In the Valley of Shadow

So long as our missionaries are unopposed as they perform their holy duty, God shall look down upon peace.
 
Empire of Ned: bestshot9
Government: Elected Dictatorship
Capitol City: City of Ned (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 0 (+2)
Population: 11 (+3)
Oil: 4 (0)
Watcher Attack Risk: 4% (+1%)
Army: 400 Militia
Navy: none

Spoiler :
Spending:

Having no EP I guess we wont be spending anything, lol.

Military/Movement:

Have our soldiers patrol our lands and help keep the peace, no expansion this turn.

Diplomacy:


Send more envoys to The Golden Horde lands to try and work out possible trade agreements.

Domestic:

Continue with keeping everyone happy and fed and sheltered and all that good Imperial stuff.

 
The Golden Horde: Orders

Spoiler :
Defend our borders, if intruders arrive demand they hand over their weapons and take them to our leader for questioning... If they resist, kill them.

Spending:
bank all EP.

Military:
Defend borders, scout areas northern and capture the ruined city we raided last.
 
Watchers Refuge Orders

Spoiler :
Watcher’s Refuge: Justo
Government: Anti-Watcher Confederation
Capitol City: Pain City (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 8 (+3)
Population: 12 (+5)
Oil: 9 (+2)
Watcher Attack Risk: 32% (+7%)
Army: 150 Militia, 100 Infantry
Navy: none

6 EP to go towards creating 2 Neighborhoods.

5 EP to go towards creating 1 Marketplace.

Military Orders

Movements everywhere but the South will cease in an attempt to reduce the watchers wariness of our presence.

50 Militia and 50 Infantry will be deployed to seize the abandoned city in the South.

The remaining forces will deploy evenly throughout the watchers refuge remaining holdings.

shadowmap4.png
 
Once we're done converting them, missionary presence will likely decrease.

Thank you.

Orders:
Spoiler Rapture Orders :

Rapture: Qoou
Government: Republic
Capitol City: Arcadia (Mine)
Capitol City Possessions: Underground Shelter (3), Mine Expansion (1)
Economic Points: 0 (+4)
Population: 4 (+3)
Oil: 2 (+0)
Watcher Attack Risk: 19% (0%)
Army: 50 Militia, 100 Infantry
Navy: none

4 EP and 4 POP - Train 400 Militia.

Allow Church missionaries to come to Rapture... be very afraid of the Church invading us :(.
 
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.

Amendment:
Spoiler :
Send out scouts to travel as far outwards from Amure lands as Possible, trying to make contact with any groups of survivors, both nations and small settlments.
 
As before this'll be done prior to the ABNW update.
 
starting update now.
 
AMURE CITY UNIVERSITY FACULTY PROTECTORATE.
-The Rohirim have occupied their first city in the march south. A large number of people have been found who have bowed to the production of the university. (+6 Population)
-The Rohirim’s move south occupied a second city as well. This city was fortunate enough to possess a small amount of oil reserves found in gas stations and other facilities (+3 Oil).
-An oil derrick was taken by the Rohirim with no events of importance or note.
-A second oil derrick was taken by the Rohirim, but disaster took place upon the arrival of the cavalry. The derrick exploded for unknown reasons, killing those sent to occupy it. The Watchers have taken note of the major explosion. (-50 Cavalry, +10% Watcher Threat)
-A third ruined city was occupied by the remaining Rohirrim. They were fortunate enough to find a large amount of tradable goods within the ruins. (+2 EP)

DEFENSE INSTITUTE INCORPORATED.
-DII expansion to the south seems to be so far unnoticed by the Watchers, who either don’t know or don’t care about the company’s efforts.
-DII experts, after working very diligently have recovered the means to build aircraft. (Gains Flight Technology, and +1 additional EP a turn)

EMPIRE OF NED.
-The Empire spent this turn consolidating and building new bonds with the Golden Horde to the east.

RAPTURE.
-Rapture has been purged with holy fire and flamethrowers. All hail the New Church!

SWAS.
-SWAS military forces have crushed the Jokers and their united gangs. They have established full control over the city the enemy occupied. However, this came at a heavy cost of human life and the Watchers have taken note of events and the fact that the SWAS now control their own island. (-200 Irregulars, +15% Watcher Threat)
-SWAS gains the Flight technology thanks to efforts by diligent scientists.

THE BROTHERHOOD OF DARKNESS
-The Brotherhood of Darkness sat around counting the bats in their cave and muttering about the Sith and Jedi, whatever that means.

THE GOLDEN HORDE.
-The Horde occupied a previously raided ruined city this year with no events of note or hindrances.

THE LEGIONS
-The Legions sat around doing nothing, though it’s said that one person managed to swindle the rest of his force out their pay during a game of cards.
-The Legions have gained Flight technology.

THE NATION.
-The Nation spent the turn consolidating and building a new marketplace from which to increase their wealth stockpiles.

THE NEW CHURCH.
-The War against Rapture has been brought to an end. By being allowed in as “missionaries,” the New Church quickly brought control over the main two remaining Rapture installations. The fighting was brutal, and the missionaries suffered heavy casualties. The heaviest casualties came when under duress, the walls of Arcadia were brought down upon the heads of all who dwelled within, bringing a violent end to the declared “utopia.” (-100 Infantry, -100 Militia, +15% Watcher Threat)
-A Mine was seized in the north by other missionary forces. The missionaries were lucky enough to find a small amount of refugees who have been convinced to join the Church. (+1 Population)
-By the warfare against Rapture and slow but steady settlement, the New Church has unified the mountains of the west. This has awoken the interest of the Watchers. (+10% Watcher Threat)
Watcher Attack: The Watcher’s have become increasingly concerned about the strength of the New Church. They have launched a major attack, destroying a dummy stockpile and establishing a new base in the region to monitor further activity. (-50 Militia, Watcher Threat Reset)

THE SUPREME COURT’S JURISDICTION.
-The Supreme Court has spent the year consolidating its forces and building new developments within the capitol.

WATCHER’S REFUGE.
-The Watcher’s Refuge has seized control of a ruined city only a stone’s throw away from the Watcher base nearby. Fortunately they managed to secure the city with no setbacks of note.

YAHKMAN GROUP FOR SURVIVAL AND PROSPERITY.
-Yahkman troops move into a mine to the north, meeting with disaster. The cave collapsed, killing a large amount of people sent in to explore it. Fortunately the mine itself has been recovered, but the Watchers are vigilant, especially so close to their own territory. (-100 Irregulars, +20% Watcher Threat)
Watcher Attack: The Watchers launched a major offensive against Yahkman positions in the east, destroying a large force while driving them out of ruined cities in the region. The Watchers have expanded their own holdings in the area to keep a close eye on the stability of the region. (-200 Irregulars, Watcher Threat Reset)
 
ooc: EQ I think you missed my orders. I ordered my army to take the 3 mines in our eastern direction.
 
There are no mines in your eastern direction.
 
Spoiler :
The New Church: Shadowbound
Government: Theocracy
Capitol City: The City on the Hill (Ruined City)
Capital City Possessions: Neighborhood (4), Marketplace (1), Concealment Systems (2)
Economic Points: 0 (+13)
Population: 11 (+5)
Oil: 8 (+0)
Watcher Attack Risk: 0% (-1%)
Army: 350 Militia, 200 Infantry
Navy: none

10 ep on Fortifications

3 ep on a Neighborhood

The New Church, while victorious over the socialist capitalist utopianist scumbags, is no match for the Watchers. We must prepare for an apocalyptic battle with them.

200 infantry will defend the Hill-City.

100 militia each will occupy two new cities, the one on the northern coast of the continent, to the east of the northern end of the mountains, and the one on the south coast, near the Brotherhood of Darkness. It's time to spread the word to the lowlanders.
 
Aw, I was just about to hastily tell EQ to surrender and hope Shadowbound would be merciful...

GG Shadowbound. Good luck with the Watchers!
 
I'll think up more contradictory insults for them, don't worry. Nice war.
 
There are no mines in your eastern direction.

Wait, so because I mixed up a small circle and a small square you have me do nothing. I think I was clear enough in my orders.
 
Watcher's Refuge

Spoiler :
Watcher’s Refuge: Justo
Government: Anti-Watcher Confederation
Capitol City: Pain City (Ruined City)
Capitol City Possessions: Neighborhood (4), Marketplace (1)
Economic Points: 0 (+4)
Population: 17 (+8)
Oil: 11 (+2)
Watcher Attack Risk: 43% (+7%)
Army: 150 Militia, 100 Infantry
Navy: none

Spending

1 population to go towards creating 100 Irregulars.

2 EP and 1 population to go towards creating 100 Infantry.

1 EP banked.

Movements

50 Militia will move in the South East to seize the nearest Ruined city and press onwards.

50 Militia will move west to look to secure the Ruined city in the region.

100 Irregulars, 50 Militia and 200 Infantry will be deployed throughout the remainder of the lands under our control to counter any possible attacks against us.
 
Nation orders, turn four:

Spoiler :
The Nation: orangelex44
Government: Civilian Cooperative
Capitol City: Ville (Ruined City)
Capitol City Possessions: Neighborhood (2), Marketplace (1)
Economic Points: 1 (+4)
Population: 7 (+3)
Oil: 12 (+1)
Watcher Attack Risk: 28% (+3%)
Army: 500 Irregulars, 250 Militia, 100 Infantry
Navy: none

Recruit yet another 500 Irregulars, and send units of 100 to my various outposts/capitol.

Buy another Marketplace.
 
DII Orders Turn 4

Spoiler :
Defense Institute Incorporated: Adrogans
Government: Military Corporation
Capital City: The Hexagon (Oil Derrick)
Capital City Possessions: Habitat (2), Bazaar (1)
Economic Points: 1 (+4)
Population: 8 (+2)
Oil: 9 (+2)
Watcher Attack Risk: 28% (+5%)
Army: 500 Irregulars, 100 Infantry, 100 Cavalry
Navy: none

Orders:

Purchase another Bazaar.

Recruit another 100 Irregulars

Set up a forward base near the watcher outpost on the island. This will be defended by 150 Irregulars. Mainly this is to allow us a fore warning of a strike and prepare, or hopefully make them feel they attacked an important position without mush issue.
 
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