In the Valley of Shadow

Spoiler Orders :
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 (+5)
Oil: 4 (0)
Watcher Attack Risk: 10% (+1%)
Army: 200 Irregulars, 200 Militia
Navy: none

Train 600 Irregulars, have one large group (Including some Militia) secure that Trifecta of Ruined Cities to the North. Have another group sweep east, and a final group Northwest along the coast. Attempt to recruit locals into our army along the way.
 
Spoiler :
Defense Institute Incorporated: Adrogans
Government: Military Corporation
Capital City: The Hexagon (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 0 (+2)
Population: 9 (+2)
Oil: 4 (+2)
Watcher Attack Risk: 18% (+5%)
Army: 100 Infantry, 100 Cavalry
Navy: none

Train 300 irregulars

Take the last couple of formations on the Island
 
Good job to all getting orders in, since this is less brain taxing than ABNW to update, beining the said endeavor now.
 
AMURE CITY UNIVERSITY FACULTY PROTECTORATE
-Amure Faculty establishes the elite force known as the Rohirrim to watch over the nation’s territory and to destroy bandit organizations.

DEFENSE INSTITUTE INCORPORATED
-DII company troops occupied a ruined city this year to the southwest. They were lucky enough to discover a large supply of oil in the rubble. (+1 Oil)
-DII company troops also occupied a mine to the southwest this turn. They were lucky enough to discover a vast amount of precious goods within the ruins. (+4 EP)

EMPIRE OF NED
-Imperial troops occupy Fargodeep Mine to the northwest. They were fortunate enough to find a large surplus of oil within the depths of the mine storage facilities. (+3 Oil)

RAPTURE
-Church missionaries armed with heavy weapons attacked Rapture possessions to the south. They managed to seize the northern most mines and destroy a good part of the Rapture army. No events of note took place while capturing the mines, but it is definite that the heavy fighting has gained the notice of the Watchers. (+10% Watcher Threat, -100 Militia)
-Mine Expansions complete in effort to expand national production.

SWAS
-SWAS occupies ruined city to the southwest, however, the move has been resisted by a very powerful local gang known as the Jokers. They have rallied considerable resistance to fight off SWAS. The Watchers have taken note of the ongoing battle. (+5% Watcher Threat)

THE BROTHERHOOD OF DARKNESS
-Brotherhood warriors occupy ruined city to the south. They were fortunate enough to find a large surplus of oil in the city’s gas stations. (+2 Oil)
-Brotherhood warriors moved into an oil derrick to the northeast, but suffered a major disaster. For unknown reasons the derrick exploded, killing those sent to claim it as well as permanently removing the site from importance. The Watchers have also taken note of this occurrence. (+5% Watcher Threat, -50 Infantry)

THE GOLDEN HORDE
-Horsemen of the Horde move north to raid a city, but fail to gain any benefit at all because they did not occupy it.

THE LEGIONS
-Regardless of last year’s Watcher attack, the Legions have returned to reclaim the city to the northwest. They were surprised to find a large number of survivors from the attack in the rubble. (+1 Population)
-The reoccupation of the city has once more unified the island of the Legions under a single political entity, this has not gone unnoticed by the Watchers. (+10% Watcher Threat)

THE NATION
-The Nation spent a quiet year, reshuffling their military with no events of any importance or note.

THE NEW CHURCH
-Church missionaries armed with heavy weapons attacked Rapture possessions to the south. They managed to seize the northern most mines and destroy a good part of the Rapture army. No events of note took place while capturing the mines, but it is definite that the heavy fighting has gained the notice of the Watchers. (+10% Watcher Threat, -100 Infantry)
-Church missionaries occupy a mine to the north, and are fortunate enough to find a large stockpile of minerals and funds. (+3 EP)
-Church missionaries occupy the final mine in the mountain range, are surprised to find more oil reserves within the mine. (+3 Oil)

THE SUPREME COURT’S JURISDICTION
-Court forces move into North Coast Mine. The Court acquired a small stockpile of oil from the depths of the mine’s facilities. (+1 Oil)
-Court seizes control of a local oil field without any events of note.
-Court occupies city of St. Germain with no major events of importance.
-Court Cavalry moving south occupied a ruined city, with no events of note.
-A new mine was occupied by the Court Cavalry, with no events of note.

WATCHER’S REFUGE
-Refuge militia occupy an oil derrick to the northeast without any major events of note.
-The militia continued their journey to the north, occupying another ruined city, where they were fortunate enough to discover a large stockpile of oil reserves intact. (+1 Oil)
-Other Refuge forces dared to get close to a Watcher base to occupy a mine, where there was a collapse of the mine entrance. Fortunately the mine was intact, but several were killed in the collapse. The Watchers have also taken very close note of this event so close to their installations. (+10% Watcher Threat, -50 Militia)
-Despite the near failure at the mine, Refuge forces pressed onward to a nearby city. They were incredibly surprised to find a plethora of wealth in the ruins. (+5 EP)
-Heading along the coast to the south, the Refuge has claimed another city. They were once more surprised to find a large amount of people who have pledged their loyalty to this new regime. (+4 Population)

YAHKMAN GROUP FOR SURVIVAL AND PROSPERITY
-The Yahkman Group’s incredibly large new army has occupied the first of a grouping of three cities to their north. They were lucky to find a large stockpile of tradable goods within the ruins. (+3 EP)
-The Group’s army occupied the second city with no real events of note taking place in the process.
-The third city in the region was also occupied smoothly with no real events of note taking place.
-To the east, another city was occupied, and no major occurrences disturbed the process.
-In the northwest, Yahkman Group soldiers were incredibly pleased to discover a large surplus of goods in a newly occupied ruined city. (+4 EP)
 
Once more, have your orders in within the next 48 hours for a speedy (better than this time) update.
 
Spoiler Orders :

Yahkman Group for Survival and Prosperity: Icekommander
Government: Noble Republic
Capitol City: New Yahkma (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 9 (+1)
Population: 4 (+9)
Oil: 4 (0)
Watcher Attack Risk: 21% (+8%)
Army: 800 Irregulars, 200 Militia
Navy: none

First Construct both a Marketplace, as well as another Neighborhood. Then train 500 More Irregulars. The entire force will then expand northwards, skirting the watcher settlement. A Large force will reamin on the watcher border to help monitor Watcher activity, and act as a first line of defense.

 
Spoiler :
Defense Institute Incorporated: Adrogans
Government: Military Corporation
Capital City: The Hexagon (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 6 (+2)
Population: 8 (+2)
Oil: 7 (+2)
Watcher Attack Risk: 23% (+5%)
Army: 300 Irregulars, 100 Infantry, 100 Cavalry
Navy: none

Recruit 200 Irregulars
Build 1 Bazaar

send 100 irregulars to explore the expanse between us and the watchers, without getting too close to the watchers. They are to try and scavange any goods and find any survivors.
 
Spoiler :
The New Church: Shadowbound
Government: Theocracy
Capitol City: The City on the Hill (Ruined City)
Capital City Possessions: Neighborhood (4), 1 Marketplace (1)
Economic Points: 3 (+12)
Population: 6 (+5)
Oil: 8 (+0)
Watcher Attack Risk: 25% (+1%)
Army: 500 Militia, 200 Infantry
Navy: none

2 ep and 1 population on 100 infantry

10 ep on two Concealment Systems

3 ep and 2 oil will be used to create the appearance of a major stockpile of arms and weapons south-east of the Hill-City. It is to be lightly guarded, and serve as an obvious target for the Watchers to attack without hitting anything critical.

50 militia in the north will move and capture the last mine, slightly to the east.

100 infantry will defend the City on the Hill.

200 infantry and 300 militia will continue to missionarize Rapture. Rapture has agreed to allow us into their settlements to preach, and we will come. The missionaries will be armed with automatic weapons and flamethrowers, and once in position will take over Rapture's remaining two mines. Purge the faithless with fire.

150 militia will be dispersed to occupy mines.
 
From Rapture
To the Church


Why fight each other? We must co-operate to defeat the Watchers... all this fighting is only making both of us weaker while attracting the attention of the Watchers to us both.
 
The Supreme Court’s Jurisdiction: Warman17
Government: Kritocracy
Capitol City: Deeplaw (Mine)
Capitol City Possessions: Underground Shelter (3)
Economic Points: 8 (+8)
Population: 7 (+5)
Oil: 3 (+1)
Watcher Attack Risk: 16% (+4%)
Army: 300 Militia, 100 Cavalry
Navy: none

Spoiler :
1 EP into Underground Shelter (3/3 - finished!)
5 EP on Concealment Systems
2 EP and 1 Population on 100 Infantry
 
SWAS orders

Spoiler :
SWAS: SoldierChild
Government: Despotism
Capitol City: The Archaic City (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 1 (+1)
Population: 8 (+3)
Oil: 5 (+2)
Watcher Attack Risk: 20% (+5%)
Army: 200 Militia, 100 Infantry
Navy: none

Spending

1ep 1 pop for 100 militia
4 pop for 400 irregulars

other:

send a messenger to the jokers warning them to lay down thier arms or suffer the consequences, also offer Joker gang members a position in the Army of SWAS if they wish, any citzen of the joker gang can also join. If they do not accept the terms then full out attack will follow shortly after to catch them off guard

300 irregulars, 300 militia and 50 Infantry are to attack the jokers. Irregulars will go in first to take the heaviest blow, then the militia, followed lastly by infantry. Offer any joker and refugees

100 irregulars and 50 infantry to defend the capital.
 
Amure City University Faculty Protectorate thomas.berubeg
Government: Administrative Council
Capitol City: Amure City (Ruined City)
Capitol City Possessions: Neighborhood (1)
Economic Points: 2 (+1)
Population: 11 (+4)
Oil: 6 (+2)
Watcher Attack Risk: 24% (+7%)
Army: 150 Cavalry
Navy: none

Spoiler :

Commision infantry.

have Rohirrim push southern borders southwards as much as far as possible.
 
The Brotherhood of Darkness:human-slaughter
Government; Oligarchy
Capitol City: Corriban (Ruined City)
Capitol City Possessions: Neighborhood (1)
Economic Points 3 (+1)
Population: 7 (+3)
Oil: 4 (+1)
Watcher Attack Risk: 22% (+5%)
Army: 150 Infantry
Navy: none

Spoiler :

Spending:
100 Infantry
100 Militia

Orders: 75 Infantry each to an expedition. The rest will defend the homeland.
Each expeditions goal is one of the 3 mines to our east. We plan to occupy all three.
 
From the Church of the New God, He who is the Omega of the World
To Rapture

If you convert, we have no need to send missionaries.
 
Nation orders, turn... uh... three? Too lazy to check.

Spoiler :
The Nation: orangelex44
Government: Civilian Cooperative
Capitol City: Ville (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 3 (+3)
Population: 9 (+3)
Oil: 11 (+1)
Watcher Attack Risk: 25% (+3%)
Army: 250 Militia, 100 Infantry
Navy: none

Since I have lots of excess pop, let's recruit 500 Irregulars (5 pop), keeping 200 at the capitol and sending units of 100 to each of my other outposts. All other units should stay where they are/keep patrolling, as applicable.

Spend 5 EP to get a Marketplace.

-orange
 
From the Church of the New God, He who is the Omega of the World
To Rapture

If you convert, we have no need to send missionaries.

Unfortunately we cannot impose a religion upon our people. We will, however, gladly allow our people to convert, and representatives of your religion to visit our settlements. Is this acceptable?
 
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