Sons of Mars II

I claim in the pink area and spend all my income on army 1.

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CRAPCRAPCRAPCRAPCRAP

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CHECK THIS POST AGAIN WHEN I STOP PANICKING
 
Double A: I have a deal for you. Except the 2 unoccupied provinces directly bordering my empire, you can have anything west of my nation. OK? TBH I'm more interested in Asia.
 
Oh it's okay. His nation looks Cthuloid in that state so I may have collapsed his claims inward a bit.

Ahem, IC:

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Enerjak welcomes this de facto challenge from the Principality of Richard, and will do its best to participate in the Great Game of Asia.

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It's been almost 24 hours, so I'ma lock the orders and automate everything that hasn't been sent in.
 
Turn III

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Turn III.

Expansion of contacts and trade is jumpstarting the engines of commerce and development around the globe.

Tensions between Albania and Spain have dissipated, allowing peace in the Mediterranean anew.

In the meantime, war has broken out between the Inca and Colombians; the Incan aggressors, however, did not expect the Colombians to be led by such capable generals nor have such good training, and as such, now face being the victims of this war themselves.

As later archaeologists will discover, seven new societies have arisen in scattered parts of the globe. Though small, they are quite advanced. Scientists say this represents the end of the "Establishment Era," where new civilisations arose.

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 - 4 occurrences

This represents a boost of +15 gold to your income(will grow as time goes on). Recessions happen later.

Island Confederacy, Tiwansitsuyo, Patagonia and Antilles have received 15 gold!

Settler Rush - 2 occurrences

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

Darfur and Patagonia get to claim a new province this turn.

Plague - 2 occurrences

An outbreak of sickness cripples your ability to expand, giving you -1 claim for the turn.

South Africa gets -1 claim, Tiwansitsuyo obviously isn't affected by this.

Scientific Breakthrough - 4 occurrences

Gives you +15 TC(can be exclusively spent on technology) for the turn. Flawed Research does the opposite.

Belgium, Auralia, Tibet and Hawi'i have received +15 TC.

Revolts:

No Revolts.

Notes/Misc.:

The 7 5-province NPCs are the last round. Don't think they're "easy prey" - they have been designed to be able to hold off just like a classical city-state could. This has been done by giving them abnormal amounts of technology; even with these bonuses(they all start at Econ 5), they will fade away with time, as they are still incapable of matching humans, much less the 10-province NPCs. Their army strength is considerable, but they are too small to consider offensive campaigns, and so only aggressors need worry.

Diplomacy:

Spoiler :
Trade:

Habsburgs - Island Confederacy, Salt Empire

Kalmar - United Empire

Japan - Siberia, Wu

Island Confederacy - Habsburgs, Salt Empire, Albania, Echidna

Albania - Salt Empire, Island Confederacy

South Africa - Madagascar

Kenya - Echidna Empire

Spain - Salt Empire, Enerjak

Echidna Empire - Salt Empire, Kenya, Island Confederacy, Spain

Salt Empire - Echidna Empire, Spain, Albania, Habsburgs, Island Confederacy

United Empire - Kalmar

Arabia - Hyderabad

Siberia - Japan, Tibet

Madagascar - South Africa

Hyderabad - Arabia

Wu- Japan, Tibet

Tibet - Siberia, Wu

Non-Aggression Pacts:

Richard - Olafian Republic (Turn 1 - Turn 5)

Guarantees:

Spain - Enerjak

Defensive Pacts:

Kalmar - United Empire
United Empire - Kalmar

Arabia - Hyderabad
Hyderabad - Arabia

Tibet - Wu, Siberia
Siberia - Tibet
Wu - Tibet
 
Echidna Empire, having switched provinces with the Arabs, claims the three Iraqi provinces bordering it. In Africa, it claims the 2 provinces on the western border.

Kalmar claims the lone island off the coast of Canada, and all of Sweden/Finland.
 
well, we declare an end to peaceful expansion. because we cant expand anywhere.

spending

create three armies. one to be placed on the westernmost island, and two on the capital.

create three navies, place them in western Mediterranean. and move that one navy group to the aforementioned area.

put the rest of the gold into Economy.

and as a note to the God Mobian or whatever: the civics tech seem useless to Spain. i have a 0% revolt risk.
 
99
+5 (Vault)
-25 (Econ 5)
-30 (Econ 6)
-35 (Econ 7)
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14 gold to vault

We Offer trade agreements to:

Prince of Richard

Belgium in Exile

The Slavic Union


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The Kingdom of Albania and Principality of Richard are officially alliance members. Long live the uncreative Albanian-Richard Pact.
 
Albanian Spending Orders - 47 Gold

35 into researching two levels of economics
 
The Kingdom of Albania and Principality of Richard are officially alliance members. Long live the uncreative Albanian-Richard Pact.

Excellent! I trust this means that Salt shipping will be able to proceed through Istanbul X when trading with Richard?
 
A little NPC decides to completely block off my northwest expansion, I see. We will be at peace for now, but soon you will see th wrath of Kenya!

Claims in Red due to South Africa blending in too much with Yellow-Orange:
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Greater Republic of Kenya

62 Income

2 into finishing Econ 2

10 into finishing Mil 2

15 into finishing Mil 3

25 into finishing Civics 5

10 into researching Econ 3
 
I offer the Colombians a White Peace.

Income: 26 (17)

Civics 3: 15
Economy 3: 15
Bank the rest
 
I believe I have an income of 43 is this correct?

Claims
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Also, propose a royal marriage to the Haspburg Empire.
 
I'm on the verge on not giving a damn about this game.
 
On another note

Slavic Union and Albania have signed an alliance pact as well.
 
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