Show me your orders/battle plans!

Turn 1 Capto Iugulum: Empires and Nations
Spoiler :
Spoiler :
Durrani Empire
Absolute Monarchy: Zaman Shah (Reactionary)
Capital: Kabul
Education: Oral Tradition
Religion: Sunni Islam
Manpower: 670 (+7)
Total Economy: 190
Economic Control: 10%
Government Spending Points: 0 (+19)
Stability: 7
Issues of Concern:
-European Influences (40%)
-Border Security (35%)
Army: 25 Infantry Brigades, 5 Cavalry Brigades
Army Quality: 4
Army Organization Style: Asiatic

Project: Modernizing to Islamic Organization Style (30 GSP)
Spending:
15 GSP for Modernizing to Islamic Organization Style.
4 GSP for building Infrastructure

Domestic
Building Infrastructure
-Complete a census of the countryside and deliniate major cities and resources to connect
-begun surveying and buying a route between these areas
-See if we can buy railroad engines/tracks or designs on the market to use
Missionaries
We will continue to reject any and all attempts by third parties to send missionaries within our land.

Military
Modernize to Islamic Organization style. Since I am already Islamic, that would be less of a change than directly to European. Although I would be prolonging the inevitable, it would keep my stability up.

Contingency
Kazak Khanate Invades: take the 4 for Building Infrastructure and redirect it to raise irregulars, especially light cavalry. Our main force will position at various strongpoints with infantry, using gunpower weapons to equalize their speed. Our Cavalry shall be used sparingly and decisively. As the defender, we are at a disadvantage for raids and advantage if they attempt to form a horde. This is because raids force us, less mobile compared to the steppe horsemen, to spread out and be vurnable. Against a horde, we only need flank guards to hem them in, then press them into battle on our terms with our firepower.
Maratha Invades
Fight a fighting retreat to the Indus, and destroy any bridges they attempt to take. Then reorganize before striking again: this time seeking to outmanuver them while they attempt to cross the river, striking their communications, logistics, and then the back of their formations, and defeating their army with encirclement. Afterthat, we will cautiously march towards Delhi based on scouting reports, mostly to gain additional concessions.


Turn 2
Spoiler :
Spoiler Stats :
Durrani Empire: Terrance888
Absolute Monarchy: Zaman Shah (Reactionary)
Capital: Kabul
Education: Oral Tradition
Religion: Sunni Islam
Manpower: 677 (+7)
Total Economy: 190
Economic Control: 10%
Government Spending Points: 4 (+19)
Stability: 5
Issues of Concern:
-European Influences (40%)
-Border Security (35%)
Army: 17 Infantry Brigades, 3 Cavalry Brigades
Army Quality: 4
Army Organization Style: Asiatic
Projects:
Upgrading Army Organization to Islamic: 15/40


Spending
Bank 1ep
Spend 22ep and 11mp on 11 Asiatic Brigades: 5 Infantry, 3 Cavalry, and 3 Artillery*
Spoiler Notes :
(If possible, divert 8ep: or 2 Infantry, 1 Cavalry, 1 Artillery to raise Levies/militias)
Manpower becomes 677+7-11=673
Infantry becomes: 22 Brigades
Cavalry becomes: 6 Brigades
Artillery Becomes: 3 Brigades
Project Upgrading Army Organization to Islamic becomes: 15/62


Domestic
Raise Economic Control to 20% With reason being War Tax. In addition, allow tax waivers for volunteers/militia/irregulars fighting for our cause, to receive basic outfitting and training if needed.

Military
We will hold Kabul at all costs!
Kabul Defense Force: 20 Infantry Brigades, 2 Artillary Brigades
Goal: Hold Kabul, preferably at nearby passes where our local knowledge would be useful, but at various forts or inside the city if we have to.
Tactics: Locals will be guides to lead us to various passes and as guards. While infantry holds the passes as a foward defense, a more mobile force including our Artillary will be our main army. After contact, it will march to hit their vanguard while they are still in the pass and outflank it with infantry and guides.
Flank Defense Force: 2 Infantry, 3 Cavalry, 1 Artillery
They will defend our flanks such as Baluchistan and nearer to the Kazak Khanate in case they wish to push elsewhere than Kabul.
Tactics: Infantry will spread out as guard/pickets along the Persian Army, and cavalry will raid their supply lines, rally loyal Afghans and minoraties against the Shia invaders and gather information. Artillery will be used as a last resort weapon to guard the passes of the Hindu Kush near Changhcaran to the north and south. Grapeshot and wipe a pass clean if we have that.


As you can see, my soft brain expected everything except what actually happened. :p
 
Spoiler FFHNES II, Turn 20, Kuriotates orders :

Give my vote-of-best-story for Hbar, I like that game (I can't write the name, Chultulu?) reference :)

0. The tree of Death maintenance
*snip*

1. Collect money and food income for the turn.

Income
Gold(banked): 25 gold
Total gold income: 62 gold, out of it 9 comes from trade
Total Gold to use: 25+62= 87 gold

Misc. Stats
Stability: 98
Administration: 2

Food
Food: 20
Food income: 18
Total food to use: 20+18= 38 food

Civics
Labor: Default
Economic: Stewards
Religious: Personality Cult

Resources(connected)
Soybeans(to kappa), cocoa(to WME), rice(from kappa), goats, nutmeg.
Total income: 9

Science
RP income: 26 RP
63 RP banked towards novel military tech

---------------------------------------------------------------------------------------------------------------------

2. Buy new units.

n/a

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3. Issue military orders.
N/A

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4. Expand a new city or outpost or upgrade a current outpost to a city.

n/a
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5. Spend food to buy new population if you want to.

Food to spend: 38

-36 Food, Increase populations at province 22 (averlorn) from 7 to 8.

Leftover food: 2

---------------------------------------------------------------------------------------------------------------------
6. Spend money to train new workforces if you want to.

n/a
---------------------------------------------------------------------------------------------------------------------
7. Buy new improvements and buildings, or upgrade existing ones.
Gold left to spend: 87

-14 (15*0,95=14,25) gold, buy open pit mine in Province 24 (Fort Katamin)
(5% refund, province prod. cap is 1, needed for open pit mine - 0)

- 40 gold Build library in My capital, Averlorn, Province 22.
(pc. needed=2, province production capacity=2)

NOTE, THIS LIBRARY IS USED IN EVENT, IT MIGHT COST MORE OR LESS, DEPENDING OF YOUR DECISION(s), CHECK #9.C (misc orders)

Total Gold Left to use: 87-14-40=33 gold

---------------------------------------------------------------------------------------------------------------------
8. List your research priority
RP income: 26 RP
63 RP banked towards novel military tech

- 22 RP Neutralize commercial agriculture

(75*0.3=22,5(ROUNDDOWN)=22 RP
26-22=4 RP)

- 4 RP will be stored or used in "LAMIA PROBLEM"

---------------------------------------------------------------------------------------------------------------------
9. Miscs

Gold left to use: 33

9.A
TRADE WITH TNT

Teach "Battlefield Manouverability" to:
White Mist Elves,
Grigori,
and Kappa

-----------------------------------------------

MISC 9.B
Deals with Syrii
Gain "Harvest Seas" Technology.
- 20 gold, Send 20 gold to Syrii, like we agreed.

Total gold Left to use: (33-20)= 13

MISC 9.C
Once Kuriotates authorities learned about the riot of Averlorn, local peasant militia was instantly dispatched. But they worked, as expected from peasant militia. Many Lamia families were killed and their houses torched, some fires raged until the very early morning. But many managed to evacuate into Milita safe points, hide or flee from burning town. Thankfully not all of the citizens went berzek and fires were stopped before they managed to cause too much damage to Averlorn.

1-2 days after the riot, local peasant militia leaders "convinced" captured rioters to reveal everyone who participated in the riot - their names were recorded and their confessions were taken - they all were treated "nicely" and were let home in exchange of promise coming back next day. However, peasant militia was deployed around town exits, with order of not to let those who were suspected in participating in riot, leave this town.

On 3rd day, after the riot, most participants in riot, gathered on Averlorn main square - near the "Monument of Artists", small unit of peasant militia (outnumbered 1:3 compared to people) was also deployed in strategical positions around the square. When judge appeared, silence filled the square.

The Judge
[image]http://www.legaljuice.com/judge.jpg[/image]
(Image is illustrating)

Chosen people from militia, some by-standers and even few lamias were called to confess. As the process progressed, crowd started to protest more and more. As any juridical process, takes time - Volunteers from Cult of Empyrean fed people and calmed those, who were getting "too anxious". Entire process raged from dawn to sunset, so food from Empyrean members was very valuable to crowd. As the sun began to set, judge gave order to send people back home and gather here again tomorrow - when he would announce his decision and sentence(s).

On 4th day, during midday - people once again gathered on the square. This time there were many more, many parents, friends and bystanders gathered to listen what sentence the judge would announce, as this was not common process - this sentence would influance over 500 citizens, not counting their families. When judge finally stepped on {SOMETHING} and was ready to announce sentence, silence filled the square. It was obvious, that if the decision what judge made would be "too repressive", all of this crowd would enrage and many civilians will get hurt.

Judge know that he had to follow laws, he also knew that it was personal command of Emperor to sentence most "expensive" sentence possible.

"Was emperor out of his mind, when he gave that order? The moment I announce this sentence, crowd will go mad, they will linch me and Averlorn will fall into civil chaos, many will die. But this was personal order of Emperor. Does he not see what will happen, if I announce this sentence? ... or perhaps he wants the destruction of this beautiful city?" - those were thoughts that ran through mind of the judge.

He looked around, crowd was surrounding him from 3 directions and was obviously "anxious". After saying small prayer, (silently so no-one could hear it), judge finally announced his decision - or emperors decision - payment of 200 half-silver coins or jail ... and, as expected, the crowd enraged - " That is 2 years pay for me.","I have kids.", "You bloodsucker", "you want to take last from us!" and similar screams filled the air. Peasant militia grabbed weapons and formed ranks, as crowd started to turn their attention towards their surroundings.

But before crowd managed to turn into single, mindless and angry mass, sound of galloping horses filled the square. Several centaurs and Rider on white horse rode through the gap between peasants and militia. This sudden enterance was enough to freeze both the crowd and milita members. Then orders of Line up, it is the Emperor were screamed from peasant milita commanders, after that everyone recognized the emperor.

Emperor, after being sure, that crowd focused on him and that he is visible to all of them, began to speak. Following are most noticable quotes from hes speech:
I, Micelaos Krama, The First Emperor of Kuriotates, chosen by council of Kuriotates
...
Terrible crimes of Hera, cannot be forgotten - I have personally assigned bounty on her head dead or alive
...
So this young Kappa bandit killed many of our citizens, should the Kuriotates declare on Kappa inhabitants in our lands or perhaps entire nation of Kappa?
...
But Kuriotates are peaceful, just like Lugus
...
By the right of Emperor, I can replace sentences with different sentences that are on same level and that I shall do.
...
The Empyreans and Cult of Artists have volunteered to aid you in construction of these buildings!
...
Both lost children and lamias shall get proper burial funding from our government.
...
Long live the Kuriotates!

Emperor changed sentence of "200 half-silver coins" to "20 hours of free labor on construction of new Library and new houses ( 20 hours per week) until library-complex is finished."

People were cheered, as this decision was better than they were actually hoping for and it was much, much better than sentence announced by judge.

As the construction of new library progressed, the Empyreans shared food and thought the way of peace to "volunteer builders", while Cult of Artist thought workers to understand the art. After The First Library of Averlorn was completed, many ex-rioters joined with Cult of Artists or The Empyreans.

Families of killed children and Lamias got many donations from people of Kuriotates. Burials were financed by the government.

Library that was built was one of the most amazing archivements of art, thanks to Cult of Artist. People were happy, as Empyreans explained how and why they must live peacefully and fed tired workers. Many of the surviving Lamias, who wished to return to Averlorn, were offered living place and job in that new library complex - many accepted. Those Lamias who wished not to return to Averlorn, got free housing in town on Kwythellar and outpost of Fort Katamin.

It is worth to mention, that some alchemists and researchers decided to donate parts of their own personal libraries and their new researches to the Library of Averlorn.

My assumptions:

* I assume that laws that will be applied on those who looted, burned and killed en-masse innocents, are pretty rough. (whatever the reason of their anger was, killing innocents and helping with is still crime)
* I assume that many Lamias(25-40%?) managed to flee or survive as masses move slowly.
* I assume cults are willing to help people and spread their religion for free/some gold&food.

My RESOURCES TO USE:
Gold: 3 + 10 gold (10 gold will be "Loaned" from public banks/whatever)
Food: 2
+Library project
+4 RP (some scholars :) )

Chronologial order of Events:

0. Authorities learn about riot
1. Riot ends During and after that, peasant milita stops all "rioting" groups and records their names.
2. Remaining Lamias are evacuated under protection of Peasant milita group
3. Day after this event, all people are rounded up (milita members "escort") them onto square (where the monument is)
4. Rounding up people takes few hours, during that time judge arrives.
5. Judge listens to complains from both rioters and those who represent law

6. Judge sends people home telling them to come back tommorrow. Those who will not are considered being criminals.
7. Emperor contacts cult(Religious) leaders of The Empyrean and
The Cult of Artists and organizes supplies near libary building places.
8. People are gathered again onto square, many are missing (afraid).
9. Judge is forced to make decision according to laws and traditions. (and by the secret order of Emperor), this decision will be quite hard on people - Pay very large sum of money or go to jail.
10. People (who came to the square) enrage, loud screams and protest are heard, peasant milita grabs weapons.

11. Before people manage to turn into rioting mass again, emperor, riding on white horse and companied by several high military generals (centaurs) rides with full speed gallop to the central square, talks few seconds with the judge and turns to people. (both People and Peasant milita, freeze during that time, becuse of 1) It is emperor himself 2) hes *enterance* will be noticed.)
12. Emperor steps onto higher position (or stays on horse etc.), and holds a speech to the people. (I'll add quotes from that speech later, as I with my bad english can't write full speech).

in speech:
13. He also announces he has right to change judges decision (CHANGE not Delete/destroy).
14. He Feels saddness that people feel for their lost children, but that he also feels saddness over many, killed Lamias. (and draws connections with Kappa bandit who killed many travelers, shoud Kuriotates declare and attack Kappa for that?)
15. He swears he will hunt down Hera and "judge" her, even if it will be the last thing - also puts bounty on Heras head. However bounty only functions if she is captured (is alive).
16. He promises proper burial to both Lamias and (killed)children.

17. He announces that new Library will be built in Averlorn and as he has right to change judges decisons, he changes huge monetary payment(or jail) to:
17A. Working 4 hours every day except sunday(4*6=24 hours per week) on construction of library will pay that dept(until library is constructed.) This is very, very good and cheap deal as state still employes proffessional builders (so people will be only doing simple stuff etc.) and is very much cheaper than paying huge sum
17B. People will build new houses near that Library, those house shall belong to Lamias who are still alive.

---------------------------
Dealing with people
People are happy, that their punishment is almost nothing (compared to what decision judge made).
People are calmed by The Empyrean (they are sharing food and every religon workforce spreads their religon and its ways).
People who are talented or just interested in art are recruited by Artists.
Everyone in Averlorn shall see the new library (Beautiful AND useful)!
Both Lamias and Children get proper burials (on sunday).

Dealing with cults

Both The Empyrean and the The Cult of Artists will recive an offer from Emperor:
Their members are sent to help out with the construction of that Library.

Cult of Artists will do (and help/guide citizens to do) decorations. (Only requirement is that, 30% of those decorations show Lamias and other Races in peacful relationship and none of those decorations Support Violance)

The Empyrean, will aid people and supply them with food and water (financed by us).

Both cults should agree, as this is great way to get new members, those who are interested in art can be convinced to join with Artists and while sharing food and supplies, Empyrean can spread their faith - atleast "calm" people. Also having nice Library is bonus to artist, while calming and teaching people is nice benifit to Empyreans.

Dealing with Lamias (surviving)

Escaped Lamias will be offered full time job in the library and those who wish to return will be provided with new houses (near library district). Those Lamias who are too scared, are sent either Kwythellar (for more people) or to Fort Katamin (less people). They will recive small funding from country and have right for all of their property that was left in their houses. Local governors will then deal with them.

Dealing with Hera.

A price worth of 2 gold (if she is captured alive) is put on her head, price of 1 gold will be given if information with her location is given.

If military finds her orders are to captured her alive, but NOT let her escape.

If she is captured alive, specialists will "work on her" and find out WHY she was killing those kids and she will be offered chance to live - she begins reseaching in that newly built library. She will be in "home arrest" and her home will be library (as she is doing researches, she will not be seen (or allowed to see) anyone.

Otherwise she will be judged infront of people and exicuted (or whatever her punishment is).

Dealing with Judge

If he begins to talk against emperor, he is quickly killed, if he is wise man - he keeps his mouth locked.


*Snap*

Resources sharing:
total: 13 gold, 2 food, 4 rp

7 gold and 2 food will be sent to construction (food for workers and gold for whatever other expenses).
4 gold for burials.
2 gold for capturing Hera.

Final changes:
13-7-4-2= 0 gold in treasury.
0 food in storage.

Libary in Averlorn.
Open Pit Mine in Fort Katamin.
20 gold sent to Syrii.
Harvest Seas aquired from Syrii
Successfully dealed with Lamia problem.
Neutralized commercial agriculture.
63 RP banked towards military tech.
*snip*
 
For Mosher, my first set of orders from the SKNES Beta that really has no reason to be in existence. I'm still sticking to the idea that it just needs to be put out here already continuing from where we currently are at.

*orders moved to post 849*
 
Hey,

ZPNESX: Empires of Sky/ Kazekinzoku UNUSED orders Turn 3
Spoiler :
Kazekinzoku: Blaze Injun
Color: grey / crimson
Mana: Air / Metal
Capital: Hitoshirenu
Description: Offspring of air elementals & humans, Imperial Army Engineers from a lost kingdom. The humans heritage of war inspired the new race to look outward into the currents for new Islands to claim & conquer.
Units:
1 Kaze Kanata (3 mana)
(Looking like a dust devil on the battlefield. This lightly armored flyer uses speed & mobility to attack using thousands of long metal wires
to slice through flesh, bone & armor. Creating death & confusion on the battlefield. Pilots of these flyers can develop into spell casters)
1 H.A.T. (Higgins's Aeronaut Tank) (3 mana build)
(Command Unit/Cyclonic tank: Used by a commander to lead the Kikou. Fast & more armored them the kikou these flyers look like a tall thin Cylinder on end. The top has 4 metal, girder framework, rotor arms that hold the Pilot Containment Capsule. The body is a Cyclonic vortex cannon. Much like a giant vacuum. It sucks the air in towards its opening at the bottom of the cylinder. Then with hurricane force it reverses the flow creating a shockwave across the battlefield.)
2 Kikou (2 mana)
(Tiki looking, these heavily armored infantry carry cyclonic rifles, weapons that create a hurricane vortex. Good at holding & defending but lack initiative to exploit opportunities without inspirational leader. Dumb)

New Unit: Hikousen Marines (2 mana) After the 1st encounter in the ether above Sunde against The Manor, the Kazekinzoku Engineers have developed a retractable winged, armored flying suit specially developed for engaging vessels in the air. They can use a standard transporter to get in range, then engage in air to vessel combat. They use the standard Cyclonic rifles & but hope to have their own designed transporter.

Orders
1. Enter into Exodus Treaty.
A. Exodus will defend Hitshirenu against harm this turn.
B. For Exodus control of the entity known as The Priory for Eternity.

2. 1 Mana to the Great Eagles of Glaas for their military employment.
3. Build 2 Hikousen Marines (4 mana total)
4. Keep 1 Hikousen Marines at Hitshirenu to guard against any move toward Hitshirenu by any hostile force Manor or Exodus.
5. Send 1 Hikousen Marines & 2 Great Eagle to Sunde. They will attack any Manor transports around Sunde.
6. Recall the Kaze Kanata back to Hitshirenu to guard against attack.
7. Try to land 2nd Kikou on Sunde.
8. Join with any attacks by Sunde Fish men on The Manor forces.

Beginning of the World as We Know It & BOTWAWKI Revised Thread/ New Frostburk orders 4
Spoiler :
New Frostburk
Bili Morgan (Fearsome)/Blaze Injun
Faction Trait: Expansionist
Capitol: New Frostburk (Frostburg, Maryland, USA; Bunker)
Population: 520
Slaves: 0
Loyalty: 55%
Food: 1,940
Water: 1,500
Energy: 0 (+0)
Tech Parts: 15
Ammunition: 955
Military Equipment: 50 Low-Tech Weapons, 30 High-Tech Melee Weapons, 50 1-H Guns, 25 2-H Guns, 320 Laser Weapons, 6 Heavy Weapons, 15 Power Armor Suits
Combat Training: Paramilitary
Outposts: Cumberland (Cumberland, Maryland, USA; Urban Ruin)
-Population: 250
-Arsenal: 130 Low-Tech Weapons, 20 High-Tech Melee Weapons, 35 1-H Guns, 50 2-H Guns, 4 Heavy Weapons, 25 Laser Weapons

Continue with
Spoiler :
1. Concerning the travelling bands of Folks, Scavengers & Raiders.
No one is allowed into the Bunker until interrogated & assigned to a job. There will be 200 individuals allowed to join
New Frostburk. Each must swear loyalty to Bili Morgan & New Frostburk. These 200 will be classified into 3 categories.
Each limited in total number.

1. Skilled- 100 Individuals- Those that have knowledge, based on reading, writing & math skills, that would help the
progress of continued operation of the Bunker. Skilled individuals which include spouses & children. Skilled individuals
with children will be given priority treatment.

2. Numbers- 75 Individuals- Those that are healthy & physically fit, suitable for top paramilitary training.

3. Ravens- 25 Individuals- Those most capable of concealment & scavenging. Scout types.

All individual aged 7 & up will be required to attend Hand to hand & knife combat training. training. All children will be required to learn to speak English & attend school.

Outside folks that may camp around the bunker will only be allowed if they will consent to Frostburker military patrols.
Scavengers will be interrogated & have all tech confiscated given 1 food & sent on there way. Tech will be bought at
a basic 2 food pre tech up to 5 for higher tech (generators, robots, workable machines)

Raiders are to be dealt with a heavy hand. All weapons available of the bunker will be used to stop any attack on the Bunker or any camp that my spring up around New Frostburk. Any captives will be physically interrogated & put to the axe.

Christmas
At Christmas, in the Bunkers Gymnasium, a spectacular event will introduce each School & the best of each school. The event will include Pledges to Bili Morgan & New Frostburk, skill shows by individuals & groups. Stories of adventures of the outside by the Ravens(scavengers).
The last 2 hour of the 24 hour holiday will be a time for Bili to wander the bunker from top to bottom to award gifts. First stop the best school based on individual skills,
he will entrust the school to 1 Power Suit. He will also gift individuals of the bunker for such as repairing a machine, high test scores or just being a random stop. Mostly
a gift of 1/2 food ration, but other things can be given.

Low-Tech Weapons Schools.
Here is how it works. Schools of low-tech weapons training will be created. Everyone aged 7 & up will start with basic training in a variety of weapons consisting of
the following Stick (wooden weapons only), Staff & Spear, Knives & Needles (Icepick styles up to throwing needles & stars), Axes, Swords, Maces & Chains. Everyone
will also train in improvised weapons (anything at hand from rocks to pencils, keys & so on.)
After 2 months students that pass a standardized test will advance into a specialized training classes based on their best weapon skill. Though now specializing in one
weapon they are expected to continue to train in all schools of weaponry. Any of the 3 Categories (Skills, Numbers or Ravens) of Bunker inhabitants can be in any school.

Schools
1. Sticks
2. Knives
3. Axes
4. Swords
5. Chains

Each will specialize in training of one weapon. Emphasize of how high-tech would enhanced each students deadliness. The best in each weapon will be portrayed as a hero
a star. Become the face of the bunker. Have them make rounds introducing their selves to the bunkers citizens. The top 5 in each school will be named Master & become
the the top trainer for the school.
Propaganda will stress that High-Tech weaponry is the future of New Frostburk, but that the knowledge of low-tech is the way to that future. That a person is a one man
killing machine.
Alcohol rations. Everyone from age 16 up gets a ration.

Overseer's Challenge: A group of residents of the Cumberland outpost have recently acquired old musical instruments and have begun performing for the people. They have proved immensely popular, and some have requested that they be relieved of other duties to perform full time. How do we respond?

The Band will be allowed to form under the following conditions.

Lucky Bottoms & the Nederlander Band
1. They are relieved of mission duties but are required to continue with physical & weapons training in some form.
2. The Band will be under the watch of the Bunker.
3. Encouraged to teach or take a apprentice.


Major Undertakings for Year 4.
Cumberland & Frostburg missions by Bili Morgan.
1. Major Scavenging Expeditions to Western MD Scenic Railroad Development & Frostburg Rail Depot
Bili Morgan in Power suit, Axe & Laser, 100 men, 5 Power suits lasers & melee weapons, 50 low-tech, 25 lasers weapons, 25 1-h guns.

Will scout locations 1st. Any raiders will be attacked, captured & questioned. Looking for the steam trains
that could be at the located at WMSR http://www.wmsr.com/ sites, One in Cumberland & one in Frostburg. (See maps)
Both sites will be scavenged unless steam trains are located. If one is found a outpost will be set up at the site by Bili
& his group. All efforts will be put into the repairing any steam engines.

2. Minor Scavenging Expedition of Alleghany Community College & recon of the Cumberland Country Club for good land or water.
(50 men, 30 low tech, 3 2-hand, 2 1-Hand, 10 lasers)

New Frostburk Bunker Missions
1. -20 Food for increased Alcohol production & quality control.
2. 2 tech to upgrade radio.
3. 3 Tech for 150 ammo.
4. Start collecting water from well sites. It is to be fully tested. Results are to be known before any use is assigned.
5. Farming Missions.
The Following sites are to start farming. Each will have 20 men for a total of 60 men from the Bunker.
Defenses & Shelters are to be built. Also if possible watchtowers (as in a pole with a seat on it, basic & simple) are to be built. A. Maplehurst Country Club (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)
B. Frostburg Recreational Complex (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)
C. Lions Community Park (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)

6. The Sword Master & school will patrol the 3 farm sites & area around the bunker.
Swords: Master (Battle Axe, Power Suit & laser rifle) & 19 members (20 men: 20 low-tech, 5 1-h, 5 2-h & 9 High-Tech Melee Weapons)

New Training for all personal over age of 12.
The making & use of alcohol based grenades, molitoff cocktails & such.


Picking up the Pieces/ The Yankee Suns Orders #4
Spoiler :
Hello,

Here they are. I have included 2 Soldiers from the Empress & Mothera Cult in the plans.

Thsi was a tuffy. The one use of the teleport per turn makes deciding what to use it for hard.

I hope that the teleporting effects or lack there of is ok.

Name: "Black Jet" Finnagin / The Yankee Suns (Blaze Injun)
Species: Human
Role/Organizational Structure: Independent Organization
Population: 1,215
Economy: 5/4
Corruption: 0
Reputation: 8
Fuel: 8
Technologies:
Automobiles, Personal Electronics, Firearms, Jets, Laser Armaments, Naval Operation, Teleporter Operation, ET Utility Tools, Heavy Ordinance (1/4)
Troops/Encampments: 2 Soldiers, 2 Militia/ 2 Firearms, 12 Lasers, 2 Jets, 1 Tank ©, 1 Naval Unit, 7 Computers, 3 ET Uplinks, Hyper spanner
Kadena Air Base, Okinawa
-Laboratory
-Power Plant
-1 Militia, 1 Naval Unit, 1 Jet
Yokohama, Japan
-Teleporter
-Fuel Depot
-2 Soldiers, 2 Militia, 1 Horse. 1 Jet, 1 Tank©

Eco. Pts. Spending.
05
-2 To create 2 militia. Okinawa
04
-1 To upgrade 1 Militia(Tokyo Killer Girls) to Soldiers in Yokohama
02
-2 to create a Soldier. Okinawa
00

This gives 3 soldiers & 1 militia in Yokohama plus the 2 soldiers from Empress & Akita. 1 Soldier & 3 Militia at Okinawa.

Receive ET APC & 2 Plasma Rifles.

Use 2 Human computers to scout & scavenge Western Japan. Fuel & equipment are prime targets of search.
Use 1 Human computers to scout & scavenge Twain.
Use 1 ET Uplink & 1 Human computer to raid data banks for Human groups & Alien data on crash sites in China & India.

1 Human computer for the Knights of Mordor.

4 Lasers to the Rafiki Command Group 3.82


Project No. 03
Teleport 1 Soldier (laser) to GSM-8BR. From Yokohama. They are to secure the base. Leaves 2 soldiers & 1 Militia at Yokohama 2 soldiers from Empress & Akita.

Project No. 04
1 Jet (Yokohama) to fly to Giza & investigate the problems their. Report to Machu Picchu the findings. Return to Yokohama

Operation: Ocean Sunrise
Use 2 ET Uplinks & 2 Human computers to try & scout the Human Experimentation/ Air base in the Philippines. The computers & ETs should be used to defeat any security or base defenses. Load the newly created 1 Soldier(Plasma #1) & 2 Militia(laser) on the Naval Unit. Use 1 Jet from Okinawa to first scout then cover the operation. If the Island looks safe to take. Land the troops to take the Island. The Militia then will help any friendlies found there. The soldiers will scavenge all that can be had there.
Any building & equipment worth the time will be secured. This includes repairable stuff. If buildings or major equipment is found start encampment.

Leaves 1 Militia at Okinawa.

Operation: Dog Day
Receive ET APC, fix with Hyperspanner(1). Load 1 Soldier(Plasma #2), 1 Empress Soldier & 1 Akita Soldier (both lasers) on the ET APC. Use 2 computers to scout the Yakuza territory. Attack & defeat the Yakuza. Once taken the soldiers will then help with wounded & anyone needing help in the city. Any building & equipment worth the time will be secured. This includes repairable stuff. If buildings or major equipment is found start encampment.

Leaves 1 Soldier (Horse) in Yokohama.

Send 1 Militia to Kyoto to scavenge under the cover of guarding the Royal home & helping the city's citizens. Includes repairable equipment.


Picking up the Pieces/ The Yankee Suns Orders #7
Spoiler :
Hello,

Really tough orders this time. Lack of replies to diplo have left me working on my own.

Name: "Black Jet" Finnagin / The Yankee Suns (Blaze Injun)
Species: Human
Role/Organizational Structure: Independent Organization
Population: 11,883
Economy: 7/7
Corruption: 0
Reputation: 25
Fuel: 11
Trade Goods: Manga Comics
Technologies: Automobiles, Personal Electronics, Firearms, Jets, Laser Armaments, Naval Operation, Teleporter Operation, ET Utility Tools, Heavy Ordinance, ET Armored Vehicles, Plasma Weapons, ET Fighter Piloting, Mind Control Ray (5/10), Rocketry (2/5), Satellites
Troops/Encampments: 7 Soldiers, 7 Militia/ 2 Firearms, 7 Lasers, 5 Plasma Weapons, 3 Jets, 4 ET Fighters, 1 ET Large Craft, 1 Mind Control Ray, 1 Tank, 1 ET APC, 3 Naval Units, 3 Rockets/ 6 Computers, 12 ET Uplinks, Hyperspanner, 1 Attack Satellite, 1 Satellite (ul)


Kadena Air Base, Okinawa
-Laboratory
-Power Plant
-1 Soldier, 1 Militia, 1 Jet, 1 ET Fighter
Yokohama, Japan
-Teleporter
-Fuel Depot
-2 Soldier, 1 Horse. 1 Jet, 1 Tank, 1 ET APC
Akita, Japan
-No Buildings
Kyoto, Japan
-Courthouse
-1 Soldier
Point Brooklyn
-No Buildings
-1 Soldier, 2 ET Fighters
Uki
-No Buildings
Matsue
-Walls
-1 Soldier, 1 Militia, 3 Naval Craft (2 Rockets), 1 Jet, 1 Satellite (ul), 1 ET Fighter
Seoul
-No Buildings
-1 Soldier, 2 Militia
Sapporo
-No Buildings
-1 Soldier, 1 Militia
GSM-8BR
-Rocket Factory
-1 Soldier

Trades:
1. Diamonds from DeBeers (1/3) +1 Eco Point
2. Manga Comics to Rafiki Taipei (1/3) for rep.
3. Get Submarine from Hawaii
4. Get ET Large Craft Tech from Machu Picchu.

Eco Points Spending
07
+1 From DeBeers Diamonds
08
-6 For 3 Soldiers for ET Large Craft
02
-2 2 Militia
00

Mission: Nazca Boogie
1 ET Large Craft with 3 Soldiers cargo. The ET Large craft is to fly the 3 soldiers to Nazca. 2 ET Fighters will be used to cover both the flight & landing of the 3 soldiers. Once landed the 3 soldiers will take the Largest Craft that lands at the beacon. They will follow a list.
1. Craft larger then a ET Large Craft & 1 ET Large Craft & 1 ET Fighter
2. 1 ET Large Craft & 2 ET Fighters
3. If there is a chance at a second raid all ET fighters will be taken.

The ET fighters will be taken to Matsue & Taiwan. Larger Craft to Yokohoma.

This is a raid to steal & not to hold. But if attacked my ET fighters are to destory any opposing forces.

Mission: Blinking Eye
Teleport 1 Soldier (palsma, Yokohama) to the The Circle Deployment Base in orbit. Once there they will attempt to occupy the station. They will cooperate with any Omicron Wing units that might try to occupy the station upto a point. The Yankee Suns are there to stay & will not leave the Station.
1 ET Fighter will fly to guard the station.

Mission: Taiwan Hop
1 Soldier (Plasma, Sapporo), Tank & 1 new militia will load on the Unarmed Naval Craft. The Ship will land at Hsinchu in Taiwan. Will scavenge all of Taiwan south of the city of Taipei. Will create a encampment in Hsinchu unless a better spot with resources is found. The militia will give care to any human populations. Spread the word of Empress Mako & The Yankee Suns as a force for the good of Humanity.

Mission: Neptune Sun
1 Soldier (Lasers, Kyoto) will control the new Submarine from Hawaii. Outfit with a ET Uplink for a super sonar.It will then travel to the homes of the Russian Pacific Naval Bases http://en.wikipedia.org/wiki/Pacific_Fleet_(Russia) at Vladivostok & Petropavlovsk-Kamchatskiy

There they will sceach for ET Crash sites along the way to Russia. Once there they will try to encamp at a safe place & contact any remaining groups.

Home Front
1 new militia on horses will scavenge any cities untouched in Japan.
Collect any Fuel not collected.
Have many festivals & celebrations of Spring.

Computer uses
Repair 1 computer with Hyperspanner
Total: 7 Computers, 12 ET Uplinks

2 Computers & 2 ET Uplinks for GSM-8BR defense.
1 ET Uplink for Submarine Super Sonar
3 Computers, 4 ET Uplinks for Yankee Suns Network.
2 Computer & 2 ET Uplinks to contact any Groups in North America. All info is to be sent to Hawaii for Submarine.
3 ET Uplinks to Search for salvage & cities for expanion into China.

Blaze Injun

Bonus List of Projects for Germanicus12's GermaNES: Revolutionary War
Spoiler :
Price for future Colonial improvements request:
1. Expansion of Philadelphia's Harbor & Shipbuilding Industry 20 EP. (20/20)
2. Lumber Mills & Sawmills 15 EP
3. Pennsylvania Long Rifle Works (30/30) 30 EP. (This will help supply an army for one year, or you can pay 10 EP and only supply 1 regiment per year.)
4. Pennsylvania Iron Works 30 EP
5. Road improvement 35 EP
6. Hospital for Harrisburg 25 EP
7. Pittsburg Fortification improvement 20 EP
8. Pennsylvania Bridge Works 25 EP
9. Trade Missions: United Providences 2 EP
10. Pennsylvania Corp of Engineers (10/10) 10 EP (Since I believe you want to use military men, I will give it a price tag of 10 EP plus 4 Militia regiments, to staff it.)
11. American Turtle Submarine secret project. 15 or 25 EP (So the project will cost you 15 for quick production (sloppy work) or 25 for excellent work. (higher chance of success.)

12. Military Acadamy at Harrisburg 20 EP
13. Philidelphia City Defenses 25 EP, without forts, 40 with forts.
14. Philidelphia Harbor Fortifications 20 EP, with 1 fort, 30 EP with more forts.
15. Philidelphia Naval Acadamy 20 EP
16. Easton, PA Stone Fortification (Not sure what this is... is it a fort?)
17. Merchants Trading House 15 EP
18. Frankford (Gun)Power Works. 25 EP
19. The Indian Ocean Trade Company 20 EP in Philidelphia Warehouse(10 EP), Overseas Warehouse(10 EP)Bombay, Madras and Calcutta
20. Alarm posts along the Deleware River
http://www.panavy.org/alarmposts.html
21. Pennsylvania Spy Network
22. Bank of Pennsylvania/Philidelphia

Troop Costs
Colonial Militia: 1 EP 5 manpower for 2 Regiments.
Colonial Cavalry: 1 EP 5 manpower for 1 Regiment.
Pennsylvania Grenadiers: 5 EP 15 manpower for 2 Regiments.
Ferguson Riflemen regiments: 3 EP for 1 regiment
Minutemen regiments: 1 EP for 10 Regiments. (7 EP Large (10 regiments))
Rangers: 1 EP and 10 manpower for 2 regiments.
Native American scout unit: 1 EP for Unit.

5 manpower Colonial Militia: 1 EP 5 manpower for 2 Regiments.
5 manpower Colonial Cavalry: 1 EP 5 manpower for 1 Regiment.
10 manpower Rangers: 1 EP and 10 manpower for 2 regiments.
15 manpower Pennsylvania Grenadiers: 5 EP 15 manpower for 2 Regiments.

Cache Costs
Weapons Cache:

A colony may choose to establish a weapons cache in preparation for war/rebellion. In this case, the weapons cache will need a location and numbers of troops it can outfit.
Then you will be given a price. Once you pay this price, the cache will be available the following turn. The more you pay over the price, the harder it will be for the British to
find out about them. If you elect to pay half now, half later, you run the risk of the British discovering this cache and seizing it.
Costs and sizes:
5 Medium (5 regiments)
7 Large (10 regiments)
10 Very Large (20 regiments)

Troop Request
1. Pennsylvania Grenadier Regiments 5 EP/15 Manpower for 2 Regiments
2. Pennsylvania Long Riflemen Regiments
3. Turtle "Snapper" 15 EP for Cheap. 25 EP for Excellant
4. The Indian Ocean Trade Company Ships
Sloop 2 EP. (The British will demand a higher tax for these ships.)
Indiaman 1 EP ship.
Brig for 1 EP ship
5. Fire Rafts & Row Galleys for defense of the Delaware river.
This is fine, and you can either seize merchant ships and convert them for your own use, or build them from scratch, the latter running a high risk of being discovered by the Royal Navy if built near the coast.
Seized, converted ships: Fire Rafts 2 EP.
Built ships: Fire Rafts 3 EP, Rowed Galleys 5 EP.
6. Heavy Cavalry with Ottoman Cavalry Sabre
7. Light mounted Infantry

Cannons
6 Pounder: 2 EP per cannon.
8 Pounder: 4 EP per cannon.
12 Pounder: 6 EP per cannon.
18 Pounder: 10 EP per cannon.

Plans of Projects & Details
IOTC ships to the Dutch for Cannons.
Attack on Virginia & N. Carolina ships at Philidelphia.

Important Posts for Pre-Revolution
Bank of Pennsylvania.
Tories rounded up & Expelled.
Colonial Convention.
Creation of the Pennsylvania Consitution.
Withheld taxes.
Letters of Marque to privately owned, armed merchant ships and Commissions for privateers.


Alarm Posts along the Deleware River.
6 Posts of lower Deleware: 1 man with one horse & 1 small cannon 2 pounder.
6 Posts of Upper Delawere:

The Pennsylvania Assembly has empowered the Committee of Safety with the authority of
supervising the pilots in the lower Delaware Bay. This will insure safe passage through the
treacherous waters of the Bay & river.

http://www.11thpa.org/ferguson.html Breechloading rilfe 1175
http://en.wikipedia.org/wiki/Ferguson_rifle


Blaze Injun
 
Spoiler BOTWAWKI :
Northen Wolf said:
Wild Wolves
Garrik Wolf (Charismatic)/Northern Wolf
Faction Trait: Barbaric
Capitol: Homecave (Jennings State Forest, FL, USA; Tribal Community)
Population: 1,600
Slaves: 0
Loyalty: 50%
Food: 2,950 (+1,000)
Water: 2,950 (+1,000)
Energy: 0 (+0)
Tech Parts: 0
Ammunition: 0
Military Equipment: 750 Low-Tech Melee Weapons
Combat Training: Rabble

Objectives
1. Organize clanial/slave order
2. Build new outpost
3. Secure our borders

------

1 Organize clanial order:
3 Major ranks:
Slaves
Civilians
Military (leader of the clan)


To become part of the Wild Wolves, one must either show great skill and have friends or allow himself to be enslaved. To become a Wild Wolves Member, one has to become either volunteer slave or a Warrior Slave. There are different tattooes for each class, tattooes are changed as individual gets new ranks and tattooes will tell life story and ranks of the person (what is his combat experience, what fields he knows best, how many bloodbrothers he has - and like). OOC: I draw inspiration from "Caprica" series - Tauron movement. Taurons used Tatooes to represent all important events in ones lives, as well as their rank(s), important friends/bloodbrothers and -like. I want my tribe also to have many tatooes that indicated ones rank and achivements. Adding tattoes yourself will result being skinned and then boiled/left to dry in the sun, alive.

Warriors-caste
Warriors Slaves are required to dedicate their lives for 2 years under command of a professional warrior. They are volunteer and can be promoted from any rank exept "unvolunteer slave". Scarred warrior may use their subjects (warrior slaves) as they see fit and play with their lives, as they want. However, one can only gain new warriors under his command in every 2 years. That makes warriors-in-training and their lives, training and equipment very important - afterall nobody wants to face a deathclaw with merry-band-of-underequipped-and-trainingless-rookies.

Young Warriors are free from slavery bonds and free of their master - they can not be commanded any more by their master and they often form "packs" with other young warriors. They are free to leave the tribe but they have to earn their pay (through barter system). They have to stay in tribe for two years and serve tribe well on battlefield/tasks to be promoted, aswell as they have to make two friends in tribe, who will support their claim for promotion.

Scarred Warriors are warriors, who have served Wild Wolves citizens well and this rank can only be given with reccomendation from two other Scarred warriors. To give recommendations to those who are not good warriors (who flee from battles that can be won or are simply cowards) means giving your oath that this warrior will not dishonor tribe. That means that these Scarred warriors, who recommended a New scarred warrior, will be demoted back to young warriors, should their recommended warrior "fail" at his tasks. Scarred warriors can accept new slave-warriors to work underneath them.

Wolf Warriors are best warriors among the Tribe, they have served the tribe well for more than 10 years and this rank will be given only to very worthy candidates. They can also canditate to become leader(s).


Slaves -caste
Volunteer Slaves are slaves who give themselves volunteerly into slavery. In exchange they will be fed, protected and they can become full members of the tribe. Of course, Accepted members of Wild Wolves come before slaves. Slaves, just like warriors, are tattooed a sign on their left shoulder that indicated their position. This tatoo will be "improved", as slave improves in his rank.

This means for many families who live in the wildreness, becoming a 'volunteer slave' for Wild Wolves and having stable supply of food, water and protection, slavery is a viable option. Becoming a slave is also only way of becoming a full member of Wild Wolves (unless you are a skilled specialist whos services are needed).

"Unvolunteer" slaves are equipped with slave collar - and they have to serve as slaves for 4 years. Then they will be promoted onto rank of "volunteer slaves". And once they get out from 'volunteer slave' rank, they can leave the tribe. Most prefer to stay or will return, having served 6-8 years in tribe and used to with protection, food and traditions.

-----------------

Orders

Overseer's Challenge: There are travelling bands of folks and scavengers wandering the wastes. While many are obviously villains, some may become decent members of society. What sort of attitudes should we display towards these people?

Follow slavery code of the tribe:
If individual is weak, but not willing to become volunteer slave of the tribe, ensalve him by force.
If individual is weak, but wants to become member of tribe, he can become volunteer slave or slave-warrior.
If Individual is strong and wants to become member of tribe, he can become volunteer slave or slave warrior.
If individual has stong skills in some important field (say engineering or fighting), he can bypass slave rank, but he will not be fully accepted before 2 years pass (same as with Volunteer slave). They just can bypass slavery and earn rights of freemen/citizens of tribe. Of course, their tatoo shows whatever or not they have been part of the tribe for at least two years or not.
If individual is strong or a trader - leave him be. If possible trade with him. We do not need strong enemies.

If individual offers slaves for sale, buy them, if they are healthy and have likehood of joining the tribe.

OOC: Villians will be shown their place by their "masters". Even then - Villian or not - if he is useful to tribe his tattoees shall show it and if he fails, he will probably be killed.
---------------------

Enstablish an outpost (Nick: Camp Foward) in North-NorthWest Middleburg.
300 population and 200 LM weapons.

This outpost will be used for:
1) Training grounds for slave-warriors and young warriors. An area where their masters can train them and go and search for loot in surrounding areas.
2) Trading/scavenging/contact outpost - there will probably be families who wish to join Wild Wolves or who wish to trade their junk or sell slaves in exchange of food.
3) This outpost will also try to keep enough supplies to A) Feed its inhabitants for several days/week or more B) Trade with merchants C) For inhabitants to survive for several days of Siege (until reinforcements arrive)
4) Recovery and resting grounds for Tribe members, who returned from patrolling/scavaging/fighting.
5) Slavery outpost

This outpost will be built onto a free area that has atleast one well (or other clean water source). Water will be boiled before drinking. It'll be surrounded with a quickly-made barricade and barbed wire/traps, that'll stop unwanted thieves from getting in or atleast stop them coming in without making a sound. There will be only one (close-able) enterance to the outpost.

Outpost Guard: Outpost will be manned (50 warriors) at all times.

Outpost Workers: 50 Slaves/citizens shall sort through the scavenged junk, make repairs and quick fixes (before sending junk back to Homecave). If necessary, they can also take up weapons to protect themselves. Workers will also improve this outpost and make it more self-sufficiant (plant some crops into barricaded area or something).

Scavengers: 100-150 Warriors shall patrol/scavenge/search/enslave surrounding areas of Middleburg for supplies and weapons. If possible, also for maps. They will move in groups of 4-20. Group is always lead by atleast young warrior ranked man. If possible, viable (not psychopathic) knocked-out enemies will be enslaved. As well as will be women, children and their families. Unless these slaves belong to a (strong) faction.

Carriers: 50 Troops and leftover 50 citizens shall protect (and function as) caravans that move between Homecave and Camp Foward.

----------------------
Establish border patrols

300 Population, 300 LM.
These patrols shall patrol borders and scavenge/learn surrounding areas to Homecave and Camp Foward. Their objective is to kill anyone who is hostile, slave weak and escort travellers/volunteer slaves/traders into homecave/Camp Foward. They will move in groups of 5-30 (depending of how far they are going. This should reduce risk of Homecave being attacked by wild animals/bandits/whatever things.

-----------------------
Alpha strike squad
250 Population, 150 LM.

This is Alpha Strike squad. They are based in Homecave. Their obejective is to react to dangers once they hear of it. Border patrols should be capable of eliminating most of the wild animals and small bandit groups. When they call for reinforcments (larger band of bandits approaching) Alpha squad shall head out to meet them, if possible also send messengers to Border-Patrols, to aid them in battle.

------------------------------
Unassociated population 750, 0 LM
Work on fields. Hopefull I'll gain many slaves that'll help with food production and with providing clean water (via boiling). And other misc tasks. Hopefully border patrols + Alpha Strike Squad keep bandits and like away and allow enough time to (re)call reinforcements from surrounding areas/camps/patrols.


------------------------------
MISC
* Whenever possible, my warriors shall use ambush tactics against enemies (as we only have light melee weapons, no need to charge against gun-wielding enemies).

* I draw inspiration from "Caprica" series - Tauron movement. Taurons used Tatooes to represent all important events in ones lives, as well as their rank(s), important friends/bloodbrothers and -like. I want my tribe also to have many tatooes that indicated ones rank and achivements (numbers of marriage, ranks, number and sex of kids, blood brothers/loyal friends, skills, victories, losses). Adding tatooes yourself will result being blacklisted (that means being skinned and then boiled/left to dry in the sun and eventually becoming animal fodder).

Tattoees are also to identify people - they shall contain 9 digit (numbers) code. Whenever a person or a slave betrays clan (flees from slavery, runs from battle, steals from clan), their punishment will be decided by Wolf Warriors and Elder Civilians. Their serial will then be sent to outposts and traders of the Tribe. Digits can be either White or Black - white means tell them to come home to face punishment. Black means capture and bring to homecave for justice. Blacklisted digit usually means boiling alive, skinning and tieing (barely-alive) people onto ground/trees, so they'd burn/starve to death. Once dead their meat will be fed to dogs/other animals.

* Animals - Tribe shall have many animals, some carnivores - maybe even some tamed deathclaws :D They will be fed with meat - whatever molerat, ghoul or blacklisted human. They will be trained to follow commands of Alpha Strike Squad. Capturing a dangerous animal alive is one requirement of earning a Wolf Warrior rank.

Spoiler BOTWAWKI :

Northen Wolf said:
Wild Wolves
Garrik Wolf (Charismatic)/Northern Wolf
Faction Trait: Barbaric
Capitol: Homecave (Jennings State Forest, FL, USA; Tribal Community)
Population: 1,615
Slaves: 210
Loyalty: 50%
Food: 3,350 (+1,040)
Water: 3,050 (+1,020)
Energy: 0 (+0)
Tech Parts: 2
Ammunition: 30
Military Equipment: 550 Low-Tech Melee Weapons, 15 1-H Guns
Combat Training: Rabble

Outposts:

Camp Forward (Middleburg, Florida, USA; Settlement): +40 Food, +20 Water
-Population:300
-Slaves: 10
-Arsenal: 200 Low-Tech Melee Weapons

----------

Homecave
Overall useable population:
Population: 1,615-300 = 1215 (As first number in stats was TOTAL population. Am i correct?)
Slaves: 210

Overall usable weapons:

550 low-quality melee, 15 1-h guns.
Combat training: Rabble

Goals:

1) Scout
A) Camp Blanding (military outpost South, south-west of Middleburg)
B) South-West of Jacksonville (Bellair-Meadowbrook terrance,Lakeside)

2) Begin subjucation of areas around Homecave. Noone shall move here besides Wild Wolf members and accepted traders.

1A ) Scout Camp Blanding

Dedicated Resources:
100 population (4 scout squads, 25 pop each scouting from different areas)
100 Low quality Melee weapons

"Camp Blanding Joint Training Center is the primary military reservation and training base for the Florida National Guard, both the Florida Army National Guard and Florida Air National Guard, located in Clay County, Florida near the city of Starke. The site measures approximately 73,000 acres (300 km²) and includes Kingsley Lake. It also hosts other Reserve, Army National Guard, Air National Guard, and some Active Component training for the U.S. armed forces.

Camp Blanding is the primary training site for most of the state's military units and the main combat arms brigade, the 53rd Infantry Brigade of the Florida Army National Guard. It is also home to the headquarters and support companies of the 3-20th Special Forces Group, the 211th Infantry Regiment, and the 2-111th Airfield Operations Battalion (AOB) Aviation Regiment.

Camp Blanding also houses several non-flying units of the Florida Air National Guard, to include the 202nd Red Horse Squadron, 159th Weather Flight, Weather Readiness Training Center (WRTC), and the joint Army/Air Force 44th Civil Support Team. The base is also a training location for counter-drug units and law enforcement agencies in Florida, and functions as the back up Emergency Operations Center (EOC) for the State of Florida.

Weapons ranges at Camp Blanding include: - 50 live fire ranges capable of handling all weapons systems organic to a Light Infantry Brigade to include Mortars and Artillery; - 5 Automated Ranges for small arms and handgun qualification; - a Crew Combat Range; - 4 Platoon/Squad Movement to Contact ranges (400 by 800 meters)"

Objective: Scout route to Camp Blanding and verify how dangerous it is. I assume there will be raiders and others who live off weapons found in base. There is also, a possibility that base got nuked in the war, so base is just a big hole in the ground. Main goal is not to attract attention but to scout area for future expansion/scavenge/subjucation missions.


1B) Scout/scavenge South-West of Jacksonville ( Lakeside, Bellair-Meadowbrook terrance,)

Dedicated Resources:
300 population (max 100 men squadrons, that can brake into smaller groups to scavenge houses. No one shall move in smaller group than 5)
200 Low-Tech Melee weapons

Objective is not to attract too much attention (we will not expanding there this turn.). Scout area for future expansion and If possible scavenge as much as possible.

Areas of Special Interest:
Lakeside - Action Gun & Military Surplus Inc - guns!!!
US Aircorpse and marine corps recruiting centers (Possibility to find guns or gutsies/protectrons as these areas are probably not nuked).
Infinite Power Solutions Inc - Solar power!

Blanding Blvd road also seems to be filled with shops/diners, so scavenging some stuff should be highly likely.


2) Begin subjucation of areas around Homecave. No-one shall move here, besides Wild Wolf members and accepted traders.

Dedicated resources:
400 Population, + 100 slaves.
250 Low tech Melee weapons, 15 1-h Guns.

There is alot to do here, houses need to be throughly scavenged, borders patrolled, wild animals destroyed, raiders killed/enslaved.

3) protect/work in homecave
415 pop + 160 slaves

---

Camp foward
Population: 300
Slaves: 10
200 Low tech melee weapons

Goals:
1) Fight with disease in Middleburg
2) Began full fledged scavenging and subjugation operations in Middleburg


1) Fight with disease in Middleburg
Move 50 (to already existing 10) well-behaving slaves from Homecave to Middleburg. Let slaves tend food production and water production. water will be first added charcoal-powder. Then charcoal powder will be let to sink into bottom (for duration of 1 day). After that, water is separated from charcoal-"mix" and boiled.

Sick people will be interviewed, if all sick people come from same area of Middleburg, that area will be considered "off-limits".

2)Began full fledged scavenging and subjugation operations in Middleburg
Dedicated resources:
200 Population,
150 Low tech melee weapons.

Scavenge areas and attempt to enslave all who are weak. Do not attack traders, but try to make trading deals instead. Ship most things, that are valuable, to Homecave.

3) Protection of Camp Foward
Dedicated resources:
50 Population
50 Low-tech melee weapons
----------------------


Homecave
A) Scout Camp Blanding (military outpost South, south-west of Middleburg) - Scout area for future expansions/scavenging operations - 100 population (4 scout squads, 25 pop each scouting from different areas), 100 Low quality Melee weapons

B) South-West of Jacksonville (Bellair-Meadowbrook terrance,Lakeside) - Scout and scavenge area for weapons and food. - 300 population (max 100 men squadrons, that can brake into smaller groups to scavenge houses. No one shall move in smaller group than 5), 200 Low-Tech Melee weapons.

2) Begin subjucation of areas around Homecave. - Noone shall move here besides Wild Wolf members and accepted traders. There's a lot to do (scavenge houses, wipe out animal nests, clear areas, trap-areas, etc.). They will also form main protection line of Homecave - 400 Population, + 100 slaves. 250 Low tech Melee weapons, 15 1-h Guns.

3) protect/work in homecave
415 pop + 60 slaves


Camp Foward
1) Fight with disease in Middleburg - Boil and de-irritade water, see if some areas of town are "contaminated". - 50 slaves from Homecave will be transferred to Camp Foward.

2) Began full fledged scavenging and subjugation operations in Middleburg - 200 Population, 150 Low tech melee weapons.

3) Protection of Camp Foward - 50 Population, 50 Low-tech melee weapons



Spoiler BOTWAWKI :

Northen Wolf said:
Wild Wolves
Garrik Wolf (Charismatic)/Northern Wolf
Faction Trait: Barbaric
Capitol: Homecave (Jennings State Forest, FL, USA; Tribal Community)
Population: 1,610
Slaves: 230
Loyalty: 50%
Food: 3,165 (+1,040)
Water: 3,045 (+1,020)
Energy: 0 (+0)
Tech Parts: 5
Ammunition: 60
Military Equipment: 550 Low-Tech Melee Weapons, 25 1-H Guns, 5 Protectrons
Combat Training: Rabble

Outposts:


Camp Forward (Middleburg, Florida, USA; Settlement): +40 Food, +20 Water
-Population:295
-Slaves: 90
-Arsenal: 200 Low-Tech Melee Weapons

---

Overseers challenge
Fear and worry about these giant alligators is rising throughout our population. How should we respond?
----------

Homecave
Overall useable population:
Population: 1610 -295 = 1315
Slaves: 230

Overall usable weapons:
550 Low-Tech Melee Weapons, 25 1-H Guns, 5 Protectrons
Combat training: Rabble

Goals:

1) Gain control of medical supplies (focus on rad-x and radaway).
2) Re-Scavenge blanding blvd
3) Hunt for meat/Kill greenskinned creatures
4) survive

---
1) Gain control of more medical supplies

Dedicated Resources:
200 population
100 Low-Tech h2h weapons.

Objective is to gain control of nessecary medical supplies, that we are (probably) lacking - We also need more radx and Radaway supplies to plunder camp Blanding. Most scavenging will be done around middleburg and lakeside.

Share into smaller groups (25-50 people per group) and check out as many houses and hospitals as possible. Some people are bound to have some medical supplies. The tribe needs whatever it can have - stimpacks, rad-x, rad-away, jet, even books. If tribe has any slaves or members who know anything about natural medicine, they should also be promoted onto teacher positions. By the end of this year I want my tribe to have enough rad-X and RadAway to be able to plunder Camp Blanding without significant losses. I'd also like to have healing and combat drugs for my soldiers - in hand to hand fight, they are bound to get hurt and stimpack would do wonders at healing them. Healing powder would probably save quite many melee troops.


---

2)Re-Scavenge blanding blvd
Dedicated Resources:
400 pop
200 low-tech h2h weapons

Focus on: Guns and Medicine, but don't dispise any high-tech cadgets.

----
3) Hunt for meat/Kill greenskinned creatures
Crocks are causing trouble in our backyard. That's good - free meat, free challenge for our young warriors, even some eggs.

Dedicated Resources
400 pop,
25 handguns,
250 low tech melee weapons

This group is also charged with protection of Homecave in case of an attack. They shall attack crocks' when they are certain that they outnumber and/or have a positional advantage over them. They should also raid crocks nests and steal their eggs for food, or simply smash them. They are bound to lose a hand or two, but in the name of the Tribe, some sacrifices have to be made.

.----
4) Survive
5 Protectons (Guard Homecave(main base))
Do whatever needs to be done in the camp.


---

Camp foward

Population:295
Slaves: 90
Arsenal: 200 Low-Tech Melee Weapons

Goals:
1) Scavage supplies
2) Survive

1) Scavage
Scavege supplies in Middleburg
Priority (in order of priority): Scrap Metal, Guns/weapons, Medicine, water, food.

Dedicated Resources -
200 population,
90 slaves,
150 low -tech weapons

2) Survive
95 population
50 low tech weapons

Protect Camp Foward and do whatever tasks needed to be done.

-----------------------------------

Homecave
1) Gain control of medical supplies (focus on rad-x and radaway and healing powder). - 200 population, 100 Low-Tech h2h weapons. (in Lakeside)
2) Re-Scavenge blanding blvd - 400 pop, 200 low-tech h2h weapons - Scavenge for weapons and medical supplies but don't despise any high-tech gadgets. (in Lakeside)
3) Hunt for meat/Kill greenskinned creatures - 400 pop, 25 handguns, 250 low tech melee weapons) - Hunt crocks for meat, raid their nests. Only attack single crocks and/or if you have clear advantage.
4) Survive - 315 pop, 5 protectons - do whatever needs to be done

Camp foward
Goals:
1) Scavage supplies - 200 pop, 90 slaves, 150 low tech weapons - Scavenge for Scrap Metal, guns, medicine
2) Survive - 95 pop, 50 low-tech weapons - do whatever needs to be done.



Spoiler Orders - SLNES I - Clan-Union Rage - Turn 2 :

Northen Wolf said:
Clan-union Rage / Goblins / Northen Wolf
Citadel: Hatred
Government: War Council of Elders

Spellbook: Magical Rage
Castles: 0
Cities: 1 (Lust / Goblins / 20,000)
Towns: 1
Mana Centers: Nodes (4)
Gold: 80 per turn / 48 upkeep / 36 in coffers
Mana: 150 for use / 100 crystalized

Unique Units: Rage Ambushers, Rage Riders, Spellswords of Rage
Troops: Goblin Infantry x12

------------
Treasury

Gold: 80-48= 32 gold income this turn
32+36 = 68 gold total to spend
Mana: 150 use, 100 crystalized


--------
Spending list
32 gold - recruit 4 rage ambushers
18 gold - conquer surrounding areas
12 gold - Set up markets
4 gold - patrols
2 gold - fortress guard
Total: 68 Gold
Leftover: 0


Mana:
150 for use - Convert/sleep?


---------
Orders

#1. Recruit Units

4 units of "Rage Ambushers".

Spending:
8*4= 32 gold



Objective: Recruit Rage Ambushers for upcoming war.

----------
#2 Submit and completely conquer surrounding areas
Military units used: 4 Goblin Infantry
Spending: 18 gold

Objective: Use 4 GI units to submit areas in my influence completely under my control. Use gold to enstablish new administration and better organization. Wipe out any opposition. Show mercy only to those who surrender completely.

-----------
#3 Set up markets and some small trade caravans
Spending: 12 gold
Military Units used: 2 goblin infantry (guard duty)

Objective: Goblin Infantry is used to guard caravans and marketplaces against possible attacks. Carvans will travel from village to village and will hopefully bring ins ome profit aswell as increased revenue and birth rates.

----------
#4 Patrols

Military Units used: 4 units of Goblin Infantry
Spending: 4 gold

Objective: Patrol our territories to repel any threats. Use gold to supply and cover whatever expenses might arise.

-------
#5 Defend
2 units of Goblin Infantry
Spending: 2 gold

Objective: Defend fortress for any threats

--------------
#6 Wizard Action
Convert mana to crystals/ Is sleeping an option? If it is, then let my wizard improve my mana sources income.



Spoiler SeoNES - Turn 1 - Mario 'Mr Lova' Lorence :

Northen Wolf said:
Orders

Spoiler Stats :

Name: Mario 'Mr Lova' Lorence
Age: 19
Location: Eastern Park (E)
Stats:

-Strength: 5
-Dexterity: 4
-Intelligence: 5
-Agility: 8

Skills: Stamina x1 , Freerunning x1 , Computer Systems x1.
Inventory: (5/11) Personal computer. 2 Medigel. Microtools. 100 credits
Personality: Rash, Soul of the parties, A bit of Wild Wolf
Occupation: Delivery boy
Appearence: Medium-long light brown hair, ~175 cms, atheltic figure, charming
Spoiler :

Backstory: Who knows. Who cares. Mr Lova does not care. He will always find himself something to do - usually more, than he asked for. Running as courier for Daily Mail, Carrying that important package for that Ghetto brother or simply running through military blockades.

Aslong as 'Mr Lova' has been on the ship, he has been both useful and quite a trouble at the same time. His fast feet and knoledge of how to search shipGoogle for problem solutions in fixing simple computer errors, has given him quite an reputation among many influential people. Well, that and the fact that Mr Lova likes to practice a sport called "freerunning".

Climbibing in from third floor window, just to get a kiss, is def. Mr Lova's speciality ... and he does that more than twice a month. No wall can stop him. No road is too long. No allyway is unrunnable. No girl unkissable. No problems in the world that simple Ship-oogle search won't solve. And no cop can catch him "riding dirty". And money just keeps flowing into Marios hands ... almost as fast as he can waste it.


Action #1
Time: Morning to Noon
Location: Central Park, Some park bench that has loading point and internet access.
Objective: Because Gangsters sleep during mornings, Mr Lova will surf the web with his laptop. He'll check forums and videos for information about guns. Specifically, gun prices, what are main things that a buyer has to know, how to fix a basic handgun and where to get one. Information only. If he has leftover time, he'll message few of his friends for extra relationship XP's.
Goal: Mario knows where to get guns, how to choose and rate basic quality, how to shoot (he has seen videos) and what guns are worth buying/getting (in terms of both price as well as quality). Forums rarely lie, do they. And surely there are plenty of experts on interwebz.

MISC
Mario will head to central area, to eat and drink and will then head to Slums.

Action #2
Time: Noon to Midnight
Location: Slums and/or all over the ship
Objective: Mario will try to get a (few?) "hot delivery" missions. He'll work for Ravens. He probably has a contact or two among them so it'd be not too difficult to get few "hot runs" done. His objective is to gain respect/value in eyes of some the minor Raven Capoes, maybe even become a Sgarrista or Piciotto in terms of rank. While his loyality to the cause is questionable, Mario will always carry out his tasks, aslong as he gets payed. Mario will avoid being seen with hot packages and will use freerunning to avoid being captured. He should be able to avoid most "federation Grunts" this way. Unless they are after him with force. In that case, Mario will try to ditch the package to someplace where only he can reach (Use freerun ability to hide the package into hardly-reachable places in sewers or air conditioning holes or rooftops). He'll then try to continue avoid being captured, unless he is directly seen and aimed at. At that point he surrenders like a good citizen and says that he was scared, that some thugs were after him and he thought federation soldiers were those thugs. He should not be locked up for this. Maybe he'll get "a ticket" or two. Once coast is clear, he'll return to the package and finish the delivery.

Goal: Mario gains some funds. Mario gains respect in the eyes of some Raven Capo. (Info about mafia ranks: http://www.fanabala.com/Mafia_Ranks.html)

MISC:
Mario will head to sleep to some of his (girl)friends place.


5char
 
Many colored Lands:


Spoiler :
Carthage / SKILORD
Religion: Primitive Destiny Worship
Age: Early Bronze Age
Size: Petite (2)
Colour: Green
Economy: 2/1/0 (-0 upkeep)
Army: Warrior (1) 3 Spearman (1.5)
Navy: 1 Curragh (1)
Confidence: Neutral
Culture: Mediocre
Projects: Temple of Fate (DONE) Settlement in Sicily (1/4)

Put all 3 Economy into developing the settlement in Sicily.

Send 1 unit of spearmen to occupy the dot to my south.

Fortify my spearmen in Sicily.

Fortify my other spearmen in Carthage.

Send out my warrior to the West, if they are able to occupy that western dot then God bless 'em.

Offer discount food from the stockpiles to fishermen who offer transport for Pilgrims who wish to see the Temple, but who live in Sicily.

Sorry for being late.

-SKILORD

P.S. Also please try to motivate these pilgrims to work as missionaries when they return to Sicily to spread the influence of the High Prophet and the path of the Tao, adding laborers to the Guilds (to be granted full rights of citizens) and cultivating more monks to join our order.


Those are the only ones I have right now, recently cleaned out my PM box, so I don't have any really good orders.

I've always liked Blaze's orders, made me look at the thread and then I realized, these look familiar.

-

I wish I could post other people's orders, I got some truly hilarious orders for Pieces.
 
Updates 1 and 2 Rome orders from SK's little beta.

Spoiler Update 1 :
East Roman Empire/GamezRule
Capital: Constantinople
Government: Imperial Administration
Stability: -2
Economy: 9/0
Army: 4 Irregular Companies, 4 Swordsman Companies, 1 Horseman Companies
Navy: 5 Quinquireme Groups
Religion: Eastern Orthodox (7)
Religious Minorities: Sunni Islam (2/2), Greco-Roman Polytheism
Literacy: 15 (Low Middle Ages)
Influence: 15

SPENDING

2 - Military Supplies
1 - Quinquireme Group

3 - “Aid” to Sicily
1 - Malta

2 - Stability Plans

DOMESTIC/ECONOMIC ORDERS

1. Stability Reforms

We will take the 2 EP dedicated towards rooting out dissidence. Enact political reforms which will help us restore control over the empire. Begin to restore the Imperial Bureaucracy, and lay the foundation for an Imperial police service. If that already exists, then simply begin to strengthen it. However, we must ensure that it is loyal to Constantinople. That said, the most important is bringing stability back to the empire as soon as possible.

2. An Eastern Empire?

We might be the Eastern Roman Empire, but we exist as that in name only. The days of the Western Empire are long gone, and it is time that we acknowledge that. We will drop “east” from our name, and henceforth be known as the Roman Empire. We are the true heirs of the Empire of Caesar and Constantine!

FOREIGN/MILITARY ORDERS

1. Stop the Greek Invasion... Almost

Total Forces:
3 Quinguireme Groups
1 Swordsman Company
1 Irregular Company
1 Horseman Company

We will send the allotted navies west to find the Greek fleet as it is invading, and stop its invasion. We will be sending the allotted land forces to Sicily to assist the native Sicilians in defeating the Greek invaders. As our ships outclass the Greeks, attack and destroy their fleet at first opportunity… almost. We will allow one Greek company to make it to Sicily. Once that company has landed, attack the remaining Greek fleet and destroy it. That company will serve as the “invasion” force. Once it has landed, attack it and destroy it with our allotted invasion forces, before it has time to organize. If it is still on the coasts, barrage it with seaborne arrows to weaken it. If it has moved inland, rally some of the local military units to our side, to defeat the invaders under Roman leadership.

2. The Malta Plan

Total Resources:
1 Quinguireme Group
1 Swordsman Company
1 EP

We will be taking Malta reintegrate it into Rome to serve as a naval base. Use a show of force with the swordsman company, and use the EP to convince the local leaders to swear loyalty to the Roman Emperor. The Quinguereme Group will transport the Swordsman company there. Once the island has been secured in the name of Rome, then send the Quinguereme Group to assist in the defeat of the Greek Navy. Once we have secured the island, immediately begin to lay the foundations of a naval base and send a Roman governor. The island will also serve as a forward operating base for future Roman operations in the region.

3. Uniting Sicily

Total Resources:
All forces already on Sicily
3 EP
All our influence

Use our influence, EP, and military forces to unite the Sicilians under us. However, we do not wish to rule the island directly. Send an Orthodox Prince to rule the island, and establish this new Principality of Sicily as a client state of the Roman Empire. In other words, make them our vassal. This new Sicilian government will have Orthodox Christianity as the official religion, and we will begin sending Orthodox missionaries to the island as soon as possible. Use the threat of another Greek invasion, this time much stronger, to convince them to unite under our prince. Also, promise freedom to Catholics.

4. Defending the Homeland

Total Forces:

2 Quinguireme Groups
2 Swordsman Companies (in the Balkans)
2 Irregular Companies (in the Balkans)
1 Irregular Company (in Anatolia)

Our remaining two naval groups will be in the Aegean Sea to defend from any Greek raids. We must not let them into Anatolia, which will only be defended by one Irregular company. Wait for most of the Greek fleet to get out to the high seas before we make our continued presence known in the Aegean. Our four companies in the Balkans will serve as a defensive force only. They will not attack into Greece, unless it is to give chase to a defeated foe. Then, do not chase liberally, because we do not wish to fall into a trap. They will stand ready to stop any Greek invasion into our land.

Spoiler Update 2 :
East Roman Empire/GamezRule
Capital: Constantinople
Government: Imperial Administration
Stability: -1
Economy: 10/0
Army: 3 Irregular Companies, 4 Swordsman Companies, 1 Horseman Companies
Navy: 6 Dromon Groups
Religion: Eastern Orthodox (7)
Religious Minorities: Sunni Islam (2/2), Greco-Roman Polytheism
Literacy: 15 (Low Middle Ages)
Influence: 15

SPENDING

2 - Military supplies

2 - 3 Swordsman Companies
1 - 1 Horseman Company
1 - 1 Dromon Group

1 - Greek Espionage
1 - Stability/Counterintelligence
1 - Sicilian Aid
1 - Orthodox Missionary Funding

Total Spent: 10 EP/0 Banked

DOMESTIC ORDERS

1. Stability and Security


1 EP is allotted to allow us to continue to improve the stability of the Empire. The funding will go into domestic spies and also additional funding to found/rebuild the Imperial Police. The domestic spies will have two objectives: to protect against Greek spies and keep the general populace content. If we can keep things settled, then the general stability of the empire will improve. The domestic spies will also serve as a propagandizing force, promoting loyalty to the Emperor and his Imperial Bureaucracy, and discrediting secessionist movements, such as that which we are fighting in Greece. Religious minorities will not be persecuted, as that will just create problems we can’t deal with. The Imperial Police service will simple maintain order, which will be a natural stabilizing force for the Empire at large.

2. Missionary Training

Use some of our missionary funds to train Orthodox missionaries to go and convert Polytheists and Catholics. Once again, they will just leave the Muslims alone for now. These missionaries will be given different tasks, so train different missionaries for different tasks. I will issue separate orders for the actual missionaries, since I have multiple and completely separate jobs for them.

3. Missionaries within the Empire

Some of our missionaries will work, with the full protection of the Imperial police, within the empire converting local Greco-Roman polytheists. Missions will be established all through the Empire, starting from the highest concentrations of Polytheists, and working our way down until the limited funding for this runs out. The missions will be totally peaceful for now, and be sure to use some propaganda showing what the Greeks proper have done to Polytheists, and using the thought that if the Greeks reach their land, they will simply slaughter the non-Orthodox population, so it is better to embrace Christ and then be safe, regardless of if the tyrants in Athens defeat the Emperors most noble armies.

4. The Roman Empire

Once again, we request that the mod recognizes our name in the stats and update as simply the “Roman Empire” instead of the “Eastern Roman Empire” as it makes the most sense, both in character and historically speaking, now that the “Western Roman Empire” is long gone.

FOREIGN ORDERS

1. Plans for Sicily


Roman Garrison: 1 Swordsman Company, 1 Dromon Group

We will be sending one EP in Aid to our new satellite in Sicily, to help them establish better control over their new state. However, we will also be placing important emphasis on sending Orthodox missionaries to work on converting the Catholic populace to the one true path. Also, our general policy towards Sicily will be that they need to invest in rebuilding their islands infrastructure, and establishing a regular army to complement our garrison there. In other words, we should suggest to our little prince on the island that part of his funds would best be directed at establishing a real military force. The rest of his funds and our aid would be best put to use restoring the glorious infrastructure built by the Romans many moons ago.

2. Control the Danube Delta

Total Forces: 1 Irregular Company, 1 Dromon Group

We will use some our foreign influence to establish control over the strategic Danube Delta. Incorporate the entire region into the Empire, using whatever means necessary that are available, as it must not take away from the war effort. This is the most important of our expansions, as it will allow us to dominate Central Europe by giving us strategic control over any trade in the region, and hopefully providing us with a nice boost in income and influence. First we will expand into the Delta, asserting control over the islands in between the two major branches of the delta that are actually shown on the NES map. From there, we will continue to establish control over the coastline to the north for several kilometers, and also spread our influence north west, so we control some land all around the Delta, making our control uncontested.

3. Adriatic/Danube Expansion

We will use a small portion of our influence to begin peaceful expansion along the coast of the Adriatic Sea in modern Dalmatia. We will also expand up the west bank of the Danube from the land we currently control in the northwest Balkans, and we do not currently plan to cross the Danube in this region and establish control over both sides of the river. We will not have any regular forces in the region to incorporate them with a show of force, so instead we should focus on the route of diplomacy. This is considered to be the least important thing we have planned, so if our influence is needed elsewhere, either in Greece or the Danube Delta, then that comes first. Convince the local rulers that they will have more wealth with us, which is likely true, and thus more power. The general direction of expansion will be up the coasts, then inland. However, this mission will get low priority compared to the other two regions where we are asserting influence.

4. Dissent in Greece


We will be using the allotted one EP and a high priority of our influence to create dissent in the Peloponnese against the tyrants in Athens. Our agents must convince the local populace and the local governments that their best interests are served by abandoning the failed Confederation and rejoining the Empire, and allow the existing governments to remain somewhat in place as the governors of subsequent restored Roman Provinces. We will also be using our agents to infiltrate the Greek military, gaining access to and sabotaging their military plans, trying to convince them of the same things. Encourage revolt, showing examples of recent atrocities by the Athens government. At the same time, any revolt in the Peloponnese will be immediately recognized by Constantinople as legitimate, and we will smuggle supplies into the region to keep a rebellion afloat. In short, even if a rebellion fails, it takes Greek troops away from fighting our forces, giving us a better chance of victory.

MILITARY ORDERS

1. Control the Seas


Total Forces:
5 Dromon Groups (2 in Reserve)

Our five remaining dromon groups will be used to maintain control in the Aegean and Ionian Sea, and the other two groups with other missions will back them up if necessary. The navy’s primary goal will be to defend our shores from the Greek navy, and support land operations in Greece. As far as actual naval combat goes, avoid unnecessary encounters with the Greek navy, and avoid leaving any of our ships vulnerable to the Greek navy, but at the same time we should look to attack any Greek ships that we find are vulnerable in the high seas. Ensure that our navy stays in communication with the high command, and that individual naval groups remain in touch with each other. If all out naval combat becomes inevitable, then bring the full navy down upon the Greeks and crush them in one blow.

2. Island Hopping

Total Forces:
2 Irregular Companies

The allotted forces will work with the navy to take control over the many various islands in the Aegean. On the map, there are numerous smaller islands under Greek control, and one large one. Begin by hopping between the smaller islands, and once they are all under our control, we will assemble a force to take control over the large island east of Athens. Our navy will support the landings by preventing the Greeks from defending/reinforcing the islands and using Greek fire on the opposing forces when possible, and hopefully the local island governments will surrender in the face of overwhelming military force and essential naval blockade.

3. Mainland Invasion

Total Forces:
6 Swordsman Companies
2 Horseman Companies

The entire allotted military force will be invading Greece from the north this year. Recognizing that the Greek forces are stronger in defense, we will march along the coastline all the way to Athens, allowing our navy to support our advance. Do not attack the Greeks when they have a significant edge in terms of terrain, instead flank them and outmaneuver them, both by land and sea. If we get drawn into a Thermopylae type battle, then use our naval dominance to land troops at their rear, and also surround them overland also. We will also use Greek fire along with general bombardment to severely weaken and demoralize their forces, and cause them to break ranks, allowing our soldiers to easily defeat them. If they try to retreat, then pursue and destroy. We expect victory over the Greeks, but do not underestimate them, and always be aware of the surroundings when entering into combat with them. Our cavalry will be the key in battles, and use them strategically to provide the knockout punch.

4. Annexing Greece

Total Forces:
All Available Forces

Once we have defeated the Greek army, occupy Athens and annex it into the Empire, and then use it as a base of operations to begin reincorporation of the surrounding regions. If there is a revolt in the Peloponnese, then immediately send a relief army to destroy any remaining Greek forces in the region. As any rebellion would naturally already have the goal of annexation into the Roman Empire, annexing any revolting regions will be easy. However, have the army ready to make sure things go smoothly just in case there are any second thoughts. When there is civilian opposition to our forces, put down the rebellion and execute the ringleaders, making them an example. However, as usual, use our propaganda tools to make the people accept reentering the Roman Empire, as a move that will bring stability and security to their lands, which it will.

OOC/OTHER

In case you missed it, my three areas of influence are Greece, the Danube Delta, Dalmatia, and the west bank of the Danube River north of our current area of control. The first two are considered to be high priority, and the last two are considered to be of much lower priority.
 
A bunch of stuff I've been saving. For Birdnes, I'm just sorry that my stories weren't used. :(
Spoiler BirdNES3: Vijay :

Spoiler Turn 7 :
Terrance888 said:
Nation: Vijayanagar/Terrence888
Ruler/Heir: King Raya/
Initiative/Prestige/Culture: 3/8/5
Income/Treasury/Debt: 10658/8500/0
Taxes/Tribute/Plunder: 18147/0/0/850
Economy/Trade/Wealth: 19/75/57
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 9250/50/4
Upkeep: National/Army/Navy 5429/1910/1000
Army Description: 7-Harquebus/2-Bombards/4-Castles/5-Command
Navy Description: Dhows/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 20%/12%/50%/31%
Production Skill: Artisan 3
Religion/Church Wealth: Hindu/8
Useful Discoveries:
Maps & Charts:
Trade Routes: ,RSIn,PGIn,,ECAf,InSI,CJP,,CIn,Ind O,,,,
Factions: Loyalty\Power
King Raya 3/3
Pradhana (Bureaucracy) 2/2
Nayak, vassal Lords 1/2
Various Religious sects 1/1
Merchants 1/2
Peasants 0/0


Goals:
1. Take Gujarat out of the Indian War
2. Colonize Key points in Indian Ocean (not on Ceylon)
3. Moderize further with English help

Initiative points
I guess 3 for the 3 Island colonies, however, if they don’t need all three, use the extra on a ‘Project’ to get utilize british technology

Policies
Merchant Tariffs (Name change: merchant Tax Cuts)
What it is: Lowers taxes for Indian Merchants, importing weapons, domestic trade of agriculture and goods and Gun manufacturing for the army while raising taxes for foreign merchants that are not importing any guns in their load to encourage them to bring at least one crate of weapons with each shipment.
- (Less) Taxes if you are Indian Merchant
- Taxes if you are importing any weapons to be studied or sold to the army
- Taxes if you are trading domestically with over X revenue (not profit) a year
- Taxes if you are producing weapons domestically worth more than X per year
+ Taxes if you are a foreign merchant and you didn’t ship weapons for sale
No Taxes if you are a foreign weapons master settling in India to produce, apprentice and sell weapons.


Spending
19158= 10658+8500
Domestic (8000)
1500 gold to England as according to Treaty [1]
1000 more gold to establish trading enclaves all along the route to England.[1]
2000 more to start developing British Technology + make copies of blue prints to sell to china[1]
2000 for the Mariages, 800 for the Chinese Marriage, 600 for the others. [2]
1500 to colonize small Indian Ocean islands to hold on to trade. [3]
Military (10000)[4]
5750 to bring our army up to 15000
600 to buy 12 cannon and to bring our cannon up to 16
1000 to buy 10 Dhows to bring our Ships to 60
1650 to buy supplies for war.
1000 to buy levies for war.
1158 not spent, use for levies, supplies, or for any miscallenious spending for actions.

Actions
[1] The Secret Agreement of Mutual Support Between King Raya of Vijayangagr and King Henry VIII of England

There are a few terms in here that I have to act upon.

First I have to send a caravan of trade goods to England, of 1500 gold. Thus, I shall spend 1000 gold to set up a permenant trade route to England through the Middle East (Whether by Nile or Mesopotamia) Through Italy and Germany/France to England. This gold shall be used to set up enclaves once we are past our currently merchantized regions as well as hiring local mercenaries/guards to defend the caravan. Our caravan will leave as soon as they arrive with the deal, at around 1522

Second, I must close Goa to the Spanish/Portoguese. First of all, I want to try to capture a Galleon, and will try to lure some portoguese in before trapping them. A good time is, say, 1524.
At night, after a successful day of trading, our ships will quietly string together across the harbor/river mouths. At the same time, we will set up a land-based barricade of the harbor to prevent those sleeping in the inns to wake up. At the false dawn (or real dawn) we will assault the ships, biggest first in hand to hand combat. We will attack before they wake and slit their throats. We will then commandeer the cannon and assault the smaller ships and try to force them to surrender. Those who surrender are taken to the prison, treated reasonably well if they can help us build new ships, and badly until we determine they can’t help us (killed) or say they can. Use: 30 Dhows for 1524, 2000 troops?

Third, I must start raiding their ships. I shall fly 20 dhows with Gujarat flags, and form gangs of 5 ships. They can form strong enough attacks to take down indivisual ships so that there are no survivors. 1921.

Forth, I must trade with England, but that is already settled. I also need to send a few copies of Indian maps as well. In the treaty.

Now, I shall trade ¼ of the ready made weapons and ¼ of the trainers with apprentices to China, making sure we still have at least 1 technician for each specialty. Also copy and translate blueprints for Chinese use.

[2] Marriages
We shall have all three marriages on 1921, with Harantaya at 26 (to orissa),Gualayahamia at 20(to Ahmednager (son’s 22 by now)), Yashanpura to China (17). Each marriages includes promp, ceremonies, gifts, cannons, harquebuses, elephants, banquets and all sorts of stuff. Yashanpura gets extra money to rent a boat to have a Honeymoon in China.

[3] Indian Sea Colonies
Really minor, we shall establish Indian sea colonies at those three islands to control Ceylon Strait trade, refueling site for Indian Ocean crossings and to control the entrance to the Red Sea. (1521 with 10 Dhows each)

[4] War
http://img291.imageshack.us/img291/5100/warmao.png
3 Armies: Seiging army, River Army and Coastal Army. (1522)
Seiging Army
10 Cannon, 5000 Troops, 10 Dhows, Most Levies, Aim: besiege capital
River Army
4 Cannon, 6000 Troops, 20 Dhows, Rest Levies, Aim: Isolate Capital
Coastal Army
2 Cannon, 3000 Troops, 30 Dhows, No levies, Aim: Incite Unrest

Overall Goal: We are to march north to capture the Capital of Gujarat, the political center of the nation while our navy raids the rural heartland of the state. Our aim is to make Gujarat capitulate (Surrender) to us, give Ahmednager some land as a buffer zone.

Seiging army and River Army Goal
Seige will start at Ahmednager and march north while river will start at Berar and march more westerly. The river army will aim to be as fast as possible, using dhows to control the river crossings. The Seige army will march close behind, cutting off any attack routes into our territory and besieging the capital. At any time, they will have scouts one day to one week ahead and be marching within messenger distance. If we face the enemy, one army will fall back to defensive positions and send counterscouts out as battle reigns as our second army flanks.

Coastal Army Goal
Incite a hindu rebellion as we pillage the countryside. Use our dhows to tactically maneuver our troops to maximize our benefit. We shall behave like pirates, raiding different lands, bribing locals to join us and inciting hindu rebellion.


Stories
The mayor of Goa watches as the bearded men unload another crate. This one landed with a distinctive clatter as it was placed on the ground. His lackeys went over to open it at once while the European behind him grinned. He remember the dangerous mission that these men made to cross the world, and they will make himself and Raya very, very happy. As the crate opened, there was a gasp that crossed the room. He bent and looked into the crate with great compsure. Inside, there was stack upon stack of guns, polished until glistening. However, what catches his eye is the lack of a fuse fork. He leans over to his interpreter and asks “where are the fuses?”

A few moments passes and the forgieners gave a quiet laugh, then, he spoke in a slightly dialectal Kannada, “They are placed on the gun, so it can be stronger, faster and easier to fire. One pull of trigger, one fire of gun.”

He looked at the weapons with a new, appraising eye. These will be useful for the north. He thought.

(You can replace this with Raya, or one of the sons. This is when we get the crates.)

Tamil worked his hands over the machinery, scraping at the metal whine the forgiener watched. Beside him are his friends and fellow apprentices, Jashan and Kantosh. “Jashan” he whispered as he filed at the fitting of a spring, “have you heard the news?”

“Yes, Master is going on a trip,” replied Jashan, “Tamil, he will take his best apprentices to the East!”

“The East?” said Kantosh, “That isn’t far away.” The boy lived in a village in the south of India, and Ceylon and “the East” is just across a strait.

“NO” they both said together. The master quickly came over and asked if they had any trouble. “Yes” lied Tamil, “Can you show us how the lever attaches to the… the trigger?”

While he told him what he already knew, he mouth the words, “We’re going all the way, you coming?”

His friends both nodded yes.

(Trading with china, as well as working to use the weapons)


Raya looked over his command elephant at the rows of troops below him. Although he is now very old, around 62, he vowed to fight this one last campaign. In he howdah, sat the true general of the River Army: Tirumala, his son and also the young prince of Berar. Although he is the emperor, the experienced man infront of him is Heir to two thrones.

Around him marched nearly ten thousand men and levies. And he knew that Harantaya marches with ten thousand more from Ahmednager with the Sultan of that land. Another five thousand ply the seas. Although he hopes that they will surrender when surrounded by over twenty thousand troops, he knew he will have to fight his last battle. He sighed and pulled out his sword. He wore it since his rise to kingship and emperorship years ago. He looked at the blade and saw two future for Vijayanagar: one will lead to victory for the empire, the hindu people and all of India, the other will lead to ruin and defeat.

(Obvious)


Gayator watched as the dhows, tied together, slowly rowed to close the harbor. In the distance, he can see the false dawn providing the scanty light that this operation called for. While on his left the ships rowed north ward to connect with the ships rowing southward, on his right smaller shipps brimming with troops armed with swords, knives and pistols prepare to board the ships. However, they must capture the prize before any resistance appears: a large ships, matching the description of a ‘Galleon’ lies at the center of the trading fleet, sent to defend it from priates. He chortled, the pirates would stay away from Vijayanagar because they fight together, not one by one like these Europeans.

He saw a single matchlock fire at the block. The harbor is blocked. He can also see his troops streaming up his prize. A cry of pain roared out and lights appeared. He smiled as he prepared his own ships to enter and ram theirs. Gun fire appeared all around at the harbor, the blockade, and his prize, one that he will claim personally.


Marriage + tech for 750 this turn and 1000 next with us providing the marriage supplies. Deal?
Yep

Deal with China

The Secret Agreement of Mutual Support Between King Raya of Vijayangagr and King Henry VIII of England,


King Henry
-offers you these 200g worth of modern rifles and guns for immediate use by your forces.
-offers the knowledge of his servants to teach you the secrets of gun-smithing, cannon-crafting, siegecraft, and military order, as well as ship-building and naval warfare (but not navigation)

King Raya of Vijayangagr
-promises to immediately develop a modern navy and immediately attack Portuguese and Spanish shipping. They can take credit for it or try to blame it on pirates- its not important to England. This specifically includes striking any Spanish or Portuguese ships after they leave Ceylon so as to deprive them of the bounty of their trade on their way home. (You can keep their goods and sell it to us or use them, whatever… you might also learn a thing or two about ships from them). These attacks must continue for a period of 15 years minimum.
-closes Gao and all other ports to the Portuguese and Spanish and seizes their ships and trade goods (for resale to the english if they want to make a profit?)
-immediately begins developing friendly trading enclaves for use by the English so that the English might enter into trade with the Vijayangagr merchants and their neighbor’s merchants - basically turning Goa over to us.
-provide the english negotiators with detailed maps of the coastline of Indian, the Malacca trade lanes and the Indian ocean including trade winds and seasonal expectations
-immediately ships 1500g worth of trade materials to England via the Arab/Italian state route.

Deal with England

Spoiler Turn 8 :
Terrance888 said:
Spoiler Stats :
Nation: Vijayanagar/Terrence888
Ruler/Heir: King Raya/ 65
Initiative/Prestige/Culture: 5/36/5
Income/Treasury/Debt: 12056/2658/0
Taxes/Tribute/Plunder: 18553/0/1750/750
Economy/Trade/Wealth: 19/50/38
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 9565/43/13
Upkeep: National/Army/Navy 6029/2108/860
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/5-Command
Navy Description: Dhows/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 20%/14%/50%/25%
Production Skill: Artisan 3
Religion/Church Wealth: Hindu/8
Useful Discoveries:
Maps & Charts:
Trade Routes: ,RSIn,PGIn,,ECAf,InSI,CJP,,CIn,Ind O,,,,
Factions: Loyalty\Power
King Raya 4/4
Pradhana (Bureaucracy) 3/2
Nayak, vassal Lords 2/1
Various Religious sects 2/1
Merchants 2/2
Peasants 2/0


Goals
1. Win at Gujarat
2. Colonize and move Privateers to Madagascar
3. Increase trade and production

Initiative Points
1. Colony at Madagascar [1]
2. Attack enemy natives at Madagascar if needed [1]
3. Start a Drydocks Project for Goa [2]
4. Start a Tomb Project for Raya [3]
5. Set up Espionage in Delhi [4]

Policy
Taxes and Tariffs
Basicallly the same, but renamed to make it sound like what it does.
Lower taxes (eliminate?) on domestic trading between cities and production of modern weapons.
Lower tariffs on forgien trading which includes weapons, as well as outgoing trade by Indians.with Indian goods.
This will increase trade.

Spending
12056+2658=14714
5435 to remake our Army back to 15,000 men [5]
250 to make our Cannon up to 18 [5]
3000 for various war supplies and levies[5]
1500 for Colonial set up [1]
1500 For Drydock Project and Copying Designs [2]
1000 for Trade Upkeep [2]
1000 for Raya's Tomb [3]
500 to Set up Espionage [4]
Total Spent: 13,785
Treasury: 529

Actions
[1]
Spoiler Colony and Privateers :
The Colony at Madagascar will be called Malagasai. Its main purpose is to control the strait and host privateers against the Europeans, as well as hunting down true pirates. 3000 men, 3 cannon and 18 ships will be sent to Malagasai for 1525 west of the northern cape/bay so we are between the mountains and the forests.
Our privateers will move to Malagasai in 1526, with the troops there as a garrison, we will have 3 groups of 4 Vijayanagar ships and anyone else willing to be hired.
Our goal is any european ship that is not English or of the House of Lee. In the attack, avoid cannon fire by striking behind with our lanteen sails, smash their rudders with on-board cannon/muskets/catapults, and wait for them to surrender. We will then capture the boat if possible, send the surrenderees down on the mainland near nothing, and drag our treasure in. If they fight back/counter board our ships, use our speed and agility to flee and confuse.
Hopefully, by moving my piracy out of the Indian Ocean, trade can resume among the Indian and Asian nations.


[2]
Spoiler Ships and Production :

At 1526, send an secret agent to Persia. We will meet with a single english merchant with blue prints. Copy them in hindi, then return. These blueprints are of ships. It should be secret with only one person from each side.
At 1527, start building drydocks in Goa. Drydocks are used to build and maintain large ships. It should let us practice with the blue prints before building an actual galleon/whatever blue print he gives up. In addition, use new practices to build trade ships. The drydocks will repair ships faster and increase demand for wood.


[3]
Spoiler Tomb of Raya :

Beginning at 1525, start giving more and more to the churchs and prepare sacred spots. At 1526, choose one spot for a tomb and start designing and collecting resources. Begin construction at 1527. His tomb will be large, made of gold, marble and other resources from Vijayanagar's new lands. If he dies, spend to the church and the people for the funeral, but continue building the tomb.


[4]
Spoiler Espionage :
Very simple and low key. Have some merchants establish themselves in various communities as basic street espionage. Begin recruiting some agents within Delhi as well as a few of our own agents. Little spending, so don't go for much.


[5]
Spoiler The War :
We will fight with one army this time.
12,000 men, 15 cannon and thousands of Levies. We will leave 1,000 men in the city and move to take over Sind, the coast. We will liberate the hindus, tolerate the muslims and kill the resisters. year 1525-1527.
We have knowledge that Delhi will withdraw.
After this, we will move north until Gujarat Capitulates. Then, we will establish a free Sind state, take the land south of the River for Ahmednager, and establish our agents in both territories. If they don't, then capture the major towns with troops and use them as bases of support for spreading acceptance. In this second stage, begin using Sindi and Hindi volenteers to garrison and supplement our army.

If Delhi still attacks, we will hold the river and its bridges. Plant mines (giant undergound gunpowder bombs) outside of the city gate and on our side of the bridges. Build garrisons near the bridges and will use the mines on their forces when they attack and query for reinforcement. We will do this until we whettle down their army.
Then we will strike north from near the Malwa border, and push along the river to route THEIR garrisons while ours skirmish until we are back at the city.


Story.
Spoiler :
Raya is old. The burning fires of his youth are flickering, and he feels his age press upon his shoulders as he mounted his horse for war, or board a new ship, or trying new weapons. Already racked by pains at night he calls for the best wise men and healers, but the only thing they can do is to drug him to dreamless sleep. He is now prisoner almost, no longer able to spread all across his country. Already his sons are taking over his duties as he sleeps during most of the day, enduring pain during the night, and writing memoirs and signing duties during the twilight hours.

And so has he split his duties among his children. Tirumala has always been a man of passion like himself, one of war, of love and even of passion. His sons fire burns like his own. So Tirumala, now like himself in his youth, leads the nation in war as his sons, themselves reaching adulthood, wanter Berar and Vijayanagar.
Relanta, his oldest daughter, soon found herself regent of a southern lord, and has control over Goa and various Gnat towns. She soon began building drydocks in his honor, according to mysterious news from, but not of, persia.
Haryantaya, spurned by the Princes of Orissa, traveled south with his fleet. A year later, he presented a new land near Mozambique of China. He called it Malagasai. Before being striken he visited once and it was good. The pirates seemed to have followed him, and now the Indian Ocean with his patrols and with the pirates moving southward is free to trade again. Haryantaya became the prince of Malagasai and put down enemy princes and enemy europeans alike.

He closed his eyes, and struggled to open them again. A verse swam before him, and he scratched them down as the man in twilight waited for the blissful sunset and the following darkness.

So
That is the story
of a King and his Kingdom
And of the glory
of death's slaves and freedom

As the King now dies
His Kingdom moves on
While one now lie
His Sons will raise the gong

For Vijayanagar will raise
After I, Raya, will fall
Not to sultans or malaise
But death which takes them all.
 
SLNES was fun. Lots of effort, too.
Spoiler SLNES 1 :
Terrance888 said:
Spoiler :
Spoiler :
Wendell the “Tall” / Terrance888
Spoiler:
Race: Halfling
Citadel: Marburg Fords (Name is Marburg Confederacy)
Government: Oligarchy of Chiefs under him that give advice. He mostly gives general governing orders to local rulers, but personal matters receive stringent attention
Spellbook:
Unity
Spoiler:
Enchant
0-100 KM
Small Burst
Finesse
Not Sustainable= Mana Cost= 330
This spell operates on the spirit level. Every indivisuall will suddenly feel his own spirit pressing against those indivisuals around them, slowly this wall will seem to weaken until their souls combine at a profound level while keeping their indivisuality. This is extremely unpredictable, depending on the strength of the people it is cast upon, but upon Hobbits it leads to great personal and interpersonal strength, and the ability to work together like limbs of a single, many-minded creature. A weaker and wider spell is used to enchant wardens. After the spell ends, it often takes weeks before the enchanted stopped talking in ‘We’s and lose secondary advantages, such as extremely noticeable of others. Most importantly is that fear does not seemed to be traveled through the links for Halflings yet, but it is unknown of the true effects on other races.


Mana (50/ 100):
Gold (0 / 200):
Units: List your unique units and how many you currently operate in full.

Halfling Adventurers
Spoiler:
5 adventurers
Veteran (8)
Leather (2)
Short Swords (2)
Netheryl (20)
32 gold to train, 16 to maintain

Halflings have long been known as a folk to be able to endure quite a bit. Adventurers are much the same way. Halflings have found a special attachment to the metal called Netheryl, and they have become adept at resisting the powers of magic.


Wardens
Spoiler:
25 Wardens
Elite (16)
Netheryl (20)
Skilled (20)
Shield and Sword (10)
66 gold to train/33 to maintain
20 Mana to train/10 to maintain
The Peace Keepers of the Halflings are normally their only standing ‘force’. They wield the best that a village can provide. These soldiers volunteer from the braves and usually tallest of Halfling breeds, yet are still tiny compared to other races soldiers. However, their Netheryl, which can turn the force of magic and the scraps of metal, and their magic is what they stand apart. Those who wish to be wardens wander at the new moon with the shaman, absorbing the simple ness of the earth and the peacefulness of the area and its own power. After then they are weaved with a week’s worth of power, bringing together this power and binding it within them. Thereafter they stand stoutly like a dwarf, and their call to defend their values diverts arrows from other Halflings, brings hope in their hearts, and a fight much greater than their size suggests. When empowered by unity, they combine their magic as one to reshape the battlefield.


Hedgehogs
Spoiler:
200 Halberdiers
Halbards (4)
Trained (4)
Chailmail (8)
16 gold to train/8 gold to maintain
The basic citizen of Marburg called up to defend the land. With basic training and halbards to make up for their stature, they form massive blocks. Their small size and craftsmanship of the weapons meant that there are many more edges of much sharper quality than in any other halbard-block in Ethereal. They are protected from frontal charges by up to 10 or more halbard heads ahead, and from arrows by faithful Wardens or Shamans. When empowered by Unity, they march as one like a giant tiny river of death.


Halfling Hurlers
Spoiler:
100 Slingers/Skirmishers
Trained (4)
Slings + Shaped Ammo (Shortbow for 4?)
Dagger (0)
Leather (2)
You tell me
For the swifter of furry feet and sharper of eye are the Hurlers. Instead of halbards to make up for their size, they use knowledge of trajectory of stone instead. For up to medium range even, their thrown stones are aimed well and do conarable damage to shortbows, although it takes longer for them to bring up this strength. For longer distances they use slings, some learning how to shoot it and aim it like a sniper right at a target, while others simply throw it in a general area towards the enemy. Their affinity with the thrown stone and the slung pellet gives them a great advantage in mobilizing a rapid defense and annoyance factor.

Magic, Military / Warfare, Spending
All spending
40g for 4 Hurler Units
16 gold for 1 hedgehog Units
32 Gold for 1 Adventurer Unit
20 mana and 66 Gold for 1 Warden Unit
Military
Long training time units also ‘defend’
I Hurler defend Roads and claim nearby mana to Horrace’s Landing, then move north to scout for bandit trains.
1 Hurler defend Roads to Leaf Serpant Village, then claim it and nearby mana
1 Hurler defend build roads to the new city of Pordos Burrow to the north and defend It and claim nearby mana.
1 Hurler go to Forpos Burrow, then scout north for bandit trails.
1 Hedgehog defend roads to Horagrid, then help defend it. They will make better scouts than us
60 Gold for Roads
/ Infrastructure
Build roads: Distance: about 300 km. Money spent: 46 gold. Or 0.15g per KM. This turn I just want to build basic dirt paths to all the areas. The little extra is for the rope-bridges/board walks needed in the Leaf Serpent Forest. These roads will gain us extra towns, connect new and notable places, and increase trade to the Ford.
/ Settlements, Foreign Relations
Horagrid- Nuetral. Friends of Friends. Build a road towards it. Send a unit of Hedgehogs to it.
Horace’s Point-Friendly. Send a unit of Hurler scouts and start tracking bandit trails to the north.
Leaf Serpant Village-Friendly, Build a road to it defended by a unit of Hurlers.
Northern Peace Village- Unknown for now, send a unit of Hurler scouts, then track any bandit trains we find
/ Diplomacy
Not anymore. Send generic diplomacy to everything within 500km: I speak and I hear. I am Wendell the Tall, wizard of Marburg Fords and leader of a Halfling Nation. I am a lover of Nature (for lovers of nature). I am a persuer of Honor (for those not lovers of nature). I am a just ruler who doesn’t impose himself on people. Speak to me your problems, and I will hear them.
/ Trade, Culture,Exploration
Culture: Our city will be two layered: large burrows under the mountain as well as dwellings above. We can spend more for walls and stuff next turn.
Trade: With everyone! We control the fords, rivers, and lots of roads!
Exploration: Seeing eye will look northwest of Horace’s landing for bandits, then slowly scan further north.
Hurlers will explore northward of Pordos Burrows and Horace’s landing.

Gold Saved: None
Gold Made: 200 from city, + 25 from village (?)
Gold Saved: None
Mana Made: 50
Mana Used: 20
Mana Saved: 30 (15 crystals)

Spoiler :
Starlife said:
Terrance888 said:


The circle is where I want to build my city.
Green are the new bridges.
Black are routes to the cities. Can you please tell me the prices for each of them seperately for:
Simple dirt excavation
Cordoury (Small Branches)
Marked with milestones

For the one to the south, it needs to be built on board walks or rope bridges. Please give me the price for both.

Bridges do not cost anything - they are implied with the road.

Specific descriptions for roads are up to you. You can put 1,000 gold into a road, theoretically, and it will be a damn good road. :)

Realistically though, you can easily create a somewhat decent, paved road for about .5 gold per kilometer (so for 100KM, 50 gold) - that means each of those roads which seems to be roughly 100km would be around 50 gold. If you want a simpler kind of road (dirt), you can do it for as cheap as .1 per kilometer, so for 100km that is just 10 gold. And you can do anything in between that amount for each road, too. I would say the absolute most you would ever want to invest in roads is 1 gold piece per kilometer or so. I recommend finding a middle ground and you can always improve them later.


Is this good? Generals in story format later.

Spoiler SLNES 2 :
Terrance888 said:
Wendell the "Tall" / Halfling / Terrance888
(original info)
Citadel: Marburg Fords
Government: Oligarchy of Chiefs
Spellbook: Unity
Castles: 0
Cities: 1 (Pordos Burrows / Halflings / 20,000)
Towns: 1
Mana Centers: Nodes (5)
Gold: 105 per turn / 77 upkeep / 78 in coffers
Mana: 175 for use (per turn) / 115 crystalized
Unique Units: Wardens, Hedgehogs, Halfling Hurlers
Troops: Hurlers x4, Hedgehogs x1, Adventurers x1, Wardens x1, Findfor's Bay Water Mages x1 (no upkeep)


Spending
30 on Road Improvement
40 on Market Building/Minting Coins
5 on Supplies
3 Banked


Magic
None this turn. No upkeep.
175 means 87/88 crystalized. Total is 202/203 crystalized mana

Scouting and Expansion
Spoiler :
Seeing Eye continuously roves north, circiling around areas of resistance and following any rivers, coasts, or longish mountain ridges. Local scouting includes Patroling and Bandit Hunting. We won’t expand much this turn, other than some of our patrols in the Leaf Serpent Forests start spreading southward toward the lake and taking control of various mana points and villages. Also, assume protection of villages/mana nodes we find while and after Bandit Hunting.


Military
5 for Supplies
Active Units this turn: 4 Hurlers, 1 hedgehog, 1 Adventurer, 1 Water Mage
Total Upkeep: 42g this turn
Units Activated Next turn: Wardens, Others to be built next turn

Spoiler :
Bandit Hunting
Spoiler :
(Who)-Units: 2 Hurlers, 1 Hedgehog, 1 Adventurer, 1 Watermage
Supplies: 4 gold
Where: Pordos Valley
What: Scouting the area for the Bandits, Working with Dwarves in the area, infiltration of the area and engagement with the Dwarves against the Bandits. Expand into the area by protecting various villages and controlling the mana nodes.
When: Starting effectively now. Engage at the end of the season as the ground firms up for hedgehogs and we can work closely with Dwarven units.
Details: Hedgehog and Water Mage garrison Pordos Burrows while the Hurlers spread out to scout the area. The Adventurers will do some independent scouting and are allowed to spread further than others: I will contact them with mind probes directly to receive information. At the same time, seek to protect various villages and introduce them into our confedearacy.
When we find the locations of their various camps, notify the Dwarves so they can coordinate their attacks with us. Our final forces for the attack would be 1 Hurler, 1 Hedgehod, 1 Water Mage, and 1 Adventurer behind their lines, scouting for treasure caves and capturing stuff, and the like.


Patrol
Spoiler :
Who-Units: 2 Hurlers
Supplies: 1 Gold, Road Improvement Inns
Where: Roads
What: Defend the roads against bandit attacks, help the road improvement gangs, act as presence of law and increase trade.
When: It will be here every turn, so I’ll just change the Whos and Wheres basically.
Special: Expand south into the Leaf Serpent Forest. Seek Elven or Solacian Human help in navagating: eventually I might grant them a UU
.



Infrastructure
30 for Road Improvement
40 for Market Building/Minting Coins

Spoiler :
Road Improvement
Spoiler :
Who: 30 Gold, 2 Hurlers
What: Adding Corduroy (wood planks) to ease wagon travel. Help Franchise various inns and safehouses along the roads.
When: Starting Immediately. Again, this is a multi-turn project of improvement to make things easily expandable
Where: Roads
Special: expand along the roads, further if possible


Market-Buildiong/Minting Coins
Spoiler :
Who: 40 Coins, Merchants
What/Where: Starting to build markets at Solace, Prodos Burrows and Marburg Fords. If we can’t build sufficiently awesome structures yet, just start with the basics: finding a large enough field and drain it, set up a few tax tents and inns. Pave it, connect with the urban area and to nearby roads. Pay merchants to do their business there instead of impromptu areas.
When: This project will take a few turns. So we will start at the foundation level
Special: Mint a bunch of coins. As we don’t have lots of metal, they would be mostly small and with a hole in them to tie on a shoelace. Cheepest would be simple copper and bronze coins. Silver and Steel coins are the middle valued coins that are used for a strong box, for example. Golden (or Electrum: an alloy of Gold and Silver) coins are for official business and make large trades easier: being preweighed.



Trade
Spoiler :
Who: With all connected to. Currently with the Dwarves of Lord Arthurdin, Centaurs of Steedi, Horace, Horagrid and various other locales.
What: Coins of course: being preweighed, anti-counterfeited and with value garanteed by Me, it should spread like wild fire. Of course, Halflings do produce great foods: Salted Cave fish, Cider and Fruit ale, Deer Jerky, Spices are some of such goods. Our finished goods include cloth, metal work and puzzles and toys. They are even finer to outsiders due to our skill and small fingers.



Forgien Relations
Spoiler :
Horagrid-Friend of a Friend, Trade Nexas, set up diplomats there, but no embassy or anything without money.
Horace’s Point- Friend, Fellow Halfling. Celebrate after taking out Bandits and hopefully they will join us then. Treat emissionaries well.
Arthurdin- Peace Pact, road for trade, working against Bandits together
Steedi- Friendship, road for trade, Working aginst Barbs together. No units for this alliance this turn



Diplomacy
Spoiler :
After we kill Bandits, infite Horace’s Point to join us.
Send additional welcoming and questioning messages via mind probe all around. Particullary to Cesspal and new northern cities.



Culture
Spoiler :
Start to intergrate Giants (non halflings) into the confederacy. Halflings are easy going by nature so this wouldn’t be a problem.
Dwarves-> Stout Giants (fat behind their backs :D)
Elves-> Willow Giants
Humans-> Doublings (Opposite of Halfling)
Gnoll-> Smart Wolf
Beastmen-> BeastGiant
Ect.


Is this good? Are spoilers OK for you?

Spoiler SLNES 3 :
Terrance888 said:
Wendell the "Tall" / Halfling / Terrance888
(original info)
Culture
Citadel: Marburg Fords
Government: Oligarchy of Chiefs
Spellbook: Unity
Castles: 0
Cities: 1 (Pordos Burrows / Halflings / 20,000)
Towns: 1
Mana Centers: Nodes (10)
Gold: 105 per turn / 44 upkeep / 202 in coffers
Mana: 300 for use (per turn) / 227 crystalized
Unique Units: Wardens, Hedgehogs, Halfling Hurlers
Troops: Hurlers x4, Hedgehogs x1, Adventurers x1, Warden x1, Findfor's Bay Water Mages x1 (no upkeep)


Spending Overview
Money
202 Gold
60 Gold to New Road Network (400 clicks, so 0.15g per click)
40 Gold for Harvest Festival + Granaries for the Harvest
40 Gold for March to Horace’s Point + Party + Gifts
30 Gold for Market Expansion (Put Banked gold in and extra work for Horace’s Point if they join)
10 Gold for 1 Hurler Unit
10 Gold for Military Supplies
12 Gold Banked
Magic
Use Unity at Party. -330 Mana. None Crystalized. 197 mana Left
Wardens Cast confidence/happiness spells during Party and Unity (fireworks YAY!)
Fluff: Decorate Staffs for the Water Mages
Military
Active Units: Hurlers X4, Hedgehogs X1, Adventurers X1, Warden X1, Any Units from Horace’s Point
Active This Turn Units: Hurler X 1
Building Units: and unactive units: Hurler X 1 (active this turn 1/1)
Upkeep: 82 GPT
Supplies: 10 Gold


Exploration and Expansion
Wendell will try to make Unity last as long as possible instead of using his Seeing Eye. If I do get extra time to use it, look at that castle between Yalek and Kass-fel. As for Expansion, I am aiming for that small village east of Horace’s Point, as well as Horace’s Point itself.


Infrastructure
Money Spent: 170
New Road Network
Who: 60 Gold, Warden x1, Hurler X 3, Unity Spell
What: 400 clicks of New Roads with 0.15g per click
Where: To East of Horace Town, Kess-fal, Yalek

Special: Directly After party. Work crews still empowered by Unity, and Warden Spells. Try to make the Eastern Village Join us with gifts and/or diplomacy. We can make a nice parade down their streets and warn them of the Dark Elves (of DOOM!) of Arya. 1 Hurler to follower crews to each separate ending point. Wardens split up and keep on the work harder spells. (thirst quenching, sweat wicking and stuff like that)

Market Project
Who: 30 gold (42 Gold)
What: Continue upgrading the markets. Emphasis on capitalizing at Pordos and catching up at Horace’s Point
Where: All my Towns to this point.
Special: Extra 12 Gold is if/when Horace’s Point Joins us.

Harvest Festival
Who: 40 Gold
What: Partying, finding new hurler recruits/trainers from Tournaments, barn raising granaries to store the food for Pordos Burrows
Where: Concentrated in our Urban Centers. However, some of this money is tax breaks so the local villages can throw their own parties larger than last year.

Horace’s March
Who: 40 Gold, Wardenx1, Hurlerx3, Unity Spell
What: Crystal Staffs for the Water Mages, life Cave fish for Landi’s Fish pond, Pomp and finery. A parade and marching band. Gifts hurlered by Hurlers. Wendell himself enjoying the view. Unity Spell outside after we are joined, or before a revote. Everyone understands each other, then add on the happy spells. Think Wood Stock after happy spells go in. Party for a few days, even if they don’t join us, and then start on the road while Unity still lasts: making for fast road building.


Trade
Continue Trading. New Trade Routes to Yalek, East of Horace, and Kess-fal. Invite outsiders to join in Harvest Festival and sell lots of souvenirs. Invite outsiders to settle down in our cities.

Settlements
Pordos Burrows: Main Center of Harvest Festivalities. Not much new trade, but the circle route is becoming popular (i.e. Start here, go through Horace Point up to Yalek, Then through Dwarven land back to Pordos)
Solace: Increased Trade increases size. Festivalities are mostly based on local traditions here than elsewhere.
Marburg: Parade Starts here! Center of trade route that goes from Stabilia to Yalek


Military
Horace’s March-> Road Building: Wrentas and Kines
Who: 6 Supplies, 1 Warden, 3 Hurlers, Unity Spell
What: March to Horace. Parade and party with followers and unity spell. Build roads. Extra Wardens to East of Horace Town to convert it to us. Please try to not use force!

Jorlang Scouting
Who: 1 Adventurer, 1 supply; Story ASAP
What: Scout out the north plains for us and Stabilia. Use gold to buy secrets, but outwardly look like merchants striking off the path (or roads). Avoid conflict, befriend people, and find out more about their numbers.

Horagrid Defense
Who: 1 Hurler, 1 hedgehog, 3 supply: Warren the Wall and Sanomos
What: Help Defend Horagid. Expand northward across the plains (and the mana east of Horagrid) to cut off Jorlang with minimal conflict.

Expansion
Who: 1 Hurler with Doughy
What: Small expansion towards nearby mana


Magic
Unity
Where: Horace’s Point Party
What: We will all feel connected outside (and only those who want to are subjected, we will tell everyone to prevent outrage) the fort. Cue Happiness spells and we get lots of people stoned with belongingness. Will either confirm them joining us. Or convince them to revote in our favor. Includes Warden Happiness
 
If I knew that MjM would slack off, then lose everything in a comp crash, I wouldn't have put as much effort. Still, I tried to create a unique culture, although when I tried to describe the inheritance system, my friend laughed out loud.

Spoiler turn 1 :
Terrance888 said:
Turn 1 Orders
Spoiler Stats :
Retokimas
Capital: Da’retoki
Ruler: King Kuas/Terrance888
Government: Monarchy
Culture: The Retokimas have a unique polytheism, Kitokisolism, which is the worship of their three Gods of Earth, Water, and Sun. Each city in the kingdom is slightly more accustomed to worshipping one of the gods, but for the most part, the belief in all three holding high importance is uniform. The Retokimax have a unique view on inheritance; they largely don’t have any. This is very troublesome when integrating new peoples into the empire.
Technology: Iron Age
Army: 14 Hundreds (Good)
Army Description: The army is professional, which explains it’s small size. Most are medium infantrymen, with chariots and archers as auxillary wings of the army.
Navy: 5 Ships (Poor)
Navy Description: They have trade vessels to go up and down the river, however, their full sized galleys on the Black Sea are often outmatched against the raiders there.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 1
Infrastructre: Pathetic
Population: 1
Education: Dumb
Confidence: Tolerating
Projects: None
Nation Background: The Retokimas are very different from those around them, and incorporating new people into the kingdom proves difficult because of their unconventional views on inheritance. The Retokimas themselves used to be largely fractured into separate city states, however, Da’retoki is the largest and most prominent of these, and is considered the economic and political center of the kingdom, so for all intents and purposes, they people all answer to one ruler; whoever is king in Da’retoki at the time.



Spending
1ep on Infrastructure (Trade) (Pathetic->Barely Tolerable)
1ep on Economic Policy (Mining and Forging (Manufacturing))


Foreign
Sign Trading Agreements with All Neighbors Willing (Specifically Daragi and Koyunlu)
Sign a Treaty of Friendship and Cooperation with Koyunlu
Start trying to woo nearby barbarians “civilizing them” by trading our crafts and exporting our religion, philosophies and such. Trading Expeditions should be well guarded and/or very minor.


Military
10 Hundreds will be spread out among the citystates.
4 Hundreds will be united at the capital.

There will be various “War Games” going around as each city state continues to jostle for influence by trying to not tempt a Daretokite Intervention. In addition, our barbaric border needs constant vigilance (see individual garrisons), and perhaps opportunistic or retaliatory raiding (as in, if they weakened themselves we will take the opportunity; otherwise, not yet).

Ships will be unified in our Northern Port Town, under direct control of Daretoki. We will take them to training runs, guarding the few merchants we have there, and ganging up on smaller pirates.


Domestic

Religious Policy
Our religion will stay balanced, but Larisolian, Quaesolian, and Eratesolian (Sun, Water, Earth God and their Minions) missionaries will begin to preach a hierarchical system with their chosen god at top to neighbors, esp the kinder barbarians. Generally they are OK with the Triarchial Kitokisolism (Let’s just say Kitokisol means Three Equal Gods), but against hierarchial systems with different heads.

Also, Kitokisolism begins to adopt other gods more rapidly due to additional trade. However, these new deities are still mostly delegated to “Minion Demi-god” status.

Economic Policy

Infrastructure will be increased, especially the route connecting Koyunlu to Daragi, and the riverports. For the land route we will focus on establishing outposts under direct control of Daretoki interlacing with local outposts of local citystates, and for the rivers we will seek to improve the various landing beaches and shelters.

These years we will focus on increasing our manufacturing and mining potential. The Kurdish mountains were ancient sources of Iron and Gold. Mining takes a lot of investment and chance to payoff, but with sponsorship of the Daretokian King Kaus, this will be no problem. Forges will also be built in larger numbers, leading to the chopping of forests for charcoal and the rise of the “Green Quaeso” Movement, (Water God leads the Plants). They ask that people search for “Erateso Power to smelt Erateso Ore” (i.e. Coal).

Government Policy
The Monarchy of Daretoki will stay aloof over the religious and political changes among the city states, intervening only to secure his own supremacy over all the citystates.

To Secure trade, they begin establishing outposts along major international traderoutes as above, to gain the ability to directly observe and tax trade instead of through each individual citystate.

Finally, King Kaus “The Knowing” will begin teaching his son Daren extra skills over the traditional, to give his son a greater chance of becoming King after him. Even if this is leaked, he can claim his Kingship allows him to give his son the best future he can without stealing from the community.

NOTE: I am treating like I am sending orders mainly to Daretoki as they gain more and more influence, turning the confederacy to a centralized, semi-hereditary kingdom this IT.

Spoiler Turn 2 :
Terrance888 said:
Turn 2 Orders
Retokimas
Capital: Da’retoki
Ruler: King Kuas/Terrance888
Government: Monarchy
Culture: The Retokimas have a unique polytheism, Kitokisolism, which is the worship of their three Gods of Earth, Water, and Sun. Each city in the kingdom is slightly more accustomed to worshipping one of the gods, but for the most part, the belief in all three holding high importance is uniform. The Retokimax have a unique view on inheritance; they largely don’t have any. This is very troublesome when integrating new peoples into the empire.
Technology: Iron Age
Army: 14 Hundreds (Good)
Army Description: The army is professional, which explains it’s small size. Most are medium infantrymen, with chariots and archers as auxillary wings of the army.
Navy: 5 Ships (Poor)
Navy Description: They have trade vessels to go up and down the river, however, their full sized galleys on the Black Sea are often outmatched against the raiders there.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 1
Infrastructure: Barely Tolerable
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Retokimas are very different from those around them, and incorporating new people into the kingdom proves difficult because of their unconventional views on inheritance. The Retokimas themselves used to be largely fractured into separate city states, however, Da’retoki is the largest and most prominent of these, and is considered the economic and political center of the kingdom, so for all intents and purposes, they people all answer to one ruler; whoever is king in Da’retoki at the time.

Spending
1 on Infrastructure (Barely Tolerable->Tolerable)
1 on Economic Policy (Increasing Trade and Manufacturing)

Foreign
Lower Tariffs with Daragi Kingdom, and Koyunlu

Domestic
Infrastructure
We will increase our Infrastructure again this turn, and this time we will start improving the route between the Daragi Kingdom and Koyunlu. In addition to our outposts we will start clearing and even, *gasp* paving the roads of frequently traveled areas, especially that of between Daretoki and its lesser, sister city of Jerukimas. See map. The Road will connect the northern port city of Navikimas, trading to Koyunlu, to the Twin Cities, which will then let trade flow to Daraji. Hopefully this will increase our trade income.
Economic Policy
We will continue to fund mines around Daretoki, as well as for other cities in the Retokimas Confederacy. Our money will go towards: Funding new mines, building marketplaces for the new traders, establishing areas for the smelting of metals and the storage of Ore. As trade begins to pick up, the sale of transportation equipment like wagons, wheelbarrows, and horse bridles and such will pick up. Also, the sale of trinkets will also increase.
Personal
As Darren grows up he starts undergoing the traditional ceremonies, challenges, and tests. For now he seeks to be a religious scholar, but his connection to the King lends them a sense of Wariness. Until he is accepted, he works with the growing population of blacksmiths within the walls of Daretoki.

Military
Our Navy will remain training and vigilant as trade picks up.
Our Army will send an expedition to Kars, that flat region to the north under the Causcus. We will send 4 Hundreds to quickly scout it out and come back, perhaps over various years.

Spoiler Turn 3 :
Terrance888 said:
Turn 3 Orders
Retokimas
Capital: Da’retoki
Ruler: King Kuas/Terrance888
Government: Monarchy
Culture: The Retokimas have a unique polytheism, Kitokisolism, which is the worship of their three Gods of Earth, Water, and Sun. Each city in the kingdom is slightly more accustomed to worshipping one of the gods, but for the most part, the belief in all three holding high importance is uniform. The Retokimax have a unique view on inheritance; they largely don’t have any. This is very troublesome when integrating new peoples into the empire.
Technology: Iron Age
Army: 14 Hundreds (Good)
Army Description: The army is professional, which explains it’s small size. Most are medium infantrymen, with chariots and archers as auxillary wings of the army.
Navy: 5 Ships (Poor)
Navy Description: They have trade vessels to go up and down the river, however, their full sized galleys on the Black Sea are often outmatched against the raiders there.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 1
Infrastructure:Tolerable
Population: 2
Education: Dumb
Confidence: Admiring
Projects: None
Nation Background: The Retokimas are very different from those around them, and incorporating new people into the kingdom proves difficult because of their unconventional views on inheritance. The Retokimas themselves used to be largely fractured into separate city states, however, Da’retoki is the largest and most prominent of these, and is considered the economic and political center of the kingdom, so for all intents and purposes, they people all answer to one ruler; whoever is king in Da’retoki at the time.


Spending
1 EP to 10 Hundreds
1 EP to Logistics and Military Policy
1 EP to Infrastructure


Foreign
Declare Protection over the Koyunlu Cities of the Black Sea. If they support me I will join up with their armies and fight against Tianot. If they don’t I will just conquer them.
Continue to lower tariffs with Daragi. Completely drop tariffs with Koyunlu remants.


Domestic
Kuas will pass the throne to Darren, and pass the Edict of Succession. The King will pass the Crown of Daretoki to whomever he desires, and accepted by the Council of Daretoki. All challengers will directly face the Crown Prince before the King’s death instead of killing each other indiscriminatorily. As the Crown Prince represents the King, he will be given all training necessary to prove the victors even more qualified for Crown Princeship, which the King would usually Happily give.
Darren is the Crown Prince. He will lead the Army into Koyunlu. We seek the 2 easternmost Koyunlun Cities and the capture of their ships.
We will also control the flow of Gold. We will organize it and use it for currency, to limit inflation and other trouble while encouraging smiths. We will utilize our new Manufacturing quarters to build a new army.


Military
20 Hundreds will March along the coast of Koyunlu, with 1EP worth of supplies/bribes, and 3 ships following along the coast. Their job is to attempt to peacefully convince the local cities and their militaries to abandon the lost Koyunlun cause and join us. Our bribes will be useful here. As Retokimite City states, they will have semi-autonomy like all Retokimite cities. As the frontier of the Crown Prince (later King) of Daretoki, they will need to send some money from their civic treasury to Daretoki to fund their Garrisons. We will also extend our infrastructure system to them. Hopefully, the large amount of Koyunluns who migrated can help convince these cities.
If they refuse, we will first surround them and move on to the second city. When both cities are surrounded, we give a final ultimatum and then assault each city, one after the other, trying to depose the ruling Councils without undue damage to the cities themselves. Our Logistics and our Infrastructure will be spent on rebuilding trust and the cities.
After we take the cities, start rebuilding while establishing ties with Tianot, Lycia and the other city states to cement borders. Try to avoid conflict and control the nearby passes.
Finally, integrate the remaining military we capture; ships, troops, ect. We won’t try to acculturate them though; the ever more centralized Retokimite Confederacy (soon the Daretoki Kingdom, see story soon!) will accept everyone as they are, while to actually to progress in the Retokimite society one must adopt some social standards and understandings.
If we go into conflict with Tianot and/or the other city states; Reactions depending on danger.
1) Small force; Ambush them at the passes. Use victory to cement our control of the cities and the countryside.
2) Medium force; Raise the Levies, esp Migrationary and local Koyunluns for extra loyalty
3) Large Force; Cede the westernmost city, and bring as many Koyunluns out. There is a very narrow, thermopolyae-like coastal pass between them; use that to defend the Easternmost Koyunlun city.
 
Irony Guaranteed.

Spoiler TURN ONE :
Soulon League’s Orders:
e Spending:
- 4e on 1 IP fighter, built in the Kaus VI system(obviously).
- 6e on creating a alpha habitat on Kaus III.
- 25e on upgrading that habitat on Kaus III to a beta size habitat (for future farms).
- Bank the other 1e.

s Spending:
- All 6s on Computation 2.

Military Orders:
- Move the 3 IP fighters in orbit around Kaus VI to protect the new habitat on Kaus III from the Gardeners. Should they ever seem hostile upon the new Soulon colonists there, shoot first, and ask questions later.

Misc:
- With the extra 3 tech choices I have on top of my previous three, I’ll choose Computation 1, Math 1, and yes, because I like my Fusion Power, Energy 2.
- Encourage the peoples of the Soulon league to migrate to Kaus III, but, using their own monies, as government spending is low due to costs in constructing and initially colonizing the habitat in the first place. BUT, be sure to notify all who are interested that Kaus III has by far the best environment to live in among possessions in the Soulon League. Also note that the habitat will be formally intergrated into the league once it reaches sufficient size (~2 pop).

OOC:
- Pretty bad orders, I know, but I’m still digesting these beautiful, if complex, rules of yours, and I haven’t formulated a plan beyond farming the hell out of Kaus III, and keeping the Gardeners from preventing me doing so.
- I added you on AIM as Disenfrancised, but you haven’t been on once yet, even when you say you will. Is that the wrong screen name?
- Lastly, sorry that these orders are about 3-4 hours late, I’ve been busy with various RL events Saturday – Monday.:(

:salute:

Spoiler TURN TWO :
Soulon League’s Orders:
e Spending:
- 25e on upgrading the alpha habitat on Kaus III to a beta habitat.
- 10e on creating farms on that newly beta habitat.
- 2e on creating a division on that Kaus III habitat, to join the other division already there.

s Spending:
- All 5s on Construction 3.

Military Orders:
- Have 2 fighters constantly orbit Kaus III, one protecting the Soulon habitat and its farms, and the other monitoring the Gardener habitat. Should this fighter detect any military units being transported to this habitat, it is to be perceived as a declaration of war. The transport will be promptly destroyed by the fighter, with help from all other fighters in Kaus III, and the Gardener habitat blockaded. Only if there is any military activity, however. The 3rd fighter that is currently in orbit around Kaus III will stay there, and help the other two, but if the Gardeners send a ship out past Kaus III for whatever reason, this fighter is to track that ship.
- The 2 divisions on Kaus III can just chill and defend that habitat, regardless is hostilities broke out with the Gardeners.

Domestic Orders:
- Still encourage people to travel to Kaus III, if for nothing else, to relieve food sources on the other three planets of the league. Also give a general statement to the public that food is soon on it’s way!

OOC:
- “You may build a beta habitat on any free region of worlds you already have a habitat on.” What does that mean?
- Working on a ship design. I like having simple oval (the edges rounded in 3D) shape or rectangular prism with short height, similar to Galactica on the newer Battlestar Galactica series as a base design, with cargo ships more boxy; for story reasons, citing lack of time in failing to add some nice aesthetics or extravagance, and basic necessity driving ship design, and also because the Solar Federation had basic geometric designs for theirs. But…that’s kinda unimaginative.:(

:salute:

Spoiler TURN THREE :
Soulon League Orders:
e Spending:
- 25e on a Beta habitat on Kaus V, place no population on it.
- 10e on a mine on the Soulon beta habitat on Kaus V.

s Spending:
- Bank all s.

Military Orders:
- Split up the 3 fighters around Kaus III, with 1 traveling to Kaus IV, 1 to Kaus V, and the last to Kaus VI, to join to the fighter already there.
- Should the Gardeners vacate the 2 regions of Kaus III which currently have no habitat, send the 2 Soulon divisions, to occupy each, citing the need to protect the future areas of Soulon farms which will feed the League.

Diplomatic Orders:
- Confirming here the agreement of the Soulon League to the terms agreed upon by the Soulon League and the Gardeners regarding the ownership and use of the planets within the Kaus system.

:salute:

Spoiler TURN FOUR :
Can you please check over if all my orders here are legal by the rules, and the feasibility of each battle that is taking place? I would have asked you in a question PM, but I thought it better to simply have my orders be picked apart instead.

Spending Orders: (47 + 20e [Received from the Gardeners] = 67e)
- 25e on a habitat on Kaus IV.
- 6e on Transferring pop.
- 15e on a shipyard on Kaus III.
- 12e on 6 divisions 5 on Kaus III, 1 on Kaus IV, and 1 on Kaus V.
- 9e on 1 Fighter above Kaus III.
- 7s on Orbital Defense Platform, which is a new ship design I’m submitting to you. Specs: 1 Fusion Core, 5 Microwave Lasers (3x1, 1x2), Size:6, Cost: 11.

Military Orders:
- This entire turn will consist of one plan, to go to war against the Gardeners to reduce them to their possessions on Kaus II, therefore retarding their growth because of limited e production Kaus, so as to level the playing field.
- First off, officially agree to the new deal set out by the Gardeners to begin reconciliation between our collective polities. Start construction with 25e on the new habitat meant for the Gardeners on Kaus IV ASAP, and put all Soulon resources towards its speedy finish. Once it is finished, give it to Gardeners, and they’ll pay the Soulon league 20e for it, as per the treaty. That 20e will be mostly used for the construction of the Kaus III shipyard, which, should it raise the suspicions of the Gardeners, will be explained that the shipyard is being constructed to help facilitate exchange between the planets of the Soulon league, since; after all, it’s a league.

Meanwhile, send the leaders of the Soulon league to Kaus, as agreed in the new deal. However, because the Gardener’s have never seen the leaders of the Soulon league or anyone of the Soulon league outside of Kaus III, send the highest military men of the Soulon league not in a position of leadership (as I would imagine many are) to Kaus, who are to act as the leaders of Soulon League, which I would assume isn’t a problem for them, and it would also give in to the Gardener thought that the Soulon League is full of barbarians (being that military leaders as overall leaders should be interpreted as such). Send with them their sizable personal bodyguard, which is to consist of the elite of the elite of Soulon League military (with a bonus of +2 for natural warriors:)), to Kaus II, which should the Gardeners object, say that the new deal never forbid their presence to protect the security of the Soulon league leaders, and say it and say it again, saying that should they not agree to the treaty they themselves wrote and agreed to, that they are lying bastards and a disgrace to life(particularly this). Anyways, these leaders will make their public apology. Allow all other terms of the new treaty to be followed out, the only other term, the sixth, requires Soulon effort, so do allow the Gardeners to send a mission to Soulon habitat’s on Kaus III. Should they notice the huge build up (from 3 divisions to 8, including 7 on the Soulon habitat) on the Kaus III habitat, blame it on Soulon paranoia, the need to protect the only food source of the Soulon league, and the diplomatic need to have balance out the Gardener’s new Cyclops warship, which they should be building (Looking at the spending, Gardener Spending: 43e -20e = 23e, which happens to be the price of the warship).

Then, the fun begins. As the Soulon leaders begin their public apology, which I’m sure will be a speech communicated to the people, as to humiliate them(the leaders), their bodyguard won’t be allow to be around, so as to remove any shows of Soulon power. So, instead of chilling out at their living space on Kaus II, they are to secretly capture the leaders of the Gardeners, wherever they are, even risking opening fire, and beginning a full out conflict, should that enable them to capture their leaders. They are the elite of the elite, so I have confidence in them, but should they fail to do so, they have a secondary goal of taking the Gardener university and killing all its workers, professors and everything, and then destroy the university itself, even if that entails killing themselves. For supplies, whatever they can’t bring, they can break into a armory and steal easily enough, since the Gardeners won’t be completely defenseless as the map shows I would realistically think. The “Soulon leaders”, can try to escape from wherever they are making their apology, but I don’t expect them to live, unless the Gardener leaders and Soulon leaders are in the same room for whatever reason. Should the Gardener leaders be taken hostage, don’t let them talk of course, and demand supplies, and eventually control of the habitat, and possibly the laser array, so as to destroy the new Gardener warship, should it be there. If any of the demands aren’t fulfilled, slowly kill off the leaders, of if attempts to rescue them look to be successful, kill ALL the Gardener leaders, before the elite of the elite themselves die, should the Gardeners ever muster enough Soldiers to make a full blown rescue attempt.

On Kaus III, at the same time, all 8 Soulon divisions are to attack the 3 Gardener divisions on their two habitat’s on the planet. Because this is a life and death plan for the Soulon League overall, they are to take the habitat’s at all cost, even if there is only 1 division left, however because of a 8 to 3 advantage, and the Soulon’s +2 natural warrior bonus, I’m utterly confident of victory here. Each of the new divisions on Kaus IV and V will greet their Gardener neighbors on the planet, and take their habitats over for Soulon control, and because there should not be any Gardener divisions on either planet, this should be very easy. Lastly, because war will be utterly obvious at this point, send 2 IP fighters to Kaus III (Which will have built its 1 IP fighter listed in the spending section now), 1 to Kaus IV, and 1 to Kaus V as to prevent any Gardener’s from escaping.

The total haul from this turn, will have many possible outcomes on Kaus II, but 2 beta habitats on Kaus III captured, with 4e spent immediately to transfer 1 pop to each, and one includes a mine, which will add 12e to Soulon income next turn, and give volatiles to boost Soulon farm performance. The Soulon league will also capture 1 habitat on Kaus IV, which will simply be occupied at the moment, and habitat on Kaus V, which will have 2e spent on it to gain access to it’s mine, which will give another 10e to Soulon income come next turn, which with pop growth of 1 or 2, should be 70-71e.:D

The only unaccounted variable, is of course the Gardener warship, however, because it has no bombs, it cannot deal any damage to any Soulon possession besides the 5 IP fighters, but because I could build 7 next turn, I’m not concerned. Speaking of next turn, so as to better coordinate my actions this turn, should anything unexpected required a change in Soulon plans this turn, what will happen next turn, and in future turns, is that with the Gardeners limited to Kaus II, their e will be lowered to 14e, which isn’t enough to build another Warship, and only mines or farms, the latter of which is useless, and the former will annoy the Gardener population, a sort of Catch 22. Either way, economically, they will be crippled, and even though they may use their still large amount of s to research missiles to finally do damage to me, I’m 10% resistance to bombing due to the Soulon society trait, next turn I’m going to build a massive fleet to take control o f Kaus II space (Up to 13 IP fighters), and put them full under full blockade, and think of ways to render the Shipyard useless, which its destruction, would render the Gardeners utterly unable to do anything. Also, I’ll get Kaus III farmed to hell, to reduce the pop gap.

And yes, I realize failure is high, but being stuck under Gardener rule also incurs a high failure of fun. Soooo…to war finally!

:salute:

Spoiler TURN FIVE :
Sorry about asking to many questions, ~50 total is a bit much, and with a few of them menial combat simulations and reconfirmations, if you get annoyed with all them, just let me know, and I'll ask just key questions, and try to cut down a bit. Sorry.:(

Spending Orders:
- 63e on 7 IP fighters.
- 4e on transferring 4 divisions.
- 2e on Upkeep.
- 6s on almost finishing the OD1 prototype. (Why give Shadow the specs when I could finish it next turn and build it then, which would have been the earliest time I could’ve built should I have finished the prototype now.
- Use 1s to start prototype the following newly submitted ship design, the Horatio (-class) Destroyer: 1x Ion Drive, 2x Fusion Cores, Microwave Lasers (1x2, 2x1), 2x Titanium Armor. Size: 9, Cost:22e, Prototype Cost: 24s.

Military Orders:
- Again, should any unforeseen actions take place, to better coordinate what would be NPC Soulon movements in accordance, the finalized plan for this turn is to assemble a large fleet, 12 IP fighters, to assault Gardener Space around Kaus II, and secure control of Kaus II, so as to open the opportunity, should the Gardeners not spend 6e for 3 divisions to cover up the open regions of Kaus II, to allow a Soulon alpha military base to be established immediately next turn, which 10-15 Soulon divisions will land on, and assault the Gardener habitats on Kaus II, and decisively end the war, regardless of events elsewhere in the system. However, should the Gardeners fully protect Kaus II, the opportunity there will be missed, and the war will turn into one of attrition, where cheaper OD1s will be expended to keep Kaus III space (Or Kaus VI possibly, depending on the strategic situation), with its precious shipyard, free of Gardener control, for 3 turns (4 from now), to allow a Soulon heavy warship (Horatio Destroyers) to be prototyped (assumed straight 1 pop growth), to combat whatever the Gardeners throw at them, whether that be other warships, missile ships (With a size of 9, it can take a hit from a fission buster at least, plus it has 1 dodge, which helps), so as to buy time for Kaus III to be farmed to hell, to allow the Soulon League the ability to research bombs, and using the superior economic ability of the Soulon League (The Gardeners are capped at about 80e on Kaus II, as compared to 148e by simply building 7 more Soulon mines, which I could do over 2 turns[Think 2-3 turns from now], never mind pop growth), to overwhelm them with numbers, if with rather inferior quality, so as to put Kaus II under siege, and this time around, finally do some damage to it. That’s the plan for next for now anyways.
- Use that 4e outlined in the spending sections to transfer 4 of the 7 divisions (1 of the 3 divisions on Kaus III left is to cover up the open region) on Kaus III to Kaus IV, where they are to land on the two free regions of Kaus III, along with the Soulon habitat there, and with a +4 bonus (+2 Natural Warrior, +2 Regions controlled [3 vs. 1]), attack the Gardener habitat on Kaus IV. As for the results, I honestly don’t know, the 4 divisions could meet 1 Gardener divisions, meaning they concentrated on Kaus II and built a mine there, or the 4 divisions could meet a half dozen Gardener divisions. Anyways, I hope for a victory here, as with the Gardener mine there captured, it could add 10e to push Soulon income up to 80e (Direct any Soulon pop growth here to fill in this habitat, should it be captured).
- The seven new IP fighters, once built, will assemble with the other 5 into the mentioned fleet, which will promptly travel to Kaus II. There, should the Gardeners have built no warships, all 12 will concentrate on the laser array, where they will try to ram it in order to destroy it. Should the Gardeners have built 1 regular warship (a Cyclops or something like it), then the fleet will split evenly 6 and 6, and attempt to ram each the laser array and the warship, which with a 90% chance of success for each, that’s a 4 to 1 chance to prevent Gardener control of Kaus II space not turn. However, should the Gardeners have built 2 weak warships (14e is the max cost, and considering an ion drive and fission core cost 11e alone, that allows for only 3 parts of lasers or armor in some combination, probably 3 lasers), they will have not enough armor to immune themselves from the IP fighter’s laser, and while 5 fighters try to ram the laser array, the other 7 will try to ram the 2 warships, and those 7 can also attempt to attack the 2 warships with their lasers, and because the weaken warships will have only 5 size, enough shoots could take them out, however, the preference is still on ramming. The end result I’m looking for in any case, is to remove all Gardener military presence from Kaus II space, regardless if there is any Soulon ships there also, for all I need is the Gardeners not to control Kaus II space for an opportunity to attack Kaus II next turn.

:salute:
Happy Updating!
 
Spoiler TURN SIX :
I kind of mutated over the past couple turns the order structure you gave us, and I’m wondering, is the current format of my orders ok?

Spending:
- 20e on 2 mines.
- 20e on 2 farms.
- 10e on 5 divisions.
- 2e on transferring 1 pop point.
- 20e on population boosting measures.
- All 8s on starting to research Propulsion 2.

Domestics:
- Large scale efforts will be made to increase the food supply to all of the Soulon league as it grows larger in terms of population, and as such, 2 farms will be built on Habitats 1 and 2 on Kaus III. Also explain to everyone that the extra food is the benefit of going to war with the Gardeners, and don’t forget to float this around should there be any who need any more convincing of the need.
Spoiler :
From the Gardeners
To the Shadow Lords

We will burn every world in this system, instead of allowing you to defile them. Your destruction is assured.
- Additionally, with the surge in extra food, use 16e, 2e per each Soulon habitat, to pay for each family who has a kid(s), for the extra cost of living having a child(ren) incurs, to try incite an population boom, or at least a significant increase in population growth. Because Soulon society is still essentially a resource gathering society for basic living, the more kids, the better, and now with kids needs largely paid for, to further encourage all families to have more kids, use 4e to broadcast what could be called propaganda, to say that the next generation is the future of the Soulon league, for they will be the ones who bear the burden of fighting the Gardener devils as the war stretches into one of the long term, of attrition, one for which the Soulon surely have an advantage in.
- Use 2e to transfer 1 pop point from the Kaus V habitat with 2 pop points, to the Kaus IV without a single pop point, to gain access to it’s mine.
- The 2 new mines will be built in the two Kaus III habitats without mines, habitats 2 and 4.

Military Operations:
- Have the 3 IP fighters currently in orbit around Kaus II immediately leave, using the quiet function of their Ion drives if need be, to withdraw to Kaus VI, where they are to protect the shipyard there.
- Of the 5 new divisions raised this turn, 2 will be in Kaus III, 1 in Kaus IV, 1 in Kaus V, and 1 in Kaus VI. All these new divisions will serve as garrisons, and as such will go to the habitat on their planet which has no divisions currently. In Kaus II, the extra division (5 on 4 regions) will go protect the empty region.

Long-Term Plans:
- Because of the pyrrhic victory around Kaus II last turn, I’ve decided to follow the pseudo advice you gave me, and switch gears and get ready for a war of attrition with the Gardeners. Thus the large focus on domestics this turn, which will raise my e to at least 104e next turn, and more importantly. My total food production next turn should be 33f. That, along with the e spent on trying to raise the population by other means, will hopefully raise the total of Soulon s by 2 per turn, which will allow me to, from 8s currently, research Proplusion 2 in three turns, and even if the Gardeners can get fission busters in 1 turn, or fusion busters in 2, it doesn’t matter, as with my huge advantage in e, the Gardeners can only take limited advantage of their bombs before I gain access to them, and even if they have fusion busters, I can mass produce fission busters to erase that advantage, and turn this into a fair war.

:salute:

Spoiler TURN SEVEN :
Soulon League's Orders:
Spending:
- 24e on a Habitat on Region 3 of Kaus III.
- 48e on 2 habitats on Regions 3 and 4 on Kaus V.
- 6e on transferring 1 population point (from habitats with 2) to each new habitat.
- 30e on 3 mines for each new habitat.
- 10e on 1 farm on the new Kaus III habitat.
- 14e on 7 new divisions.
- 1e transferring 1 division from Kaus III to Kaus VI.
- Use all 11s on Propulsion 2.

Military Orders:
- The 3 IP fighters are to remain in orbit around Kaus VI, unless the Gardeners send a warship there, which should they do, the fighters will use their quiet engines to try and escape to Kaus V. The goal here, is not retreating, but protecting another planet and the ships themselves, so that the fighters can be used later in affect with future Soulon forces so as to completely utilize their value, and not be destroyed in a minial battle around Kaus VI.
- Of the new 7 divisions, they will be used to effectively seal Soulon planets and people from Gardener attack. Thus, 2 will be placed on Kaus IV, and cover up the remaining unprotected regions of the planet, as will the 2 divisions placed on Kaus V. The last 3 will be placed on Kaus VI, and with the division transferred from Kaus III, protect the remaining 4 regions left unsecured on Kaus VI. This should be the last major military recruitment in the foreseeable future of this war, due to all of the Soulon league being effectively and completely secured, and notify any of those agitated by the large recruitments of this to reconcile them.


The long term plan as of now is to simply keep domestically improving the Soulon league, until it hits a ceiling (in 2 turns) of 167e which is the maximum Kaus III, IV, V, and VI can support (other than pop growth), and then bank most e until in 4 turns when a powerful warship [1x Fusion Drive, 4x Fusion Core, 5x Microwave Lasers (5x1)] can be researched to effectively fight the Gardeners, and in 5-6 turns, a bomber.

:salute:

Spoiler TURN EIGHT :
Well, I guess, with the bargaining/spamming in the thread, that there’s peace in the Kaus system, however surprising that may be. I’ve resent my orders with changes to reflect this, and I’m sorry for any inconvenience Dis, I honestly didn’t expect peace, and whether or not Shadow keeps it is another question, but it’s not like he can do much of anything, even if he did betray the peace.

Spending Orders:
- 48e on creating 2 beta habitats on the remaining 2 regions of Kaus IV.
- 20e on creating a mine for each of those 2 new habitats.
- 4e on transferring population from habitats with 2 pop points to these new habitats.
- 25e on paying the Gardeners the amount agreed on.
- 30e on creating a shipyard around Kaus IV and Kaus V, to further integrate the Soulon League.
- 20e on building 1 farm on Kaus IV, and another on Kaus V.
- Bank 3e.
- 1s on starting a Farragut prototype.
- 11s on finishing research into Propulsion2.

Domestics:
- Announce to the public, that thanks to the initial steps taken by the Soulon government to reach out to the Gardeners, a fair peace has been agreed upon, and signed officially. In return for paying the Gardeners 100e over 4 years, which is a fraction of total Soulon income in that span of time(600-700e), the Soulon will be able to retain all the former Gardener habitats, which are by now, key to the Soulon league in terms of food and wealth, and have reached a sale of the Biotech1 and Social1 from the Gardeners at lower price of researching (If only 3s less, but the public doesn’t need to know that), which will heighten the standards of living for all, once they are acquired in the same span of 4 years. Also announce that once total peace is confirmed absolutely, meaning, that come next year, the Gardeners haven’t betrayed the Soulon League, that a formal government will be formed, and the large garrisons needed for the war will be significantly reduced, so that those soldiers can return to love ones. Lastly, to even further boost public morale, or at least faith in Soulon leadership, announce the creation of the Farragut class ship, which will assure the total security of everything single Soulon man and women for the foreseeable future, and that it will deter any enemy, whether it be a Gardener or other, from ever harming the Soulon League again. :)

Military Operations:
- While peace has been signed with the Gardeners, garrisons are still to keep an eye out for possible Gardener betrayal, but generally, they can take it easy.
- Starting demobilization of sorts from the war, disband 1 divisions from Kaus III, Kaus IV, Kaus V, and Kaus VI, with the intention to disband 2 divisions from each planet next turn.

Ship Designs:
- I’m submitting to you the Farragut (class) Warship. Specs: [1x Fusion Drive, 2x Fusion Core, 6x Microwave Lasers (3x2)] Although not listed, because of the Soulon trait of rugged designers, it also has 1x Armor, so it’s not completely left defenseless specs wise. The purpose of the Farragut class ships is to serve as the general warship against the Gardeners, it’s extremely powerful lasers (16 damage per each coupled 2), can effectively destroy any of the current or future Gardener ships at a rate of 3 per engagement, while its sheer size can absorb hits from both the current Gardener ships in commission, and it’s 1 dodge also allows it to perform more successfully against ships with missiles. Admittedly, the Gardeners will assuredly develop more powerful warships which will be able to destroy Farragut class ships in one hit (fusion busters or 10 damage lasers), but as mentioned, no amount of armor will prevent Farragut class ships for returning the favor, at least for a long time anyways.

Plans:
- Now that peace has been achieved in Kaus, my long terms plan is to still keep developing the Soulon league domestically, because there’s nothing else I can really do until I research IS drives. So….go domestics!

:salute:

Spoiler TURN NINE :
Soulon League's Orders:
Spending:
- 24e building 1 alpha habitat on Kaus VIIa (the moon).
- 47e upgrading that habitat to a beta habitat.
- 10e building a volatiles mine on the new Kaus VIIa habitat.
- 2e transferring 1 pop to the new Kaus VIIa habitat.
- 25e to be paid to the Gardeners as per the peace deal.
- 15e to assure the proper installation of a formal Soulon government.
- 10e to assure the safe, and valid first election of the new Soulon government.
- 10e on the creation of a series of government owned communications networks.
- 9e paid to the Gardeners in return for the tech trade of Biotech1.
- 12e on enabling the discounted research of Biotech1 due to the tech trade.
- 6e for the complete, and speedy implementation of the benefits of Biotech1 to the entire Soulon population.
- 12s on completely researching Biotech1.
- 1s on starting to research Social1.

Domestics:
- Keeping to their promise of a democratic government, a formal government of the Soulon League will be created. Now, I’m no expert on governments, but I’d imagine the new government structure, which a new constitution will outline, to be something like:
  • A single, overarching chamber of legislature for the entire Soulon League, the League Senate, made of representatives sent from each member Planet; the number of representatives based on population, whose decisions have the power regarding foreign policy, defense, relations, and facilitating them between each member planet, such as trade; and monetary matters, and censuses. There will also be committees, of which their specific purpose, and operation, can be decided on by the League Senate, but their overall purpose is to provide further deliberation on any topic needed, and most importantly for the public, oversight on any and all corruption within the senate, of which it has the powers to remove corrupt officials, as given to it by this new constitution, on the basis of fraud and/or treason (Skimming off money, means less money for the military budget(!!!), which is the bulk of the League Senate’s budget I would think, other than the treasury).
  • Each member planet will also have single bodies of legislation, with committees as well, and it has powers over anything not outlined to the League Senate, specifically over day to day operations, and the representatives of this chamber are elected by direct of vote of Soulon citizens (Anybody over 20 who registers), and the districts from which each seat in this congress come from, are also derived from population. This congress elects a PM, who oversees this organ of government, with the usual abilities, such as breaking ties, but the PM also can, regarding the special situation of war, convene with other PMs of other members, into a special council, through which any declaration of war must pass by a 66% majority, as well by the League Senate by a 66% majority. This congress also elects its members to the League Senate, the number of which is the number of seats in the League Senate allocated to them based on population, upon which that member of the planet congress is now a League Senator, at least for his elected term. To replace that member from the district he no longer can properly represent, states can decide how specifically to go about that for themselves, whether they have another election, or what have you.
  • Regarding the Judicial system, other than the basic rights spelled out in the new constitution, which the courts of the League Senate uphold (along with matters the League Senate deals with [Foreign policy, defense etc.]), each member planet is free to create their own set of laws, suited to their particular circumstances.
Why would the current Shadow lords accept such a new government? Because they’re mostly the only ones with enough money to campaign heavily enough to easily acquire these seats! And for the corruption, they’ll control the committee(s) controlling that as well! Of course, even by the end of the next decade, I can imagine the range of possibly elected government official diffusing out of the range of solely the Shadow Lords, but I’m pretending they’re too paranoid to really think about that.:D

To insure that this new government is established without problems, 15e, as listed in the spending section, will be dedicated to do so. 5e will be used to assess the loyalty of each Soulon division, and the less loyal divisions, should there be any, will simply by disbanded as part of demobilization. Now, with any military interference eliminated, spend 10e on actually setting up the government, meaning all the various buildings and material needs. Each planet’s congress can go wherever they choose, but the League Senate will be built in whichever planet places forward the best applicant location, and that’s up to you Dis(Kaus III, Kaus IV, Kaus V, or Kaus VI). Finally, 10e will be spent to ensure the safe, and valid first election of the Soulon league, and to make any tweaks to the operations.
- The new communications network set up by the government, while providing assistance to Soulon communications in general, will also, in copying the Gardeners, pour out propaganda to the public about how awesome the Soulon League is, and the new government, to stop immigration to Kaus II.
- All mines on Kaus III, Kaus IV, and Kaus V will be metals mines, and the mine on Kaus VI will be a volatiles mine, as well as the new mine on Kaus VIIa.

Military Operations:
- According to the demand of the public, a further 2 more divisions on Kaus III, Kaus IV, Kaus V, and a division more on Kaus VI, will be demobilized, and disbanded.
- Decommission, dismantle, and sell off the spare parts of the 3 IP fighters, which have been obsolete for some time now. By the selling of the fighters, I’m hoping for 5-10e back, from what was worth 27e.

These orders seem terribly written. Sorry. :salute:

Spoiler TURN TEN :
Soulon League's Orders:
Spending:
- 30e on Gamma habitats in region 1 and 2 of Kaus III.
- 30e on Universities for the same regions on Kaus III.
- 25e to Gardeners per the peace payment.
- 30e for Scout Probe to be purchased from the Gardeners.
- 8e on moving population around.
- Bank 3e.
- 15s on completely researching Social1, so as to enable the construction of universities.:)

Domestics:
- Huge efforts will be made to stem the tide of migration to Kaus II, and provide incentives to still reside within the Soulon League. Thus, 30e will be spent on the construction of 2 Gamma habitats on the first and second regions of Kaus III, in order to improve the horrible living environment of the common Soulon citizen, which building Gammas entail. Additionally, to provide a healthy environment for the currently lacking Soulon intellectual society, and the education of Soulon society in general, 2 universities will be constructed on the new Gamma habitats. Lastly, roughly a quarter of the Soulon population, the most the government can transport, free of charge, will be moved to these new Gamma habitats, to remove as many as possible from the common tunnel which many Soulon reside, to the regular cities and lives they deserve. Specifically, 1 population from each Soulon habitat not on Kaus III with 2 pop, Kaus IV region 1 & 3 and Kaus V region 1, as well as Kaus V region 2 (Even if e from this habitat is lost next turn), will be moved to the Kaus III Gammas. That should boost public faith in the government!
- Also announce with the completion of Social1, that the government is working on reducing bureaucracy inefficiencies, or corruption, if people interpret the loss of s as that, since researching Social1 should decrease 1s in cost inefficiencies.

Military Operations:
- Given the full demobilization from the war, all divisions can chill and have peacetime fun.:)
- A new agreement was decided this year between the Soulon and Gardeners, in which the Gardeners will provide the Soulon League a scout probe, with the exact specs of: [1x Burst Drive, 1x Sensors, 1x Recyclers], in return for a payment of 30e for this fancy new ship. Should the Gardeners meet the specs required, by all means pay them for it, because as soon as the scout is in Soulon hands, supply the Voyager, and send it off on its maiden expedition to map the system of Izar, 1 turn away.

Short and sweet for once.:salute:
 
The Second Kausian War.

Spoiler TURN ELEVEN :
Soulon League's Orders:
Spending:
- 20e on the creation of a biotech research center on the region 1 habitat on Kaus III.
- 20e on the creation of a construction research center on the region 2 habitat on Kaus III.
- 25e to the Gardeners, as part of the last year of payment for the peace deal.
- 20e, 10e each to Kaus IV and V, to begin a bank to amass enough funds, over 3 – 4 years, to construct Gamma habitats on each planet. SO, bank 20e.
- 20e on 2 farms, 1 on Kaus IV, and 1 on Kaus V.
- 8e on improving Soulon communications systems.
- 2e to transport 1 pop from Kaus VIIa to the Kaus V habitat with 0 pop.
- 24s on finishing Computation2.

Domestics:
- Just some notes on Soulon government. While the Soulon senate does have its seats currently decided between each member planet by population, these are only adjusted just before each new election of members to the Senate, which takes place every 5 years and thus, while Kaus III will gain several seats come next election, it still has the same number of seats as it did 2 years ago with the first election, and thus, at least politically, roughly the same amount of power as the other planets.
- This still allows the outer worlds to take action, and they will, because as of now, in the upcoming election, Kaus III would have half the seats based on pop. Spearheaded by Kaus V politicians, and supported by Kaus IV and Kaus VI, a bill will be passed, with support of even Kaus III, consisting of a compromise which allows the continued funding, significant funding, of Kaus III’s research ability, while the League Senate has the seats allotted to member planets remain constant, regardless of population or economic factors, at 5 or 7 or 9 seats (You decide, it doesn't really matter) per till the end of time. Everybody gets what they want; Kaus III’s continued development, and the Outer Worlds keep their power in the Senate.
- Make a public announcement throughout the Soulon League reaffirming the fact that while any person may take thought to, or promote the action of whatever they want, to make the government take action, you have to be citizen and get elected! This is indeed a government for the people, by the people, and while the ideology of the Gardener immigrants (they gave up any Soulon citizenship they had by staying on Kaus II for a year or longer, cause that certainly wasn’t foreign exchange or a lengthy vacation) may be taken for whatever opinion, the actions it encourages can only be taken with government support, should the people elect those sharing the same ideals. It may be noted that local planetary governments, while initially set in line with the League Senate’s elections every 5 years, may set their elections at whatever rate, whether it be 2 years, 3, 4, 5, 6, or other, so should the public cry that the election is too far away, they should get elected to change that as well! Lastly, should accuse that the former Shadow Lords still control most of the government, point out that should some candidates be so good, so popular, over the Shadow lords then get them elected! The fact that bureaucracy costs (which some see as Shadow Lord corruption) will be further decreased with the completion of Computation 2, should also help lessen public opinion that the Shadow Lords control everything, an opinion I’m trying hard to dispel obviously.
- Shut off any public access to Gardener government sponsored or supported communications, and should any notice/ask why, cite that the Gardener messages supporting the closure of mines on Kaus III have no right to influence the peoples of the Soulon League, on Kaus III or elsewhere, and that the Soulon League government is for the Soulon peoples, and not the Gardeners. Should the Gardeners stop such messages, then communication will be restored as soon as possible. Also boot out any Gardener sent peoples to Kaus III’s universities, or Gardeners in general, saying that to take a position at these universities, you have to be a Soulon Citizen (Or wait 10 years if you immigrated from somewhere, or 4 years if you were a former Soulon citizen), and that the universities were built to promote the growth of Soulon education and intelligence and professors etc., not be used to built upon already existing Gardener educational infrastructure. This also applies to the new research centers.
- Promote the construction of a Biotech research center on Kaus III, where the results can be amplified most (should politicians complain), which will work towards the improvement of living for all of the Soulon League, as well as, next year, boost food production for a Soulon population, which, amazingly in a roughly a decade, has nearly quadrupled, and now currently consumes over two thirds of Soulon food supply, and to be on the safe side, the government is raising food yield over the next two years by about 5-6f (not including more farms).
- With the 8e assigned, further improve communications within the Soulon League, if anything, increasing signal number and strength, to help with various Soulon announcements, as well as helping any and all understanding any of the actions and reason underlying of the League Senate and Soulon government in general. If 8e isn’t completely used, use it for propaganda.

Military Operations:
- With the numerous changes in the Soulon league, Soulon divisions are to be alert, particularly on habitats in Kaus III and V, where there was unrest last turn.
- The Voyager probe will travel to Azimech this turn. If you’re wondering, I choose Azimech over Yshakaron because it is slightly more centered to the western cluster, and I can get to Terebellum and Subra more easily over the next couple turns as the Voyager completes its initial expedition.

:salute:

Spoiler TURN TWELVE :
“When the crude Ik visited us from their system of Errai, they showed us nothing but goodwill, and were glad to expand our understanding of the universe around us, as did the Lantians this very year, who signed a treaty of friendship. If I didn’t know better, I’d gander to say that all the survivors of humankind were naturally compassionate. And yet, we viewed them with suspicion, why? Of course; because of our unfortunate history of interactions with the Gardeners, who have, lest we not forget, purposely and maliciously prevented us from landing on Kaus II to allow us access to their bountiful food stores, and then when, through pure willpower alone, we, the Soulon peoples, established ourselves a peaceful existence on the planets we lovingly now call home, the Gardeners demanded that we bow down to them as damn servants, and we said “NO”, and fought back and won! And then, perhaps, we thought the Gardeners had learned their lesson, and made many attempts to tolerate and cooperate in peace, for we, the people of the Soulon League, are happy to live out are lives in peace, no?

But now, friends, I fear the Gardeners have not changed at all. Just a half decade ago I could call many people on Kaus III my dearest friends, but now, the Gardeners have exploited the Soulon ideal of freedom of thought and debate, to slyly twist the minds of many a people into thoughts of blindly loving life without regard for themselves. I had thought that it is a fine thing to love whatever your heart cares too, but now there is a proposal on the floor of the Kaus III congress for the closure of all mines on Kaus III! If their minds had not been clouded with Gardener propaganda, they would have woken up to the fact that such a closure of mines would cause a collapse of their economy and livelihoods! And how do we not know that such a fate will eventually befall the rest of us! I fear that the Gardeners plan, and seemingly have forever, to collapse the Soulon League and its peoples! They plan to take Kaus III by underhandedness, and let Kaus IV, and Kaus V, and Kaus VI, and Kaus VIIa starve, just as they had hoped to in the beginning! And again, we will take a stand and say NO! We will say NO, but this time, will we not let the Gardeners cowardly sly away to live another day, we will make them regret every devious word their foul mouths have said! …. I ask that the vote on war commence immediately!"

- Interworld Senator from Kaus VI

Spending:
- 78e for the construction of 3 Farragut class warships.
- 20e for the development of a weapons research center on Kaus VI.
- 9e to raise 3 divisions on Kaus IV, V, and VI and then transport them to Kaus III.
- 3e to raise 1 division from Kaus VI and transport it to Kaus VIIa.
- 7e on propaganda.
- 34s + Weapons RC s on researching Weapons2 and Weapons3.

Domestics:
- Because of their already negative disposition towards the Gardeners, the Outer Worlds of Kaus IV, V, VI, and VIIa should have no issue, if not be for eager for war with the Gardeners, however, because of the large amount of Gardener supporters among Kaus III’s population, all 7e dedicated to propaganda will be concentrated on the planet, either explaining the motives for war; the fact that the Gardeners continue to undermine the efforts of the League and its peoples, and intends to ultimately do away with both; or to prevent any Gardener supporters, or other dissenters in general, from outright rebelling, citing that the League means them no harm, and asks that they mutually return the favor.
- All communications with the Gardeners will cease, private sector or otherwise, once the war becomes apparent.

Military Orders:
- All 5 Farragut warships will join into fleet Epsilon enroute towards Kaus II. Once at Kaus II, they will engage the Gardener fleet, and attempt to get within short range of the enemy and use their lasers to destroy the Gardener ships. Should the Gardeners build space habitats, they are, if it is within the ability of the Farraguts, to destroy the habitats, although I heavily doubt that they will be able to do so.
- The 3 divisions which join the 2 divisions (Whose loyalty I checked last turn, and since you raised no red flags, they should not become turncoats) on Kaus III are there as a deterrent to any insurrections or rebellions, and use of deadly force is only authorized should any malcontents declare war on the Soulon League, which it considers rebellions to be. If there is only unrest or strikes/demonstrations/whatever, deadly force is not authorized under any circumstances, and any soldier who disobeys will be court marshaled and tried for whatever injures he/she may have caused. Simple protests are allowed, as are the rights of any Soulon. The same applies to all other garrisons, should unrest appear on the other planets for some unknown reason.
- The Voyager probe will continue on, and the great Soulons can tough it out, as is there nature, traveling to Yshakaron as the expedition nears it's end, with only Subra left to be visited next year before heading home. Should the probe be destroyed for whatever reason, another casus belli is to leveled at the Gardeners, blaming them for destroying the probe for whatever horrible reason, as they are the ones who built it.

:salute:

Spoiler TURN THIRTEEN :
Comments are more than welcome/asked for.:)

“We are not retreating – we are advancing in another direction.”

Soulon League's Orders:
Spending:
- 20e on 2 volatiles mines for regions 1 and 2 of Kaus III.
- 15e on a factory for region 1 of Kaus III.
- 4e on transporting 2 pop from Kaus IV to Kaus V.
- 2e on transporting 1 pop from Kaus VIIa to Kaus V.
- 6e on transporting 3 pop from Kaus VI to V.
- 6e on transporting 2 divisions to Kaus VIIa from Kaus IV, V, and/or VI.
- 8e on 4 divisions, 2 each for Kaus IV and V.
- 4e on 2 divisions for Kaus VI.
- 4e on 2 divisions for Kaus III.
- 29e on a cultural center on Kaus V.
- 4e on transporting 2 Gardener supporter population to Kaus VIIa.
- 19s on prototyping the Horatio class warship of the specs: [1x Fusion Drive, 1x Fusion Buster, and 1x Computational Module].
- 2s on Weapons3, along with 10s from the weapons research center.

Domestics:
- Of course, blame for the war will be promptly and directly aimed at the Gardeners, who have manipulated the blameless Soulon League into war against them, and the Gardeners are no more innocent then a serial murder, which their latest message of war confirms (and they should, this turn, have the muscle to back up such statements, so there should be no more “meh”). Indeed, point out the damage which was done last turn, the chaos and destruction on Kaus III, known to be caused by Gardener agents, which just proves the long maintained Soulon statement that the Gardeners were actively undermining the League; while the Gardeners conveniently moved their weak fleet to Kaus I to avoid the powerful Soulon armada, on the ruse of training maneuvers, which it may be said, have never once before been conducted. Also point out that the Soulon League never declared war, as I explicitly said in our conversations last turn not too.
- With the Gardener supporters effectively removed from poisoning Soulon society, a great culture center will be built on Kaus V, to provide a beacon for all the glory of Soulon culture, which had been, until now, repressed by the Gardeners. The new culture center will tell of the strength of the Soulon peoples, able to live and prosper against a world seemingly determined to ruin them, whether against the Tumult or the Gardeners. It will show of the Soulons great workmanship and ability; the sturdily built products, shipyards, farms, mines etc., and highest among them, the IP fighters and Farragut warships. It will demonstrate the innate Soulon trait of compassion, which allowed the disparate Soulon peoples to unite after being cast out by the Gardeners (Who, it may be said, have none). It will, through its development, display the Soulon ideal of Freedom of Speech (Should anyone ask, the Gardener supporters were actively undermining the foundations of the League, so no, they didn’t have such a right, and many of them weren’t citizens either), as any Soulon citizen may give suggestions as to the culture center’s construction, and will be given status on their suggestions when asked for. To help facilitate the progress of the center, Soulons (the 6 pop I’m bring to Kaus V) from all over the Soulon League will be brought to Kaus V for the cultural explosion of sorts. Included in that population, is 3 pop formerly of Kaus III that were unfortunately forced to evacuate Kaus III last year because of the Gardeners; who will travel to Kaus V for the additional reason of allowing them to continue their studies while the situation on Kaus III is sorted out.
- To go hand and hand with the new Soulon culture, each of the Soulon planets will be named, in order from Kaus III to VI: Vitan [Vi-tan] ; Gurdon [Gur-don], Medias [Me-de-as], Corth [Cor-th]. I’m pulling these out of thin air, so feel free to criticize them and/or modify any.
- Kaus III will be developed to its fullest potential domestically, alongside military operations for the same purpose, and Kaus III, no longer limited by the uncalled for pestering of the Gardener converts, will have 2 volatiles mines will be constructed, along with a factory, to boost Kaus III economy by roughly 30e, not counting pop growth, along with another 7e to 12e by the stabilizing military situation, for a total of 37e to 42e of growth, following a theme this year of optimizing the League for the final war with the Gardeners.
- Should any ask regarding the lack of aggressiveness in the war this year, simply state that the domestic front of the Soulon League is being secured and strengthened so that with all Soulon citizens properly attended to in terms of security and livelihood, the League can put its best foot forward in future years.

Military Operations:
- General Doctrine for all Farragut Cutters, unless explicitly said to do otherwise, will be to engage hostile ships at short range and destroy them with the powerful banks of dual lasers, which should, at least for a couple years, be sufficient for a kill in one shot.
- A single Farragut Cutter will escort the transfer of the Gardener demons to Kaus VIIa, theres no need to have them fall into the wrong hands. Once they arrive at the planets, the 2 divisions transferred to Kaus VIIa will secure the 2 pop and place them into, effectively, as you said, an icy gulag, to keep up volatiles production and make the Gardener supporters learn their lesson, even if they take it to their grave. The Farragut, should it meet any Rakahasa Gunboats of the Gardener navy, is given to authorization to engage them, but should any other ships appear, it is ordered to retreat to Kaus V as soon as possible.
- The majority of Epsilon fleet, 3 Farragut Cutters, will move to Kaus V to protect the population transports that will arrive there from any Gardener interference, and will remain in orbit for the rest of the year to accomplish this. Should even a single Gardener ship appear, the fleet will attempt to eliminate the threat until the fleet is no longer able to do so, even to their own destruction. Retreat is not an option, at least not till the population is safely landed on Kaus V and the land divisions there.
- The last Farragut Cutter will travel to defend the capital, Kaus VI, due to its economic and political importance, and relatively weak defenses imposed by the geography imposed by the planet, as there is only 1 region to protect, but an entire planet to potentially seal off from uncontested Gardener division landings. The Farragut, should it meet any Rakahasa Gunboats of the Gardener navy, is given to authorization to engage them, but should any other ships appear, it is ordered to retreat to Kaus V as soon as possible.
- As per the Soulon war plans for the next few years, a heavy bomber/missile ship will be researched and developed over the next turn. However, because of its obvious use/importance, all attempts will be made to keep the new ship class secret to maximize its force next turn. Thus, along with obviously remaining silent to everyone but the military regarding the details and purposes of the ship, the new design will be codenamed the Horatio class ship (Leaving out “Missile Ketch” is wanted), to camouflage the research behind the obsolete, never completed class of some years ago, which will be unofficially replaced. OOC, I wish I didn’t have show it on the “ship designs” list, but since that isn’t possible, the only difference that can be noticed is the difference in cost from the old class, from 22e to 45e. I even invested enough s in the prototype to leave the same of amount of s left to complete the design, 23s.
- Sufficient divisions will be raised on Kaus IV and V to prevent Gardener landings, and so the 4 divisions on each planet will spread out, 1 per each region.
- On Kaus VI, because the resources to raise enough divisions to fully protect the planet simply aren’t there, at least for this year, the 3 divisions that were able to be recruited will solely protect the capital and its precious peoples.
- For Kaus III, 2 divisions will be recruited from “loyalist” population as you labeled them, and, together with the already existing 4 divisions on Kaus III, they will pacify the 2 Gardener supporter population, if by force, to load them up on transports destined for Kaus VIIa. If they are forced to use deadly force to minimize casualties and/or to achieve stated goals, they are more than authorized to do so. Additionally, because of the abilities such a large army has, it will also move the 5 pop of hostile non – Gardener supporting population to region 4 of the planet, if necessary, by force, but, because these people are simply Soulons confused by the chaos caused by the Gardeners, the same rules apply as did last turn, and deadly force it only authorized in self-defense, and should it be found that deadly force was used for some other reason, then court marshals will be issued. Once moved to region 4, the population is to be secured, and simply allowed to let be, to show that the Soulon League means them no harm, and will gladly accept any and all of them back, and should any, once their pacifism is checked and confirmed, they will be allowed to move to the other 3 regions of Kaus III. As for the 4 “loyalist” population, they are to be moved under the security of the army, so that 1 pop is on region 1, 2 pop on region 2, and 1 on region 3, the optimal organization of peoples so as to ensure their maximum security and allow them to try and regain their old, peaceful and prosperous lives.

Plans:
- Coincidently, there happens to be a semi-reasonable (read: not really) chance of success in this war, simply because the Gardeners’ war effort is singularly dependent on one thing, their shipyard, take that away, and keep it away, and all hopes of a Gardener victory vanish, regardless of any current fleets. Thus, next turn, once Soulon industrial superiority is reestablished and the domestic front quieted and secured (if by pure strength of divisions), the new military situation will be accessed, and the likely routes of Gardener action determined (Because right now, other than knowing he’ll prefer high quality high tech ships, I have no clue as to his plans), and most importantly, the Horatio missile ship will be completed, and at least 2, maybe 3, will be constructed, and entire Horatio navy, if preserved as intended, will combine to assault Kaus II, and I intend all the Farraguts to sit back and watch the missiles fly, and then a 20% to 30% chance for destroying that shipyard right then and there. Why not wait for cluster bombs in 3 turns? Well, for one, unless the Gardeners choose to sit on their ass around Kaus II until they have megaships, their fleets will be doing something, which means I’ll have to deal with fewer ships when Kaus II is assaulted. Wait for another turn, and that’s just one more turn’s worth of Gardener ships that can be produced to face in battle, as I’m sure they’ll get up to 75e or something. For the third turn, admittedly, there will be a nice fight around Kaus II, as whatever Gardener ships have been going other on various assignments will return, along with whatever horrors the Gardeners can research up in three turns, which is why I’ll send probably 2 Horatios and 2 Farraguts as reinforcements to hopefully maintain control over Kaus II space, and what’s nice about gaining control of Kaus II earlier, is that I’ll get the defender’s bonus (of winning ties) because the Gardener will have to attack me to regain Kaus II space, not the other way around. Once that mega battle ends, the Gardeners will be solely dependent on megaships, which sheer numbers of missiles can take care of, because fusion busters are extremely powerful , not to mention expensive, and I’ll maintain a 50e – 70e lead on the Gardeners regardless of events, should the military garrisons secure everything as planned this turn, and the only counter to the missiles, the interceptors, have no incentive for Shadow to research into propulsion to get them, as I remain convinced that Shadow thinks that I will simply spam Farraguts to chase his fleet and/or attack Kaus II and ignore the domestic issues.

Hopefully 11 PMs of torture will yield something this turn!:salute:
 
The Third Kausian War. See Turn 14 for maximum hilarity.

Spoiler TURN FOURTEEN :
Soulon League's Orders:
Spending: (126e, not 122e)
- 20e on an energy RC on Kaus V.
- 20e on the construction of the Kaus III space habitat memorial.
- 10e for the cultural center which will actually be the memorial.
- 9e for the tech trade of Maths2.
- 30e for 2 scout probes.
- 10e on a farm for Kaus IV.
- 4e to transport 2 pop from Kaus VI to Kaus V.
- 23e on propaganda.
- 6s + 4 Bio RC s to complete Biotech2.
- 16s + 4 Constr RC s to complete Construction3.
- 9s to complete Maths2.
- 4s on Social2.

Domestics:
- Peace, it’s what this turn has been dominated by already (quite literally), and will continue to be. The government will announce that peace negotiations have emerged successful with the Gardeners, which returns Kaus close to status quo ante bellum, and that the treaty largely pertains to the issues of maintaining peace, with several terms regarding faithfulness to the peace by both factions largely suggested by Soulon diplomats helps to further the ensure; the government is doing its best to guarantee that the war will not break out any time soon. If any citizens aren’t immediately soothed by the thought of peace and quick return to prosperity, then the reason for peace is this, what advantages and rewards does continuing the war bring? None! Besides the tens of thousands of deaths so far, and the millions more a continuation and escalation of conflict would bring, even if the Soulon League was able to kick the Gardeners back off Kaus III, to capture or bomb and recolonize Kaus II would take timespans ordering on decades, and during that time, we have heard of the Ik and Lantians colonizing systems other than their own, and by the time the Soulon League could ever think of doing so, free from war, we’d be an island in an ocean of Ik and Lantian occupied systems. Simply, to continue the war, even if won, will and/or ruin the Soulon League by so much, it’d be as if we won nothing and lost everything, the deaths on Kaus III has just opened our eyes to show that it is but the tip of the iceberg. Reconciliation and cooperation with the Gardeners is the logical, if immoral view to most Soulon as of now, route to forge ahead. However, once everyone realized how friggen powerful both of the Gardeners and Soulon League working together are, I’m sure, with enough propaganda, they’ll warm to the concept. Thus, all propaganda will be directed at informing and helping the general public understand this paragraph.:)
- The 2 population being moved from Kaus VI to the universities on V will as a Soulon program to assure the greatest education possible for as many Soulons as possible, plus, the living conditions on Kaus V are also nicer.
- The memorial being built in orbit around Kaus III as per the peace treaty will be a neutral habitat, dedicated to the lives lost on Kaus III during the second Gardener-Soulon war, and will place neither polity in blame, just simply honor those lost. To lesser degree, the lost of the biosphere and wildlife will also be commemorated, but it’s not something the regular Soulon will cry a river about, and I'm sure the Gardener will more than compensate.
- The food shortage will quickly be responded to by the Soulon League, and with actions undertaken ASAP, there should even be a food surplus of 10f this year.
- As the first major sign of Soulon-Gardener cooperation, a technology sharing relationship will be set up between each. Obviously, this will fall under the Soulon League learning from the Gardeners, but regardless of how deflating that might be on Soulon pride, it’ll get us a slew of extremely beneficial tech at no cost other than procedural expenses, the first on the list, Math2, can and will be acquired this year, which help reduce ever present bureaucracy costs. On the same note, as the culmination of Soulon research over a few years, both Biotech2 and Construction3 research will be completed, the latter of which will greatly aid in utterly eliminating the food deficit and assist living conditions, and the latter will allow the construction of ever greater ships, and the Soulon League will have discovered IS capability. Be sure to announce this to the public, especially the last advance.

Military Operations:
- As another sign of Soulon-Gardener cooperation, two more scout probes, owned by the Soulon League, will be constructed at a flat no profit rate to continue exploration, but under a joint Soulon-Gardener banner. One will travel immediately towards Yskaharon, and the other to Terebellum.
- All divisions across Kaus will be ordered to stand down to peacetime operations, but full demobilization will be scheduled for next year, as the Soulon League, as stated, is doing everything in its power to truly guarantee that this is the beginning of peace, and would gladly rather be safe for than sorry until peace is confidently existent next turn.
- A Farragut Cutter will depart Kaus V to the regular peacetime defensive configuration around Kaus IV. Likewise, another Farragut will leave to protect Kaus VI.

Diplomacy:
- Confirming that the Soulon League does sign and agree fully to the peace treaty with the Gardeners posted in the thread.
- Announce to the public that the Soulon League’s backbone and aggressiveness in interstellar diplomacy has enabled the extremely likely recovery of the lost AP around Yshakaron, either by Soulon probe launched this year, or by the Lantians, who have shown at the end of diplomatic talks to be willing to secure the AP.
- Recognize Ik claims to the Arrakis system.
- Restart trade with the Gardeners. Restarting open and free communications (funny, I know:p) will await until next year, when the populace of each polity has diffused from the deadly relations of just a year ago, so that when communications do start, they are more receptive and successful.
- Allow a Gardener expedition to Kaus VI as part of the joint archeological exploration on Kaus VI included in the peace treaty. Any possible benefits from the searches will be immediately secured until an agreement can be hashed out regarding their distribution.

:salute:

Spoiler TURN FIFTEEN :
Periodically losing power really delays sending orders.:(

Soulon League's Orders
Spending: 103e (Income) + 53e (Banked) = 156e Total
- 25e to be paid to the Liberes. (156 -> 131)
- 78e on the construction of 3 Farragut Cutters around Kaus V. (131 -> 53)
- 24e on recruiting 12 divisions for transport, 4 to Kaus II, 8 to Kaus VI. (53 -> 29)
- 2e on recruiting 1 division for Kaus VIIa. (29 -> 27)
- 4e on recruiting 2 divisions for Kaus V. (27 -> 23)
- 2e on recruiting 1 division for Kaus IV. (23 -> 21)
- 6e on recruiting 3 divisions for Kaus III. (21 -> 15)
- 15e for domestic security, safety, and stability. (15 -> 0)
- 26s on completely prototyping the Justice Class Armored Transport, [1x Fusion Drive, 1x Cargo Bay, 5x Titanium Armor].
- 13s on Weapons3.

Domestics:
- Seeking to strengthen Soulon resolve against a war in which winning above all costs is a necessity; else the Gardeners genocide the Soulon race, a commission will be formed to further root up and neutralize any and all public officials who were involved in the peace negotiation or whoever showed support for the peace, citing that they committed treason against the Soulon League for supporting a polity which had just proclaimed that it would not stop till ever single Soulon man, woman, and child were exterminated. That dictatorship that government wanted? It won’t specifically be so, as some semblance of democracy will remain, because there will still be elections but effectively the Interworld Senate and the Soulon League will become a one party state bent on winning the war, of course, in the interests of a general public which would get raped and genocided otherwise, should there not be unified front to the Gardener menace, as will be reasoned to the public, security and safety, or….you get genocided; what doesn’t kill you only makes you stronger. An additional goal and intended effect of the commission is to bring stability back to the government to re-become the bedrock and foundation of the Soulon League, and it’s peoples, to enable them the possibility of achieving their best, in whatever that may be, which, of course, at this time, is winning the war.
- Should there be a reaction to the large amount of divisions recruited this turn, point to the fact that 8 divisions were raised to protect population across the Soulon League, as garrisons, and that again the government’s foremost concern is the security and safety if the Soulon peoples. However, if complaints are further raised, also notify that the divisions be raised for operations elsewhere in the system are thoroughly protected by formidable fleets around Kaus II and VI of at least 3 ships.
- Lastly, should complaints be raised over the Liberes being contracted to aid in the war effort against the Gardeners, point out that they have shown the Soulons nothing but respect aside from being over the top, and that what would have paid for a single Soulon Farragut instead grants the Soulon League strategic control over a impressive fleet of 6 ships, several of which are specialized in functions currently unavailable to the Soulon military which will provide key assistance in the war, notably the use of the assault cutter’s intrusion unit. As for worries of defection by the Liberes, topmost efforts have been made to have complete knowledge of all Liberes’ operations in Kaus, and the extremely valuable Liberes’ AP has also been placed pseudo Soulon control during the duration of the contract, which is detailed below.

Foreign Relations:
- Confirming the agreement of the following contract with the Liberes:
Spoiler Contract :

1. The Soulon League will pay the PIRATES SPATIALES LIBERES for their service; specifically including at least the use of the Liberes' 2 Aphrodite Cruisers, 2 Condor Light Carriers, and 2 Feroce Assault Cutters until the end of the third Soulon-Gardener war, as defined by the elimination of Gardener control throughout the system of Kaus (Meaning, until Shadow has no habitats), a constant amount of 25e per each year of service.
2. For any damaged caused to Liberes ships while under this contract, a sum of 5e will paid the following year, and a total of 20e for the destruction of any Liberes ship the following year, but possible claims will be limited to 30e per year.
3. The Soulon League will provide all Liberes’ ships full resupply while under contract during their presence in the system of Kaus.
4. For a successful conclusion of the third Soulon-Gardener war resulting in complete Soulon victory with full and unflagging Liberes’ cooperation with the Soulon League, a bonus of 100e will be given to the Liberes. Additionally, for every Gardener ship destroyed by the Liberes, a bonus of 5e will be given by the Soulon League.
5. The Liberes’ Ansibyl Pearl and general communications center will be based around Medias, on the Soulon shipyard located there, under Soulon security. The Liberes, if wishing to withdraw from the system of Kaus, and from the Soulon-Gardener conflict to become neutral, will have to allow the Soulon League one year’s notice of such intent.
6. The Soulon League reserves the right to monitor all Liberes’ communications in Kaus. (OOC: You’re giving me the right to ask Dis for any part of your orders regarding Kaus, should I suspect something fishy, so...play nice, I'm certainly paying you enough)
7. The Liberes’ will notify the Soulon League of any movement of their ships while under contract and of their status continually (Meaning, I’m asking for your orders, at least regarding Kaus).


I’m requesting, by term #6, a copy of any parts of Thlayli’s orders regarding Kaus.

Military Operations:
- In the case that unforeseen events occur, the current objectives of the Soulon military are as follows in order of importance:
  1. Securing the Kaus VIIa volatiles source.
  2. Minimizing division losses.
  3. Recapturing Corth.
  4. Securing control of Kaus II space.
  5. Achieving a successful landing and beachhead on Kaus II.
  6. Minimizing naval losses.
  7. Capturing the Gardener shipyard.
  8. Recapturing complete control of Kaus III.
- The 3 divisions which will be raised on Kaus III will be spread out evenly amongst the 3 habitats, and will assume the duties of the divisions before them, simple garrison duty, to keep the populace secure, and unless for some freak reason, like the Gardeners removing divisions from their Kaus III habitat, none of the 9 divisions that will be on Kaus III are to attack the sole Gardener habitat remaining on Kaus III, as of now.
- With the addition of another division on Kaus VIIa, the divisions will spread out across the planet, and effectively be blocked from Gardener landings, with the additional division to be placed on the actual habitat located on the planet.
- The new divisions recruited on Kaus V and IV are simply garrison divisions for the purpose of further securing the population there against bombing, which, should Gardener attempts at that be successful, the extra divisions will simply move to reseal the planet from landings immediately the following turn.
- Both Farraguts already around Kaus IV and V will be sent immediately to defend, along with the damaged Farragut, Kaus VIIa and it’s precious volatiles. Should any Gardener ships show up, they are to be destroyed, to prevent any stoppage of volatiles shipments. Follow the same combat doctrine (yours) as last turn, which worked excellently.
- The 3 Farraguts built around Kaus V this turn will remain in orbit until the Liberes’ fleet arrives from Izar. Once term #5 of the contracted signed with the Liberes is completed, regarding their AP, a grand fleet of 2 Cruisers, 2 Carriers, 1 Assault Cutter, and 1 Farragut will set off to Kaus II, with 4 Soulon divisions aboard the Liberes’ Assault Cutter. If any Gardener ships are around Kaus II upon the arrival of the fleet, they are to be promptly destroyed, preferably at long range while the Liberes’ Cruisers and Carrier use their missiles, but otherwise, standard Farragut doctrine is to be followed. Once control of Kaus II space is achieved, a division aboard the Assualt Cutter will use the ship’s intrusion unit to board the defenseless Gardener shipyard orbiting the planet, and take control. Afterwards, the Liberes’ carrier will attempt to bomb, with their fission busters, a Gardener division on Kaus II, to open up a habitat to landing, which, should the bombing be extraordinarily lucky and successful, the remaining 3 Soulon divisions will land on the planet and capture the open habitat. If this is the case, then all the Gardener population on the habitat will be promptly slaughtered (as promised, and to gain the atrocities bonus), and 2 divisions will attack out of the beachhead, if possible, against the 3 major Gardener habitats, genociding any population which is captured. Should the bombing be unsuccessful as expected, then the fleet should sit tight until next year, and all of this is detailed in Thlayli’s orders as well.
- Another fleet will be organized, composing of 2 Farraguts and 8 divisions loaded aboard a Liberes’ Assault Cutter, to recapture Corth. Thus, once this fleet arrives at Corth from Medias, any Gardener ships are to be immediately destroyed, and Corth space secured, even if risking the livelihood of the 2 Farraguts. The Assault Cutter is to be protected against all costs, and if the 2 Farraguts cannot destroy all the offensive Gardener ships in orbit, the Assault Cutter is to retreat to Medias. Once able to land divisions on Corth, do so immediately, and all 8 divisions are to attack and take the single habitat on the planet, if only be sheer numbers, but capture it nevertheless.

:salute:

Spoiler TURN SIXTEEN :
The four maps on the thread I released were suppose to be public anyways. At least 5 player knew of them.

Soulon League's Orders:
Spending Orders:
- 25e worth of payment to the Liberes.
- 15e on restoring access to Kaus VI.
- 10e on constructing a mine for Kaus VI.
- 4e on military upkeep.
- 26e on the construction of a Farragut around Medias.
- 2e on transporting 1 pop from Kaus VIIa to Kaus VI.
- 20e on recruiting 10 divisions for Kaus III.
- 26s on Social2.
- 7s on Weapons3.
- 4s on Armageddon-class Bomber: [1x Fusion Drive, 1x Command Deck, 2x Cluster Bombs]

Domestics:
- With all outstanding domestic issues fixed for now, not much should occur on the domestic front for the Soulon League. Hopefully military victories around Kaus III, both on the ground and in space, shall raise public morale as Gardener pressure on the League is fully relieved, and offensives can begin.
- Dissemble the factory on Kaus III. If any protests are raised, state that the factory was only gaining 2e for the League, which will be replaced tenfold by the new mines on Kaus VI, and that the extra s will be require to quickly research ever more impressive ship designs, like the Armageddon-class bomber.

Military Operations:
- The newly built Farragut will travel to Kaus VI to protect the planet and the population being moved to it.
- 2 of the 8 divisions currently on Corth will load up the assault cutter and travel to Kaus II. The other 6 divisions will spread across the entirety of Corth to prevent free Gardener landings, and the extra division will stay on the habitat.
- The 2 Farraguts currently around Kaus VI will leave for Kaus II, to join a Liberes’ Carrier and Assault Cutter in continuing the blockade of Kadesh. For the fleet currently around Kadesh before the move phase, it’ll leave any newly built Gardener ships alone, but should they choose to engage, then the Carriers are to tear up any Minotaurs, the Liberes’ Cruiser any hostile ship, and should any ship try to engage the Liberes’ ships, then the single Farragut is to speed forward and engage this particular ship to destroy, or at least delay it while the Liberes attack from long range. Once the new fleet arrives at Kadesh, the same doctrine is to followed if any Gardener ships are encountered, but seeing as this is unlikely, 4 Liberes’ divisions transferred from Izar will attempt to board any Gardener shipyard(s) and destroy them, and should be much more successful then the Soulon attempt last turn. The 2 divisions on the assault cuter from Corth will land on Kadesh should, if by some miracle, the carrier’s bombing attempt on Kadesh is successful in opening up a region for landing.
- The rest of the combined Soulon-Liberes fleet, 4 Farraguts (3 from VIIa, 1 from II), 2 Crusiers (From II and Izar), 1 Carrier (From II), and 1 Assault Cutter (from II) will assemble and move for Kaus III. Upon arrival, the Gardener fleet will be engaged, with the Carrier shredding the Gardner Minotaur from long range and the Cruisers all Gardener ships from long range. Should any Gardener ships attempt to engage the Liberes’ ships at long range, the Farraguts will speed forward and engage and destroy or delay these ships before they can harm the Liberes’ ships. Should the Liberes Assault Cutter, which should carry 2 Liberes’ divisions, be able to board any Gardener ship, it should do so. Once victory is achieved (calculations show it’s essentially assured aside from something dramatic), secure Kaus III space, and block any Gardener attempts to move troops and population to or out from Kaus III.
- On the ground, a massive recruitment campaign will be raised in response to the gigantic Gardener army, and 10 divisions will be raised for a grand total of 19 to combat the 22 Gardener divisions. To eliminate the necessities of defense in covering all 3 regions of Kaus III, 16 divisions will attack the Gardener held region, and with a +4 to +2 ground combat advantage, or 2 to 1 kill ratio advantage, the 16 divisions should easily reach victory against the 22 Gardener divisions, although at potentially heavy cost. The other 3 divisions are to garrison the three Soulon habitats, and if the initial attack fails, but only 2 or less Gardener divisions remain, these 3 divisions are to further attack the Gardener hab, but otherwise they are to protect against Gardener counterattack.
- The changes to the Liberes’ OOB and tactics have been discussed with Thlayli, and you should get notification from him that they are approved.

A bit rushed, sorry.:(

Spoiler TURN SEVENTEEN :
I could've sworn that deadline was at 11 PM GMT and 6 PM EST, and not 6 PM GMT, sorry.:(

Soulon League's Orders:
Spending: 120e (Income) + 25e (Banked) = 145e (Total)
- 8e on transporting 4 pop.
- 10e on sabotaging Kaus III.
- 127e to be banked.
- 38s on the Horizons cargo design: [1x Burst Drive, 1x Cargo Bay].

Domestics:
- Bending to the extreme dissent caused by the war, plans have been immediately reversed, and the entire Soulon civilization is set to leave in 2 years. If any complain about how the entire war effort just stopped on a dime, state that it is extremely expensive for the Soulon League to leave with enough e to not cripple itself wherever it resettles, and so the war effort can no longer be supported, period.
- If any complain that arranging a ceasefire with the Gardeners is ********, state that it’s better than have no possibility at not leaving the League completely open to war, and we think the Gardeners are human enough (we think) to follow it, not to mention that it’s beneficial to them anyways, and after losing 40 divisions, the Gardener public might get considerably angry if their government throws away some (brief) peace. Also, I don’t think anyone wants to throw away another 20 divisions trying to hold onto Kaus III.
- If the food supply is largely cut off because the Gardeners betray the ceasefire, state that we never intended to give an AP to them anyways, and also that the entire Soulon League will be leaving immediately the year after next, and so if the Soulon peoplesjustbe tough and tolerate the hardships for 1 year (as they’ll be on ships next year, ready to go), they can leave. Also state that any rioting is quite counterproductive, and will just regulate them closer to the possibility of being slaves under the cruel hands of the devilish Gardener overlords.

Military Operations:
- A ceasefire has been arranged with the Gardeners, in which Kaus III will be immediately evacuated by the Soulon League in return for the Gardeners effectively leaving the Soulon League alone to prepare to leave Kaus altogether next turn, and should the Gardeners surprisingly keep to such a agreement, a AP will be given to them at the end of next turn. Thus, spend 8e transporting the 4 pop from Kaus III to Kaus V and Kaus VI. Specifically move 3 pop to Medias university habitat, and 1 pop to Gurdon.
- The Farragut currently around Corth will move to Medias, and should any Gardener offensive ship other than the Minotaur appear (Rakahasa, Lamassu, Fomorian), it’ll consider that a break of the ceasefire (not leaving the Soulon League alone), and attempt to destroy the ship(s). If a Minotaur appears, then the Farragut is to leave the Minotaur alone if it returns the favor, and if it attempts to destroy the Farragut, then the Farragut is to utilize it’s faster fusion drive to run like hell to Gurdon.
- Using 10e, nukes will placed throughout all 3 Soulon habs on Kaus III. However, because the ceasefire needs to maintained at least until next year, the nukes will be hidden, using some of the 10e, undetectable, until their likely denotation next year. Whether this be placing the nukes in large lead and concrete containers underground or something else, all that is wanted is to make them undetectable (especially this), yet still able to detonate remotely.
- If the Gardener do betray the ceasefire, (Basically continuing to attack Kaus VI or VIIa, or placing any ships over Medias and Gurdon), then immediately detonate the nukes on the Kaus III habs. Even though I know this will not permanently add high radiation to Kaus III, it'll destroy all the Soulon habitats and facilities, which is the main goal, as well as temporarily adding some radiation.

Diplomacy:
- In return for the purchase of the Ik scout probe, all star maps which the Soulon League discovered with it will be also shown to the Ik as well. Once the probe arrives at Kaus IV this turn, equip it with a Soulon AP, and ready it to leave immediately next year

:salute:
 
And finally the Exodus.

Spoiler EIGHTEEN :
Soulon League's Orders:
Spending: 107e (Income) + 145e (Banked) = 253e (Total)
- 10e on a farm to be constructed on Gurdon.
- 10e on a farm to be constructed on Medias.
- 233e to the bank!
- 38s to Liberty class Colony ship [2x Burst Drive, 1x Fusion Drive, 1x Engineering Bay, 1x Habitat Sections].

Domestics:
- Those that erred and simply believed everything on Kaus III had been already destroyed by the Gardeners, including farms, and allowed food shortages when those farms were left behind, have been sacked, and apologies are in order. To restore a proper amount of daily food to all of the Soulon people has been made top priority of the Soulon League, and 20e have been assigned to immediately construct farms on Gurdon and Medias to achieve this.

Military Operations:
- The Soulon scout probe is to set off to Horn immediately, with the intention of exploring Terebellum in the coming turn, and Yshakaron the year after.
- The Laoniu II cargo ships are to, once they arrive in Kaus, travel to Corth and Kaus VIIa and wait.
- All excess divisions on Kaus IV, V, VI, and VIIa will be disbanded as they are simply no longer needed, and the government has no wish to cause any unneeded pain upon the Soulon public. Specifically, there should only be 4 divisions remaining on Gurdon and Medias, 5 on Corth, and 3 left on Kaus VIIa.
- The Farragut should continue its duties above Medias as with last turn:
Last Turn's Orders said:
The Farragut currently around Corth will move to Medias, and should any Gardener offensive ship other than the Minotaur appear (Rakahasa, Lamassu, Fomorian), it’ll consider that a break of the ceasefire (not leaving the Soulon League alone), and attempt to destroy the ship(s). If a Minotaur appears, then the Farragut is to leave the Minotaur alone if it returns the favor, and if it attempts to destroy the Farragut, then the Farragut is to utilize it’s faster fusion drive to run like hell to Gurdon.

Diplomacy:
- If an agreement with the Lantians for 2 Laoniu II cargo ships in return for an AP is signed, as I’m assuming given that the Lantians have indicated previously that they would agree to such a deal, then give them their AP once the cargo ships arrive in Kaus, in the form of another AP to be carried aboard the scout probe as it arrives in Horn.
- Indicate to the Gardeners that because the ceasefire only required the Soulon League to provide the AP at an unspecified time this year, it will be provided at the end of year, to reinforce the currently lacking confidence of the Soulon League that the Gardeners will somehow manage to resist their warlike nature and continue the ceasefire into a second year. Of course, when the time does come to give the AP, simply don't and ignore any Gardener inquires/demands about the subject, since the movement phase will have past, they can't do anything about it this turn or next turn, because there will no longer be a Soulon League by the time the next movement phase comes round for them to react (next turn).

Long Term Plans:
- With roughly 340e amassed next turn, the grand exodus of Soulon civilization will finally commence, as 6 Horizons Cargo Ships will be built (156e), all loaded with 10e (60e). Another 14e, along with the entire Soulon population (26 pop) will be loaded onto the Laoniu II ships, for 74e total. Simultaneously, the Liberty colony ship will be completed (75e), and the entire fleet can set off for Subra. Not to let the Gardeners have the last laugh, all the remaining Soulon habitats, facilities, and planets will be thoroughly trashed for 20e total immediately after the exodus. Once the fleet arrives in Subra, the scout probe will have arrived in Terebellum during the same year, and if the system looks promising for the resettlement of Soulon society, meaning, it contains a biosphere, preferably a Strong or Gaian biosphere, and several easily accessible economic planets (icy moons or generic rocky planets), then fleet will arrive there and begin settling down. If not, the scout probe and fleet will rendezvous at Yskaharon, and rinse and repeat, and then Peacock the turn after. Another potential idea is splitting the fleet in half, and creating a true Interstellar Soulon League, there’s certainly enough cargo ships to create a trade route to link multiple star systems.

:salute:

Spoiler NINETEEN :
Soulon League's Orders:
Spending Orders: 109e (Income) + 233e (Banked) + 22e (Other) = 364e (Total)
- 182e on constructing 7 Horizons cargo ships. SEE DOMESTICS (2)
- 75e constructing a Liberty colony ship around Gurdon. SEE DOMESTICS (2)
- 15e on constructing a shipyard around Corth. SEE DOMESTICS (1)
- 15e on constructing a shipyard around Kaus VIIa. SEE DOMESTICS (1)
- 77e to be banked on cargo ships. SEE DOMESTICS (2)
- 27s finishing the Liberty class colony ship prototype.
- 12s into researching Construction4.

Domestics:
1.) To eliminate all possible variables and sticking to schedule, shipyards will be built around the remaining two planets without, Corth and Kaus VIIa, so that vital Soulon population from all planets of the League can be immediately transferred upon ships, denying the Gardener the chance to even have the possibility of moving to block any actions of the exodus fleet that being forced to transfer population between worlds would allow. Also, the 22e released from disassembling the entirety of Soulon civilization would’ve been mostly useless otherwise.
2.) Designed so as to limit initial threats, and decrease the importance of any one ship (other than the Liberty) so as to limit future damage caused by unforeseen threats, the following is of the organization of the exodus fleet:
  • Gurdon: 1 Liberty, 5 Horizons, loaded with 6 pop, 1 division, and 43e. (Spread as evenly as possible among the ships)
  • Medias: 2 Laoniu IIs, loaded with 18 pop, 2 divisions, and 20e.
  • Corth: 1 Horizon, loaded with 2 pop, 1 division, and 7e.
  • Kaus VIIa: 1 Horizon, loaded with 2 pop, 1 divisions, and 7e.
3.) Once construction of the exodus fleet is completed, all divisions on each planet are to assist all Soulons in boarding their new homes for the next few years. If any protest, remind them that the entirety of the Soulon League, and indeed, the Soulon civilization, will be leaving the cursed system of Kaus forever, and should they stay, they will have no source of food, or any and all features of life (whatever they are) they have come to know and depend on will disappear. For their own good, they will be coming, even if it takes a good shove, but as you have indicated before Dis, there should only be a few crazies, so this is not a major worry.
4.) After all the population is safely loaded off Kaus IV, V, VI, and VIIa, the remaining divisions will systematically and probably more importantly, quickly disassemble all Soulon habitats (4 on IV, 4 on V, 1 on VI, 1 on VIIa), and use the e gained to load up the remaining cargo space to full capacity (at least once the 5 divisions are loaded). Once this is done, all excess divisions not required to be provide security to Soulon society during and after its exodus will be disbanded and join the millions on the fleet, soon followed by the 5 last divisions.
5.) Collectively, together, the Soulon exodus fleet plus scout probe; will jump to Terebellum ASAP, and close this chapter of Soulon history, good riddance! (Well, the message to the Gardeners would be, and I quote,” Have fun in hell :):):):)ers!”):salute:

Diplomacy:
1.) A formal agreement has been formed between the Liberes and the Soulon League, that, in return for simply leaving the Soulon League alone in their exodus and after, the Liberes will receive four Horizons cargo bays after Soulon resettlement, with the possibility of a fifth. If any Soulon complain, simply explain that after the exodus, with 9 cargo ships, many simply won’t be needed for the foreseeable future (even if 2 trade routes are created), and it’s a worthwhile deal to at least make attempts at disarming all possible threat to Soulon civilization while its exodus makes it so vulnerable at the moment. Rather be safe than sorry.
2.) Any agreement with the Gardeners made this turn are just me BSing.
3.) Maintain all current ties with all other entities of the Hydra Tuft. Just because the Soulon League is moving doesn't mean it's starting completely from scratch.

Military Operations:
1.) The last Farragut will move to Kaus VI and assist in destroying the ruins there, along with the remaining divisions on the planet as they also disassemble the lone habitat there. Finally, to further assure the destruction of the ruins and the threat it poses (see Recent Heze Events, which is the official Soulon “reasoning”), once the crew of the Farragut is evacuated, it is to be auto piloted into any remaining ruins, and its fusion core detonated.

Long Term Plans:
- Now that the Soulon League has finally left Kaus, it’ll arrive at Terebellum the year after next, and should the system reveal itself to be suitable to Soulon resettlement, which currently is defined roughly as a system with a unspoiled biosphere (no or little bad traits) and at least 4 easily accessible economic planets (icy moons or hunks of generic rock), then a engineering bay will be created over the biosphere, and Soulon resettlement will begin. However, as the scout probe continues on Yshakaron, should that system also prove valuable, that system will also be colonized, seeing as 28 pop cannot be immediately dumped on some nice biosphere, and so create the Soulon League as originially/ultimately intended, an Interstellar Soulon League.

:salute:

Spoiler TWENTY :
Soulon League’s Orders:
Spending: 70e [Banked] + 1e [Ship(s) Dismantled] = 71e [Total]
- 5e constructing an Alpha habitat on Terebellum II.
- 66e constructing a separate Delta habitat on Terebellum II. (Separate habs as is allowed by the rules and confirmed by Alex?)

Domestics:
1.) With 3-4 Horizons cargo ships allocated to agreements with the Pirates (to be fulfilled next year), and a further 2 cargo ships needed for the future trade route with the Lantians, 3-4 cargo ships are left to be dismantled for 1e. If possible, dismantle the remaining Horizons before the Laoniu IIs, which I’m trying to keep obviously because of their much superior value.
2.) Preferably, the two habitats will be built as far away as possible from the weird giant biomass. Upon their competition, 26 of the 29 population in the exodus fleet will be transferred down to the surface and the two habitats there much to their delight (even if on a poisonous jungle), with the 5 divisions shipped along with them facilitating the mass movement to ensure that chaos does not break out.
3.) However, after the resettlement of 90% of Soulon civilization, the 5 divisions which will protect it is not enough to fully cover Terebellum II defensively, as any common man, especially a Soulon, knows is the only guaranteed measure to completely protect a planet. Therefore, 1 of the remaining 3 pop in the exodus fleet will be recruited into as many divisions as possible, to ensure that the rest of the Soulon people remain forever protected. If, in the changes to the cargo list by yourself, those 5 divisions weren’t carried along as ordered, but instead disbanded along with the other 8 divisions at the time, then it is crucial that at least 6 divisions be recruited from that pop. However, in either case, do not recruit so many divisions so as to incur a upkeep for them (I'd guess 7-10 divisions).
4.) It is in these early years of the second Soulon exodus, that the Soulon people be tough and endure the hardships the will befall them in the next couple years, a talent for which no other peoples can match, whether these hardships manifest themselves in conscription or food shortages (though very small, 22f for 26 pop next turn only). For after these hardships, together with the mutually beneficial relationship with the gracious Republic of Lantian, Soulon civilization will survive and thrive, and return to its pre-eminent status. (;))
5.) The remaining 2 population aboard the cargo ships of the fleet will be transferred into one of the Laoniu IIs, and if possible, land the entire fleet, all 10 ships, onto the surface of the planet. They all technically have 1 armor, if that helps.:)


Diplomacy:
1.) There’s a whole mess of things Alex and I have been discussing when possible (which isn’t much). The concrete agreements we have mostly agreed to is to delay the actual specifics of the 50/50 division of Terebellum and Yshakaron until it becomes an issue due to Soulon expansion (in Terebellum) by the latter half of the decade. Also agreed was that due to the generosity of the Lantians, and also in consideration of other agreements, that during turn 27, if the Soulons are still around, and the Lantians have completed their development of Horn as their estimations have predicted, that a Gamma, farm, shipyard, and Soulon created joint trade route be created, all funded by the Soulon at a value of 67e, in addition to costs saved by the Lantians of not needing to build a colony ship (which they no longer have), and a fleet of cargo ships. An alliance has been agreed to, to be signed next year. The specifics, if it is military, economic, technological alliance, or all three, have not been agree upon as of yet. Lastly, I also designed those pair of ships at Alex’s request for help. Whether that is IC or OOC, I don’t know, but in the name of being safe rather than sorry, I’ll include it here.

:salute:


FuturePlansLulz.png


turn32.png

(tad unaccurate due to pop growth etc.)

It'd be nice to see what other people had for SysNES. :)
 
Spoiler Liberes Turn 16 :
36e to spend
-8e to Alpha habitat on Izar IIb
-4.5e to Computation I (transferred by Lantians)
-4e to recruit 2 divisions ground troops on Izar II Beta habitat

19.5e banked (+20e Lantian tribute)

6s to spend
-4.5s to Computation I (transferred by Lantians)
-1.5s to Social I

If decimals aren’t acceptable, just round up on the spending for Computation I.

---

Ship Design:

Rapscallion Missile Ketch: 1x Fusion Busters, 1x Maneuvering Jets, 1x Pulse Drive
The aim is to have a high IP speed fusion-bomb-chucker that doesn’t mess around with close combat. With the Liberes bonus it has 7 dodge.

Run a few combat sims to make sure that it’s effective against the current-gen laser beamers that we know of. If it is, put it in a design slot. If not, forget about it.

---

IC EXPLANATION FOR THE STUFF I’M ABOUT TO DO:

After the Liberes arrived in Izar system, they were surprised and amused by the volume of communications that started flooding in. The cowardly “Lantian” people of the neighboring Horn and Gemstar systems offered a nice tribute of 20e, some tech, and a cargo ship that they’re signing over to our control. In return we’re guaranteeing their security for three years. (Maybe.) They’ve also promised to turn over datafiles for the Yshkaron and Terebellum systems after this year. (Aka, as further incentive for us not to attack them.)

Learning of the Arrakis II defeat incensed the Liberes, but Arrakis is pretty far away, and Kaus is not. The “Soulon League” contacted the Liberes with a rich contract offer: Work as mercenaries in the war against their hated enemies, the “Gardeners”. With their only other immediate neighbors appearing to be cowering weaklings, and their new, hated Ik archrivals still rather far to attack without a stronger fleet, the Liberes accepted the offer. They were somewhat put off by the paranoid Soulons, but agreed to the following terms:

The Liberes will be paid 25e per year of service. Soulon forces will supply the Liberes fleet while it is in Kaus system. The Liberes will allow their fleet’s AP to be located at the Medias Shipyard, so that those paranoid weirdos won’t suspect our inevitable unlikely betrayal. The Liberes will be paid an extra 5e for each Gardener ship they kill, and be compensated 5e per damaged and 20e per destroyed Liberes ship. Compensation for damages will not exceed 30e per year. The Liberes will fight until Kaus II is occupied, the occupation of which will net them a 100e bonus. They have an escape clause, under which they must notify the Soulon of their withdrawal and immediately leave the system. The Soulon also want our orders. We’ll give them our OOB shown below. Don’t let them see this upper part, as this is all non Kaus-system related stuff that the Soulon wouldn’t be able to figure out with their listening posts.

---

Order of Battle:

His Piratic Majesty Apollinaire IV has sent First Captain Jean-Michel Delasse with 2 Cruisers, 2 Light Carriers, and 2 Assault Cutters to Kaus system. The incoming Cruiser will remain in orbit over Izar II, where it will be repaired. All ground troop divisions will remain in Izar system, with 1 division being ported over to Izar IIb. (OOC: Apparently I can’t move between systems with troops in my cargo bays? Matt told me they would die, but clarification on this point would be appreciated.)

Once we arrive in Kaus System, the following ships will go to the following locations:

Kaus II: 2 Cruisers (Eris, Hera), 2 Carriers (Stork, Condor), 1 Assault Cutter (Fury)
-1 Farragut, 1 div. Soulon troops on board Fury

Kaus VI: 1 Assault Cutter (Berzerker)
-1 Farragut, 1 Damaged Farragut, unknown div. Soulon troops on board Berzerker

The Soulons are also guarding VIIa with 3 Farraguts, and that operation I’m not a part of.

Rules of Engagement:

On Kaus II, if there is an orbital enemy presence, the Carriers and Cruisers will engage at long range. Do NOT go to close range combat with Gardener ships if it can be avoided. The Assault Cutter is carrying 1 division of Soulon troops and it is earmarked for capturing the Shipyard with its Intrusion Drive. Keep the Assault Cutter inside the Carriers until Gardener ships have been destroyed, UNLESS a Gardener ship has closed to short range with our fleet. Under that circumstance the Assault Cutter will burst forth to grapple the enemy beamer.

Our two Light Carriers will bomb Kadesh at the end of the turn. Use our *lucky roll* to target a 1 division region and bomb open a slot on the surface of the planet. If our Assault Cutter wasn’t used on the shipyard, use one Carrier to bomb open the slot with the lucky roll, and the other carrier to toast the shipyard.

---

Diplo:

From: PIRATES SPATIALES (LIBERES)
To: The ‘Al


Yes, we are the pirates you have heard of. And yes, we could kill you if we wanted, or cart of your population to our terrifying moon-mines. But run this through your logic drives: We are enemies of the Ik, and we’re also much, much better armed than you. Help us, and we will leave you alone, and use what you give us to hurt the Ik. What we want from you is one of your Raven Scouts, bearing an Ansibyl Pearl. Consider it a down payment on the destruction of the Ik. The alternative is your annihilation. See, even pirates can be “truth-tellers.”



Spoiler Liberes Turn 17 :
76e to spend

-20e to upgrade Izar IIb hab to Beta
-10e to build a Mine on Izar IIb
-5e to build a Cultural Center on Izar IIb
-2e to move 1p to Izar IIB
-8e to recruit 4 divisions (Izar II Gamma hab)

+31e banked (+20e arriving from Kaus)

-7s to Social I

Domestics:

"Do not the gas-divers of Avarice serve our will? Ship ten clans to the moon mines or we will cut their craven throats ourselves. Very well, if you must, send some whores and alcohol to ease their passage. Oh yes, I learned about the 'Royal We' this morning, do you like it? I was thinking we might have pheasant shooting tomorrow as well..."

-Apollinaire IV, offhand remarks

We know that pirates don't particularly like being on the ground, or working in moon mines. So, to mollify the clans His Piratic Majesty has ‘encouraged’ to work there, we'll build a small cultural center. Essentially it will provide free alcohol and "companionship" to permanent inhabitants of the world. Holosims and other forms of entertainment will also be available.

The Cruiser and Cargo Ship in Izar will jump to Kaus, while the Cruiser in Kaus with 20e jumps back to Izar system. The Cargo Ship will be carrying 6 divisions; 4 will remain at our orbital capital in Izar.

Sign this agreement with the cowardly Lantians.

The Kaus Campaign:

“Mayoui, the Soulon paid just fine. But ne’er has a more paranoid, overbearing, obnoxious race lived under these stars. His Majesty is nobody’s lapdog.”

-Captain Raphael Parvenu

Desperate to turn the tide in the war against the Soulon, the Gardeners have promised us a combination of technology, AP, and materials in order to fight for them. This turn they will give us 1 AP, 15e, and Math II, and next turn they will give us another AP, 10e, and Weapons IV. Assuming they deliver this bounty of treasure as planned, we will betray the Soulon League. (The OOB I sent Matt and copied you on is a fake.) If the Gardeners don't pay, we can still follow through with the fake plan and get paid by the Soulon.

Continue manufacturing false transmissions with our Ansibyl Pearl based on Medias until it is too late; we will use one of the pearls the Gardeners gave us (based on Kadesh, to avoid a suspiciously moving resonance) to send our real transmissions. (So if Matt asks you about my orders, you can say that nothing seems suspicious.) The Soulon knowledge of our betrayal will probably come after we turn over the 2 Soulon divisions in our cargo hold to the authorities on Kadesh as PoW’s, and cut off com-links. If the Soulon troops refuse to disarm, well…we do have airlocks. The threat of being spaced should be enough to get them to surrender, however.

Kaus VI: One Cruiser, One Carrier, One Assault Cutter (3 div.)

Kaus VIIa: One Cruiser, One Carrier, One Assault Cutter (3 div.)

The Gardeners want us to blockade the volatiles worlds, so blockade them we will. In the event of enemy engagement, Cruisers and Carriers remain at long range; Assault Cutters close to ramming range and board. Carriers will bomb surface structures at the end of the turn.

If large groups of Farraguts are present at VI or VIIa, avoid engagement.



Spoiler Liberes Turn 18 :
Spending:

115e to spend
6s to spend

-77e to 1x Condor Light Carrier
-30e to Weapons Station
+8e banked (+10e arriving from Kaus)

-1s to Social I
-1s to Weapons IV (tech transfer costs)
-4s to Rapscallion ‘Sniper Pinnace’ design (These prototype costs are killing me…the Liberes should just cobble something together and hope it doesn’t explode. :p Oh well.)

His Preposterously Good Looking Majesty, Apollinaire IV, considering the need to have some type of orbital defense while the bulk of the fleet is away, has decided to construct a Weapons Station (which I hope gets a cool sprite graphic) attached to the main (Gamma) habitat. He also, for obvious reasons, wants a giant laser to park on top of his palace. The court technostics assure the Lord of Avarice that their ongoing research will make his death cannon more powerful as pirate technology improves.

Deployment Orders:

The Izar Fleet will repair itself. The Kaus system cargo ship will receive payment of 10e, Weapons IV data, and the remaining AP from the Gardeners, before jumping back to Izar. My cruiser and troops in system will deploy the Kaus III and fight/peacekeep for the Gardeners there, depending on what they want. The cruiser will flee if engaged alone by superior numbers of course.

One Light Carrier will deploy to Metallah system to see if anything is worth plundering there. Loiter on the edge of the gravity well to ensure that there isn’t anything dangerous before proceeding inwards.

If there are other rogues or pirates in system, offer them the chance to join the finest plundering operation in the galaxy. Don’t let any close to firing range, however. If 1 or more hostile ships are in system, do not engage or close, and escape back to Izar at the first opportunity.
 
A short fun game, didn't do as much research the first turn, which quickly messed up my future plans.
Spoiler 1936 :
Terrance888 said:
Spoiler :
Republic of Argentina/Terrance888
Republic: Agustin Pedro Justo
Economic Power: 3/0
Public Approval: 60%
Army: 60 Infantry, 80 Armored
Navy: 40 Squadrons
Air Force: 150 Air Groups


Spending:
3 EPs on Economic Growth
(See contingencies)

Domestic Policy:
Economic Growth:
Goals: To stabilize our economy, to gain momentum for growth, and to bring success to the Argentine People. Key infrastructures shall be built, vital industries shall be nationalized, built up, and protected and foreign money from trade and investment shall be courted.
Note: These are all longish-term projects. I do not assume I will complete these even before 1939. Advance our goals slowly, but take initiative when needed.
Infrastructure: Shall be organized under the Departamento de infraestructura desarrollo (Department of Infrastructure Development). This turn our money would mostly go towards organizing or reorganizing this department, to go under the Department of Interior/Domestic or whatever my domestic economy goes. For actual infrastructure, we shall begin this year by nationalizing key rail lines (Between major cities, between major garrisons to possible fronts) for the sake of protecting and upgrading them next turn. If there are any money left, see to the census and begin preparing to clear and level roads to towns: we might not be able to afford to pave all of them, but if we can connect all our small communities by at least a small one/two lane road that would be good.
Industries: Under the Department of the Interior or the equivalent. We nationalize and grow key industries such as agricultural/industrial machine manufactories. After we nationalize, we will manually built more factories to begin taking the unemployed off the streets while replacing imports of such industries with our own products. They will be sold on the fair market (except for taxbreaks for those who buy from the Nationalized Company). “Import Subsitution Industrialism” is a goal: we industrialize and grow home industries to reduce foreign dependence. When ever an industry is well stabilized, we will slowly reprivitize/privatize it among shareholders, who would elect new officiers with our own staying in advisorial positions for at least another year.
MISC: Complete a Census Survey this year, for vote counting, taxes and a map for our Infrastructure department, if for nothing else.
Set income taxes, make it simple and without loopholes as possible: as different from US system as possible :p. I hear that before this we didn’t have any. Point to our new Industries that are operating at a loss (for now?) for the needing of this funding. Hopefully this will also increase our spending limit. On the same token, increase aid to everyone: not just the homeless or jobless. Make sure to work with local charities instead of taking over helping out.
Notes: Basically a Stimulus package: Nationalized Industries give government jobs, road building and surveying would do that as well.
Extra Note: Berlin Olympics! Find our best Athletes during the census and send them in!


Political Games: (See in thread0
Spoiler :
Partido Comunista de Argentina- Communist Party of Argentina (Radical Left)
Movimiento Socialista de Argentina- Socialist Movement of Argentina (Far left)
Partido Demócrata Progresista- The Democratic Progressiv (Near Left)
Partido Conservador Nacionalista- The National Conservative Party (Military Supported Right)
Partido Nacionalista Socialista de Argentina- ‘Naci’ Party. Fascist (Far Right)
Currently the National Conservatives and the Army control Argentina. Their goal is to make Argentina once again a Latin American power that is modernized and can project power outside of itself. Their military focus is to be peaceful to European conflicts, but seek to manipulate regional affairs to their advantage. Their economic focus is to connect the country with infrastructure and focus on Import Subsitution Industrialism: industrialise to replace imports with home-grown industries. These home-grown industries will begin nationalized, but split up and sold to the highest bidder after they establish themselves. For allies, they mostly look towards England and America, who currently control much of Argentine trade.
The Naci party wants to, instead of England and America, face Argentina towards Nazi Germany and Fascist Italy. Although their domestic goals are mostly similar, although they seek to work more on domestic industry than anything above basic infrastructure (for their army) they seek a much more aggressive military policy.
The three Liberal Parties are antagonistic to each other and to the Conservative control. Although the Democratic Progressives and even some Socialists have parts within the Government, as of now, the Communists, if any, hold no known offices. They basically seek rights for works as Argentina modernizes in midst of the depression. Over that, however, they have different goals.
Democratic Progressives wish to undergo an American-style period of regulated and controlled national growth of industry, with the government incentivizing home-grown replacement industries less directly than the National Conservatives, but with much more aid with hired specialists and such. Their foreign policy is similar to National Conservative Policy, with more emphasis on Latin American solidarity and trade, and America.
The Socialist Movement wants to nationalize most, if not all industries and work within that format to emphasizing on limiting Imports to promote independence from England and American imports. They also wish for many reforms. Their foreign policy focuses somewhat on the Soviet Union, but more on maintaining any contacts with their neighbors while deemphasizing trade with just England and America. Currently this movement is not very well developed or cohesive.
The Communist Party… is it here? No, the Communist Party is everywhere, even in small numbers. We all know what they want, right? Right? No; Left.


This turn they will begin campaigning. Overall, the government won’t interfere: they will cite how their new and old programs have blunted the Great Depression (or so they claim). However, any candidate/party that is militaristic shall be seen with a negative light. In addition, let some moderate reform of work time, pay, conditions ect pass from the Democratic Progressives to give them a bit more power as well as for them to be more likely to support the government against any socialist or Naci takeover instead of supporting a takeover.


Foreign Policy:
Continue trade policies with England and America, but our Industrialization will slowly increase the quality of our exports.
Stay politically neutral with leanings towards the above two.
On Latin America, always be on the lookout for changes to advance our agenda of Latin Unity (under our banner :D). However, don’t be aggressive about it: just note them and perhaps help a little in our favor on the side.


Military Policy:
We will simply go forward as before, perhaps some wargames to make new doctrines. However, there will be some changes to go around.
First, after our Census we will start/certify a Reserves program, a reserve would have basic training and be retrained every so often (will pay next turn, this year is just to sign up). They will get a small pension while off duty, a bonus while on (defensive) duty, and if they volunteer to go from on-duty to the offensive they are allowed to upgrade to a standard soldier with full page. Hopefully it will increase our military readiness and our national pride.
A second change is to reorganize some groups/divisions on regional boundaries. Then, have these regional units train for specialized warfare in their region: Andiete (Andes troops, like Alpii) mountain troops, Selva (jungle) Amazonian troops and mobile troops for the Fields. They will be rather small and based and trained where they are specialized for. In war they will train more troops as well as act as guides.

Warfare:
Not this year.

Contingencies:
Paraguay.Uruguay instability (Rather intense stability, almost civil war, rioting ect)
I
Spoiler :
ntervene for the sake of the ‘People’. Move quickly in, using our armored columns to block them off from Brazil and then have our troops move in. Liberate 1 EP from our economic fund and spend it here. At the end of the year, if it settled down, set up a ‘Democratically’ elected Puppet government. Forces Shifted: 1 EP from our economy to stabilize theirs, about of our military that can reach that country (for the seaside one, we can use less of others and rely on our Navy. For the interior one we need to use more of the others.) with the rest on a defensive footing.

Paraguay, Uruguay instability: Brazil Gets there First
Spoiler :
We will work with espionage to 'make' an accidental atrocity commited by the Brazilians, then cite that as a reason to save the ‘poor nation’ from Brazil and push them out. However, treat this more as an humanitarian mission as if while forcing Brazil to leave. Same as above, but 2/3 of forces with variations.

Brazil invasdes alone or with local allies (Paraguay, uruguay)
Spoiler :
Since they invaded, they are obviously ready for a fight. We will start by fighting a rear action while we mobilize. Take all funding from the economy to replace any losses as they occur. After we mobilize, we will use diplomacy to convince other Latin states to help us, then counter attack. Since we have a mounted culture, we will use a combined Armored/Cavalry spearheads with infantry marching close behind. Navy will simply try to prevent them from affecting trade, and forcing a battle if we HAVE to.
Change: All economy, all Military, mobilize

Brazil invades with Chile
Spoiler :
Same as above, but use our Andiete and some backup to hold the passes, as well as divert some airforce for bombing/scouting and some navy to force a decision with theirs. If the situation somehow stabilized, enact small offenses with various feints. Mostly we will try to make them see it too costly to break through the passes. If they invade from the sea, increase Mobilization speed and counter attack with naval and any local army force.

Spoiler 1937 :
Terrance888 said:
Spoiler :
Republic of Argentina/Terrance888
Republic: Agustin Pedro Justo
Economic Power: 3/0
Public Approval: 60%
Army: 50 Infantry, 70 Armored
Navy: 40 Squadrons
Air Force: 150 Air Groups


Spending
2 on Increasing the Economy
1 on Military Policy (Reserves, Training)

Domestic
Now we have a foundation, we can build our skyscraper. We will approach at various angles.
Railroads: We will connect all major cities this turn, building new lines if there are none to buy and standardizing track size. Companies are allowed to run trains on the line for a small fee for percent of distance for a trip was on the line. This will give us some pay back, while providing every city with a source of export. This will also encourage private companies to run tracks parallel to ours in order to get in some of the dough. Although we let the public use it, make it clear the Nationalized Lines will be used for the Army if needed.
Factories: After nationalizing, we will expand the factories for the manufacturing of: Farming Equipment, Manufacturing Equipment, Meat Packing Equipment, as well as Engine-Making equipment. In addition, we will expand factories for Engines, Meat-packing, Weapons Manufacturing and General Manufacturing. This will create construction jobs, as well as jobs within the factories. If we created too much production we can export, if too little we can rest on imports.
  • -Farming Equipment manufacturing will make them cheaper and more available
  • -Meat Packing Equipment will make our meat more affordable as they are cut mostly for free now (the increase in exports and profit will increase our ASP)
  • -Engines will be used to build new Train Engines, Farming engines, and possible Tanks or Airplanes.
  • -Weapons for our Reserves!
Foreign
Paraguay/Bolivia: We retreat as per discussion and establish our Collaborationalist Government while planning for eventual election. Bolivia Invades, we pressure Collaborationist government to sign the Gran Chaco Treaty before American arrives which ends the war, gives Bolivia Gran Chao and which I will pay Paraguay another 1 ep next year. Blame the loss on the United States as 'Argentinan forces, despite retreating, still stopped the bolivians long enough for a final treaty'. I get a Bolivian ally and Paraguayan government that looks well upon me: Intervention successful.
The Latin American Brotherhood (1/2 ep? Some funding from military Policy) will be a non-governmental Organization which will work with the Paraguayan Collaborationist Government to rearm a respectable military. They will be advisors in all but name: Volunteers in name. Please make note of that: they are Volunteers helping the Paraguayan Government without direct promotion. Because we won't directly influence... hehehe.
Paraguayan Military: 5 Armored and 10 Air Groups are stripped of equipment for Paraguay. However, their trained pilots/crews will be kept for training and crewing the equipment next turn. With the little time we have left, review the background of the disarmed troops and slowly rearm them, as well as accept volunteers. Let them fight for their own liberty. :p
Stay at peace with America
Military
Reserves get 1/2 ep or more. We will begin official training and organization.
Specialists will continue training within their specialties.
Armor will reorganize to operate as a mixture of Artillary and Cavalry as their own semi-independent tank arm. As Cavalry they will operate on the flanks and as a forward assault formation and a mop-up formation. As Artillary they will support infantry assault, defend against tanks, and be a mobile reserve. Normal artillery will be attempted to be modified to be more mobile.
Contingency
Obviously: Americans Fight back!
For all things: 1 EP goes to Reserves, 1 EP goes to Army, 1 ep goes to Armor.
Note: Any former Contingencies count.
Blockade and Brazil
This continengcy is if they Blockade us while using Brazil as their main force of assault. The bad news is that we will lose trade. The good news is that we are basically one-on-one with Brazil, despite any subsidies, and we can fight a good defensive war with them.
This contingency will be the same as the old fight with Brazil Continegencies as of last turn. We give up land and mobilize reserves. Counter attack with specialists and tank spearhead, push in. Our Airforce might be outnumbered if Americans use theirs, but nothing too serious if we just prevent them from having superiority. Our navy would have to stay within harbor, but since our force is more of a semi-riverine coastal force, we can be more inland than they are, and perhaps still help in the war. Alternatively, they can submarine strike American Economy (eh) and guerilla warfare using our coast line. Our hope is to outlast them, but pushing into Brazil and taking Paraguay back into our fold would help. As for Bolivia, I hope they can help us or at least stay neutral: with America not invading directly, a Bolivian invasion into American Paraguay or Brazil will help a lot.

If America Invades Directly
Just Guerilla warfare them to hell. American public can’t handle mass casualties without the government explaining them, and South America, combined with my broadcasts, would be hard to explain.

OOC: Sorry for the diplomatic blast thing. Hopefully you get my orders and things will work out. If I didn't organize something well and it affects your ability to update, please tell me!
Also, all my speeches and counter-attacks will be broadcasted, accentuated to show American Idiocy and how their boarish strength is all that prevents all out war: hopefully this makes me increase stability as I am shown to be able to act independently but if it does negative, cut it and show other propaganda.
Also, election goes OTL, but Justo stays as Minister of State a la Vladimir Putin :D
Spoiler 1938 :
Terrance888 said:
Spoiler :
Republic of Argentina/Terrance888
Republic: Agustin Pedro Justo
Economic Power: 4/0
Public Approval: 60%
Army: 50 Infantry, 70 Armored
Navy: 40 Squadrons
Air Force: 150 Air Groups


Spending
1 EP on 10 Armored Divisions
1 EP on Military Policy- Specialized Divisions, Reserves
2 EP on Domestic Policy- Economic Growth

Domestic
2 EP on Economic Growth
General: The Three-Tiers of Nationalization of a Industry
1) Contracts and Tax Breaks
Spoiler :
Simplest layer: we will grow an industry by providing contracts for auction as well as tax breaks for those who expanded their production. Contracts will be used to provide incentives high-quality products for government export and/or use while Tax Breaks will provide the incentive to expand of factories and businesses. They also allow market forces to do their job, as contractors compete within themselves for contracts from the Government or from private sources.
This will cost the government the least, and is but a constant short-term solution. Our production of weapons for our reserves, tanks, buying machinery for nationalized weapons production, railroad expansion ect would be contracts. Tax breaks will incentivise additional production of high-quality products such as agricultural machines, automobiles, or even more mundane such as mass production of shovels, plows, and simpler tools. This is the most common and first tool to be used.

2) Advisors and Loans
Spoiler :
Medium layer. We will provide advisors across an industry (who can’t be refused) which will increasingly advise expansion of production, information of contracts and tax breaks, and increasing quality. They won’t control the company directly, but their influence is more direct than just contracts and tax breaks as they put pressure to increase employment. Government Loans are the more direct version of Tax Breaks, as they apply actual capital for the use of expansion, and by themselves are almost free of interest but gives the recipient the capital to build more factories, expand their business, and compete.
Indeed, this doesn’t seem to be common, but often industries that need more supervisition against foreign imports receive a few ‘advisors’ along with a contract, supposedly to ‘preserve quality’ but will also influence the company itself. Loans will be a quick infusion of direct capital to expand production more directly, the cause of expansion instead of the carrot (like the Tax Breaks.) The loans are almost free for the fact that they would be repaid (although without interest and so suffer from inflation) while the Advisors part necessitates an expanded Bureaucracy. (Which will also increase construction of government offices, but might be bad on the long term)

3) Nationalization and ‘Marketification’
Spoiler :
The Government will directly absorb every single company, buying out the owners, but usually allowing previous executives to stay (if only to ensure an even transition). Then they will be formed as various divisions of a Government Monopoly which will pursue expansion, upgrading and profit. As they grain independence and the ability to stand up for themselves against foreign exports, shares of the individual divisions are slowly sold on the market at various IPOs until the government finally ends its help.
This will cost the most, and the returns are low or even negative. However, the effect on the economy will be great as the government almost forces the economy to expand and employment. If we build too much: oh well, export it! If we don’t build enough, import the remainder and expand next year. As quality and quantity rises, they will become more independent. We will slowly cede control to the public and regain our investment through sale of stock.


Transportation:
Spoiler :
This year we will begin connecting minor cities as well as resource suppliers with rails from our main lines. In addition, we will begin to build roads ranging from highways to gravel paths to our towns and eventually trickling down to our villages. A connected country is an efficient country. The building itself will provide jobs, and the connections will provide new trading, maintenance, and travel opportunities.


Military-Industrial Complex:
Spoiler :
We will support the military industrial complex by pledging 1 EP of military minimum each year for additional weapons, as well as research for newer ones. This turn it is tanks which will be improved from lessons of the Paraguayan Intervention as well as simple rifles and a smattering of squad/platoon-weaponary (such as machine guns, anti-tank rifles, Anti-aircraft autocannons) for our reserves. This will grow a permenant military-industrial complex which will provide many jobs in the search for the better weapon, the cheaper weapon, and specialized weapon to seek government contracts.


Agrarian Growth:
Spoiler :
Increase production of agricultural goods such as reapers, tractors, milling machines ect. Then sell them to farmers with a tax break slapped on them; if you buy one and increase production, you get a tax break. Tax breaks might decrease our income, but will increase our economy.


Industrial Growth:
Spoiler :
Side along is consumer-based industries such as processed/processing food, automobiles, domestic machines such as sewing machines and the like. Not only will they increase employment but also replace exports and give our people a sense of pride for buying something ‘Made in Argentina.’



Foreign
Bolivia: Our Ally. We will continue talks with them about the future.
Paraguay: The Latin American Brotherhood? Begin building grass-roots support for a democratic government based on capitalism, conservatism, and comradeship with other Latin American States. They have 35% stability and American troops, so this turn just build support and keep stability low against the dictatorship: if they keep the dictatorship prepare for an uprising next year with direct support from us. If they decide to prepare for an election the LAB will prepare to form a majority party in such election.

Military
1 EP for 10 Armor Groups
Military Industrial Complex. :p. We will learn from our experience from the Paraguayan Intervention and will seek improvements on any current designs before assigning contracts. This EP will also semi-goes into the economy.
1 EP for Reserves/Specialized Groups
Reserves will receive more training, more actual weapons, and some specialized weapons to stiffen their lines. (AT rifles, Machine Guns, AA autocannons). Specialized Groups will begin to receive some specialized equipment such as machetes and close ranged weapons for jungle corps, ice picks and lighter artillery/mortars for mountain corps, and faster tanks/armored trucks for the mobile coprs. Again, this production spree might also effect the economy.

Other
I will eventually write up my economic policy in thread and then link to it for my orders. I am just worried you will delete from every turn and I rewrite them every orderset to make sure you understand it; which I suppose you due from the lack of return PMs.
Also, if there are any questions, suggestions, irritations or demonstrations of, about, or due to my orders, diplomacy or actions, please deliver via PM.
Spoiler 1939 Spring :
Terrance888 said:
Republic of Argentina/Terrance888
Republic: Agustin Pedro Justo
Economic Power: 5/0
Public Approval: 60%
Army: 50 Infantry, 80 Armored
Navy: 40 Squadrons
Air Force: 150 Air Groups

Spending
1 on 10 Infantry Groups
1 on Reserves and Specialists: Military Policy
2* on Economic Policy (Use banked if there is JUST a little bit more to get more economy)
1 Banked/Contingency

Domestic Orders
Economic Policy
2 EP (+1 Contingency)
Continue as before. Nationalize and expand infrastructure. Take in industries, revitalize them, and then resell them at a profit to public shareholders after increasing production, wages, quality, employee count and other stuff. Replace exports with home-grown industries. Begin exporting home-grown stuff which we have been growing since the beginning: Sell Agricultural machines to Brazil to aid their food revolution, sell mining equipment to Bolivia, Peru and Chile, sell rebellion-style concealed weapons to Latin American Brotherhood in Paraguay. If they want to buy, sell riot shields to the Febrerista government at a high cost, and slate it up to the free market. (We didn’t sanction these actions, the free market saw profit!) Go for profit!
Latin American Brotherhood is free to recruit members in Argentina. If you want examples, disgruntled merchants who lost their stock when it was seized, families torn apart by the closed borders, nomadic herders of sheep, cows, alpaca and llamas who can’t return to their traditional pasturegrounds, journalists, reservists ect. The LAB will continue aiding the Paraguay Independence movement for a Republic. IMPORTANT: OUR GOVERNMENT HAS NOTHING TO DO WITH THEM DIRECTLY. OF COURSE WE DID NOT GIVE SECRETIVE CASH TRANSFERS OUT OF OUR MILITARY FUNDING, IGNORE MILITARY TRAINERS THAT ‘THEY RECRUITED’ AND WHOM WE TOTALLY DID NOT SEND ON A SECRET MISSION TO TRAIN THE DISSIDENTS AND WE SURELY DID NOT URGE THEIR NEW REPUBLIC TO FAVOR ARGENTINA. The above should be all caps and is sarcastic.

Foreign
Send observers into Paraguay to observe the Brazilian ‘aid’ whatever form that may be. Support the formation of a republic, and denounce any attempts to replace a dictator with another. LAB shall continue recruitment from Paraguay and other countries and organize the rallies.
We shall be open to all Latin American market forces and be eager to sell the products of the painstakingly increased production to them.
We shall continue to export beef to Britain. We will not stop shipments, however, to Germany and declare neutrality in this European affair.
We shall watch the Americans carefully.

Military
1EP for 10 Infantry groups (Military Industrial Complex)
1EP for Military policy: Specialized groups, Reservists and Possibly cheep, mass produced weapons to Paraguay, which they bought themselves at nearby gunshops and we didn’t send there. No seriously, we will sell the weapons to gunshops from one agency, buy it from the shop with another agency and then smuggle it to our local LAB border crosser who will send it over. They have benefit of doubt (we will place weapons at their depots with confidential notes so they can’t even say who got the weapons for them) and can’t betray us.
Specialized groups will continue to specialize. IRL the Argentine Mountain corps are the best. So it shall be in this time line. They will aclimitize on the highlands near Peru and Bolivia as standard military exercises and living on high-land barracks as before. Pampas corps will continue experimenting with fast reaction forces with motorized and mounted infantry, and jungle Silvan Rangers will continue practicing small unit combat in close range of the jungle, and other tacits.
Reserves will continue training, and perhaps begin another recruitment drive for a second generation. Rifles, ammo and specialized weapons will continue to flow to local Reservist Barracks.

Contingencies
Invasion: Take 1 EP out of bank and use for Airforce
Use specialists if applicable. For chile block the mountain Passes. For Everyone else settle our Silvan Rangers within border communities, and then raid their logistics routes. For Americans contain their forces at whatever beachhead, shell them to bits, and use our Pampas Prowlers to strike at the flanks of any attempted breakthrough.
Economy Weak: Take 1 EP out of bank and use for Economy
‘Nuff said.
Paraguay needs support
Take 1 EP out of the bank for Paraguay
Support may be to hire the observers, training our officers to resist interrogation, or whatever needs which I haven’t through about and which is desperately needed over about 1/3 EP.


OOC: My orders are all the same. War in south America? :pray:
 
Went back to Immaculate's Ffh Ii, which I believe was my first NES (I played the White Mist Elves for a short while):

Spoiler Turn 7 :
Economic:
The White Queen has made it known that the current productive capacity of her demesne is lack-luster at best and so she invests the gold in her coffer to build 1 new mine and assign 1 untrained/unused worker to the mine once it is completed.

Military:
The White Queen has made it known that the defence of Luthien Arcamael is paramount before all else and so decrees that 1 unit of peasant militia is to be trained to further this cause.

Technology:
The White Queen has made it known that she has gathered the sharpest minds on the island to begin research in the field of Food and Growth in an attempt to further perfect their hunting techniques.


Spoiler Turn 8 :
Technology: The White Queen has declared the isolation of the Mist Elves to be nearing its end. She informs the public that the council of minds has steered its efforts towards crafts to brave the sea. Please direct the research into whichever line brings boats. The tech tree is still not up so I cannot remember the exact name of the branch. Also I would like to rebank the past turn's points into the exploration line as you suggested.


Spoiler Turn 9 :
Technology and Research: With the development of small water crafts the White Queen has decreed that research will be continued in order to perfect the sea vessels. Continue investing points into the exploration and trade line, the direction being Monomeres.

Construction and Infrastructure: The appearance of the new breed of deer has lead the White Queen to believe the time has come for hunting facilities to be better developed since the forest has been so accommodating to Elven growth and prosperity. Begin upgrading trap lines into hunting lodges by upgrading two trap lines.

Miscellaneous: Much to the chagrin of the Elven people, the White Queen and her council has ordered that a stop is to be put on the hunting of the White Tailed Deer until they can be further observed and and other possible use for these animals can be determined. Hunting bans have been placed on the White Tailed Deer under penalty of stripping of rank and property.


Spoiler Turn 10 :
Exploration and Diplomacy: The White Queen christens the two new ships of her fleet, the Misty Maiden and the Queen's Voice. She sends them out due west with her best wishes and orders to contact any intelligent life form they should find. The two ships are to split once they reach the continent; one ship sails along the Northern Coast, the other along the Southern.

Construction and Infrastructure Part 1: The White Queen orders that the improvement of Trap Lines is to be continued. Upgrade 2 more trap lines into Hunting Lodges.

Construction and Infrastructure Part 2: Anticipating a boom in trade and diplomacy the White Queen, alongside the newly appointed Trade Minister Tuor Aavadren of House Ránëwén Anwamanë (Violet Orchard) and the State Minister Nessa of House Maranwë Elanessë (Morning Dawn), begin to consilidate the countryside in the immediate vicinity of the capital city. While there is some resistance from the rural-bound populace, the city-building efforts continues regardless. Spend food to increase the city population of Province 43.


Spoiler 11 :
Research: The White Queen has opened the histories of the Elves to the general populous and the move has, temporarily, quelled the discontent suffered by the traditional isolation-minded population. All across the island House Elders, common and noble alike, are teaching the young and old about their past through stories of yore. Direct Research to Oral Tradition.

Government and Civics: In a move to further appease her rural subjects the White Queen decides to shift the focus of the economy to more rural practises, allowing for foreign trade to play the role of a supplement rather than a driving force. Change Economic Civic to Agrarianism.

Military: The White Queen has heard the wise counsel of her leading military advisor, Nosdathwen of House Haesumé (House of Oak Branch), and sends out a call to the outlying villages for their best youthful hunters to assemble at the capital city of Luthien Arcamenel to recieve formal military training. Recruit One Unit of Hunters. The Unit Trait being 'Wild Elves' due to the likeliness of recruited hunters coming from elven settlements on the fringes of civilised societies and tending to more feral means of living.

Diplomacy and Trade: With contact between the Grigori and Hippus nations established the White Queen has sent personal messages to her diplomats Rodima of Common House Yrauos and Yara of Common House Tandir to remain in their respective cities and serve as the Royal Ambassadors to both nations.

Construction and Infrastructure: Ever bearing the interest of the people in mind the Queen allots for funds to be given to the hunter-clans bereft of their sons and daughters in an effort to increase their yields. One Trap Line Upgraded to Hunters Lodge.

Miscellaneous~ Culture and Society: A recent craze has swept the nobility of the Mist Elves: Deer Suede Shores. Now nearly every noble worth his salt is sporting a pair of these fancy foot-pants and it is slowly becoming popular with the lower orders. The exact origin of this fad can be traced to the sole driving force behind most of contemporary Mist Elf society: the White Queen. When Her Masked & Mysterious Grace was seen giving a pair of these shoes to the suave Cultural Minister and Lord of House Biros (House of Silver Breeze) Celeion 'Honey Tongue', the scramble began for these swanky suede shoes.

Miscellaneous~ Diplomacy and Culture: Rodima of Common House Yrauos has given birth to the first Mist Elf born off their native island in the known history of existance. The little boy, named Vergolion by the elated mother, now resides in the quarters allotted to his mother in the Grigori city of Tordai Yithi. The father remains unknown.


Spoiler Turn 12 :

Research and Technology: As the history of the Mist Elves is spread rapidly through Oral Traditions and the gap between those learned in their ancestors and those who are not closes many of the Mist Elves begin to explore the realm of apprenticeship as a means of furthering this education. The White Queen herself even funds research into this apprenticeship program.

Spend research points to finish Oral Traditions; Use the Left over points to begin researching Apprenticeship.

Exploration and Military: When the ships the Misty Maiden and the Queen's Voice return from their maiden voyage to the continent of Edsunland the Queen allows them a brief period of respite before ordering them across the Narrow Sea yet again. This time their cargo is not diplomats, but the recently trained Wild Elves of the Mists (Hunters) lead by the young Istuien of Common House Cromdel. The two ships have orders to land in the eastern most province directly across from the Mist Island and the Wild Elves have orders to scour the province thoroughly for any and every interesting aspect of the land, animals, and possibly peoples of the province.

Order the Hunters across the sea via the two ships and have them downright scour the province. I figured this would not be in recon orders as I do not want them to conduct a simple survey mission, but a complete exploration of the land and its features.


Spoiler Turn 13 :
Expansion: After Istuien of Common House Cromdel's reports make their way back to the White Queen and her ministers she deliberates for only a year before ordering a fleet proper to be built and in the mean time she sends out a call to the general populous for volunteers to colonise this new territory and claim it for the Mist Elf Nation. Many older elves, however, are hesitate in answering the call as the prospect of living off the Misty Island does not sit right with them. The younger generation, on the other hand, flock to Luthien Arcamael by the dozens and eventually depart once the fleet of penteconters is completed. The White Queen orders for a new march to be built in province 41, they are to protected by the joint cooperation of the Peasant Militia stationed on the Misty Isle and the Haesume Wild Hunters. Once the settlers safely reach the Hunters the Militia will depart for province 43 (Misty Isle) and the Hunters will take up the defence of the settlers by means of continued screening of the province, searching for and eliminating threats.

Military: "Long has the Mist Elf been shackled to our island, but I tell you no more! The shroud has been cast from our eyes and we are now Elves of the world. It is not our calling, for we have existed isolated from all things for millenniums and have lead adequate lives on our lonely island- but it is our duty to our Queen and to ourselves that we make ourselves known to all! With the discovery of the Fertile Strand (province 41) we have been sent a divine message urging us to break forth and prosper. A new era for the Mist Elf approaches: an era of glory!"
~Excerpt from the propaganda pamphlet (entitled "The Mist Elf Destiny") published by the Noble House Maranwë Elanessë (Morning Dawn), penned by the hand of Erlathiel of Common House Tandir.
1 Fleet of Penteconters are to be built in Luthien Arcamael, lead by Admiral Castien of Noble House Maranwë Elanessë (Morning Dawn), a male scion of the noble house. The fleet is named the 'Queen's Glory' by the House of Morning Dawn (the main financiers of the fleet) in homage to the White Queen. The unit trait likely would be solemn due to the fact that many of the sailors come from the lesser branches of the House of Morning Dawn and, while they have sailed on the shores of the Misty Isles before, few have been out at sea. Their first orders are to ferry the Mist Elves who are settling the Fertile Strand (Province 41) from the Misty Isle (Province 43) to the Strand (Province 41).

Diplomacy: The White Queen has not neglected her duties to the Kuriotates and has sent the 'Misty Maiden' and the 'Queen's Voice' to the Kuriotate capital with two of the leading thinkers in the Mist Elf society. I apologise for not putting it in my orders last turn, so here they are. Trade the technologies promised between the Kuriotates and the Mist Elves.


Spoiler Turn 14 :
Construction: The White Council have announced their plans for the expansion of Luthien Arcamael (Province 43). "Our ageing home will soon receive its first of man modern constructions," says Nessa, State Minister and Mistress of the Noble House of Maranwë Elanessë (Morning Dawn), "it will be named the Grey Harbour and will serve as the naval hub of our nation." The harbour enters construction a week after the official decree and is completed within a year and a half with few complications beyond the continued grumblings of the isolationist minded elves. Within a month of the harbour's completion it quickly becomes a spot for trade of goods and news between Luthien Arcamael and Idril Felagund, with new businesses sprouting around it to serve the sailors and citizens.
The Queen and her council announce a plan for continued reconstruction of the Misty City over the course of the next century. The Grey Harbour is the ordered to be built and following its completion One work force to be trained and employed at the harbour.

Research: With the apprenticeship program nearing completion by the estimates the wisemen of the Mist Elves bring the White Queen and Council orders for research to be shifted to studying the White Tailed Deer and means to domesticate the creatures. What their goals are for these wild animals is unknown, but common rumour has it that after a meeting with the first Mist Elf born off the Misty Island, Vergolion of No House, the Queen became enamoured with the idea of the 'Mountable Strong-Deer' the Hippus employ.
Queen and Council order for research to begin on Animal Handling once apprenticeship is researched.

Civics:
"A Great Awakening has occurred amongst the Elven Peoples since we have crawled from the stark wasteland that were the days of endless snow
to the tumultuous days of the Wars of the First Houses and the eventual birth and ascension of the Eternal House of Stars. Today we the Elven people, possibly the last of our Enlightened Race, stand at the apex of cultural, political, societal, technological and ecological changes but we must never forget the past. If any lesson can be gleamed from the stories those before us left to us it is the fact that knowledge may always be found in the words of our elders."
-Excerpt from "The Dilemma of the Elven Education" Penned by Rosararaiel of Common House Elerloth, published by the Noble House of Maranwë Elanessë (Morning Dawn) as a part of the collection "Into the Mists: Accounts, Recollections, and Words From Those Oft Overlooked"
The White Mist Elves adopt apprenticeship for the labour civic.


Spoiler Turn 15 :
Research: The progress of the Deer Handlers seem to have gone more or less fine thus far. While there are no stellar breakthroughs, there are no crippling setbacks either. All in all the Queen and Council is pleased with the current level of progress.
Continue spending points in researching Animal Handling of the White Tailed Deer.

Domestics: A collective grumbling can be heard all throughout Luthien Arcamael and the nearby villages. For once in centuries the Elven populous begin to doubt their leadership, although not openly. In wine-sinks, shops, and private homes people meet to discuss the rumours of the Queen and Council's drastic decision: the incorporation of crime into the government. While little of what the common people speak of is sure- and there are just as many who believe the rumours false as there are those who think they are true- a few coherent motifs appear in each strain of rumour. A Guild of Thieves has been established, who runs it is unsure but some say it is the Queen's very own son, others believe it a scion from the Noble House Ránëwén Anwamanë (Violet Orchard), and a few say that the Queen and Council has drawn a lowborn Elf from the very thieves themselves and placed them into a position of power. Whether or not these rumours are true matters little, but for a short while there is a small lapse in crime, now the only question that stands is will it last?
The Queen and Council, in an effort to stave off wanton criminal activity, spend 1 gold in the first step in attempting to create a Guild of Thieves, a new branch of the government which regulates the activities of thieves, gangsters, and pirates. The Guild is headed by three individuals, Iondur of House Lessien Luacuteinwë (Eternal House of Stars) secondborn son of the White Queen, Raeialae of House Ránëwén Anwamanë (Violet Orchard), and Marecassiel of Common House Luthien Arcamael, who are to keep the various gangs organised and establish territories and 'laws' the thieves must follow or risk losing their lives and positions to other, more complacent, elves.

As an OOC note I am not expecting this to have a staggeringly good effect for now (even a possibly horrible one at first), but plan on spending small amounts of gold for as long as it takes to stabilise this Guild of Thieves- I like the concept and feel that it fits in with the whole Mist Elf society.

Domestics: The city of Luthien Arcamael's growth continues on steadily. More and more elven children are being born as parents feel that the present state of the nation is secure and prosperous enough to allow for a safe upbringing and a few even see it as a means to increasing their wealth. Marriages abound and even a few members of the Common Houses rise above the status and claim new names as minor houses. The Greater Noble Houses themselves expand as ever, although the ever present tension exists between them and with the advent of criminal activity some sons and daughters of various houses go missing only to turn up murdered. Some of the Greater Houses take this time to marry their lesser scions to the newly formed minor houses in an effort to create political alliances and the minor houses only seem more than willing to comply.
Spend 81 food to increase the population of Luthien Arcamael.

Domestics: While some elves grumble about what they see as a breach of traditional elven society, many who once did now praise the Queen and her council for their generosity and wisdom. On the 5th day of the 3rd month in the year 432 the Queen's Guard and the Queen herself walked down to the markets of Luthien Arcamael and distributed a great amount of food to the needy people. Every subsequent year the Queen repeats the performance, occasionally one of her children joining her or even members of the other Noble Houses. This holiday becomes known as Grace Day.
The Queen distributes 20 food to the people of Luthien Arcamael and subsequently a Elven people have a new holiday to celebrate.

Military: The Haesumé Wild Elf Hunters are given express orders to patrol the area around Idril Felagund and the Tomb of Secullus thoroughly, specifically looking for any traveller who appears neither a pilgrim or member of the Amurite magical dispatch to the Tomb. Furthermore they are to observe any foreign military forces marching through the province and make sure that the soldiers do not harm the land in any way, shape, or form- dealing with those who do with verbal warnings first and arrows should this fail.
Order Hunters in province 41 to do as prescribed above.

Military: Grant limited open boarders to the forces who need to march through Mist Elf lands in order to reach the undead threat.


Spoiler Turn 16 :
Military: The Haesumé Wild Hunters have been given a special mission- the rescue operation of the Silver Grass Elven children. Head Hunter Istuien of Common House Cromdel was instructed by his Queen and her Council by letter to lead his hunters across Edsunland and to the former Ir-O-Kee Village (Province 37, I believe) where they will meet with the Silver Grass Elves and collect the elven children from 1 to 50 years of age. They are instructed to take any of the adults who wish to leave as well and are able to move swiftly on their own. Furthermore the Hunters will be bringing with them 15 gold, as requested by the Lord of the Forgotten House, to give to Brond Minyature to do as he sees fit with it. If he produces the artefact he has informed the Queen about in time the Hunters are to leave with it- if not the Hunters are to leave without it in their possession. While travelling back to Idril Felagud the Hunters and their quarry are to be constantly in motion, not bothering to rest longer than for meals and sleep. When they arrive in Idril Felagud the Hunters are to turn over their quarry to the Queen's representative their so that they may be properly dealt with. They are to do the latter action as secretly as possible.
Order the Haesumé Hunters to the Ir-O-Kee Village (Province 37, I think) where they are to meet with the Silver Grass Elves. They are to travel quickly, taking no breaks save for short meals and sleeping periods. They are travelling with 15 gold coins to give to the Silver Grass Elves and when they depart they are to take with them the Elven children present in the village and any able bodied adult who wishes to join them. They are to wait in the village for a week and a half before departing, their goal being to reach the march of Idril Felagud before the Zombie Hoard can descend upon them. If the encounter the hoard they are to not engage and instead flee. Once near Idril Felagud they are to take the children into the march and once this is done slaughter any of the Silver Grass adults who have accompanied them for the crimes of their ancestors. Their bodies are to be buried in a remote place and their possessions taken to the march.

Military: With the coming ritual the Elves of Idril Felagud have been up in arms about the prospects of foreigners massing near their city. The Queen, in response to these cries, has put out a call for any able bodied adults in Idril Felagud to form a militia to police and safeguard their city while the ritual occurs. Quite rapidly the Elves form the 'Tomb Wardens,' a militia whose sole purpose seems to be guarding the sacred Tomb of Seccullus. Lead by a perticularly zealous Elven male, Elessar of Common House Idril Felagud, the Tomb Wardens have taken it upon themselves to oversee the zombie-destroying ritual where the Tomb will serve as the focal point. Perticularly they scrutinise the foreign magicians and diviners.
Spend 45 Gold to create the 'Tomb Wardens,' a peasant militia, in Idril Felagud (Province 41). Their immediate orders are to guard the Tomb of Seccullus while the ritual goes on and to respond to any hostile activity as swiftly and relentless as a group of zealots with weapons would. Their trait likely would be Zealous due to their blind devotion to the protection of the Tomb of Seccullus.

Military: Admiral Castien of Noble House Maranwe Elanesse (Morning Dawn) has received express orders to select a few ships of his fleet to send to the Hippus to receive their contribution to the Zombie-Slaying Ritual. The Admiral has been given the honour of heading this diplomatic mission himself and has been asked to show all kindnesses possible to the Hippus.
Order a portion of the Queen's Glory fleet to Hippus Waters (Which city to pick up the delegate was not specified- check both cities) where they shall pick up the Hippus delegate and transport him/her back to Idril Felagud for the ritual.

International Diplomacy: To the surprise of many Elves, including much of her council, the White Queen has announced that the Mist Elves are joining themselves in an alliance with two other peoples- the Kappa and Kuriotates. To the common man the foreign names mean little to them- as contact with either nation has been brief if at all. To the nobles and the Elves straddling the upper echelon of society this means drastic change- a change which many of the conservative Elves cry out against. Most vocal of the group is a particular merchant named Alda of Common House Talvel who operates in the newly established march of Idril Felagud. Their she preaches to any elf willing to listen to her about how the Queen and Council are steering the Elven peoples into a new and terrible age of global connectivity which will bring ruin to the Elven sense of life. Though many Elves ignore her ramblings rumours circulate that she has attracted a small group of like-minded fellows to her side, some of them even belonging to the lesser nobility. Will it be a matter of time before this political faction catches on amongst the higher houses?
Sign the Treaty of Three Nations, creating the Kappa-Kuriotate-White Mist Elf Alliance

Trade: A new good has reached the Elven shores- pottery. Produced by deft Kappa hands these exotic items are coveted by many and distributed across all walks of life, decorating grand noble houses and humble fisher huts alike. Lined with strange and curious designs these pots captivate most elves with their beauty, but also provide a practical use. Storing food in these pots soon becomes their chief use and in these pots the food is harboured safe away from rot in the form of mice and mould.
Open a trade route between the Kappa and Mist Elves, exchanging Pottery and Hides respectively.

Domestics: The Silver Grass Children are not allowed to rest. As soon as they are ushered into the march of Idril Felagud they are soon transferred to the capital city of Luthien Arcamael on the two ships Misty Maiden and Queen's Voice. Once there they are sent to the Queen's castle in the dead of the night where they meet her Misty Glory. Soon after they enter her care and not seen again...
Should the Silver Grass Elven Children make their way to Idril Felagud they are to be transferred to Luthien Arcamael by way of ship (specifically the Misty Maiden and Queen's Voice) where they will be taken into the Queen's custody. This will be the beginning of a project I want to undergo which should lead to the creation of a unique unit of Elves loyal solely to the White Queen!

Research: The deer are proving difficult to work with. Despite a tremendous amount of effort to domesticate and mount the deer no real breakthroughs have been made. Still, the Elven handlers press on.
Continue researching Animal Handling.

Government: With the successful establishment of the Thieves Guild prospects soon turn to overseas criminal activity. Within a year Elves are sent out to the nations of Edsunland where they are expected to worm their way into the underbellies of the various nations and draw these elements into the Thieves Guild proper.
Spend 20 gold on attempting to expand the Thieves Guild across Edsunland as well as further organising the criminal bureaucracy.
 
Spoiler During My Absence I Gave Immy Some Directions :
First and foremost the Mist Elves are tricky as hell. Their unity is a facade and they are at least five other factions at work besides the Queen (whom knows and realises this). Each is out for themselves and themselves only, and the Queen- being the amazing leader she is- somehow manages to use their plots to benefit the Elves as a whole (she is the only one who is really out to benefit all the Elves).

First is the House of Morning Dawn (Maranwë Elanessë). They are an old house whose rivalry with the House of Violet Orchard dates back to the beginning of the first War of Houses (a war between the oldest houses, now destroyed and their names are lost to time, and the Houses of Violet Orchard, Morning Dawn, and Oak Branch (Haesumé)- it begun with the matter of the Silver Leaf, the older houses wishing to forgive them and the younger wanting their destruction- the younger houses won and the House of Silver Leaf was 'destroyed' (though apparently not well enough!)) and ever since then they have been working to undermine each other and establish a dominance second only to the Queen. Particularly the House of Morning Dawn purses this through domestic means- notably their adherence to an agrarian society with minimal contact with outsiders. They recognise that they need to expand the Mist Elf Kingdom if they are to hope to become a force in the world, but they would have these colonies be upon islands rather than the main continents (hence any settlement on an island would generally be funded by Morning Dawn money). Their ultimate goal is to make Luthien Arcamael one hell of a city- like a mega-province, equal to at least 3 provinces in efficiency. For the time being they would do this by beefing up the Mist Elf military, making advancements so far as farming goes, and attempting to transport various foreign flora and fauna to the island (though carefully, and in controlled environments at first, they understand that a bio-disaster could happen).

Second is the House of Violet Orchard (Ránëwén Anwamanë). As far as noble houses go the Violet Orchard are the only who are constantly pushing the outer limits of 'Elveness' and their members and allies are the closest thing to 'human ambition' the Elves currently posses. As such they observe that the humans are rather interesting- specifically they recognise that they can play the humans against one another to their own benefit. Their two routes for dominance over their rival (House of Morning Dawn) are through illicit means and naval- and therefore trade- supremacy. They seek to build up the Thieves Guild into an international force as well as build up the Mist Elf as a naval force, using their waters to protect them. Alongside building up the navy they would have it so that Humans be integrated into the other settlements the Mist Elves set up- though in small, controlled settlements. Most Elves, however, currently find that a disgusting proposition.

Third are the myriad of other noble houses, great and minor, who seek to establish their own faction amongst the main two competitors. Among them are the:

Minor House of Orlerae (Light Elves)- More of a Guild than an official house, they are a collection of Elves who would have the Mist Elves become less misty and turn to the 'light'. What the light is few know, and even fewer care about, but according to the Orlerae mystics the light is a prophet who was born and died long ago during the great exodus which took them away from the winter and summer courts. This prophet was said to have wanted the self-exiled elves to establish a new court of light as opposed to the earthy Summer and Winter, and the Elves of Orlerae see the finding of the Tomb of Seccullus as a sign that the Elves are on the route to become this divine court. All they need to get past, right now, is the material scheming of the other houses...

Great House of Eärwen Ancalímon (Golden Fields): An ally and offshoot of the House of Morning Dawn, the House of Golden Fields have long found that farmers are the backbone of society. As such they seek to firmly establish the farmer as the mover and shaker of the Mist Elf society, and unlike their parent-ally Morning Dawn they wish to decentralise the Mist Elf society and make it what it was centuries past- a collection of houses who ruled themselves. How will they do this? No one knows, but they seem to be discussing amongst themselves the prospect of murdering the Queen and destroying her house...

Minor House of Tyrneldth (Star Spell): Relatively new so far as Elven houses go, the Minor House of Tyrneldth had floated in the seas of obscurity until recently when the first taste of the arcane was given to the Elves by the Amurites. Since then the Elves of Tyrneldth have sought to build up the Mist Elves as an arcane force, but they have found no Great House who sees eye-to-eye with them and as such they are currently seeking to don the mantle of greatness reserved for the upper echelon. Either they will create a new position for themselves, possibly in one of the potential new elven settlements (they were in the process of doing so for Idril Felagund, but that was overrun by zombies) or usurp power from one of the Seven Great Houses.

Minor House of Bannizea (Fire Crystals): A house even older than the Houses Morning Dawn and Violet Orchard, The House of Bannizea has survived by dodging involvement in most major events in Mist Elf history. They were established by a group of Elves who stumbled upon a strange Patrian artefact during the Mist Elf exodus. The artefact gave off tremendous heat, which allowed many of them to survive, and as a result they took their name from this crystalline object. Now, unlike in previous eras, the Elves of Bannizea have begun to move and involve themselves in the typical Mist Elf scheming, though their own plots bear a distinct difference. Religion fuels them, not material lust, but which religion is unsure, though there are rumours of their leader, a Lady Nesseldë, receiving visions from a Burning Mistress...

(If you get ideas for any other minor factions seeking to become major ones just add them in!)

Fourth are the merchants and members of the Elven 'Middle Class'. Created as a result of the growing Mist Elf trade and cities, these Elves find that they are neither noble or common, but something remarkably different- leading to the Middle Class chaffing against the strict societal boundaries of the Mist Elves. While they plod on compliant to their undesirable position for now, all it would take is a spark to set them off... (I will leave what their goals are up to you, but think about all the European History where the Middle Class chaffed against the nobles/commoners... Think French Revolution!)

Fifth is they newly established Guild of Thieves. Although they were created a few decades ago (a blink of an eye to an Elf) their ambition is equal to that of the Houses established for centuries. Currently their three heads wish to take the guild into three different directions. Iondur of House Lessien Luacuteinwë (Eternal House of Stars), secondborn son of the Queen, seeks to do as any dutiful son would and have the guild act as an extension of his mother. He would have them be a curious mix of mobster and special forces, acting both on economical and military levels. Apparently he has already begun recruiting individuals who seem to fit this mould, Elf and Human (or Turtle in the kappa's case) alike. Raeialae of House Violet Orchard (Ránëwén Anwamanë) seeks to do what any scion of her house would: further their plots and establish the noble house as an international and domestic power. She is currently involved in subverting the criminal societies where the guild has spread to, and is doing this with varying amounts of success. Ultimately she would have it that her Elves run the seedy underbellies of every nation, and through them her noble house. Lastly Marecassiel of Common House Luthien Arcamael, the leader of a former powerful gang before the guild was established and she asked to take a seat as one of the three heads, wishes to use the guild as a force to acquire as much wealth for herself (and subsequently the Mist Elves) as possible. Of all the three she lusts after material things the most and is normally the one who organises the raids and general banditry of the guild. Seen as base and common-bred by her other two leaders, she shrugs off their scorn and continues to amass her wealth- whether or not she is going to simply hoard this money or use it to her own ends is known by none but her.

Finally the Six power is the Queen herself. Descending from three previous Queens of the White, each and every one has had her power challenged and fought constantly with her subjects to maintain it. Queen Isil Carnesir is no different. She recognises and knows of most of the factions within her kingdom (the House of Bannizea's possible ties to Bhall is unknown to her and the House of Golden Field's plot to kill her as well is unknown to her) and shifts them in minor ways to ultimately benefit herself and her people and she rarely takes any obvious actions herself, often opting to go the route of 'Queen and Council'. Currently the Queen would have it that her kingdom is expanded all across the world, but in a more peaceable manner than typical world domination. As such she wishes to foster trade and establish her nation as the leading nation amongst naval powers, while at the same time providing numerous benefits for her people with the gold acquired through the control of these two spheres. (What her other goals are remain more or less unknown to me, as I want to see how things play out, for now stick with Trade & Navy for her with a combination of supporting which ever extra goal is provided by the other factions.)

*A note! The children who where accosted by the Queen's hunters and transported to her are to be trained Ottoman Janissary style. They are to be raised and educated by the Queen herself and brought up to know no other master but her. More so they are to be trained in the military arts and act as her personal elite body guard loyal to only her! Take that scheming houses.


Spoiler Turn 20 :
Domestics: Although the recent years have seen a sharp decline in crime within the growing Mist Elf Kingdom, those of the higher echelon have seen fit to turn the rare criminal's destructive behaviour into something productive. As of 1 of February, in the year 506, the Wise Council has decreed the following:

We, being benevolent and ever mindful of the temperament and betterment of our people as a whole, have seen it fit to beseech the wise White Queen with a proposal to employ our wrong-doers in tasks far more right. Such a proposition, should it be deemed beneficial to the Mist Elves by the White Queen, would entail that our criminal elements are to be put to work upon the various projects our great kingdom may desire. The criminal in question would find themselves not shackled with unfavourable situations which would normally not be taken on by any of our gentle people, but instead they would be pressed for the marginal time of two decades in the service without pay for their labours, but more than adequate upkeep in terms of housing and hunger.

The document in question was signed unanimously by the greater houses of the Wise Council, although a few minor houses who took seat upon the day of signing grumbled that such a programme was directed towards 'the middle class' as a means of disenfranchising them of their ever-growing upwards mobility. The detractors of the decree, later adopted as the 'Law Concerning Criminal Punishment and Rehabilitation,' cite the years given without pay and subsequent confiscation of land owned by those who had once walked free. However, for now they simply grumble at the possible attack, but will the emerging social class keep their peace for long?

Adopt Communal Work Camps as Labour Civic

Domestics: Hardly a greedy woman by Elven means, Vanwen of Noble House Diros found herself ecstatic at the prospects facing her new appointment to the newly founded Fionn Uriel. Unlike the previous Elven attempt at expansion, the growing city on the edge of the ash woods had not floundered under waves of undead nor had it been overtaken by a wave of zealots shortly after the undead were destroyed. Instead Fionn Uriel prospered and became every Mist Elf Merchant’s desirable base of operations to expand and exploit the new era of trade birthed by the Treaty of Three Nations. A city without overbearing traditions; a city without leagues of water around it; a city now under her control, how could she not feel that her appointment as Stewardess was a Godsend?

Adopt Stewardship as Economic Civic

Domestics: It is true that the White Queen Isil Carnesir has always enjoyed the love and obedience of her people, but now it has been changed into an organised effort on her part to foster and spread this adoration across not only her own Elves, but all the people of the world. Throughout the Elven Kingdom monuments are crafted, poems written, sermons given about the White Queen and her numerous amiable traits, effectively elevating her to a near-deity status among the lower orders of Elven society. She is literally worshipped by them and increasing amounts of the Elves of the Mist begin each day with a prayer to their Queen-turned-Goddess. Among the nobility, however, she still is regarded as simply another Elf, though one with a staggeringly keen intellect and control of an unsettling amount of power. Word of 'Prophets of the White Goddess' circulating the newly opened boarders of those nations belonging to the Three Nations Alliance has begun to spread, but their efforts rarely do more than perk a passing interest in the enigmatic White Queen of the Mist Elves due to the extremely disorganised nature of the missionaries.

Adopt Personality Cult as Religious Civic

Domestics: The City of Fionn Uriel has become a shining jewel upon the White Queen's crown. Founded first by settlers from the Noble House Ránëwén Anwamanë it soon saw its population swelled with hapless scions of various houses, tradeswomen escaping the increasing regulation within the capital city, and commoners simply wishing to finally make a name for themselves without the deeply rooted Old Houses of Luthien Arcamael stepping on their toes. Under the rule of the newly appointed Stewardess Vanewn of Noble House Diros the city soon sees the construction of two institutions which may prove vital for its continued growth: a limestone quarry to exploit its abundance of the stone and a beautiful domed building (built out of the very limestone the city mines) deemed as the 'Stewardess's Council Chambers,' a building whose function is to be the meeting place for the Stewardess and her circle of advisers and where the citizens may voice their many disputes.

Build a Limestone Quarry and Steward's Council in Fionn Uriel

Trade: No story here, just begin exporting the limestone to the kuriotates.

Research: No story here either! Just keep researching 'Crafts,' which is an extremely mysterious name for a tech. I'm sure you picked it for a reason and I am more inclined to finish up what you started then begin my own projects :D


I like looking back on it and seeing how the orders slowly progressed into rather long-winded fantasy-rants.


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Also orders for LDi's first Dominion NES

Spoiler Turn 1 :
Assassination: Send the band of Assassins into Nubia and attempt to kill off a few of their highest ranking leaders. Their goal is to make the assassinations look as if they were committed by rival tribes so that the Nubians are thrown into chaos before the Abysian Army moves into the province.

Military: Have any army composed of 2 Units of Spear-Humanbreds, 1 Unit of Sacred Heavy Infantry, and 1 Unit of Salamanders march to Province 44, Nubia. Their orders are to subdue the populous if the humans try to resist Abysian expansion- however if the Tien'Ci are sighted to be moving into Nubia the Abysian Army is to pull back and allow the Tien'Ci to battle the indigenous peoples first before setting themselves upon the remaining Tien' Ci.

The battle plan for the army if they are fighting only the indigenous people is the following:

The 2 Spear-Humanbreds will form the core of the battle line, being placed in the middle with their shields well up in order to take any incoming missiles from the enemy archers. Behind them will be the Sacred Heavy Infantry composed of Lavamen and behind these Lavamen will be the Salamanders. Once the Spear-Humanbreds have engaged the enemy in melee the Sacred Heavy Infantry is to move around to the right flank and attack from there, pulling away should casualties become too high. The Salamanders are to swing wide around the left flank and attempt to strike either at the enemy Shamans or at the rear of the enemy and have orders to pull away if too many of them fall quickly.

The same plan is to be used for the Tien'Ci should they be encountered.

Research: Have the Demonbred Wizard-Priest begin researching the Evocation School


Spoiler Turn 2 :

Assassination: Send the band of Assassins into Nubia and attempt to kill off a few of their highest ranking leaders. Their goal is to make the assassinations look as if they were committed by rival tribes so that the Nubians are thrown into chaos before the Abysian Army moves into the province.

Military: Have any army composed of 2 Units of Spear-Humanbreds, 1 Unit of Sacred Heavy Infantry, and 1 Unit of Salamanders march to Province 44, Nubia. Their orders are to subdue the populous if the humans try to resist Abysian expansion- however if the Tien'Ci are sighted to be moving into Nubia the Abysian Army is to pull back and allow the Tien'Ci to battle the indigenous peoples first before setting themselves upon the remaining Tien' Ci.

The battle plan for the army if they are fighting only the indigenous people is the following:

The 2 Spear-Humanbreds will form the core of the battle line, being placed in the middle with their shields well up in order to take any incoming missiles from the enemy archers. Behind them will be the Sacred Heavy Infantry composed of Lavamen and behind these Lavamen will be the Salamanders. Once the Spear-Humanbreds have engaged the enemy in melee the Sacred Heavy Infantry is to move around to the right flank and attack from there, pulling away should casualties become too high. The Salamanders are to swing wide around the left flank and attempt to strike either at the enemy Shamans or at the rear of the enemy and have orders to pull away if too many of them fall quickly.

The same plan is to be used for the Tien'Ci should they be encountered.

Research: Have the Demonbred Wizard-Priest begin researching the Evocation School


Spoiler Turn 4 :
Research: Spend the last 5 gold on spying. Have both wizard priests continue researching Evocation.

Military: Continue to have both armies in Abysia and Nubia be on the high alert; keep combat plans from previous turn. Recruit a third Demonbred Wizard-Priest.

Spying:

Mission Into Ashod
Spy Party:
15 Spies
1 Assassin

Primary Goal: The elmination of a Giant Leader
Secondary Goals: Agitation of the Human Populous, Dissent amongst the Human Populous in Favour of Sagra, Increased Awareness of Sagra
General Directives for Spy Party: Under the leadership of Osgod-Gebt, a Humanbred agent of the Abysian Sultanate, the band of spies are to move into the province known as Ashod. The goals of their initial movements are simple- incorporate themselves into the human-slave caste of Ashod. Once there they are to remain dormant for a time between 1 to 2 years, beginning their next actions once they deem their surroundings safe, and themselves prepared. During their 1 to 2 years as slaves they are to also build up contacts within the human slave population, looking for those slaves who show a spark of intelligence, guile, cleverness, and above all a hatred for the giants who lord above them. These contacts are not to be a part of this mission, but serve as go-to's for future missions.
Once the agents have prepared themselves they are to begin speaking to the slave caste at large, always bearing a cautions at to how frequently they speak. They are to give snippets of life under the Abysian banner as far superior for the human populace, and furthermore begin highlighting the cruelties of the giants. The effective goal of this is to spread dissent amongst the humans of Ashod and garner favour for Abysian rule. They are, however, to speak out against open rebellion and instead advocate for a resistance effort to be formed against their Giant tyrants. Alongside this goal they are to spread prepared pamphlets to their fellow rebel comrades- as the spies are far from priests and unlikely to know the intricacies of Sagra and her tenets they are not expected to preach themselves, but when asked on the matter reply "Once we throw the yoke of the giants off of us then the light of Sagra will shine into your hearts and minds."
The final stage of the mission will be conducted primarily by the assassin. With the growing rebellion movement, though hopefully not too large and noticeable at this point, the assassin is to move in on the weakest of the Giants belonging to the Amurites clan. The leaders of the rebellion movement are to determine whom this Giant may be and furthermore take it into their hands to draw the Giant out. The assassination is to be staged so that it looks as if the Giant's death has been caused by one of the other Giant clans, hopefully increasing animosity amongst the Giant population and forcing them to turn more of their efforts away from the human caste and onto the surveillance of their brothers.
Once this has been completed (or failed) the assassin is to make way to Nubia post-haste, being ever wary of any agents of Ashod who may be following them.
Notes: Pay an extra 2 gold for the production of the pamphlets.

Mission Into C'tis
Spy Party:
5 Spies

Primary Goal: Establish an Intelligence Base of Operations Behind Enemy Lines
Secondary Goals: Obtain Up-to-date Information on the Structure of the C'tis Army, Society, and Wizards/Priests
General Directives for Spy Party: Expect no help from the population whatsoever. Should help be found, do not believe it to be genuine and only a ploy by the enemy. This mission is to be conducted in a completely insular manner and should outside elements breach your group then honourable suicide will be the immediate answer.
You are to head behind the lines of the evil lizardmen and set up a base of operations for future spy missions within their nation. Should this fail to manifest or prove impossible then data collection becomes the primary objective of this mission and you are to report back to Abysia with any gained information.
Attempt to discern the nature of our scaly enemy, specifically their army composition (both current and possible) as well as the nature of their Priests/Wizards. After this the nature of their false idol should be obtained. Who is he (is it even a he), what are his origins, how did he come to power, what are his tenets, etc. etc. Be wary of any lies you may hear while this objective is being completed; remember them to be the heathen words of a grotesquely false idol and that only the proclimations of the Priests of Sagra are true in all senses of the word.

Missionary Work:
Have the newly recruited Demonbred move to Hinnoen Mountains (Province 43) and begin preaching the words of Sagra. Be keen on displaying the power of Sagra via magical demonstrations as well as any number of promises of a better life. In short, do whatever it takes to have these people come to the side of the Abysians.



During this DominioNES I had no clue what I was doing. None. I pretty much faffed about like a fool. I'm much more focused, though, for DominioNES 2.
 
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