark
Panshén (majority)
Hailings of the Silver Sea (minority)
Panshén


37
Pontensulae
Morph Bark
Panshén (majority)
Hailings of the Silver Sea (minority)
Panshén


38
Penoccident
Morph Bark
Panshén (majority) Hailings of the Silver Sea (minority)
Panshén


39
Propinlonge
Logic (http://www.giantitp.com/forums/member.php?u=15513)
Pagan? (Majority) Children of Kina (Minority) Radurja (Minority)
Children of Kina


40
Solus
moosabi (http://www.giantitp.com/forums/member.php?86075-moossabi)
Animism (majority) Cult of the Sky (minority) Order of the Eyes (minority)
Cult of the Sky


41
Glirfrey
moosabi (http://www.giantitp.com/forums/member.php?86075-moossabi)
Strange Marsh
Cult of the Sky


42
Arix'La
moosabi (http://www.giantitp.com/forums/member.php?86075-moossabi)
Cult of the Sky (minority)
Cult of the Sky


43
Angan Avale
Elemental (http://www.giantitp.com/forums/member.php?u=62533)
Doctrine of the Frost (minority) Shamanism (minority)
Doctrine of Frost


44
Kyaralath
Elemental (http://www.giantitp.com/forums/member.php?u=62533)
Doctrine of the Frost (Sole)
Doctrine of Frost


45
Lacertia
Elemental
Doctrine of the Frost (majority) Ancestor Worship (minority) Kelarthianism (minority)
Doctrine of Frost


46
Intepeuh
Elemental
Doctrine of the Frost (majority) Lord of Fire (minority) Miara, Goddess of Truth (Unorganised) (minority) Pagan (minority)
Doctrine of Frost


47-A
Niskovia
Kitsanth (http://www.giantitp.com/forums/member.php?71587-Kitsanth)
Kartina Zhizni (majority) Laiks Riqis (Minority)
Kartina Zhizni


47-B
Halja
Kitsanth
Laiks Riqis (majority) Skodur Laiks Riqis (minority)
Laiks Riqis


48
Karintiya
Kitsanth (http://www.giantitp.com/forums/member.php?71587-Kitsanth)
Shamanism (majority) Kartina Zhizni (Minority)
Kartina Zhizni


49
Errelosse
Lord_Burch (http://www.giantitp.com/forums/member.php?u=85687)

Ancestor Worship (only)
Lord of Fire


50
Sycia
HalfTangible
Doctrine of Frost (only)
Doctrine of Frost


51
Felitora
HalfTangible
Doctrine of Frost (only)
Doctrine of Frost


52
Drugaud
BladeofObliviom (http://www.giantitp.com/forums/member.php?u=62021)
Doctrine of Frost (majority)
Doctrine of Frost


53
Maos
SamBurke (http://www.giantitp.com/forums/member.php?58536-SamBurke)
Children of Kina (Sole)
Children of Kina


54
Rannara
SamBurke (http://www.giantitp.com/forums/member.php?58536-SamBurke)
Children of Kina (only)
Doctrine of Frost


55
Sahra'a
BladeofObliviom
Doctrine of Frost (majority)
Radurja


56
Skarval
BladeofObliviom (http://www.giantitp.com/forums/member.php?u=62021)
Doctrine of Frost (only)
Doctrine of Frost


57
The Frosskov Expanse
BladeofObliviom (http://www.giantitp.com/forums/member.php?u=62021)
Doctrine of Frost (only)
Doctrine of Frost


58
The Estglaz
BladeofObliviom (http://www.giantitp.com/forums/member.php?u=62021)
Doctrine of Frost (only)
Doctrine of Frost


59
The Glazfell
BladeofObliviom (http://www.giantitp.com/forums/member.php?u=62021)
Doctrine of Frost (only)
Doctrine of Frost


60
Borlmyn
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
Children of Kina (majority) The Ocean (minority) Ramhsa (minority) Doctrine of the Frost (minority) Radurja (minority)
Ramhsa


61A
Requiem
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
Ramhsa (minority) Radurja (minority) Doctrine of Frost (minority) Children of Kina (minority)
Ramhsa


61B
Triumph
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
Ramhsa (majority) Children of Kina (minority)
Ramhsa


62A
Jarrland
Aedilred (http://www.giantitp.com/forums/member.php?7117-Aedilred)
Panshén (majority)
Lord of Fire(C.R.)(minority)
Panshén


62B
Asterith
RandoMan
Panshén (majority) Lord of Fire(minority)
Ancestor Worship (minority)
Panshén


63A
Discordia
Aedilred
Panshén (majority) Ancestor (minority)
Hailings of the Silver Sea (minority)
Panshén


63B
Galardoth
RandoMan
Panshén (majority)
Animism (minority)
Panshén


64-A
Vennland
Aedilred (http://www.giantitp.com/forums/member.php?7117-Aedilred)
Panshén (majority) Hailings of the Silver Sea (minority) Lord of Fire (minority)
Pagan (minority)
Panshén


64-B
Mularuhm
ForzaFiori (http://www.giantitp.com/forums/member.php?27926-ForzaFiori)
Panshén (majority) Animistic Ancestor worship (minority) Lord of Fire (minority)
Panshén


65A
Minotron
DurkBlanston
Tzeltulep (minority) Hailings of the Silver Sea (minority)
Panshén (minority)
Panshén


65B
Meiterdon
Randoman
Panshén (majority)
Panshén


66
Wyrmar
DurkBlanston
Hailings of the Silver Sea (majority) Wyrm Below (minority)
Panshén (minority)
Panshén


67
Palas Caercia
DurkBlanston (http://www.giantitp.com/forums/member.php?92022-DurkBlanston)
Panshén (sole)
Panshén


68A
Pavonia
ReaderAt2046 (http://www.giantitp.com/forums/member.php?70923-ReaderAt2046)
Panshén (majority) The Path (Minority)
The Path


68B
Norogh
ReaderAt2046 (http://www.giantitp.com/forums/member.php?70923-ReaderAt2046)
Panshén (majority) Runes (Unorganized) (minority) Animism (Minority) The Path (Minority)

The Path


69
Farridon
Aedilred
Panshén (majority) Hailings of the Silver Sea (minority) Lord of Fire (minority)
Paganism (minority)
Panshén


69B
The Riderock
RandoMan
Panshén(Unorganized)(majority)
Zandel (minority)
Panshén


70
Valterre
Lord_Burch
Tzeltulep (majority) Paganism (minority)
Lord of Fire


71
Malkavan
Lord_Burch
Panshén (majority) Paganism (minority)
Lord of Fire


73
Maur
C'nor
Doctrine of the Frost (Sole)
DoF


74
Kaspiyskiya
Kitsanth
Animism (majority) Kartina Zhizni (minority)
Kartina Zhizni


75
Frazeid
Rain Dragon
Kartina Zhizni (minority) Laiks Riqis (minority) Skodur Laiks Riqis (minority)
Laiks Raqis


76A
Neo Scandza
Rain Dragon (http://www.giantitp.com/forums/member.php?66585-Rain-Dragon)
Laiks Riqis (majority) Pagan Star Worship (Minority) Skodur Laiks Riqis (minority)
Laiks Raqis


76B
Zente
Rain Dragon (http://www.giantitp.com/forums/member.php?66585-Rain-Dragon)
Paganism (Majority) Skodur Laiks Riqis (minority)
Laiks Raqis


77
Valeriya
Kitsanth (http://www.giantitp.com/forums/member.php?71587-Kitsanth)
Druidism (majority) Kartina Zhizni (Minority) An Nádur Paganism (Minority)
Kartina Zhizni


78
Vythau
Rain Dragon (http://www.giantitp.com/forums/member.php?66585-Rain-Dragon)
Paganism (Majority) Skodur Laiks Riqis (minority)
Laiks Raqis


79
Hleibjan
Rain Dragon (http://www.giantitp.com/forums/member.php?66585-Rain-Dragon)
Skodur Laiks Riqis (majority) Paganism (Minority)
Laiks Raqis


83A
Ahmeskharras
NPC
Tzetultep (Majority) Pagan (Minority)
Tzetultep


83B
Xictloali
NPC
Tzetultep (majority)
Tzetultep


84
Maztpoala
TheDarkDM
Radurja (Sole)
Tzetultep


85
Amocuallan
TheDarkDM (www.giantitp.com/forums/member.php?35518-TheDarkDM)

-Unknown-
Tzetultep


86
Tzalteclan
TheDarkDM (www.giantitp.com/forums/member.php?35518-TheDarkDM)
Tzetultep(only)
Tzetultep


87
Elomaoli
TheDarkDM (www.giantitp.com/forums/member.php?35518-TheDarkDM)
Tzetultep (minority)
Tzetultep


88
Niemidaland
NPC
Paganism (majority) Ashmarism (minority) Panshen (minority)
-Unknown-


89
Meimanda
NPC
Paganism (majority) Panshen (minority)
-Unknown-


90
Galomyr
lt_murgen
Children of Kina (Majority)
Children of Kina


91
Bloomenwald Islands
lt_Murgen
Children of Kina (majority)
Children of Kina


92
Bjurnja
DurkBlanston
Tzeltulep (majority) Hailings of the Silver Sea (minority)
Panshén (minority)
Panshén


93
Sterkelv
DurkBlanston
Panshén (Majority) Hailings of the Silver Sea (minority)
Pagan (minority)
Panshén


94
Cridan
NPC
Tzeltulep (majority) Animism (minority) Old Gods (minority) Ascension (minority) Radurja (minority) The Path (minority)
Lord of Fire


95
The Thousand Vales
ReaderAt2046
Pagan (majority) The Path (minority) Tzeltulep (minority)
The Path


96
Promise
DurkBlanston
Panshén (Majority) The Path (minority)
Panshén


97
Miskaton
NPC
Pagan (Majority) Tzeltulep (minority)
Lord of Fire


98
Vantalaan
NPC
Pagan (Majority) Tzeltulep (minority)
Lord of Fire


100
The Thumping Plains
NPC
Tzetultep (majority) Mugerkhal (minority)
Tzetultep


103
Keystone
NPC
Sapha Rasta (majority) Mugerkhal (minority) Tzeltulep(minority)
Tzetultep


105A
Kapital
NPC
Tzetultep (majority) Mugerkhal (minority)
Tzetultep


105B
-
NPC
Tzetultep (majority)
Tzetultep


106
Nezetkharras
DarkDM
Tzetultep (majority)
Tzetultep


107A
West Kap
NPC
Tzetultep (majority) Mugerkhal (minority) Sapha Rasta (minority)
Tzetultep


107B
Suranga Chella
NPC
Tzetultep (majority)
Tzetultep


108
Planinfrag
NPC
Doctrine of Frost (majority) Pagan (minority)
Doctrine of Frost


110
Kseverumestia
Kitsanth
Pagan (majority) Kartina Zhizni (minority) Doctrine of the Frost (minority)
Kartina Zhizni


111
Tekoshkiya
Kitsanth
Pagan (majority) Kartina Zhizni (minority) Doctrine of the Frost (minority)
Kartina Zhizni


112
Serdtsezimiya
Kitsanth
Paganism (majority) Doctrine of the Frost (minority) Kartina Zhizni (minority)
Kartina Zhizini


113
Cantroth
NPC
Skodur Laiks Riqis (majority) Kartina Zhizni (minority) Pagan (minority)
Pagan


114
Ravusia
Mynxae
Doctrine of the Frost (Majority) Paganism (Minority)
Doctrine of Frost


115
Denarii
Mynxae
Doctrine of the Frost (Majority) Tzeltulep (Minority)
Doctrine of Frost


116
Taloqi
Mynxae
Doctrine of the Frost (Majority) Paganism (Minority)
Doctrine of Frost


120
Isles of Tepeti
PepperP
God Tenders (Unorganized) (Majority) Panshén (minority)
Panshén


121
Sanglea
PepperP
An Nadur Paganism (majority) Rism (Unorganized) (minority) Panshén (minority)
Panshén


122
The Broken Enclave
PepperP
Panshén (majority) Druidism (majority)
Panshén


123
The Coldwell
PepperP
Panshén (majority) Paganism (minority)
Panshén


124
Tempestia
Aedilred
Panshén (majority) Cult of Tempest (minority) Paganism (minority)
Panshén


125
Trinacria
Aedilred
Panshén (majority) Lord of Fire (minority)
Panshén


126
Tuhiland
Aedilred
Panshén (majority) Paganism (minority) Lord of Fire (minority)
Panshén


127
Frios
ReaderAt2046
The Path (minority)
The Path


128
Tumeland
Aedilred
Paganism (majority) Panshén (minority)
Panshén


130
Sea of Glass
lt_Murgen
Children of Kina (minority)
Children of Kina


131
Novrania
lt_murgen
Paganism (majority) Children of Kina (majority) Panshén (majority)
Panshén


133
Ri Chugang
NPC
Ascension (majority) Children of Kina (minority)
None


134
Nan Hai Nian
Celero
Hailings of the Silver Sea (majority) Q'jes (minority)
None


135
Dong Bu Dosi
Celero
Q'jes (majority) Ancestor (minority)
None


136
Dong Nam Dosi
Chivalric Republic
Q'jes (majority) Ancestor (minority) Chosen of Inyannya (minority) Chivalry (minority)
Chosen of Inyannya


137
Nezett Karn
Lord_Burch
Panshén (majority) Paganism (minority)
Lord of Fire


138
Land of Free Knights
Kasanip
Chivalry (majority) Animism (minority) Chosen of Inyannya (minority)
Chosen of Inyannya


139
Alzeroth
NPC
Ashmarism (Sole)
Ashmarism


140
Pomequi
Mynxae
Doctrine of the Frost (Sole)
Great Dragon


141A
Kemuliaan
NPC
Wrathful Sun and Kindly Dark (only)
Wrathful Sun and Kindly Dark


141B
Old Kemuliaan
NPC
Wrathful Sun and Kindly Dark (majority)
Wrathful Sun and Kindly Dark


142
Bastet
Kasanip
Chosen of Inyannya (majority) Chivalry (minority)
Chosen of Inyannya


143
Kanyat
Kasanip
Paganism (majority) Chosen of Inyannya (minority) Chivalry (minority)
Chosen of Inyannya


145
Trandar
Tanar Aerdoth
Avolianism (majority)
Avolianism


146A
Rikorsial
TheBlueGuard
Creed of the Ancestors (majority) Doctrine of the Frost (minority) Paganism(minority)
Creed of the Ancestors


146B
Jaote
TheBlueGuard
Tzeltulep (majority) Paganism (minority) Creed of the Ancestors (minority)
Creed of the Ancestors


148
Maisel
TheBlueGuard
Paganism (majority) Creed of the Ancestors (minority)
Creed of the Ancestors


149
Kakowokula
TheBlueGuard
Paganism (majority) Creed of the Ancestors (minority)
Creed of the Ancestors


153
Puerto Melizine
DurkBlanston
Pagan (Majority) Panshén (Minority)
Panshén


161
Rathenal
NPC
Pagan (Majority) Panshén (Minority)
Pagan


162
Esuma
Philote
Ramhsa (Majority) Pagan (Minority) Doctrine of the Frost (Minority)
Pagan


163
Valasharix
TheBlueGuard
Tzeltulep (majority) Creed of the Ancestors (minority) Atheism (Unorganised) (minority)
Atheism


164
Triwilix
TheBlueGuard
Tzeltulep (majority) Paganism (minority)
Atheism


165
-
NPC
Pagan (majority) Panshén (minority)
Atheism


N18B
Everburning Horde
Tychris1
Tzeltulep (only)
Tzeltulep


N46
Warriors of Syivine Yphinne's Head
NPC
Doctrine of Frost (Sole)
Doctrine of Frost


NP7
Warriors of Syivine Yphinne's Fist
NPC
Doctrine of Frost (Majority)
Doctrine of Frost


N125
Kathuan Tribes
Rain Dragon
An Nádur Paganism (majority)
An Nádur Paganism

QuintonBeck
2015-05-11, 11:01 PM
Religions 2/2

Organized Religions
As stated under the rules, only organized religions can be used mechanically (such as miracles, holy orders and conversions). The following are organized religions:
Lord of Fire // Head of Religion: The Blazing Avatar
Ashmar // Head of Religion: Nyllana Earthguard
Calorum Lord of Fire Reformation // Head of Religion: The current High Priest(ess)
Radurja // Head of Religion: Shahidi Mkuu / Chuo wa Mashahidi (College of Witnesses)
Council of Spirits // Head of Religion: Naomh Fionn Sheenan
Cult of the Sky // Head of Religion: Current High Shaman
The Great Eel Spirit (see here (http://www.giantitp.com/forums/showthread.php?p=17023560#post17023560)) // Head of Religion: The Hovermaster Oberdrood
Doctrine of Frost // Head of Religion: High Priestess Fabula
Kelarthianism // Head of Religion: ???
Laiks Raqis // Head of Religion: Bokareis Thuidans High Shaman
Children of Kina // Head of Religion: Eldest Child of Kina, Silene Onerogin
Tzetultep // Head of Religion: The Teotlkan
The Path // Head of Religion: ???
Kartina Zhizni/Circle Paganism // Head of Religion: ???
Jaaku Na // Head of Religion: Konton-Lordo
Q'jes // Head of Religion: ???
Ramhsa // Head of Religion: ???
An Nádur Paganism//Head of Religion: Ceannin Llyeth
Panshén//Head of Religion: Qzare Li Gun Huang Jarrow
Avolianism//Head of Religion: ???
Wrathful Sun and Kindly Dark//Head of Religion: ???
Scions of Jongo//Head of Religion: Sanctus Makgrull
Blessing of Mazara//Head of Religion: ???
Creed of the Ancestors//Head of Religion: ???
Skodur Laiks Riqis//Head of Religion: ???
Chivlary//Head of Religion: ???


Holy Orders

Knights of Hoarfrost - Doctrine of Frost - Glazfell
Knights of Fabula - Doctrine of Frost - Sycia
Knights of Syivine - Doctrine of Frost - Warriors of Syivine Yphinne's Head
Knights of the North Wind - Doctrine of Frost - Ashenia
Knights of the Towering Glacier - Doctrine of Frost - Estglaz
Knights of Gloria - Doctrine of Frost - Felitora
Monastery of the Icy Grip - Doctrine of Frost - Frosskov
Knights of the Icy Stirrup - Doctrine of Frost - Anavia
Council of Truth - Calorum Lord of Fire Reformation - Calorum
Quorum of the Sixteen Patriarchs - Ascension - Salteire
Taratibu wa Mwalimu - Radurja - Genivana
Taratibu wa Yrrmindel - Radurja - Aloren
Taratibu wa Lunakellai - Radurja - Hrathan-Tuor
Taratibu wa Wangaza - Radurja - Ayava
Taratibu wa Anagua - Radurja - Grizzland
Taratibu wa G'sangfrau - Radurja - K'braashriix
Taratibu wa Ignatumna - Radurja - Woodwind
Taratibu wa Purvajom - Radurja - Raaneka
Ittou Gakusha - Ashamar - Kasumor
Hogosha - Ashamar - Shikurai
Downsier a'n Beawta - Ashmar - Cuan
Dragon Knights - Tzetultep - Tzalteclan
Burning Souls - Tzetultep - Kapital
Imperial Pyromancers - Tzetultep - Nezetkharras
Dragon Bones - Tzetultep - The Thumping Plains
Coldfire Berserkers - Tzetultep - Amocuallan
Keepers of the Blazing Mural - Tzetultep - Keystone
Holy Order of the Great Deceiver - Children of Kina - Jeweled Cities
Wives of Black - Children of Kina - The Heartwaste
Frozen Ashes - Children of Kina - Tekorva
The Children of Elbaraz - Children of Kina - Elbaraz
The Black Hammers - Children of Kina - Keldagrim
The Society of Big Brothers and Sisters - Children of Kina - Galomyr
The Children of Razdis - Children of Kina - Razdis
Knights of the Black - Jaaku Na - Guilder
Knights of Discord - Lord of Fire – Jarrland
Order of the Great Emblazoned One - Lord of Fire - Everburning Hoard
Choir of the Inner Flame - Lord of Fire - New Crima
Kathuan Bards – An Nádur Paganism – Kathuan Tribes
Knights of the Silver Wyrm - Panshén - Mularuhm
Knights of Bright Silver - Panshén - Trinacria
Knights of the Silver Shoe - Panshén - Palas Caercia
Knights of Concord - Panshén - Tuhiland
Knights of the Silver Leaf - Panshén - Broken Enclave
The Rytsari - Kartina Zhizni - Niskovia
Holy Order of Water - Ramhsa - Borlmyn
Holy Order of Earth - Ramhsa - Triumph
Holy Order 1 - Laiks Riqis - LLC

QuintonBeck
2015-05-11, 11:05 PM
Technology

Tech Descriptions Updated to the end of Round 36


Technology
Slot
Mechanical Bonus
Required Resources


Abyssium Ballasts
-
Allows Underwater Exploration
Abyssium


Adamantine-forging
Metallurgy
+1 Battle Checks
Adamantine


Aerial Harness
Aerial Infantry
+1 Battle Checks, +1 Tactical Maneuvering
Tech: Mithril Forging, Plate Armor
Resources: Arpied Mercenaries


Aerial Naval Carrier
Naval Auxiliary
Grants Ability to transport Aerial Units using Naval
Timber


Advanced Agriculture
-
+2 Population in regions with native grown food resources
Native grown food


Ancient Alchemy
-
Grants Ability to Transmutate One Resource Stack in one region to another resource
Tech: Calculus
Resources: A supernatural resource, Alchemical Components, Tanedhan feathers, Dearg Sreang


Apotheosis Toxin
Psychological Enhancement
+2 Military for one round in exchange for 2,000 population loss in one of own regions
Tech: Medicine


Appertisation
-
Allows +1 Trade Post for Food Resource in a region
Glass


Aquatic Cathedrals
-
Allows Aquatic Colonization by Land based races
Tech: Lifeskin, Abyssium Ballasts, Lenses
Resources: Stone


Arquebuses
Ranged Small Arms
+2 Military Battle Checks
Tech: Blackpowder
Resources: Steel OR Iron & Coal


Automata, Simple Windup
-
Allows more advanced clockwork based technologies to develop
Tech: Clockwork Technology
Resources: Solid Metal


Beast Masters
Land Auxiliary
+1 Enemy Losses
Monstrous Rats OR Big Dumb Non-Domesticated Animal


Berunda-riding
Light Aerial Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Berundas OR Dionosaurs OR Perytons OR Huma Birds


Blackpowder
Ranged Small Arms
+1 to Military battle checks.
Sulfur, Nitrates/Bat Guano, Coal/Charcoal(From Wood)


Calculus
-
Combination Tech: Allows combination/advancement of existing technologies
Intellectual Specialists (Architects or Scriveners or Scientists etc)


Canons
Ship Armaments
+2 Military Battle Checks
Techs: Blackpowder
Resources: Iron


Carvel-Building
Ship Design
+1 Military Battle Checks, +1 Tactical Maneuvering
Techs: Ocean-Faring Ships
Resources: Shipwrights


Clockwork
-
Combination Tech: Allows combination/advancement of existing technologies
Metal


Crossbows
Ranged Small Arms
+1 Military Battle Checks
Iron


Deep Lenses
-
Aids exploration for underground regions and reveals the unseen
Lenses Technology AND Deepflame


Efficient Building
-
Spend 2 actions/turn on the same Project or Great Project as long as said project concerns construction
Stone


Feran Mysticism
-
+1 Faith Checks
Religious Institution Great Project


Fluid Dynamics
-
Combination Tech: Allows combination/advancement of existing technologies
Intellectual Specialists (Architects or Scriveners or Scientists etc)


Giant Pistol Shrimp Training
Aquatic Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Giant Pistol Shrimp


Renders
Land Auxiliary
+1 Enemy Losses
Grey Renders


Griffon Riding
Light Aerial Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Griffons OR Pegasi


Higher Education
-
+1 Non-Dynastic Ruler Stat roll based on college project type
Tech: Printing Press, 2 out of: Calculus, Physics, Mysticism Studies
Resources: Specialized Personnel
Project: Great Project University


Hovercrafts
Land Vehicles
+1 Battle Checks, +1 Tactical Maneuvering
Leather


Horse Riding (Advanced)
Light Land Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Horses OR Rokuers OR Bladed Birds


Ice Sailing
Polar Vehicles
+1 Battle Checks, +1 Tactical Maneuvering
Timber


Insect Training
Aerial Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Giant Insects


Inspired Militia
Land Auxiliary
+1 to battles involving militia and no formal troops, +2 to battles involving militia and milita's national troops. No bonus for militia alongside allied troops
Raised Militia


Kralax-riding
Heavy Land Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Kralax OR Dinosaurs


Lenses
-
+2 to tactical maneuvering checks.
Glass OR Quartz OR Crystal


Lifeskin
-
Allows creation of Aquatic Units in Regions
Mhaki Jhana AND Shaping Wood


Lightning Balistae
Artillery
+2 Battle Rolls
Tangled Lightning


Loaders
-
One additional trade post available in regions with constructed Loading Facilities (1 round action)
MECK OR Large Animal


Logistics
-
When rolling for desertion roll 1d3 and only 1 is a risk for loss
Food


Magnets
-
Allows faster exploration
Magnetic Metal


Mechanically Engineered Combat Knight Frame
Heavy Land Vehicles
Each MECK unit provides a +2 bonus instead of a +1
Technologies: Steam Power, Clockwork, Special Metal, Refrigeration, Prosthetics, Ultralight Material; Resources: Technological Pre-Reqs Required Resources (2X Fuel, Special Metal, Tears of Yphine/True Ice, Metal, Cavorite)


Medicine
-
-2 on rolls to lose population to disease
Shedding Trees OR Medicinal Herbs OR Dragon Flowers


Mithril-forging
Metallurgy
+1 Battle Checks
Mithril, Darkstar Iron, Orichalcum


Mtambuzi Technology
Psychological Enhancement
+1 on a single roll per round per nation
Calculus Tech, Oracles Tech, Osuro OR Fruxt AND intellectual specialists


Ocean-faring Ships
Naval Vehicle
+1 Battle Checks, +1 Tactical Maneuvering
Timber


Oracles
-
Grants +1 to a randomly determined stat (excluding Luck) to new Rulers
Osuro Mirc OR Fruxtkorp'r


Physics
-
+1 to Curiosity Checks
Any established education system/institution OR an educated persons resource


Pitch
Artillery
+2 to Defensive Battle Checks
Tar AND Oil


Plate Armour
Armor
+1 to Battle checks.
Hard Metal


Printing Press
-
Grants +1 Diplomacy
Papyrus OR Books OR Leather OR Wood


Prosthetic Limbs
Medical
Grants -1 on Unit Loss in Battle
Metal


Raaneki/Heartwine Diplomacy
-
Grants +1 Diplomacy Checks
Heartwine OR Vodka OR Absinthe


Refigeration
-
Grants +2 Population Growth in Non-Polar regions
True Ice OR Tears of Yphinne OR Frozen Eggs


Sewage Systems
-
Grants +2 Population Growth
Stone


Shintouite Crafting
Fortifications
Grants -2 Unit Losses when Defending in Regions with Shintouite Import or Shintouite Defensive Structures Built
Shintouite


Shrieking Crossbow
Ranged Small Arms
+2 on Battle Checks
Wood, Wurmsxupp (Dragon Scales)


Solar Ray Towers
Fortifications
+2 on Defense rolls in regions with GP outfitting project
Techs: Lenses
Resources: Reflective Metal


Steam Power
-
Combination Tech: Allows combination/advancement of existing technologies
Tech: Clockwork
Resources: Advanced Fuel (Bloodfire OR Goldfire OR Dragon's Blood OR Rock Juice OR Vatn-Dauths OR Coal OR Tanedhan Feathers) X 2 AND Alchemical Components


Steam Train
-
Allows establishment of non adjacent Trade Posts if connected by Train
Tech:Steam Power
Resource: Hard Metal


Soul Chaneling
-
???
Tech:Ancient Alchemy
Resource: Flames of Cataclysm, Papyrus OR Substitute


Sub-Aqua Rimor
-
Allows 1 round underwater exploration
Tech: Lenses
Resource: Whales, Underwater Lightsource


Tzaltec Fire
Artillery
+2 Offensive Military Checks
Goldfire and Dragon's Blood (Oil)


Ultralight Materials
-
Grants ability to build larger and taller structures with ease
Cavorite


Vyuma Bending
Metallurgy
+1 Military Checks
Hai Vyuma AND Osuro or Fruxt


Wurm-riding
Heavy Land Cavalry
+1 Battle Checks, +1 Tactical Maneuvering
Wurms


Zeppelins
Aerial Vechicles
+1 Battle Checks, +1 Tactical Maneuvering
Lighter than air gas






Tech Table by Nation (Updated until the end of round 39)

TechALYALZANNAQUASHBDXCALCELCMLCRICRUDELEBHFAEFERG LZGUIHURISLKCSLYRTechMETMULPAVPFGPLCPRARNKRZDSEASL FSLTSPNSYCSYMTHATZCUFCUJRVALTech
Abyssium343021183216Abyssium28343528282129Abyssium
Adamantine2418182817252934163434Adamantine34343727 3216Adamantine
Aerial Harness303029393427Aerial Harness32293032293030Aerial Harness
Aerial Naval281134253024292712343428Aerial Naval3934341932253035301239Aerial Naval
Agriculture3430343434Agriculture343430343429Agricu lture
Ancient Alchemy3727Ancient AlchemyAncient Alchemy
Apotheosis Toxin32Apotheosis ToxinApotheosis Toxin
Appertisation3838Appertisation393838393538Appertis ation
Aquatic Cathedrals393935Aquatic Cathedrals3739Aquatic Cathedrals
Arbalests30293432Arbalests3928343030302939Arbalest s
Arquebuses323433??Arquebuses3334Arquebuses
Automata242421323425353019242129342728Automata3228 322432202828352424Automata
Beast Masters32343230283429Beast Masters393230303230303039Beast Masters
Berunda13241119342530211020261918Berunda3921252819 13142828212039Berunda
Blackpowder2418121434252324182128343018Blackpowder 393026301414252828211933Blackpowder
Calculus27243425353025242323343428Calculus39252834 372834242828242239Calculus
Cannons343534343435Cannons3535343534Cannons
Carvel-Building383835Carvel-Building38383838Carvel-Building
Clockwork241718183425353017171718341917Clockwork39 342834201716282835211739Clockwork
Deep Lenses28Deep Lenses2020Deep Lenses
Efficient Building2135273425353024242229342728Efficient Building353428343428342928283524352335Efficient Building
Feran Mysticism343529Feran Mysticism3034Feran Mysticism
Fluid Dynamics2034Fluid Dynamics34343434Fluid Dynamics
Griffon2873425353018211834348Griffon39342834193217 112821342739Griffon
High Cuisine3939High Cuisine38High Cuisine
Higher Education393938Higher Education3736Higher Education
Hovercrafts24331824342530181665342418Hovercrafts39 342834102834172828212739Hovercrafts
Horses2427303026383418Horses3921312817343018282828 39Horses
Ice SailingIce SailingIce Sailing
Imperial Bureaucracy373838Imperial Bureaucracy3838383838Imperial Bureaucracy
Insect3334<103Insect3423Insect
Inspired Militia25342833343433Inspired Militia343434352732353732Inspired Militia
Kralax11191813342530211313343428Kralax393428342732 2828211239Kralax
Lenses193324171834252830182121343418Lenses39342834 18191832212828212139Lenses
Lifeskin34393537Lifeskin31Lifeskin
Loaders303430353030302930343030Loaders393030303730 303030303039Loaders
Logistics343339Logistics3939343434393939Logistics
Magnets19191918342528353021191919261919Magnets3934 2834341919192828191939Magnets
MECKMECKMECK
Medicine27272727273927273527272927342727Medicine39 27272734272727273439Medicine
Mind Conference37393939Mind Conference3639Mind Conference
Mithril243722293425353018211817261410Mithril391726 211028181417282835211939Mithril
Mtambuzi31342929Mtambuzi24Mtambuzi
Ocean Faring11391514201134252835301812<101117123Ocean Faring392121281634<1014<101728283516<1039Ocean Faring
Oracles1934191820183425353024211918343428Oracles39 342834372732252828211739Oracles
PatriotismPatriotism37Patriotism
Physics323430353029293429Physics393232373432283030 303439Physics
Pitch24151419342530211320343418Pitch39342634123228 28211339Pitch
Plate Armor123315142013342528355181399261328Plate Armor332115261634191319<91728635161133Plate Armor
Printing Press19662815342528353018211314261211Printing Press39212816341113111317282821351333Printing Press
Prosthetics242418392535303419Prosthetics3924253428 242712352933Prosthetics
Psychology39PsychologyPsychology
Raaneki Diplomacy28133425353024211813342728Raaneki Diplomacy392128193712121234282821351239Raaneki Diplomacy
Recruitment CentersRecruitment Centers393938383939Recruitment Centers
Refrigeration383435302324342728Refrigeration392729 2827353426292828242739Refrigeration
Renders39<16RendersRenders
Sewage Systems183318182018342528353021191918261828Sewage Systems392228342032192828211639Sewage Systems
Shintouite Crafting282816342530212015342718Shintouite Crafting3934281927272828211639Shintouite Crafting
Shrieking Crossbows323429342729Shrieking Crossbows3932293230322539Shrieking Crossbows
Solar Ray3334393435Solar RaySolar Ray
Spirit Channeling38Spirit ChannelingSpirit Channeling
Steam Train2725273427272728Steam Train392727383839Steam Train
Steam Power222424342520211920343428Steam Power392128342834212828212739Steam Power
Sub-Aqua Rimor37373737Sub-Aqua Rimor363739Sub-Aqua Rimor
Tzaltec Fire2424213425302121343428Tzaltec Fire3334283428342828192433Tzaltec Fire
Ultralight24241834253025172135343428Ultralight3934 283428342828212739Ultralight
Vyuma Benders342929Vyuma Benders22Vyuma Benders
Wurms24191817342716342728Wurms211927<917Wurms
Zeppelin241818281734253018211717343418Zeppelin3934 28342732172828211639Zeppelin
TechsALYALZANNAQUASHBDXCALCELCMLCRICRUDELEBHFAEFER GLZGUIHURISLKCSLYRTechMETMULPAVPFGPLCPRARNKRZDSEAS LFSLTSPNSYCSYMTHATZCUFCUJRVALTech

QuintonBeck
2015-05-11, 11:06 PM
Projects and Great Projects Post 1/2


Updated Through End of Round 41

Finished Projects and Great Projects


KingdomRegionProjectRoundsNotesCompletion
AhmeskarrasClanshipsShintouite FortsR31, R32, R32, R32, R32Fortification[5/5]
AhmeskharrasClanshipsTheocratic DictatorshipR37, R38Governance[2/2]
Alydaxan DominionScla’caPort CityR4, R5City[2/2]
Alydaxan DominionAlydaxisShrine to the SkyR18, R19Shrine[2/2]
Alydaxan DominionAlydaxisStudy of HumansR27, R29Book[2/2]
Alydaxan DominionScla’caCapital CityR5, R6, R7, R8, R9City[5/5]
Alydaxan DominionAlydaxisGovernment SystemR10, R11, R13, R14, R15Governance[5/5]
Alydaxan DominionAlydaxisCapital City FoundationsR17, R18, R18*, R19, R20City[5/5]
Alydaxan DominionAlydaxisCapital City (Palace Grounds)R21, R22, R22*, R23, R23*City[5/5]
Alydaxan DominionAlydaxisCapital City (North Quadrant)R21, R22, R23, R24, R24*City[5/5]
Alydaxan DominionAlydaxisCapital City (West Quadrant)R21, R22, R23, R24, R24*City[5/5]
Alzeroth CollectiveAlzerothAcademy of Tactics and ProwessR33, R34, R35, R36, R36University[5/5]
An NádurKathuan TribesLegends of the DeitiesR32, R32, R33, R34, R35[5/5]
Ash KingdomMaurSewer SystemR37, R37[2/2]
Ash KingdomPomequiSewer SystemR37, R37[2/2]
Caercian ConsortiumPalas CaerciaDover ChannelR16, R16*Canal[2/2]
Caercian ConsortiumMinotronGranariesR23, R24Infrastructure[2/2]
Caercian ConsortiumPalas CaerciaPalas CaerciaR15, R15*, R15*, R15*, R15*City[5/5]
Caercian ConsortiumMinotronTemple to the Wyrm BelowR28, R29, R30, R31, R31Temple[5/5]
Caercian ConsortiumBjurnjaPalas BenedictusR28, R29, R30, R32, R32City[5/5]
Chivalric Republic of Free CitiesFree CitiesHeroic Academy of Free KnightsR29, R29*, R29*, R29*, R29*University[5/5]
Chivalric Republic of Free CitiesFree CitiesFree Knights Academy CurriculumR31, R32National Standard[2/2]
Chivalric Republic of Free CitiesFree CitiesFarm InfrastructureR31, R33Infrastructure[2/2]
Chivalric Republic of Free CitiesFree CitiesRiver InfrastructureR31, R34Infrastructure[2/2]
Chivalric Republic of Free CitiesDong Nam DosiTrain SystemR39, R39Train[2/2]
Chivalric Republic of Free CitiesFree CitiesPublic SchoolR40, R40Schools[2/2]
DunfelAimplachStatue of the Great Emblazoned OneR32, R33, R34, R34, R35, R36Shrine[6/5]
DunfelEverburning HordeThe Bloodbound School for Raiding, Banditry, and FashionR32, R33, R37, R39, R40University[5/5]
Faedas FreeholdHeartwasteRoad to Blazing TempleR19, R19*Road[2/2]
Faedas FreeholdHeartwasteCastlesR19, R19*Fortification[2/2]
Faedas FreeholdTekorvaNight’s GateR10, R16, R17, R20, R21Fortification[5/5]
Faedas FreeholdHeartwasteShadowed Academy of KinaR15, R32, R35, R36, R37University[5/5]
Faedas FreeholdYorukuniKetsueki Deep SpireR20, R21, R22, R40, R40Temple[5/5]
FeraHaljaNiskovian EmbassyR12, R14Embassy[2/2]
FeraHaljaFauna Farm ImprovementsR14, R15Infrastructure[2/2]
FeraHaljaHalja to Neo Scandza TunnelR17, R18Road[2/2]
FeraHaljaMedical AcademyR12, R12*, R12*, R12*, R13University[5/5]
FeraHaljaCalculation and Measurement SystemR14, R15, R15*, R16, R18National Standard[5/5]
FeraHaljaCathedralR12, R12*, R14, R19, R21Temple[5/5]
FeraHaljaWandering ScientistsR16, R18, R19, R22, R24[5/5]
FeraLand of the Last Clockwork WaltzPort of Pirate’s RestR27, R36City[2/2]
FeraMaurLorvyn EmbassyR36, R37Embassy[2/2]
FeraFeraCaste SystemR35, R36, R37, R38, R39National Standard[5/5]
Glazfell HegemonyGlazfellSchool SystemR15, R16Public School[2/2]
Glazfell HegemonyDrugardSchool SystemR15, R16Public School[2/2]
Glazfell HegemonyGlazfellAvenspireR15, R16, R18, R20, R21Temple[5/5]
GlirfreyGlirfreyPublic SchoolsR36, R37Public School[2/2]
Grand Duchy of PavoniaPavoniaConstitutionR16, R17Governance[2/2]
Great Sharixian RepublicValasharixRed CanalR39, R39, R39, R39, R39Canal[5/5]
Great Sharixian RepublicMaiselRed CanalR40, R40, R40, R40, R41Canal[5/5]
Guilderene ExpanseMaosTitan Leg (East)R20, R20*, R21, R21*, R21*Fortification[5/5]
Holy Kingdom of CalorumWenyavukArctic InstituteR9, R10, R11, R11*, R12University[5/5]
Holy Kingdom of CalorumGunungGood RoadsR1, R2Obsidian[2/2]
Holy Kingdom of CalorumGunungPopulation IncentivesR3, R4[2/2]
Holy Kingdom of CalorumGunungOffice of IntelligenceR13, R14[2/2]
Holy Kingdom of CalorumGunungMetric System conversionR13, R14[2/2]
Holy Kingdom of CalorumGunungLava Canal ExpansionR14, R15Infrastructure[2/2]
Holy Kingdom of CalorumGunungZeppelin DocksR14, R15Infrastructure[2/2]
Holy Kingdom of CalorumGunungZeppelin School SystemR15, R18Public School[2/2]
Holy Kingdom of CalorumCalorumGreat MausoleumR1, R2, R3, R4, R5Mausoleum[5/5]
Holy Kingdom of CalorumCalorumHoly Book of FlamesR4, R5, R6, R8, R9Book[5/5]
Holy Kingdom of CalorumCalorumAcademy of ArtsR4, R5, R6, R8, R9, R11University[6/5]
Holy Kingdom of CalorumGunungLava CanalsR3, R5, R6, R9, R10Infrastructure[5/5]
Holy Kingdom of CalorumCalorumTemple of Blazing TruthR14, R15, R16, R18, R19Temple[5/5]
Holy Kingdom of CalorumCalorumGreat RoadsR16, R18, R19, R20, R22Road[5/5]
Holy Kingdom of CalorumCalorumZeppelin TempleR35, R36, R37, R38, R40Temple[5/5]
Holy Kingdom of SyciaSyciaTomb of YphineR28, R28*, R28*, R28*, R28*Mausoleum[5/5]
Holy Kingdom of SyciaSyciaIcewing AcademyR34, R35, R36, R37, R38University[5/5]
Holy Kingdom of SyciaSyciaInternational Sign LanguageR14, R15, R38, R40, R41[5/5]
KemuliaanKemuliaanMercenary Recruitment CenterR37, R38Recruitment[2/2]
KemuliaanKemuliaanWallR37, R39Fortification[2/2]
Kingdom CaramelEsumaBig Top CollegeR34, R34, R34, R34, R34University[5/5]
Kingdom CaramelEsumaBridge & Ramp InfrastructureR35, R35Infrastructure[2/2]
Kingdom CaramelEsumaHealthcare InfrastructureR35, R35Infrastructure[2/2]
Kingdom CaramelEsumaBig Top ExpansionR36, R36University[2/2]
Kingdom CaramelEsumaBig Top ExpansionR37, R37Mind Conference[2/2]
Kingdom CaramelEsumaBanks & CurrencyR37, R38Currency[2/2]
Kingdom CaramelEsumaRegional FortificationR36, R36, R36, R37, R38Fortification[5/5]
Kingdom CaramelEsumaMind Conference Big Top ExpansionR38, R38Mind Conference[2/2]
Kingdom CaramelEsumaVsionary AcademyR39, R39[2/2]
Kingdom CaramelDomhan AbhaileResearch PostR39, R39[2/2]
Kingdom CaramelEsumaShintouite FortsR41, R41Fortification[2/2]
Kingdom CaramelEsumaSolar Ray TowersR41, R41Fortification[2/2]
Kingdom of AsheniaHazariaMisakand FortificationsR17, R17* R25Fortification[3/2]
Kingdom of AsheniaAsheniaLand SurveyR26, R27National Standard[2/2]
Kingdom of AsheniaAsheniaRail NetworkR26, R27Train[2/2]
Kingdom of AsheniaKyaralathRail NetworkR27, R28Train[2/2]
Kingdom of AsheniaAsheniaSewer SystemR28, R29Sewage[2/2]
Kingdom of AsheniaAngan AnvaleRail NetworkR29Train[2/2]
Kingdom of AsheniaAsheniaGreat ObservatoryR2, R3, R4, R5, R8[5/5]
Kingdom of AsheniaKyaralathUniversity of Gran KyaraR17, R17*, R18, R19, R19*University[5/5]
Kingdom of AsheniaAsheniaAshenian EncyclopediaR15, R16, R17, R21, R23National Standard[5/5]
Kingdom of AsheniaKyatalathSewersR30, R31Sewage[2/2]
Kingdom of AsheniaAngan AnvaleSewer SystemsR31, R32Sewage[2/2]
Kingdom of AsheniaAsheniaMedical Academy and HospitalR32, R33, R36, R38, R39, R40University[6/5]
Kingdom of AsheniaAsheniaSolar Ray TowersR35, R36, R38, R39, R40Fortification[5/5]
Kingdom of AsheniaHazariaTrain SystemR39, R40Trains[2/2]
Kingdom of CeleroCeleroGreat RoadsR1, R2, R3, R4, R5Road[5/5]
Kingdom of CeleroCeleroGreat LibraryR2, R3, R4, R5, R6[5/5]
Kingdom of CeleroCeleroHanging GardensR2, R6, R8, R10, R12[5/5]
Kingdom of CeleroBereginiaReconstruction of BereginiaR10, R12, R12*, R12*, R13Infrastructure[5/5]
Kingdom of CeleroCeleroPatent OfficeR13, R14, R15, R17, R18[5/5]
Kingdom of CeleroCeleroSenate BuildingR14, R20, R21, R22. R22*Governance[5/5]
Kingdom of CeleroCeleroThe Great War MemorialR8, R8*, R10, R14, R32Monument[5/5]
Kingdom of CeleroRì ChūgǎngGood RoadsR35, R36Road[2/2]
Kingdom of CeleroDong Bu DosiAerial Military AcademyR34, R35, R36, R37, R38University[5/5]
Kingdom of CeleroCeleroTrain SystemR39, R39Train[2/2]
Kingdom of CeleroRì ChūgǎngReconstruction of Rì ChūgǎngR27, R36, R38, R40, R40Infrastructure[5/5]
Kingdom of CeleroZiben YongTrain SystemR41, R41Trains[2/2]
Kingdom of CeleroDong Bu DosiTrain SystemR41, R41Trains[2/2]
Kingdom of FaelthalasFaelthalasGood RoadsR36, R36Road[2/2]
Kingdom of HuroshaPryoniaStatue of Combulei DivonorumR25, R26Shrine[2/2]
Kingdom of HuroshaPryoniaMetric SystemR3, R4, R5, R6, R7National Standard[5/5]
Kingdom of HuroshaPryoniaFoundriesR3, R4, R5, R6, R7Infrastructure[5/5]
Kingdom of HuroshaKasumorFortress ReconstructionR15, R16Fortification[2/2]
Kingdom of HuroshaKasumorLaw SystemR21, R24Law[2/2]
Kingdom of HuroshaKasumorAcademy of Prowess and CultureR5, R6, R7, R8, R9University[5/5]
Kingdom of HuroshaKasumorItou TemplesR15, R16, R17, R18, R19Temple[5/5]
Kingdom of HuroshaKasumorGiant Airship - Marius' PrideR20, R21, R23, R25, R30[5/5]
Kingdom of HuroshaZargrimShintouite FortsR17, R20, R21, R31, R31Fortification[5/5]
Kingdom of HuroshaKasumorAcademy of Prowess and Culture ExpansionR28, R29, R30, R33, R34University[5/5]
Kingdom of HuroshaKasumorRelic Weapon ReconstructionR32, R34, R36, R37, R39[5/5]
Kingdom of HuroshaAbyss of CorriachCloud Weapon RecoveryR35, R37, R39, R40, R40[5/5]
Kingdom of KuldranKuldranGamok's WallR36, R36, R36, R36, R36Fortification[5/5]
Kingdom of MularuhmMularuhmHrogar’s OutpostR28, R29City[2/2]
Kingdom of MularuhmMularuhmMonetary System (Gold Coins)R21, R21*, R21*, R21*, R21*Currency[5/5]
Kingdom of MularuhmMularuhmBanking ReserveR28, R35, R40, R40 R40Currency[5/5]
Kingdom of MularuhmMularuhmCollege of Dag TorumR10, R10*, R35, R39, R39University[5/5]
Kingdom of North LyradisLyradisExpansion of PortsR4, R38[2/2]
Kingdom of NovraniaNovraniaConstitutional MonarchyR28, R31Governance[2/2]
Kingdom of NovraniaNovraniaPublic SchoolR25, R25*, R25*, R25*, R25*Public School[5/5]
Kingdom of NovraniaConjelado AnilloNovranian ConsulateR36, R37Embassy[2/2]
Kingdom of SerendelGrmanhilIntercontinental Canal (East)R9, R10, R11, R13, R14Canal[5/5]
Kingdom of SerendelGrmanhilIntercontinental Canal (East) RefurbishmentR27, R28, R28*, R29, R29*Canal[5/5]
Kingdom of SerendelLyradisGood RoadsR1, R2Road[2/2]
Kingdom of SerendelLyradisGood RoadsR15, R16Road[2/2]
Kingdom of SerendelLyradisTraining UniversityR5, R6, R7, R8, R9University[5/5]
Kingdom of SerendelLyradisVassal EmbassiesR17, R18, R18*, R19, R19*Embassy[5/5]
Kingdom of SerendelSelyraTitan Leg (West)R19, R20, R20*, R21, R21*Fortification[5/5]
Kingdom of SerendelSelyraCapital City of RyineeneR19, R20, R22, R23, R24City[5/5]
Kingdom of SerendelSelyraTitan Torso/HeadR22, R22*, R23, R24, R25Fortification[5/5]
Kingdom of SerendelKingdom of SerendelRaaneki TavernsR18, R20, R22, R24, R25[5/5]
Kingdom of SerendelRequiemOld Capital ReconstructionR15, R16, R26, R27, R27*City[5/5]
Kingdom of SerendelLyradisGranariesR7, R33, R33Infrastructure[3/2]
Kingdom of SerendelNiskoviaDiplomatic EmbassyR34, R34Embassy[2/2]
Kingdom of SerendelRequiemTemple of RamhsaR26, R27, R34, R35, R35Temple[5/5]
Kingdom of SerendelLyradisFortification of the CrestR1, R2, R3, R3*, R5Fortification[5/5]
Kingdom of StolokPlanninfragFortification of PlanninfragR26, R26*, R26*, R26*, R26*Fortification[5/5]
Kingdom of the Carmine SeaJarrlandGood RoadsR10, R10*Road[2/2]
Kingdom of the Carmine SeaJarrlandPort (Seaborne Confederation Port)R13, R14City[2/2]
Kingdom of the Carmine SeaJarrlandSea PalaceR14, R15Palace[2/2]
Kingdom of the Carmine SeaJarrlandNationwide LiteracyR10, R10*, R11, R12, R13National Standard[5/5]
Kingdom of the Carmine SeaFarridonSoikeia StadiumR25, R25*, R25*, R25*, R25*Stadium[5/5]
Kingdom of the Carmine SeaJarrlandHorbeach RestorationR24, R26, R26*, R28, R28*City[5/5]
Kingdom of the Carmine SeaJarrlandRoyal RaimentsR32, R33[2/2]
Kingdom of the Carmine SeaTrinacriaShard of Winter at LamadyrR35, R36, R38, R39, R39University[5/5]
Kingdom of the Carmine SeaTrinacriaUrusilimR40, R40City[2/2]
Kingdom of the Iron DoctrineSympolemouIron Vermin SuitR8, R9[2/2]
Kingdom of the Iron DoctrineSympolemouMedical AcademyR5, R6, R8, R9, R10University[5/5]
Kingdom of the IslesBroken EnclaveMilitary BarracksR17, R18Fortification[2/2]
Kingdom of the IslesBroken EnclaveEnclave to Tepetl Ferry SystemR20, R25Infrastructure[2/2]
Kingdom of the IslesIsles of TepetlLocal Government SystemR20, R26Governance[2/2]
Kingdom of the IslesBroken EnclaveBoardwalkR16, R16*, R16*, R16*, R16*Infrastructure[5/5]
Kingdom of the IslesSangleaAccess points to Capital CityR20, R20*, R20*, R20*, R20*Infrastructure[5/5]
Kingdom of the IslesBroken EnclavePublic SchoolsR17, R18, R19, R20, R25Public School[5/5]
Kingdom of the IslesBroken EnclaveSea FortsR31, R32, R35, R35, R36Fortification[5/5]
Kingdom of the IslesIsles of TepetlSea FortsR37, R38, R39, R39, R40Fortification[5/5]
Kingdom of the IslesBroken EnclaveEnclave Institute of Collegiate MasteryR38, R38, R38, R38, R38University[5/5]
Kingdom of the IslesPropinlongeKotI EmbassyR38, R40Embassy[2/2]
Kingdom of the Silver MoonValterrePublic SchoolsR18, R30, R31, R33, R36Public School[5/5]
Kingdom of the Silver MoonMalkavanPublic SchoolsR29, R30,R32, R33 R36Public School[5/5]
Kingdom of TrandarTrandarUniversity of AsikarR35, R35, R35, R35, R35University[5/5]
MakgrullPraeclarusUncle Sky's School for Walking the SurfaceR32, R32, R32, R33, R34University[5/5]
New CrimaCrimaUnion of Radurjic Republics EmbassyR26, R26*Embassy[2/2]
New CrimaCrimaPublic School SystemR2, R3, R4, R5, R6Public School[5/5]
New CrimaCrimaTotal IndustrializationR26, R26*, R27, R28, R29National Standard[5/5]
New CrimaCrimaConstitutional TyrannyR26, R27, R27*, R28, R33Governance[5/5]
New CrimaCridanChoir of the Inner FlameR37, R38, R38, R39, R39Temple[5/5]
New CrimaMiskatonMarch of DefianceR37, R41[2/2]
Niemida PrefectureNiemidalandNaval AcademyR36, R37, R37, R37, R38University[5/5]
Niemida PrefectureMeimandaFu Lakes Lagoon CanalR40, R41Canal[2/2]
NixdarumAbyssian SeaNixopleR36, R36, R37, R38, R38Capital[5/5]
Razdissi UnderpireRazdisSchool SystemR15, R16Public School[2/2]
Razdissi UnderpireRazdisStatue of Vali the ArcherR26, R28Monument[2/2]
Razdissi UnderpireRazdisWall of KalprazR5, R6, R7, R7*, R8Fortification[5/5]
Razdissi UnderpireRazdisRazdis to Zargrim Hovertrain TunnelR14, R15, R16, R17, R18Road[5/5]
Razdissi UnderpireRazdisEyeguard Monster Slaying AcademyR15, R16, R17, R18, R19University[5/5]
Razdissi UnderpireRazdisRazdissi School of Espionage and InquisitionR36, R37, R37, R37, R38University[5/5]
Razdissi UnderpireRazdisFeudalismR18, R19, R37, R38, R39Governance[5/5]
Salterri HeartlandsSalteireChamber of AngelsR16, R17, R18, R19, R19*Temple[5/5]
Salterri HeartlandsSalteireLord of Fire TempleR27, R28, R28*, R29, R29*Temple[5/5]
Salterri HeartlandsAus-teirePublic SchoolsR27, R28, R29, R30, R30*Public School[5/5]
Salterri HeartlandsSalteireTemple to the Silver LadyR27, R28, R29, R30, R30Temple[5/5]
Salterri HeartlandsAus-TeireShintouite FortsR17, R18, R24, R24*, R31Fortification[5/5]
Salterri HeartlandsAus-teireLaw SystemR17, R19, R19*, R19*, R34Law[5/5]
Salterri HeartlandsAus-teireHouse of HousesR34, R35Embassy[2/2]
Seaborne ConfederationWoodwindEmerald CityR9, R10City[2/2]
Seaborne ConfederationPropinlongeInternational EmbassyR18, R19, R20, R22, R22*, R27Embassy[6/5]
Seaborne ConfederationJeweled CitiesCall of the MotherR22, R23Book[2/2]
Seaborne ConfederationJewel CitiesShip Building AcademyR2, R3, R4, R5, R6University[5/5]
Seaborne ConfederationPenoccidentPort DiamondheadR18, R19City[2/2]
Seaborne ConfederationJeweled CitiesPearl City ExpansionR20, R20*, R21, R22, R22*City[5/5]
Seaborne ConfederationJeweled CitiesAeromancer AcademyR15, R16, R17, R18, R19University[5/5]
Seaborne ConfederationGalomyrSeaborne Capital CityR34, R34, R35, R35, R36City[5/5]
Seaborne ConfederationRanarraPort PeriodotR37, R38City[2/2]
Seaborne ConfederationConjelado AnilloDragon Scale HarborR37, R38City[2/2]
Seaborne ConfederationSea of GlassMuseum of ArtR20, R27, R28, R40, R41Museum[5/5]
Seaborne ConfederationGalomyrSkywhale DomesticationR40, R41[2/2]
Sovereign Principality of NiskoviaNiskoviaGood RoadsR12, R13Road[2/2]
Sovereign Principality of NiskoviaNiskoviaHaljan EmbassyR12, R13Embassy[2/2]
Sovereign Principality of NiskoviaNiskoviaZeppelin InfrastructureR18, R19Infrastructure[2/2]
Sovereign Principality of NiskoviaNiskoviaSchool SystemR26, R27Public School[2/2]
Sovereign Principality of NiskoviaKarintiyaVodoprovod SystemR26, R27[2/2]
Sovereign Principality of NiskoviaNiskoviaAqueductsR12, R12*, R12*, R13, R13*Infrastructure[5/5]
Sovereign Principality of NiskoviaNiskoviaPublic SchoolsR14, R15, R17, R18, R19Public School[5/5]
Sovereign Principality of NiskoviaKaspiyskiyaCassaana City ExpansionR28, R29, R30, R31, R32City[5/5]
Sovereign Principality of NiskoviaNiskoviaTrain SystemR28, R29, R30, R31, R32Train[5/5]
Sovereign Principality of NiskoviaNiskoviaAcademy of Advanced LearningR29, R30, R31, R32, R33University[5/5]
Sovereign Principality of NiskoviaAsheniaAshenian ConsulateR30, R36Embassy[2/2]
Sovereign Principality of NiskoviaNiskoviaSanctum of PrevoskhodstvoR20, R21, R28, R38, R39Temple[5/5]
Sovereign Principality of NiskoviaNiskoviaMausoleumR12, R38, R39, R40, r40Masuloeum[5/5]
Sulvan's PrimarchySulvan’s FuryFortification of Sulvan’s FuryR28, R29, R32, R33 R34Fortification[5/5]
Telek'kraTelek'kraTul'Ski TempleR40, R40, R40, R40, R40Temple[5/5]
Thalmann LegacyRathenalGeras CityR34, R34, R34, R34, R34City[5/5]
Tzaltec EmpireTzalteclanGates of NezetkhamunR14, R14*, R15, R16, R17Fortification[5/5]
Tzaltec EmpireTzalteclanImperial AcademyR29, R30, R33, R36, R36University[5/5]
Tzaltec EmpireTzalteclanXiutlatokalisR36, R36, R37, R38, R38[5/5]
Tzaltec EmpireTzalteclanTower PerilousR40, R40[2/2]
Union of Radurjic RepublicsQarimosGranariesR4, R5Infrastructure[2/2]
Union of Radurjic RepublicsRaanekaGolden Statue of BerundaR6, R7Monument[2/2]
Union of Radurjic RepublicsQarimosSpirit ShrinesR17, R18Shrine[2/2]
Union of Radurjic RepublicsAyavaAncestor ShrinesR17, R19Shrine[2/2]
Union of Radurjic RepublicsRaanekaRaaneki StadiumR6, R7, R8, R9, R10Stadium[5/5]
Union of Radurjic RepublicsRaanekaRoyal Palace of BanderR12, R13, R14, R15, R16Palace[5/5]
Union of Radurjic RepublicsAyavaIllumination RefinementR15, R16, R17, R18, R19[5/5]
Union of Radurjic RepublicsRaanekaEastern FloorR27, R27*, R27*, R27*, R27*[5/5]
Union of Radurjic RepublicsWoodwindEnclave of ExistanceR8, R10, R20, R21, R40University[5/5]
Union of Radurjic RepublicsGenivanaRadurjic Codex ExpansionR10, R11Book[2/2]
Union of Radurjic RepublicsNyrothSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsGrizzlandSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsHrathan - TuorSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsGenivanaSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsWoodwindSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsAlorenSchool SystemR14, R15Public School[2/2]
Union of Radurjic RepublicsK’braashriixSchool SystemR19, R20Public School[2/2]
Union of Radurjic RepublicsWoodwindGood RoadsR27, R27*Road[2/2]
Union of Radurjic RepublicsHrathan-TuorGood RoadsR27, R28Road[2/2]
Union of Radurjic RepublicsGenivanaGood RoadsR29, R29*Road[2/2]
Union of Radurjic RepublicsGenivanaRadurjic CodexR2, R3, R4, R6, R7Book[5/5]
Union of Radurjic RepublicsWoodwindRepublican SenateR6, R8, R9, R10, R11Governance[5/5]
Union of Radurjic RepublicsGrizzlandWestern Grand Coalition PortR12, R12*, R13, R14, R14*City[5/5]
Union of Radurjic RepublicsGrizzlandIntercontinental Canal (West)R10, R14, R14*, R14*, R15Canal[5/5]
Union of Radurjic RepublicsAlorenMonetary SystemR14, R15, R15*, R16, R17Currency[5/5]
Union of Radurjic RepublicsGenivanaGrand Radurjic TempleR13, R14, R16, R17, R18Temple[5/5]
Union of Radurjic RepublicsNyrothShintouite FortsR16, R17, R18, R18*, R19Fortification[5/5]
Union of Radurjic RepublicsGrizzlandAmber StadiumR19, R20, R20*, R21, R21*Stadium[5/5]
Union of Radurjic RepublicsGenivanaAsnaoga CollegeR21, R22, R22*, R22*, R23University[5/5]
Union of Radurjic RepublicsK’braashriixOpera House & Musical AcademyR23, R23*, R24, R24*, R24*University[5/5]
Union of Radurjic RepublicsGrizzlandShintouite FortsR19, R20, R23, R24, R24*Fortification[5/5]
Union of Radurjic RepublicsAlorenShintouite FortsR25, R25*, R25*, R25*, R26Fortification[5/5]
Union of Radurjic RepublicsGenivanaShintouite FortsR26, R26*, R27, R27*, R28Fortification[5/5]
Union of Radurjic RepublicsGrizzlandIntercontinental Canal (West) RefurbishmentR27, R28, R28*, R28*, R29, R29*Canal[6/5]
Union of Radurjic RepublicsAlorenLaw SystemR20, R20*, R20*, R30, R30*Law[5/5]
Union of Radurjic RepublicsAlorenGreat RoadR23, R23*, R24, R24*, R30Road[5/5]
Union of Radurjic RepublicsUnion of Radurjic RepublicsProvincial CourthousesR17, R18, R30, R30*, R30*Infrastructure[5/5]
Union of Radurjic RepublicsHrathan-TuorShintouite FortsR28, R29, R30, R30*, R32Fortification[5/5]
Union of Radurjic RepublicsUnion of Radurjic RepublicsPublic SchoolsR29, R29*, R30, R30*, R32Public School[5/5]
Union of Radurjic RepublicsRaanekaPublic SchoolsR34, R34Public School[2/2]
Union of Radurjic RepublicsRaanekaGood RoadsR3, R34Road[2/2]
Union of Radurjic RepublicsAyavaPublic SchoolsR35, R35Public School[2/2]
Union of Radurjic RepublicsQarimosPublic SchoolsR35, R35Public School[2/2]
Union of Radurjic RepublicsK'braashTrain SystemR35, R37Trains[2/2]
Union of Radurjic RepublicsHrathan-TuorTrain SystemR37, R38Trains[2/2]
Union of Radurjic RepublicsAlorenTrain SystemR37, R38Trains[2/2]
Union of Radurjic RepublicsWoodwindTrain SystemR38, R38Trains[2/2]
Union of Radurjic RepublicsNyrothTrain SystemR38, R38Trains[2/2]
Union of Radurjic RepublicsGrizzlandTrain SystemR39, R39Trains[2/2]
Union of Radurjic RepublicsRaanekaTrain SystemR39, R39Trains[2/2]
Union of Radurjic RepublicsQarimosTrain SystemR39, R39Trains[2/2]
Union of Radurjic RepublicsRaanekaShintouite FortsR34, R35, R36, R36, R40Fortification[5/5]
Union of Radurjic RepublicsAyavaTrain SystemR40, R40Trains[2/2]
Union of Radurjic RepublicsGenivanaCodex CodificationR37, R40[2/2]
Union of Radurjic RepublicsUnion of Radurjic RepublicsShrine RefurbishmentR37, R37, R38, R39, R40Shrine[5/5]
Union of Radurjic RepublicsQarimosGood RoadsR36, R41Road[2/2]

QuintonBeck
2015-05-11, 11:08 PM
Projects and Great Projects Post 2/2

Updated End of Round 41

Unfinished Projects and Great Projects

KingdomRegionProjectRoundsNotesCompletion
Alydaxan DominionSolusSolus CanalR25, R25*, R25*Canal[3/5]
Alydaxan DominionAlydaxisStudy of LizardfolkR27Book[1/2]
Alzeroth CollectiveAlzerothFortification of AlzerothR22Fortification[1/5]
An NádurKathuan TribesWild EmpathyR34[1/5]
An NádurKathuan TribesAdvanced Learning ClanR37University[1/5]
Banished Kingdom of KelldriaKelldriaLaw CodeR40Law[1/2]
Caercian ConsortiumWyrmarShintouite FortsR17, R18Fortification[2/5]
Caercian ConsortiumPuerto MelizinePuerto MelizineR39, R39, R40City[3/5]
Chivalric Republic of Free CitiesBastetGarden City of RequiemR40, R41, R41City[3/5]
Chivalric Republic of Free CitiesChivalric RepublicEducation ReformR41School System[1/2]
Faedas FreeholdTekorvaTome of MetallurgyR3, R20, R41Book[3/5]
Faedas FreeholdEyrecradiaShintouite FortificationR5, R6, R7, R41Fortification[4/5]
Faedas FreeholdTekorvaGreat TempleR8Temple[1/5]
Faedas FreeholdEyrecradiaNorth Elven AcademyR40, R41University[2/5]
FeraHaljaFortification of HaljaR14Fortification[1/5]
FeraHaljaHalja to Neo Scandza Tunnel Plus!R17, R18Road[2/5]
FeraLLCFjarskad AmpitheatreR41, R41, R41, R41Stadium[4/5]
Glazfell HegemonyGlazfellLaw SystemR26, R27, R40Law[3/5]
Glazfell HegemonyGlazfellModernize RoadsR30, R30*, R41Road[3/5]
Grand Duchy of PavoniaPavoniaGrove City CollegeR31, R32, R33, R38University[4/5]
Grand Duchy of PavoniaPavoniaCoastal FortsR33Fortification[1/5]
Grand Duchy of PavoniaPavoniaSygaldric LoreR20[1/5]
Great Sharixian RepublicValasharixTemple PyramidR38Temple[1/2]
Great Sharixian RepublicValasharixSharix FoundryR40[1/2]
Great Sharixian RepublicKakowakulaRed CanalR41, R41Canal[2/5]
Guilderene ExpanseMaosGovernment SystemR29[1/2]
Guilderene ExpanseGuilderReligious EmbassiesR14[1/2]
Guilderene ExpanseGuilderTechnical Institute for Magical StudiesR35, R35, R36University[3/5]
Guilderene ExpanseRannaraSolar Ray TowersR41Fortification[1/5]
Holy Kingdom of CalorumWenyavukIce Sailing RecoveryR25, R26, R27[3/5]
Holy Kingdom of CalorumGunungRoad RedistributionR3Road[1/2]
Holy Kingdom of CalorumGunungZeppelin InfrastructureR15, R18, R22Infrastructure[3/5]
Holy Kingdom of CalorumGunungFortification of GunungR17, R18, R22Fortification[3/5]
Holy Kingdom of CalorumCalorumRegional LibrariesR26[1/5]
Holy Kingdom of CalorumCalorumFood DistributionR32Infrastructure[1/2]
Holy Kingdom of SyciaSyciaDisaster Relief SheltersR36, R38, R39, R40[4/5]
Holy Kingdom of SyciaHoly StatesBlood of Yphinne InvestigationR41[1/2]
KemuliaanKemuliaanChivalric Republic EmbassyR38Embassy[1/2]
Kingdom of AsheniaLacertiaGreat TempleR6, R7Temple[2/5]
Kingdom of AsheniaAsheniaTemple of Carasan ReconstructionR19Temple[1/5]
Kingdom of CeleroRì ChūgǎngMedical AcademyR20, R22,R36, R37University[4/5]
Kingdom of CeleroRì ChūgǎngFortification of Rì ChūgǎngR21Fortification[1/5]
Kingdom of CeleroDong Bu DosiUniversity of Dong Bue DosiR35University[1/5]
Kingdom of CeleroZiben YongCapital of CeleroR36, R37, R38, R40Capital[4/5]
Kingdom of FaelthalasFaelthalasGradthos CastleR36, R36, R36, R37[4/5]
Kingdom of HuroshaPryoniaTemple of the Burning HeartR23Temple[1/5]
Kingdom of HuroshaPryoniaGreat RoadsR11, R13, R14Road[3/5]
Kingdom of HuroshaPryoniaLord of Fire TemplesR13Temple[1/5]
Kingdom of HuroshaZargirmZargrim to Tekorva HovertrainR14, R18, R19, R19*Road[4/5]
Kingdom of HuroshaZargrimPublic SchoolsR15Public School[1/5]
Kingdom of HuroshaKasumorGiant Airship cannonsR25, R26Legal?
Kingdom of NovraniaNovraniaFortified KeepsR25Fortification[1/2]
Kingdom of NovraniaNovraniaShrine to Panshen and KinaR38Shrine[1/2]
Kingdom of SerendelGrmanhilPort City of HivedricR14, R14*, R16City[3/5]
Kingdom of SerendelBorlmynIrrigationR16Infrastructure[1/2]
Kingdom of North LyradisLyradisPublic SchoolR29, R38, R39Public School[3/5]
Kingdom of SerendelRequiemShintouite FortsR31Fortification[1/5]
Kingdom of StolokPlanninfragStoryteller’s CircleR27, R30, R34, R34[4/5]
Kingdom of StolokAnaviaStatue of Despot MaraatR39[1/2]
Kingdom of the Silver MoonBordeuxGreat RoadsR2, R3Road[2/5]
Kingdom of the Silver MoonBordeuxMedical AcademyR5University[1/5]
Kingdom of the Silver MoonBorduexPublic SchoolsR16, R17, R18Public School[3/5]
Kingdom of the Silver MoonBordeuxAlicean CodeR19, R36, R37, R40Law[4/5]
Kingdom of the Silver MoonMalkavanNiskan CanalR24, R25, R25*, R25*Canal[4/5]
Kingdom of the Silver MoonIndicaPublic SchoolsR37Public School[1/5]
Kingdom of the Silver MoonErrelosePublic SchoolsR37Public School[1/5]
Kingdom of the Silver MoonValterreGreat RoadsR39Road[1/5]
Kingdom of TrandarTrandarGreat Wall RoadR36Great Road[1/5]
New CrimaCrimaUniversity of Ryazen BayR21, R22, R24, R25University[4/5]
New CrimaCrimaCreestone PalaceR21Palace[1/5]
New CrimaCridanInfrastructureR37, R37, R39Infrastructure[3/5]
NixdarumAbyssian SeaGrand TempleR24Temple[1/5]
Salterri HeartlandsAus-teireCity of Aus-teire ExpansionR22City[1/5]
Salterri HeartlandsPontensulaeMount Gromm StadiumR27, R28, R29Stadium[3/5]
Salterri HeartlandsDarsiaNanguang Trade Port CityR36City[1/2]
Salterri HeartlandsMapuilliNanguang ConsulateR36Embassy[1/2]
Seaborne ConfederationGalomyrUniversity of LahaiR18, R20, R22, R24University[4/5]
Sovereign Principality of NiskoviaKaspiyskiyaStadion VaniR34, R34, R35, R35Stadium[4/5]
Sovereign Principality of NiskoviaValeriyaTrain SystemR41Trains[1/2]
Sovereign Principality of NiskoviaSerdtsezimiyaTrain SystemR41Trains[1/2]
Sovereign Principality of NiskoviaTekoshkiyaTrain SystemR41Trains[1/2]
Sulvan's PrimarchySulvan’s FuryUnderwayR2Road[1/5]
TrandarTrandarAcademy of the ArtsR41University[1/5]
Tzaltec EmpireMaztpoalaShintouite FortsR31Fortification[1/5]
Tzaltec EmpireTzalteclanSchool SystemR40, R41, R41, R41School System[4/5]
Union of Radurjic RepublicsQarimosShintouite FortsR34Fortification[1/5]
Union of Radurjic RepublicsGenivanaOsuro StudyR32, R34, R35, R36[4/5]
Union of Radurjic RepublicsAlorenMinistry of Mentality in Miji MkuuR35, R35, R41[3/5]
Union of Radurjic RepublicsUnion of Radurjic RepublicsGrand National MapR35, R36[2/5]
Union of Radurjic RepublicsAyavaShintouite FortsR36, R40, R40, R40Fortification[4/5]
Union of Radurjic RepublicsGenivanaCodex ExpansionR36, R37, R38, R39[3/5]
Union of Radurjic RepublicsWoodwindSyana Ignato National Defense AcademyR41University[1/5]
Voreal KingdomIssedoniaVoreanstopleR41City[1/5]
Voreal KingdomIssedoniaCryomancer AcademyR41University[1/5]

QuintonBeck
2015-05-12, 11:12 AM
Reserved for when these stupid tables need more posts.

QuintonBeck
2015-05-12, 11:14 AM
And again, this time with feeling

Rain Dragon
2015-05-12, 11:44 AM
Military Tables

Military Tables

Updated through Round Open for 47


Region Caps - Regions may not exceed 10,000 within Capital Regions or 5,000 in Auxiliary Regions


#Region NameCountryCapital/AuxiliaryLandNavalAerialAquatic
N-2AEverburning HordeEverburning HordeCapital10000
N-20AKnights' HearthEverburning HordeAuxiliary2000
N-32TuvaakTuvaakCapital10000
N-45AYphine's HandWarriors of SyivineCapital6000
N-P8Yphine's FistWarriors of SyivineAuxiliaryD64000
N-64ATi KathuanAn NádurCapital5010
N-63BTi SaethylAn NádurAuxiliary0020
N-63ATi Zal-VeroshemAn NádurAuxiliary2000
N-65ATi Faoi ThalamhAn NádurAuxiliary2000
N-P7Ancient CovenAncient CovenCapital6000
Ancient CovenAuxiliary0000
P1MictlanpaKingdom of CalorumAuxiliary5000
P2WenyavukKingdom of CalorumAuxiliary4000
P3KrepidaKingdom of CalorumAuxiliary3000
P4Voreal KingdomAuxiliary5000
P5Voreal KingdomAuxiliary5000
P6KuldranKingdom of KuldranCapital10000
P7Zhido KretoriaZhido KretoriaCapital5000
P8TleticaKingdom of CalorumAuxiliary0000
P9Banished Kingdom of KelldriaAuxiliary2000
P10Banished Kingdom of KelldriaAuxiliary0000
P16HivernKingdom of the IslesAuxiliary5000
U1Abyssian SeaAbyssian CollectiveCapital0005
U2Abyssian CollectiveAuxiliary0005
U4Challenger DepthsAbyssian CollectiveAuxiliary0004
U6Abyssian CollectiveAuxiliary0005
U11CuanHurosha EmpireAuxiliary0003
U12The Abyss of CorriachHurosha EmpireAuxiliary0001
U13ScálaísceirGlowing TidesAuxiliary0000
U14Cephalo'DiGlowing TidesCapital0203
U15Glowing TidesAuxiliary0003
U16BarathrumPraeclarusAuxiliary0001
U17MagariaPraeclarusAuxiliary0001
U21RaptureGuilderene ExpanseAuxiliary0000
U25Guilderene ExpanseAuxiliary0003
U27The Holy Kingdom of SyciaAuxiliary0002
U31PraeclarusPraeclarusCapital0001
U32Vagas LittusPraeclarusAuxiliary0001
U33Belua BayPraeclarusAuxiliary0002
1GunungKingdom of CalorumAuxiliary5000
2ACeleroKingdom of CeleroCapital1100
2BBereginiaKingdom of CeleroAuxiliary5000
3NyrothHurosha EmpireAuxiliary0000
4AKasumorHurosha EmpireCapital0160
4BShikuraiHurosha EmpireAuxiliary4000
5AThe HeartwasteFaedas FreeholdCapital8000
5BEyrecradiaFaedas FreeholdAuxiliary4000
6WoodwindHurosha EmpireAuxiliary0000
7ACalorumKingdom of CalorumCapital3070
7BGwrîstînHurosha EmpireAuxiliary4000
8AAlorenCapital0000
8BK'BraashrixAuxiliary0000
9GenivanaGlowing TidesAuxiliary3200
10Hratha-TuorGlowing TidesAuxiliary2210
11ARaanekaKingdom of SerendelAuxiliary0000
11BAyavaRazdisAuxiliary2000
12AQarimosKingdom of SerendelAuxiliary0000
13ALyradisKingdom of SerendelCapital5000
13BRazdisRazdisCapital9000
14AGuilderGuilderene ExpanseAuxiliary2210
14BElbarazRazdisAuxiliary5000
15AZargrimHurosha EmpireAuxiliary2030
15BKeldagrimFaedas FreeholdAuxiliary4000
16APryoniaHurosha EmpireAuxiliary5000
16BGalie-NoiretFaedas FreeholdAuxiliary5000
17ATekorvaFaedas FreeholdAuxiliary5000
17BYorukuniFaedas FreeholdAuxiliary4000
18ASympolemouKingdom of the Iron DoctrineCapital7000
18BAimplachKingdom of the Iron DoctrineAuxiliary3000
19Domhan AbhaileFaedas FreeholdAuxiliary1400
20ABordeuxSulvan PrimarchyAuxiliary3000
20BArchosSulvan PrimarchyAuxiliary4000
21ASulvan PrimarchySulvan PrimarchyCapital8000
21BSulvan's DeepSulvan PrimarchyAuxiliary3000
22AsheniaKingdom of AsheniaCapital2050
S23CrimaThe Tyranny of New CrimaCapital0401
24TarSeaborne ConfederationAuxiliary3020
25The Jewelled CitiesSeaborne ConfederationAuxiliary1220
26ShengdiSalterri HeartlandsAuxiliary1220
27Scla`CaImperial Alydaxian DominionAuxiliary2100
28HazariaKingdom of AsheniaAuxiliary4000
29AlydaxisImperial Alydaxian DominionCapital7000
30GrizzlandAuxiliary0000
31GrmanhilKingdom of SerendelAuxiliary2001
32SelyraKingdom of SerendelCapital2260
33ABraciaSalterri HeartlandsAuxiliary3010
33BLanderkunstKingdom of MularuhmAuxiliary4000
34ABor-TeireSalterri HeartlandsAuxiliary3020
34BGraberlockKingdom of MularuhmAuxiliary4000
35Sal-teireSalterri HeartlandsAuxiliary3020
36Aus-TeireSalterri HeartlandsCapital4240
37PontensulaeSalterri HeartlandsAuxiliary1200
38PenoccidentSalterri HeartlandsAuxiliary1300
39PropinlongeSeaborne ConfederationAuxiliary3020
40SolusImperial Alydaxian DominionAuxiliary2120
41GlirfreyGlirfrey ProvinceCapital1000
42Arix`LaImperial Alydaxian DominionAuxiliary4000
43Angan AngvaleKingdom of AsheniaAuxiliary4000
44KyaralathKingdom of AsheniaAuxiliary2010
45ALacertiaKingdom of AsheniaAuxiliary1000
45BAscelaineKingdom of AsheniaAuxiliary0000
46IntepeuhKingdom of AsheniaAuxiliary2010
47AThe Niskovian SteppeThe Sovereign Principality of NiskoviaAuxiliary4030
47BHaljaFeraAuxiliary3000
48KarintiyaThe Sovereign Principality of NiskoviaAuxiliary0020
49ErrelosseEmpire of the Silver MoonAuxiliary3000
50SyciaThe Holy Kingdom of SyciaCapital0030
51FelitoraThe Holy Kingdom of SyciaAuxiliary0030
52DrugaudGlazfelli HegemonyAuxiliary2300
53RannaraGuilderene ExpanseAuxiliary3010
54Maos ColonyGuilderene ExpanseCapital2220
55Sahra'aGlazfelli HegemonyAuxiliary5000
56SkarvalGlazfelli HegemonyAuxiliary2030
57Frosskov ExpanseGlazfelli HegemonyAuxiliary3020
58EstglazGlazfelli HegemonyAuxiliary3020
59GlazfellGlazfelli HegemonyCapital4050
60BorlmynKingdom of SerendelAuxiliary0301
61ARequiemKingdom of SerendelAuxiliary3000
61BTriumphRazdisAuxiliary5000
62AJarrlandKingdom of the Carmine SeaCapital7110
62BAsterithKingdom of MularuhmAuxiliary4000
63ADiscordiaKingdom of the Carmine SeaAuxiliary3000
63BGalardothKingdom of MularuhmAuxiliary4000
64AVennlandKingdom of the Carmine SeaAuxiliary1020
64BMularuhmKingdom of MularuhmCapital6000
65AMinotronCaercian ConsortiumAuxiliary4000
65BMeiterdonKingdom of MularuhmAuxiliary4000
66WyrmarCaercian ConsortiumAuxiliary3000
67Palas CaerciaCaercian ConsortiumCapital7000
68APavoniaThe Grand Duchy of PavoniaCapital9000
68BNoroghKingdom of MularuhmAuxiliary4000
69AFarridonKingdom of the Carmine SeaAuxiliary0020
69BThe RiderockKingdom of MularuhmAuxiliary5000
70ValterreEmpire of the Silver MoonCapital7200
71MalkavanEmpire of the Silver MoonAuxiliary0000
72EscularanEmpire of the Silver MoonAuxiliary2000
73MaurAsh-Kingdom of MaurCapital00100
74KaspiyskiyaThe Sovereign Principality of NiskoviaAuxiliary0100
75FræzeidFeraCapital2020
76ANeo ScandzaFeraAuxiliary0010
76BZenteFeraAuxiliary2000
77ValeriyaThe Sovereign Principality of NiskoviaAuxiliary0040
78VythauFeraAuxiliary0010
79HleibjanFeraAuxiliary0020
80Voreal KingdomAuxiliary5000
81Voreal KingdomCapital10000
82HaiwasteKingdom of StolokAuxiliary3010
83AAhmeskharrasBluefire PrincipalityCapital5000
83BBluefire PrincipalityAuxiliary1000
84MaztpoalaTzaltec EmpireAuxiliary1000
85AmocuallanTzaltec EmpireAuxiliary3000
86TzalteclanTzaltec EmpireCapital4000
87ElomaoliTzaltec EmpireAuxiliary1100
88NiemidalandNiemada LegacyCapital5300
89MeimandaNiemada LegacyAuxiliary1300
90GalomyrSeaborne ConfederationCapital0360
91Bloomewald IslesSeaborne ConfederationAuxiliary0200
92BjurnjaCaercian ConsortiumAuxiliary2000
93SterkelvCaercian ConsortiumAuxiliary0220
94CridanAuxiliary4000
95The Thousand ValesAuxiliary1000
96PromiseCaercian ConsortiumAuxiliary3000
97MiskatonAuxiliary3000
98VantalaanAuxiliary5000
99FaelthalasThe Kingdom of FaelthalasAuxiliary4000
100The Thumping PlainsMETALAuxiliary5000
101NanacatlonTzaltec EmpireAuxiliary1000
102AxiquahitlTzaltec EmpireAuxiliary1000
103KeystoneMETALAuxiliary5000
104OztotlaTzaltec EmpireAuxiliary1000
105AKapitalMETALCapital5000
105BBluefire PrincipalityAuxiliary0000
106NezetkharrusTzaltec EmpireAuxiliary2000
107AWest KapMETALAuxiliary5000
107BBluefire PrincipalityAuxiliary0000
108PlaninfragKingdom of StolokCapital10000
109AnaviaKingdom of StolokAuxiliary4000
110KseverumestiaThe Sovereign Principality of NiskoviaAuxiliary5000
111TekoshkiyaThe Sovereign Principality of NiskoviaAuxiliary4010
112SerdtsezimiyaThe Sovereign Principality of NiskoviaAuxiliary5000
113CantrothDel'Taihn ProvincesCapital9000
114RavusiaDel'Taihn ProvincesAuxiliary1000
115DinariiAsh-Kingdom of MaurAuxiliary0000
117Voreal KingdomAuxiliary5000
119Kingdom of StolokAuxiliary4000
120Isles of TepetlKingdom of the IslesAuxiliary1200
121SangleaKingdom of the IslesAuxiliary2100
122The Broken EnclaveKingdom of the IslesCapital3200
123ColdwellKingdom of the IslesAuxiliary3200
124TempestiaKingdom of the Carmine SeaAuxiliary1010
125TrinacriaKingdom of the Carmine SeaAuxiliary2000
126TuhilandKingdom of the Carmine SeaAuxiliary1200
127PromiseThe Grand Duchy of PavoniaAuxiliary4000
128TumelandKingdom of the Carmine SeaAuxiliary8000
129Banished Kingdom of KelldriaCapital8000
130Sea of GlassSeaborne ConfederationAuxiliary1210
131NovraniaKingdom of NovraniaCapital1100
132IndicaEmpire of the Silver MoonAuxiliary4000
133Rì ChūgǎngKingdom of CeleroAuxiliary4010
134Nan Hai NianKingdom of CeleroAuxiliary2030
135Dong Bu DosiKingdom of CeleroAuxiliary2030
136Dong Nam DosiChivalric Republic of the United Free CiAuxiliary5000
137Nezett KarnEmpire of the Silver MoonAuxiliary2000
138Free CitiesChivaric Republic of the United Free CitCapital4000
139AAlzerothAlzeroth CollectiveCapital9010
139BHringbogaAlzeroth CollectiveAuxiliary5000
140PomequiAsh-Kingdom of MaurAuxiliary0030
141AKemuliaanKemuliaanCapital9000
141BKemuliaanAuxiliary0000
142ABastetChivalric Republic of the United Free CiAuxiliary2000
142BViegeAlzeroth CollectiveAuxiliary3000
143KanyatChivalric Republic of the United Free CiAuxiliary3000
144Telek'kra the Home TrTelk'Hazar DuriduoAuxiliary1000
145TrandarTelk'Hazar DuriduoCapital7000
146RikorsiaGreat Sharixian RepublicCapital6000
147Ziben YongKingdom of CeleroAuxiliary1220
148MaiselGreat Sharixian RepublicAuxiliary2000
151Thalmann LegacyNiemada PrefectureAuxiliary0000
152DekboardKingdom of DekboardCapital4000
153Puerto MelizineCaercian ConsortiumAuxiliary0300
154Conjelado AnilloKingdom of NovraniaAuxiliary3100
156DarsiaKingdom of NovraniaAuxiliary0000
157MapuilliKingdom of NovraniaAuxiliary0000
159Banished Kingdom of KelldriaAuxiliary0000
160Banished Kingdom of KelldriaAuxiliary1000
161RathanelNiemada LegacyCapital3100
162EsumaCaramel KingdomCapital8200
163Valasharix5000
164TriwilixNiemada LegacyAuxiliary1000
165Banished Kingdom of KelldriaAuxiliary3000
NPCBlazing TempleBlazing Temple0000
NPCSerpent's TeethSerpent's Teeth0500




List of winning Tactics



Nation
Winning Tactic
Round Introduced


Kingdom of the Iron Doctrine
Mountains
5


Salterri Heartlands
Coastal
7


Guilder
Coastal
8


UJR
Plains
9


Kingdom of Celero
Clouds
12


Empire of the Silver Moon
Forest
16


Hurosha Empire
Open Skies
18


Tzaltec Empire
Mountains
22


Glazfell Hegemony
Deserts
23


Kingdom of the Carmine Sea
Open Water
27


Caercian Consortium
Hills
27


Kingdom of Serendel
Defending Fortifications
28


Kingdom of Mularuhm
Underground Caves
32


Chivalric Republic of the United Free Cities
Storms
32


The Tyranny of New Crima
Sky
32


The Everburning Horde
Plains
33


Faedas Freeholds
Underground Caves
35


The Sovereign Principality of Niskovia
Woodlands
38


The Holy Kingdom of Sycia
Cloudy Skies
39


Kingdom of Calorum
Desert
44


The Caramel Kingdom
Coasts
44



--There will no longer be a spoilerbox of military changes for the previous round here--

TheWombatOfDoom
2015-05-13, 10:49 AM
AGENTS

If anyone has a more up to date version, please let me know!





Nation

Player

Agent Name

Base Resource/Project

Bonus

Round
Established


UJR
ImperatorV
Assassin Informant Network
Assassins
+2 on assassination checks
Keyword: Assassins
11 (http://www.giantitp.com/forums/showsinglepost.php?p=17334650&postcount=307)


Guilderene Expanse
SamBurke
Civilizing Agents
Inventors; Technical Institute
+2 on Diplomatic Colonization checks for coastal and island regions
Keyword: Civilization
12 (http://www.giantitp.com/forums/showsinglepost.php?p=17342855&postcount=313)


UJR
SnowFire
Raaneki Fellows
Scholars, Great Stadium
+2 on Investigation checks (not including scientific research)?
Keyword: Investigators
12 (http://www.giantitp.com/forums/showsinglepost.php?p=17352244&postcount=325)


Calorum
Chief
Solar Descendants
Academy of Arts
+2 to Faith checks to convert unaffiliated people
Keyword: Missionaries
12 (http://www.giantitp.com/forums/showsinglepost.php?p=17367857&postcount=331)


Kingdom of Serendel
TheWombatOfDoom
Priests of the Elemental Orders
Temple of Requiem
+2 on rolls for faith conversions outside the Kingdom of Serendel.
Keyword: Evangelist
39


Hurosha Empire
WaylanderX
Security Guards
Kasumor Academy of Culture & Prowess
+2 against technology theft.
Keyword: Guards
26


Kingdom of Ashenia
Elemental
Astrologers
Observatory at Severikand
+2 on Curiosity or Faith checks
Keyword: Astrology
13 (http://www.giantitp.com/forums/showsinglepost.php?p=17385435&postcount=350)


Kingdom of The Iron Doctrine
Tychris1
Iron Cross
Medical Academy for Combat Drugs
+2 on rolls involving use of medicine
Keyword: Medicine
14 (http://www.giantitp.com/forums/showsinglepost.php?p=17442113&postcount=381)


Kingdom of the Carmine Sea
Aedilred
Agitators
Scriveners
+2 on rolls to destabilize regions
Keyword: Disrupting Stability
15 (http://www.giantitp.com/forums/showsinglepost.php?p=17476604&postcount=398)


Fera
Rain Dragon
Leikjos
Throthjans Hailjan
+2 to rolls involving surgery
Keyword: Surgery
19


Triumvirate
QuintonBeck
Civil Engineers
Architects
+2 on population increase rolls if actions have been spent on it
Keyword: Sanitation
15 (http://www.giantitp.com/forums/showsinglepost.php?p=17476918&postcount=403)


Pavonia
ReaderAt2046
Skilled Warlords
Mercenaries
+2 on Military battle checks the ruler does not lead
Keyword: Tactical Skill
15 (http://www.giantitp.com/forums/showsinglepost.php?p=17478316&postcount=404)


Glazfell
BladeofObliviom
Shezhan Royal Academy for the Advancement of Arcane and Supernatural Studies
Scientists
+2 to rolls investigating, recovering, or interacting with magical or unnatural phenomena and artifacts.
Keyword: Gnosis
30


AQUA
lt_murgen
Privateers
Naval Academy
+2 to Combat rolls when regent is not in battle.
Keyword: Privateers
26


Sycia
HalfTangible
Knights of Marvella
Icewing Academy
+2 to combat in regions that are Majority/Sole Doctrine of Frost (+1 in regions with a minority)
Keyword: Crusaders
39


Kingdom of the Isles
PepperP.
Savants
Enclave Institute of Collegiate Mastery
Reroll any 1 roll at an event once per round.
Keyword: Events
(not currently actioned)


Kingdom of Celero
Logic
Patent Office
Enclave Institute of Collegiate Mastery
+2 Defense vs Technology theft
Keyword: Patent
19


Praeclarus
Gengy
Orator
Uncle Sky's School for Walking the Surface
Provide a +2 to rolls for Diplomatically Colonizing Underwater regions.
Keyword: Orators
39