Sons of Mars II

Joking Enerjak is going to build a global empire isn't powergaming. :p



Mary Sues are generally unbeatable; Enerjak, in various incarnations:

-Was buried by fire ants(Dimitri-Enerjak, Prime Timeline)

-Had his power sapped by Mammoth Mogul (Dimitri-Enerjak, Prime Timeline)

-Was actually a possessed Knuckles and was set free and deprived of his power by one hero sacrificing their life (Prime Knucklejak)

Now, here's where it gets confusing! Time/space clones.

-The true Dark Enerjak (I'll call him Dark Enerjak I) was defeated by Silver in the comics, because he was too stupid to realise Silver could just reflect his stuff back at him

-Dark Enerjak II was the one you all fought in Imperia Mobiana. He ruled the world for 200 years until his defeat by a time/space clone of Silver. Dark Enerjak I and III both were a Chaos-endowed Knuckles who grew insane over time; Dark Enerjak II's backstory is he unified Angel Island by force to bring peace and reasoned the same should be done to the entire planet.

-Dark Enerjak III is the one that is participating in this game; he has the exact same background as Dark Enerjak I except he fled right before his power could be fully drained.

Long rant I know but I had to emphasise... ahem, anyway.

This one has only one Chaos Emerald on his person, as his backstory describes, and as such, very limited power compared to his former glory. He is forced to tackle most day to day tasks like any ordinary leader. Sure, he's immortal, but so is your leader, and sure he has some extra power on paw, but so does Omega's with the hammer of the gods. :p

Of course, as far as IC is concerned, "Enerjak" doesn't exist, but is merely as real as Horus. The real Enerjak, through his disguise as the "Avatar," makes sure that all stories of supernatural occurances are seen as myth by other nations.

Do I need to list off character flaws? :p (Though they'd be the same as Knuckles' but amplified)

I was talking about the nation, not the character. If you suddenly make the EE the most powerful nation on Earth when the pecking order is just establishing itself, imma be pissed.

ok, just to get you all to shut up, we guarantee Enerjaks independence for five turns. starting when the game starts. if they can cheat, its fine with me.

I'm going to hit you now.
 
Please stop the bickering, children. Cant you PM your smack talk? And Math, Pro Tip: don't ever rely just on your allies.
 
I was talking about the nation, not the character. If you suddenly make the EE the most powerful nation on Earth when the pecking order is just establishing itself, imma be pissed.

No worries; they're not composed of a bunch of factions that decided to stop bickering and take on the world. :p
 
We're on five pages already and only half of it (being generous) is about this game. Please, chaps!
 
So far:

1. Olafic Republic

Player: General Olaf
Color: Green (RGB = 23, 123, 53)
National Strengths: Expansionist, Scientific
National Focus: Civics
Republic

2. Habsburg Empire

Player: Arakhor
Color: Silver (RGB = 220, 220, 220)
National Strengths: Expansionist, Militaristic
National Focus: Civics
Monarchy

3. Kalmar Union

Player: Omega124
Color: Gold (RGB = 255, 215, 0)
National Strengths: Commercial, Religious
National Focus: Economy
Monarchy

4. Empire of the Rising Sun

Player: ilduce349
Color: Red (RGB = 237, 28, 36)
National Strengths: Commercial, Scientific
National Focus: Economy
Republic

5. Confederation of Island States

Player: NedimNapoleon
Color: Turquoise (RGB = 64, 224, 208)
National Strengths: Agricultural, Militaristic
National Focus: Economy
Monarchy

6. Tawansitsuyo

Player: Red_Spy
Color: Yellow (RGB = 255, 255, 0)
National Strengths: Agricultural, Religious
National Focus: Economy
Monarchy

7. Albania

Player: Sonereal
Color: Purple (RGB = 128, 0, 128)
National Strengths: Militaristic, Agricultural
National Focus: Army

8. South Africa

Player: BSmith1068
Color: Orange (RGB = 255, 194, 14)
National Strengths: Expansionist, Commercial
National Focus: Economy
Monarchy

9. Grand Atheist Malaya

Player: Civ'ed
Color: Green (RGB = 157, 187, 97)
National Strengths: Diplomatic, Religious
National Focus: Economy
Monarchy

10. The Islamic Kingdom of Centarium

Player: Yoshiegg737
Color: Green (RGB = 168, 230, 29)
National Strengths: Diplomatic, Scientific
National Focus: Economy
Monarchy

11. Empire of the Dictator

Player: Neverwonagame3
Color: Maroon (RGB = 153, 0, 48)
National Strengths: Commercial, Scientific
National Focus: Economics
Republic

12. Belgian Empire

Player: Mad Man
Color: Grey (RGB = 120, 120, 120)
National Strengths: Agricultural, Commercial
National Focus: Army
Monarchy

13. Principality of Richard

Player: Double A
Color: Maroon (RGB = 111, 0, 36)
Strengths: Militaristic, Expansionist
Focus: Civics
Monarchy

14. Kenya

Player: Maxa
Color: Orange (RGB = 255, 126, 0)
Strengths: Expansionist, Commercial
Focus: Economy
Monarchy

15. Pan-Slavic Union

Player: Prospo
Color: Brown (RGB = 156, 90, 60)
Strengths: Expansionist, Agricultural
Focus: Civics
Monarchy

16. Spain

Player: Mathalamus
Color: Light Purple (RGB = 167, 107, 207)
Strengths: Commerce, Centralised
Focus: Economy
Republic

17. New California Republic

Player: CivGeneral
Color: Deep Purple (RGB = 77, 34, 104)
Strengths: Expansionist, Militaristic
Focus: Army
Republic

18. Echidna Empire

Player: NPC
Color: Red (RGB = 171, 14, 21)
Strengths: Centralised, Commercial
Focus: Civics

19. Salt Empire

Player: Aiolos
Color: Blue (RGB = 47, 54, 143)
Strengths: Expansionist, Diplomatic
Focus: Economy

20. Songhai

Player: Civplayah
Color: Green (RGB = 34, 177, 76)
Strengths: Expanionist, Commercial
Focus: Economy

Why didn't you add me? I PMed you the info. Ah whatever I'll just post it.
 
The Kingdom of Florida

Type of Government: Republic. The ruler is chosen by the Council based on his merits, and his rule is absolute for life.

Claims: Florida, Georgia, the Carolinas, Mississippi, Louisiana, all of Cuba, the Bahammas, and Haiti (I think that makes it clear enough what I want right?)

Capital: Ft. Myers

Religion: According to game purposes, Paganism. In reality, Floridianism. Florida is God's Chosen nation, and Ft. Myers is his chosen city. All people are required to make Hajj to Ft. Myers once in their lives or face eternal damnation. All who die outside of Florida's protective influence will also enter Eternal Damnation. It is said God himself listens to the King, and will immediately damn a nation because his chosen King asks him too. All worshippers of other Gods will be damned unless the King asks God to have mercy on them. In accordance with this, speaking ill of Florida is a Capital offense by fire.

Of course, the powerful know this is all just an excuse for rabid Floridian nationalism.
 
What are your strengths and focus?
 
Was it really necessary to quote the entire player roster and then put a one-line response?
 
i guess ill see you after i burn down your capital.

You take offense to stuff you shouldn't, say things that piss people off, and do other NPC-like things that lead me to believe you are clearly a robot.

i know. im just inexperienced in fighting.

We use RNGs. It's not that hard to figure out.

Well, I wanted to make absolutely sure I wasn't on there before I posted...

Then why didn't you delete, spoil, or -snip- it?
 
You take offense to stuff you shouldn't, say things that piss people off, and do other NPC-like things that lead me to believe you are clearly a robot.

excuse me for being different. as for the robot thing, good to know it works :p
We use RNGs. It's not that hard to figure out.

its not that. i either commit too few or too many armies to the cause, and fail either way. same with navies.
 
Nation Name: Olafic Republic
Government: Republic
National Strengths: Expansionist, Scientific
Free Units: Troops EDIT: Misunderstood, sorry; 7 Troops, 3 Navies
National Focus:
Civics

Culture: Government is run by those with the most intellectual and social merit. Freedom of speech, freedom of worship, freedom of leadership etc. are all strongly supported by the populace. Agriculture and fisheries dominate the workforce.


More info:

Capital: Methron (near Shiraz IRL)
National Emblem: A falcon
 
Turn I

sonsofmars2ingame.png

sonsofmarsstats.png


What the heck. The Epilogue is almost finished, so I'll do a slow update.

You may notice the NPCs have 15 provinces. This compensates for the fact they can't claim, short of event. But don't worry; you'll overtake them in a turn or two.

You may now post new orders! :) May this turn be filled to the brim with shenanigans~

Events:

These are small variations that will spice the game up a bit. Each event happens at least once a turn; for the first few turns, there are only positive events, but each one has an "evil twin."

Economic Boom

This represents a boost of +5 gold to your income(will grow as time goes on). Recessions happen later.

Tawansitsuyo gets an economic boom!

Settler Rush

Gives you +1 claim for the turn! Plague does the opposite.

Siberia gets the Settler Rush; this is useful since NPCs(sans the major ones) can't claim otherwise!

Scientific Breakthrough

Gives you +5 TC(can be exclusively spent on technology) for the turn. Flawed Research does the opposite.

Habsburg Empire's research has boosted!

Revolts:

No revolts.

Notes/Misc.:

This will detail things not right for other parts.

-Remember, most of you have one or two trade slots open. Use them! Trade is power.

Diplomacy:

This section will detail agreements, new and old.

Echidna Empire and Salt Empire have signed a trade agreement.

The Kingdom of Richard and Olafian Republic have signed a non-aggression pact, that will expire on Turn 6.

Spain has guaranteed the independence of the Echidna Empire, citing unfair tensions some states have with it.
 
I take it we can claim etc. now? If that's the case, here's mine:

attachment.php


Added my 6 claims (Expansionist) and free armies.
 

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