Stuff that can count as stone for Kuniumi:
Granite (region 26)
Livestone (region 90)
Marble (region 16)
Army/Troops:
Round 18: 4 units (moos' calculations)
Round 19: 3 (made 1 units, lost 2 units)
Round 20: 4 (Coup accepted, now have 4 units)
Round 21-28: 5 (made 1 units, gained 2 units, lost 2 units)
Round 29: 6 (made 1 unit)
Round 30: 5 (lost 1 unit; says 2, but Role insists it's just the 1)
Round 31-35: 3 (lost 2 units)
Spoiler: Technology
Show
Acquired/Created links:
http://www.giantitp.com/forums/shows...&postcount=631
http://www.giantitp.com/forums/shows...&postcount=422
http://www.giantitp.com/forums/shows...&postcount=291
http://www.giantitp.com/forums/shows...&postcount=694
http://www.giantitp.com/forums/shows...&postcount=708
http://www.giantitp.com/forums/shows...&postcount=726
http://www.giantitp.com/forums/shows...&postcount=789
Name |
Effect |
Resource Req |
Slot |
Arunca's Offensive |
Allows the attacker to be considered the defender |
Tactics Roll |
Tactic |
Backline Sabotage |
Pick a singular realm/player, and spend an intrigue action. (opposed by target realm's intrigue) The target realm suffers size losses based on how many units their entire army consists of, as if the entirety of the realms' army marched as a single force. Techs to reduce size losses can affect this. These losses are rolled and treated as occurring after all battles in the round. Can only affect the same realm once per round. // Can be used in the Sabotage slot to cause an extra distance loss. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had. |
Saphroxin // Saphroxin, Poison/Drug, Muddy Camoflauge |
Sabotage |
Bani Bowls |
Reduces combat losses by 1 if two or more losses occur // Reduces losses by 1 (does not stack) |
Bani // Bani, Cloth, Alcohol, Wood, |
Drugs, Medicine, Blessings |
Camel Cavalry |
+1 to battles |
Camels or Bhreshi Hounds or Horses |
Cavalry |
Decentralized Authority |
+1 to one chosen new ruler stat // +1 to two chosen new ruler stats; |
writing materials // writing materials, stone, and scholarly artifacts |
N/A |
Dwarven Fortifications |
+1 defense, additional +1 in fortified regions, // -1 size loss |
Stone // Stone, 2 food, Preservative |
Fortifications, Sappers, Siege Weaponry |
Enchanted Arrows |
+1 to battle rolls // or +1 to enemy loss rolls |
Magical Wood // Magical Wood, Bani, Cloth |
Ranged Weapons |
Expanded Holds |
+1 to buyouts // -1 distance loss roll |
Ships // Ships, Precious Metals, Preservative, and Food |
Logistics |
Feth Dens |
Allows sowing unrest TN 14, resisted by Dip and Intrigue // Two levels of unrest |
Drugs // Drugs, Labor, Spices, Precious Minerals |
N/A |
Headhunting |
Halves enemy general bonus, kills the general |
Usable I5 |
Tactics |
Himitsu |
+1 to resist investigation actions |
Writing Materials |
N/A |
Magi-blessed scrolls |
+1 Defense // +2 Tactics Roll |
Writing Materials // Magic Powder, Lumber, Scholarly Artifact |
Divination |
Mass Conscription |
5th+ recruit unit actions count double // 4th+ actions count double |
Food // Food, 2 Labor, Preservative |
N/A |
Prayer Seals |
+2 to leader loss rolls // +1 in battles lead by a General or Primary Leader |
Enku // 2 Writing Materials and 2 sources of magic |
Armor/Wards |
Privacy Tapestries |
+1 to curry favor // +1 to secret action rolls |
Cloth // Cloth, Magical Powder, Gemstone, Himitsu Tech |
N/A |
Smuggler Networks |
+1 to one Intrigue action per round (does not stack) // -1 distance loss along coastal routes |
Navigators // Navigators, Gems, Alcohol, Medicinal Herbs |
Stealth, Sabotage, and Traps |
Spymaster |
Allows creation of a spymaster with I5 |
Precious Minerals, established espionage group |
N/A |
Standardized Fortifications |
Fortification GP takes 3 actions instead of 5 // +1 defense |
Stone // 3 stone |
Fortifications, Sappers, and Siege Weaponry |
Spoiler: Diplomatic Deals
Show
League of White Sails
Do not interfere with colonies in exchange for rice from the League
Serene Marasa Pride
Obtain agreement from SMP to support buyout of silver
Convert in Region 80 in exchange for keeping territory closed
Karysite Hegemony
Convert in region 49
Whatever Randoman is calling himself now
Supported buyout of Shadow Flax
Spoiler: Treaty of Shadow and Sand
Show
The Treaty of Shadow and Sand
Signatories: Regno, Kunai, SMP
Section 1
- This treaty will be in effect for a period of [5 rounds] beginning [round 31, so it ends round 36].
- No act of war will be undertaken directly during this time, including raiding and pillaging.
- All casus belli relating to the conflict this treaty is ending (including with non-signatory powers such as Varjik and Jintha) are hereby rendered null and void.
- All technologies shared as a result of this treaty shall remain untradeable (even to vassals) until the treaty expires. (so round 36)
Section 2
- The Serene Marasa Pride's responsibilities are as follows:
Umbie and the Azure Coast will return to the control of the Kunai Clans.
The Pride will accept the autonomy of other powers to associate with whom they please (save those that are already under the Pride's direct jurisdiction, such as the Riebarri) [This is mostly to account for regular NPCs within asmo's regions]
The God-King Sinja will relinquish his position of power to his next heir or equivalent for the SMP's system of government
All Rakshasa and other SMP forces will vacate the Clanlands as soon as they are able.
No further Kunai will be fed to the Spellfather.
The Serene Marasa Pride will share knowledge of the Gigastrax Javelins with the Regno Sultanate
Section 3
- The Kunai Clans responsibilities are as follows:
The current Alpha of the Mure Clan will relinquish his position of power to his next heir or equivalent for his system of government.
The Kunai will support the SMP's buyout of the Clan's sources of Iron, Bysthian Horses, and True Name Parchment.
All Kunai and other Clanlands forces will vacate the Pridelands as soon as they are able (save the Tora Clan)
Section 4
- The Regno Sultanate's responsibilities are as follows:
Regno will accept the Kunai Clan's autonomy and freedom to associate with whomever they please
Regno will share the knowledge of Decentralized Authority, Mass Recruitment, Precision Weights, and Elemental Catapults with the SMP.
Spoiler: Amended Derokar Agreement
Show
- The Kunai clans will enter the protection of Varjik (aka New Avakonia) as a vassal state, who will protect them from outside threats in exchange for their loyalty in matters of diplomacy, intrigue and military action.
- Derokar will be ceded to the Kunai Clans and Varjik will relinquish their claim upon them so long as the Kunai remain a vassal state.
- All technological innovations known by Varjik will be shared with the Kunai and vice versa. However, agreements restricting the trade of such technologies outside of the Avakonian Empire will be respected.
- All resources not owned directly by the Kingdom of Varjik or the Kunai, or promised to other realms in trade agreements, are automatically given permission when considering buyout possibility.
- The Kunai Clans will maintain their independence in terms of government, economics, diplomacy, and faith, and may expand their influence to new lands freely or remain as isolated as they please.
- When the reigning ruler of Varjik of the Kren Dynasty calls the Kunai to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
- At the earliest possible convenience an embassy will be established between the Clans and Varjik.
- Should any issue come up in regards to the duty of vassal or liege, Varjik and the Kunai will meet to discuss potential changes. If no solution can be found within [3 rounds], Varjik or the Kunai may voluntarily end this agreement.
Spoiler: Relics, Projects, CIs, Miracles, etc
Show
[Military 5 - General - Right Hand - Roll (10)]: Yasei's personal hawk is such a massive morale boost to the warriors of the Yasei Clan that she often goes into battle without her master. Some whisper she actually does a better job than Yasei.
General From My Coup: Beta (Mil9)
[Military 5 - General - Shogun - Roll (8)]: Shogun, like most Kunai Names, is more akin to a title than an actual name. Shogun is the name given to the Amidasu's greatest expert on war and battle tactics. However, in an unprecedented move, the title is not given to one from Kuniumi; it is given to one of the warriors of Les Alpes; Vital de Bayuex is entrusted with some of the greatest secrets of the Amidasu's methods of warfare.
It's becoming clearer and clearer to the Kunai that war with the Pride may be inevitable. Mure and Amidasu hope that the new Shogun's upbringing among the Chateaus of Les Alpes will provide him an edge in battle.
[Diplomacy 5 - Cultural Identity - The Satsujin - Secret Actions]: The Satsujin are a secretive clan composed almost entirely of Wordsmiths. They do their best work in the dark, hiding from prying eyes. Some might call it cowardly, but not openly. At least not for long.
[Military 5 - Military Specialization - Yasei Clan (Fighting in Regions w/ 2 Honmyo Centers)]: The Yasei Clan is the most zealous and militaristic of the clans. They will protect the faithful wherever they are found, for that is their mission.
[Faith 10 - Organize Religion (Honmyo)]:
"Words will always retain their power."
5 Centers: +1 to secret actions
15 Centers: -2 to enemy leader loss rolls
Most Centers: +1 to random ruler attribute
[Faith 5 - Artifact - Magatama - +2 to stabilizations in lands w/3 or more Centers/Orders of the state religion]: This ancient emerald jewel, shaped similarly to a curved teardrop, bears a name whose very utterance speaks of unity and togetherness in times of strife. Its symbolic value - especially to those who practice Honmyo - cannot be underestimated.
In addition, the gem was enchanted by the ancient dragon known as the Father of Silence. The bearer of the jewel is caught in a fire that does not burn their flesh, but still feels as if the user has been set on fire. On the plus side, this has made it nigh impossible to create a fake of the jewel.
Given to the Shushan
[Diplomacy - Org Base - Shushan Clan - Kuniumi (54) - 3/3 (Round 24)]
[Diplomacy 10 - Great Kingdom - The Clanlands (Round 25)]:
Abandoned Idol: When the Idol is on the battlefield both armies roll 1d5 to determine their losses before the battle starts. Each side gets a bonus to that army's rolls based on how many units they lose (not sure if this is just battle losses or if it includes size losses as well). This bonus applies to all of that army's battles for the rest of the round.
(The units are still lost at the end of the battle)
Nameless Totem: ???
Faceless Effigy: ???
[Military - Great Project - Standardized Fortifications (Kuniumi) - Round 34]
Spoiler: Relevant birthdays
Show
196 - Myrah, daughter of Amerah and Tensar (heterochromia - left green and right brown)
199 - Kara, daughter of Amerah and Tensar (strong child, rust red hair)
203 - Shiai, daughter of Amerah and Tensar
205 - daughter of Amerah and Tensar
207 - son of Amerah and Tensar
Clans:
Shushan
Clan (
Ruler)
Appointed as regional governors (daimyo) when Dejan originally conquered the region. Posses most legitimate claim to the region, legally speaking, as well as the most detailed historical record. Experts in court intrigue and assassination. Avakonia loyalists, currently in exile from Kuniumi
Tensar
(Gwitna name - 'tense'): Merchants and traders. Exceptional in dealing with pirates and raiders without a fight. Broke off from the Shushan Clan, relatively new.
Chojo Clan (
Butterfly)
All-female. More open to foreign influence than other clans. Males born to them are quickly cast out, usually to the Satsujin, Amidasu or to the original father. Specialize in genuine diplomacy and social stealth (appearing harmless and/or exercising authority they do not truly have).
Yasei (Wild) Uragirimono (Traitor)
Makes heavy use of animals and elements found in the wild. Members often bond with one particular animal companion for life. Greatest scouts, have a reputation for brutality and individual strength. They are also heavily religious.
Mure
(Pack): Formed from the Yasei Clan in opposition to Yasei's policies of brutality and bloodshed. Value interdependence and competition, on a personal as well as the group level. Bond to animals in a similar way to the Yasei, but many will bond with multiple animals, forming a 'pack' with the Kunai as the alpha. Also form packs among other Kunai.
Amidasu
Clan (
to devise)
Inventors and scientists. Have the greatest wordsmiths. Often use Wordsmithing to hide their identities in plain sight, and will make use of highly unorthodox and unconventional tactics to carry out their designs.
Satsujin (
Killer)
Ninjas among ninjas. Guardians of Kuniumi, primary concern is the safety and well-being of its clans. All members learn at least some wordsmithing. Experts in stealth and assassination. Members are encouraged to learn the ways of the other clans and incorporate them into their own styles; while never AS good as the original clan, they are good enough to make use their skills.
Shijima (
silence, serenity, stillness)
More dragon cult than Kunai Clan, the Shijima praise and worship dragons as Names made manifest. To those who bear the dragon's blood, they are feverishly loyal and eager to please. They are not well-liked among the Kunai, as their views on the dragons' Names border on heresy, but they are tolerated.
Bomei Clans
Sunajin (people/humans of the sand - Regno)
Tora - (Lion/tiger - Serene Marasa Pride)
Led by a woman covered in burn scars.
Kishi - (Knight - Karys)
Kamen - (Maked - Jintha [Kame means turtle])