In the Valley of Shadow

Well give me quick orders and I can add them in with minimal problems at this point. One time offer which expires in the span of ten minutes though.
 
Time's up for the offer.
 
The New Church: Shadowbound
Government: Theocracy
Capitol City: The City on the Hill (Ruined City)
Capital City Possessions: Neighborhood (1)
Economic Points: 4 (+4)
Population: 5 (+2)
Oil: 1 (+0)
Watcher Attack Risk: 8% (+1%)
Army: 300 Militia, 100 Infantry
Navy: none

Spoiler :

5 ep on a Marketplace
3 ep on a Neighborhood

100 infantry guarding the Hill-City
100 militia in the north will advance to secure the next mine
100 militia in the southwest will advance south to secure the next mine
100 militia to the south will advance south to secure the other mine
 
Would any power out there be willing to buy The Supreme Court's 1 oil for 1 ep?
 
Orders for Nation, turn one (two?):

Spoiler :
The Nation: orangelex44
Government: Civilian Cooperative
Capitol City: Ville (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 0 (+1)
Population: 5 (+3)
Oil: 6 (+1)
Watcher Attack Risk: 4% (+1%)
Army: 100 Militia, 100 Infantry
Navy: none


1 EP to spend...

Recruit 100 Militia.

Send 50 Militia, 50 Infantry towards the southwestern mine, and 50 Militia, 50 Infantry towards the southeastern mine. The newly recruited Militia can stay home. My hopeful goal is to own my entire island.

- orange
 
Orders for Rapture:
Spoiler :

Rapture: Qoou
Government: Republic
Capitol City: Arcadia (Mine)
Capitol City Possessions: Underground Shelter (3)
Economic Points: 0 (+3)
Population: 5 (+3)
Oil: 1 (+0)
Watcher Attack Risk: 1% (0%)
Army: 100 Militia
Navy: none

1 EP and 1 Pop - Train 100 militia.
2 EP and 1 Pop - Train 100 infantry.

Explore 3 more nearby mines. Have 50 men stationed in/near all non-capital mines, leaving 100 to be stationed in/near the capital.
 
Orders For Amure
Amure City University Faculty Protectorate thomas.berubeg
Government: Administrative Council
Capitol City: Amure City (Ruined City)
Capitol City Possessions: Neighborhood (1)
Economic Points: 6 (+1)
Population: 7 (+2)
Oil: 1 (0)
Watcher Attack Risk: 1% (+1%)
Army: none
Navy: none

Spoiler :

Commission 2 regiments of Cavalry (total 6 EP and 4 pop)

Keep 50 cavalry in Amure. the rest strike out to claim the 2 oil Derricks and 2 ruined cities closest to the south of Amure.

 
I hope it isn't to late to join in. I know I'll be behind but Im willing to give it a shot.

Nation Name: The Brotherhood of Darkness
Government: Oligarchy
Capital City Name and Type: Corriban, Ruined City
Background:
((Yah, I know bad Star Wars ripoff for names.))
When the way life as they knew ended all they could remember was battle and competition. This bred viciousness against those who planned to defeat the small upstart band of survivors. The bond they share as survivors is stronger than that of the danger they face as warriors. The brotherhood was born when the darktimes came and they don't plan on letting anyone overpower them.

Starting Location:
South side of the large island on the western side where there is the inlet/bay with 3 ruined cities on the east bank. I want to start in the middle ruined city. TY!
 
Defnese Institute orders turn 1

Spoiler :
Defense Institute Incorporated: Adrogans
Government: Military Corporation
Capital City: The Hexagon (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 2 (+1)
Population: 5 (+2)
Oil: 2 (+2)
Watcher Attack Risk: 8% (+4%)
Army: 100 Infantry
Navy: none

3 EP and 1 pop for 100 cavalry
send 50 cavalry south to check out the nearby city ruins
send the remaining 50 cavalry to the nearby mine
 
The Legions: Germanicus12
Government: Military Hierarchy
Capitol City: Legions HQ (Oil Derrick)
Capital City Possessions: Habitat (1), Bazaar (1)
Economic Points: 0 (+2)
Population: 7 (+1)
Oil: 2 (+2)
Watcher Attack Risk: 9% (+2%)
Army: 100 Militia
Navy: none

Orders:
Spoiler :
Create another 200 Militia. -2 EP and 2 Population.
Continue to conquer the island we are on.
 
SWAS ORDERS 1

Spoiler :
SWAS: SoldierChild
Government: Despotism
Capitol City: The Archaic City (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 1 (+1)
Population: 5 (+2)
Oil: 2 (+2)
Watcher Attack Risk: 5% (+4%)
Army: 100 Infantry
Navy: none

Spending
1ep one manpower for 100 militia

Continue with expansion Send 50 infantry and 50 Militia toconquer the ruined city at top of island

Send 20 Infantry and 50 Militia to the Mine in the center of the island.

Recruit any one who wants to join SWAS, kill those who dont also salvage anything of use
 
Okay, can we get a listing of who is what color on the map?
 
Empire of Ned: bestshot9
Government: Elected Dictatorship
Capitol City: City of Ned (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 1 (+1)
Population: 7 (+3)
Oil: 1 (0)
Watcher Attack Risk: 1% (+1%)
Army: 200 Militia
Navy: none

Spoiler :
Spending:

Spend 1 EP on 1 Militia unit

Military/Movement:


Send scouts to investigate the other mine north of the city, to the east. (The Donovan's Claim Mine) See who lives there and persuade them to join the Empire as we did with the people at the Grayback Mine.

Diplomacy:

None.

Domestic:

Same as last turn, protect the people, try to improve living conditions in the city and now in the mine.
 
I will provide color list with the next update. In the meantime the few remaining who need to send orders, pllease do so, I plan on updating tonight after completion of the ABNW update.
 
Yahkman Group for Survival and Prosperity: Icekommander
Government: Noble Republic
Capitol City: New Yahkma (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 1 (+1)
Population: 5 (+4)
Oil: 4 (0)
Watcher Attack Risk: 3% (+1%)
Army: 200 Militia
Navy: none

Spoiler The Orders :

Buy 10 Light Tanks (1EP, 1 Pop1 2Oil)
Arm 300 Irregulars (3Pop)
Use All aviailbe forces to smash these "Reavers"
 
The Supreme Court’s Jurisdiction: Warman17
Government: Kritocracy
Capitol City: Deeplaw (Mine)
Capitol City Possessions: Underground Shelter (2)
Economic Points: 4 (+5)
Population: 4 (+1)
Oil: 1 (+0)
Watcher Attack Risk: 6% (0%)
Army: 200 Militia
Navy: none

Spoiler :
3 EP on 1 Underground Shelter
1 EP and 1 Population on 100 Militia

100 Militia will move up to capture the mine to the northeast while the rest guard our land
 
With Orders This Time!


I hope it isn't to late to join in. I know I'll be behind but Im willing to give it a shot.

Nation Name: The Brotherhood of Darkness
Government: Oligarchy
Capital City Name and Type: Corriban, Ruined City
Background:
((Yah, I know bad Star Wars ripoff for names.))
When the way life as they knew ended all they could remember was battle and competition. This bred viciousness against those who planned to defeat the small upstart band of survivors. The bond they share as survivors is stronger than that of the danger they face as warriors. The brotherhood was born when the darktimes came and they don't plan on letting anyone overpower them.

Starting Location:
South side of the large island on the western side where there is the inlet/bay with 3 ruined cities on the east bank. I want to start in the middle ruined city. TY!

Spoiler :

Since I don't have stats yet I'm going off the starting stats of other ruined cities:

Spending:
4EP and 2 Population for 200 Infantry

Orders:
Send 80 Infantry to the ruined City South of us
Send 40 Infantry to the Mine South East of the Capital
 
@IceKommander: Light Tanks can only be built with a Combustion center.
 
Bad Drugs, bad drugs. Replace that with Militia.
 
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