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Thread: [EMPIRE4!] IC Thread

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    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 35 Region: 75, 76, 108

    Although the Council did not enjoy combat when the request from the pride arrived assistance was offered. Having recently had rebellions of their own they knew the trouble these could cause and was willing to assist before the rebellion crossed the sea. The next matter was to address the problems in Wuzei Darak, this region had a habit of causing trouble the first step was to buy back the trade post that had been so unceremoniously taken away. The second step would require some more time and help from Regno.

    1. [Economy] Buyout 75 open Huo-Ke Squid TP1 with Coatlan Numerals, Expanded Holds (total bonus +12) Success 19

    After the priest took control of the Trade Post merchants were ready to drive them out by force luckily the council managed to convince them to spend some coin and buy back the TP civilised.
    Some extra measures were taken to ensure that the trade post would fall into Jintha hand once more.

    2. [Diplomacy] Increase rep with OMC Success 17

    The friendship between the convoy and Jintha has been beneficial for both parties and Jintha seeks to increase this once more by hosting a dinner for some of its members.

    3. [Economy] Buyout open Hlaali Bark 56.3 Success 22

    The magical Hlaali bark has many uses and a resource of this importance being open for trade is rare merchants quickly grab it before someone else does.

    4. [Military] Attack Tarraks Krag (78) to help stop the rebellion
    Led by Mia Grand (7) with 7 units using the techs (Heavy Wooden Armour +1, Camel Cavalry +1, Refined Pician Weaponry +1, Enchanted Arrows wood magic +1, Toyollo’s Reforms)
    Total bonus Battle +18
    Tactics +2
    Size loss -1
    Casualty roll -1

    5. [Military] Raise Unit

    In preparation for the losses of the battle in Tarraks Krag the council send out a missive to gain additional troops


    6. [Economy] Buyout open Giorle Fruit TP 4.2 Success 18

    A balanced diet is important and the Volzen wanted to expand their dishes with some delicious fruit. The Giorle Fruit grown in Wazham would suit these needs perfectly


    Non Actions
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.


    Embassy Actions
    • Whern Embassy
      - Gift Decentralized Authority to Whern
      - Accept Cinderscale Armor, Muddy Camouflage, and Ice Blockade from Whern


    Ruler Stats:

    Diplomacy: 10
    Economy: 10
    Faith: 1
    Military: 8 + 1
    Intrigue: 8

    Spoiler: News and Rumours
    Show

    • Bete is spotted in Regno accompanied by a group of Volzen. The group seems to be travelling from one Initia Holy Centre to the next in order to get a better understanding and hopefully be able to spread the teachings in Jintha lands after their travels.



    Spoiler: Treaties / Alliances
    Show

    • Sfaļri Free Alliance: Mutually abstain from buying out each other's TPs unless permitted
    • Embassy from SMP
    • Embassy from Lindeen
    • Embassy from Amham
    • Embassy from Regno
    • Embassy from Whern






    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    6 2 Ships
    7 3 Iadeshian Camels
    13 3 DragonSteel
    15 1 Blackrock
    31 1 Azonite
    56 1 Hlaali Bark
    63 4 Bysthian Horses
    64 3 Mrazite Crystals
    76 1 Cloudwing Piranhas
    76 2 Cloudwing Piranhas
    77 2 Silver
    84 1 Tin
    86 3 Copper
    104 2 Ruined Scrolls
    106 3 Platinum
    108 3 StoneWood
    Total Trade Posts Start of this Round: 16

    Acquisitions This Round



    Spoiler: Military
    Show

    Name Weapons Amount
    Shell warrior Spear and Shields 3
    Snapping strikers Two handed swords 2
    Cawv Dej Tridents 1
    Darak Cavalery Bows 1

    Generals
    Name Military Stat
    Mia Grand 7


    Spoiler: Reputations
    Show

    Organization Rank
    Omanush Convoys 5
    Bloodied Hands 3
    Company of the Crescent 3
    Order of Vashthiya Sattyathanya 3
    Acolytes of Įhkkį 3
    Shushan Clan 3
    Feast of Rieba 3
    League of the Beacon 3
    The Eternal Lamp 3
    Cinder Queen Corps 3


    Spoiler: Techs
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    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Alchemical Artisans +1 to a Buyout OR +2 to defend against a buyout 1/round N/A Coal N/A Yes N/A N/A
    Backline Sabotage Pick a singular realm, 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. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had./ Can be used in the Sabotage slot to cause an extra distance loss. target player instead of realm Saphroxin Saphroxin, Poison/Drug, Muddy Camoflage No No Stealth, Sabotage, and Traps
    Bani Bowls Reduces combat losses by 1 if 2 or more Combat losses occur Reduces losses by 1 if 2 or more losses occur (Tiers do not Stack) Banil Bani, Cloth, Alcohol, and Wood No No Drugs, Medicine, and Blessings
    Berserkers +2 to battle rolls, +1 size loss roll N/A Medicinal Herbs N/A No N/A Drugs, Medicine, and Blessings
    Camel Cavalry +1 to battle rolls n/a Camels OR Bhreshi Hounds OR Horses N/A Yes N/A Cavalry
    Coatlan Numerals +1 to 1 economy action per round (does not stack) +1 to 1 economy or faith action per round Writing Material 3 Writing Material Yes No N/A
    Coin Armor -1 casualty rolls +2 Leader loss roll Hard Metal 2 Hard Metal, Precious Metal, & Gems Yes Yes Armor and Wards
    Decentralized Authority +1 to new ruler stat +1 to two (cannot surpass prior rulers stat) Writing Materials Writing Materials, Stone, Wood, Scholarly Artifacts Yes No N/A
    Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech Enables Oceanic Colonization with a Ships tech Precious Minerals and a Pack Animal Ships No Yes N/A
    Diresnags +1 opponent size loss roll when defending +1 opponent distance loss roll when defending Labor 3 Labor No No Stealth, Sabotage, and Traps
    Dwarven Fortifications +1 to defense rolls, +2 to defense rolls in Fortified regions -1 size loss roll Stone Stone, 2 Food, Preservative yes No Fortifications, Sappers, and Siege Weaponry
    Elemental Catapults +1 to battle roll, +1 distance loss roll +1 to battle roll, no extra distance loss roll Enchanted Arrows, Stone Stone, Wood, Source of Magic yes Yes Fortifications, Sappers, and Siege Weaponry
    Enchanted Arrows +1 to battle rolls OR +1 to enemy loss rolls Magical Wood Magical Wood, Bani, Cloth Yes No Ranged Weapons
    Expanded Holds +1 to buyouts -1 distance loss roll Ships Ships, Precious Metals, Preservative, and Food Yes No Logistics
    Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) N/A Fish OR Hooved Animals N/A Yes N/A N/A
    Full Course Discourse +1 to stabilization rolls OR Dip action per round Alcohol Alcohol, Crops, Meat, Spices Yes No N/A
    Hard Iron Armor +1 to battle rolls N/A Iron N/A Yes N/A Armor and Wards
    Headhunting Halves enemy leader Mil for battle and kills leader. N/A Tactics Roll + Intrigue 5 Special Action Available (You don't have to use it as a separate action. You don't have to win the usual assasination roll, just the tactics roll. The enemy may choose to resist with Intrigue, if they wish) N/A Yes N/A Tactics
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A Armor and Wards
    Himitsu +1 to Investigation Difficulty N/A Writing Materials N/A Yes N/A N/A
    Inyoni Skyfarers +1 to battle rolls N/A Incense N/A No N/A Warbeasts and Live Weaponry
    Living Wall +2 defense roll N/A Magical Building Material, Copper, Animals N/A Yes No Fortifications, Sappers, and Siege Weaponry
    Magi Blessed Scrolls +1 to defending +2 to tactics rolls writing materials writing materials,magical powder, lumber, scholarly artifact Yes No Reconnaissance and Divination
    Magical Indicator +1 to Investigation rolls related to magic N/A Farrana N/A No No N/A
    Mass Conscription 5th+ recruit unit actions count double 4th+ actions count double Food Food, 2 Labor, Preservative Yes No N/A
    Meteorological Navigation +1 to Exploration rolls N/A Air Ears N/A No N/A N/A
    Obsidian Fire +1 to defense rolls, +2 to attack rolls with foothold N/A Obsidian Glass N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Polearm Paddles Merchant Princes may spend their 6th action on a Raid N/A Wood N/A Yes N/A N/A
    Privacy Tapestries +1 to Reputation Increase rolls +1 to Secret Action rolls Cloth Cloth, Magical Powder, Gemstone, Himitsu Tech No No N/A
    Pyroclastic Engines +2 to attack rolls N/A 2 DRGN HC/TP, 1 Fuel/Fire source N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Red Herring Evidence +2 to resist Investigations into Secret N/A Herring, Paper N/A No N/A N/A
    Refined Pician Weaponry +1 to battle rolls N/A Iron OR Bronze N/A Yes N/A Close Combat Weaponry
    Resin Casting +1 to one CI affected roll +1 to all CI rolls Amber or Sap Amber or Sap X 3 No No N/A
    Sacrificial Magic Supply Lines -1 size loss roll +1 opponent size loss roll Crops 3 Crops No No Logistics
    Salt Wagons +1 to unit cap -1 size loss roll Preservative 3 same or different Preservatives No No Cavalry
    Sedellan Armor Coating +2 on battle rolls vs. enemies w/ overtly magical techs N/A Sedellan Glass N/A No No Logistics
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A N/A
    Standardized Currency Endorse buyouts in your regions regardless of TP owner Endorse Buyout resist (+2) your regions Precious Metal/Gems Precious Metal/Gems X 3 Yes No N/A
    Standardized Fortifications Fortifications GP takes 3 actions instead of 5 +1 to defense roll Stone Stone X 3 Yes No Fortifications, Sappers, and Siege Weaponry
    Stonespoken Warriors +2 to unit cap -1 casualty roll (+4 Resist Theft of this tech) Livestone 3 Livestone No No Warbeasts and Live Weaponry
    Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. N/A Two Pairs of Resources N/A Yes N/A N/A
    Toyollo’s Reforms +2 to Tactics -1 size loss -1 casualty rolls no sacrificial supply lines, pician, weapons, mass conscription, Hide, Food, and Hard metal N/A Yes No Reconnaissance and Divination
    Violet Oath +1 on rolls to resist secret actions N/A Violet Oak N/A No N/A N/A
    Warded Locks +2 to resist item/tech thefts N/A Hard Metal N/A Yes N/A N/A
    Wave Bombing +2 to attack roll, lose Dragon Eye TP/+1 enemy casualty roll, no TP loss N/A Flying Military tech, Dragons Eyes/Dragons Eyes, Fuel, Source of Lime[stone] N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Wingknights +1 to battle rolls N/A Pegasi N/A No N/A Cavalry


    Spoiler: Ruler Actions
    Show

    Taelia Riveria (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Create The The 251 Jintha Trade Laws Use 2d8 instead of 2d6 when buying a Trade Post
    Diplomacy 10 Make The 251 Jintha Trade Laws permanent Use 2d8 instead of 2d6 when buying a Trade Post
    Economy 5 Upgrade Resource Quantity in Da˛ytija to great Trade post 13.3 for Iron is constructed
    Economy 10 Become a merchant Prince Can use a 6th action a turn but has to be Economy
    Military 5 Create Mia Grand as a General A general with 7 military skill is created
    Intrigue 5 Did a thing The thing happened

    Last edited by Moriko; 2019-04-15 at 10:20 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths