Terios

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,195
The game has officially started. After I reserve the next post for misc. purposes such as FAQ, you may post.

Worldbuilding Thread A
Worldbuilding Thread B

Terios - A Background

the_end_of_the_world_Wallpaper_cppsy.jpg


Spoiler Gigantic Map :
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Environment

Spoiler :
Perhaps most striking is the fact Terios is a gas giant. The large quantity of gases being heated up, fused and split in the the core beneath generates enormous pressure, many continents and islands now skyward. Through some miracle, perfect temperatures and atmospheres exist on - and in many cases, between - these landmasses, enabling a world to exist that is built on an ocean of gas.

Apart from these differences, however, the continents look much like those on our Earth. There are mountain ranges, rivers, forests, cities... all the water that spills over the edges of the continents is heated up and returns to the Skylands through condensation. The environment is somewhat chaotic, and there is no real "trend" of climates as there is on Earth. A frozen tundra can easily be mere miles away from a scorching desert.

Periodically, violent bursts of energy erupt from the surface. As time has gone on, these bursts have concentrated at the poles, allowing stable continents to form (albeit with powerful storms and currents making air travel unwise in most locations). However, this energy passes some residue into the rain itself. The chemicals that come down with the valuable nectar of life possess all sorts of enhancing traits, with greenery growing lush in the most barren desert, and primitive societies growing with terrifying speed upon exposure.

More importantly, however, some sort of concentrated substance that alternates between the forms of matter is left in numerous places. Packed with energy, renewable and clean, it is something we humans could only dream of. It has been dubbed inventively “Terium” by most international bodies.


Biology

Spoiler :
Like Earth’s, life is mostly water and carbon-based. However, due to some freak incident or another, there is no clear dominant species. Many species have evolved intelligence, either moderate or advanced, and they take many shapes and sizes – primate, canine, insectoid; evolution has been far more kind to the various biologies than on Earth.


Technology

Spoiler :
The abundance of hot gas from the surface and the Terium has created a technological base different from Earth’s. Whenever the inhabitants aren’t mercilessly cutting eachother’s throats, their society shows surprising advancement, with energy-based weapons coexisting with objects that look like they came straight out of the steampunk genre. Perhaps the most notable divergence from Earthling technology is that the distinction between navies and air forces does not exist; they are one in the same. With the natural current of the air beneath them and a bit of propulsion, sky fleets have become a reality. Even so, energy keeps them aloft in areas of unsteady support from the pressure below. Nonetheless, the sky islands come complete with sky armada.


Politics

Spoiler :
The meat and potatoes. The world is composed of around fifty nations. The ideology of self-determination has oddly not gained near-unanimous credibility yet; the cyclic destruction of the planet is likely why. The last war's use of Terium weapons has more or less evened the playing field, though some powers clearly stand above others. Whether they will pursue a path of peace or war, who shall know.


Gameplay

Spoiler :
Every turn you have your GDP and it is taxed at a rate (meant to represent the overall tax burden) you decide. Economics is fairly straightforward. This GDP * tax quantifier is primarily to avoid the powergaming of previous minimal mechanics games I've hosted. You cannot claim to be the richest or have the most resources without actually being so.

Barring that, you may spend your money on whatever you wish – your army, your navy, your healthcare, your education, your roads, your secret services, etc. Anything you can think of. Your actions will have consequences down the road: pouring no money into infrastructure will see your economy move along sluggishly, for example. Use common sense.

Like a real government you can spend more than you have; national debt will accumulate and be visible at all times. Debt, like heavy taxation, however, will inevitably cause a crowding out effect and harm economic growth as less money is available for private actors. Use it sparingly.

Of particular note are defense forces. You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly (conversely, absent government has drawbacks as well...). With spies, simply designate a percent you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere.

When it comes to actions, conduct as you will and I will reward/penalize accordingly. Forge trade agreements, close your borders to imports, declare war, make alliances, pursue weapons of mass destruction, all are doable. If a government could do it IRL, naturally it could be done here. Just take into consideration that a peasant country, for example, isn’t gonna have much success with a space program or computer production. You have a “support” percentage – whether a dictatorship or democracy, this represents how much pull you have among your supporters. If it falls too low you risk being thrown out of office, whether by coup, assassination, election or otherwise; barring that you may find some of your proposals hampered or blocked entirely. Avoid destructive policies; going around telling every world leader "your mama" will quickly result in a defeat.

A final note: You'll notice I'm not using many hard numbers. That is because there are extremely few; there are almost no "stats" that I can give you. You see what you see... and that is it. You will receive a general grade on the quality of your traits of course, but nothing that is easily gamed; you will not be able to invest x to beat opponent y. Roleplay and strategy are just as key as any amount of money you could pour into something; keep this in mind.


The Mechanics of Terios

Mechanics are kept to a minimum specifically to hamper gaming and also shift emphasis to the story and roleplay of the game.

I don't believe any IOT has had this before, but this game runs on a relatively unused principle: budgets. Rather than money pooling into tech like a bank account, you instead designate how much you wish to spend on various fields annually.

On the military:

Spoiler :
You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly.

Troop number, troop quality and war plans are all factored into combat. When in doubt have a defensive plan in case you are attacked. Always try to factor in the terrain (large bumps are mountains, small bumps are hills, the small arrows are trees, thick lines are rivers) to make your war plans more effective.


On espionage:

Spoiler :
With spies, simply designate a percent of your you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere. There is no limit on what you can do to other nations. Logically your chance of success or failure is tied to both the inherent difficulty of an act (compare assassinating a country's leader versus hacking the local power grid), and the quality and quantity of forces involved.


Fiscal Policy and the Standard Orders Format.

Spoiler :
To speed up updates I request all players follow this orders format:
Army - Controls quality, useful in combat
Navy - Controls quality, useful in combat
Espionage - Controls quality, useful in combat
Education - Inevitably controls the amount of skilled labor you have.
Healthcare - Healthier citizens are more productive and live longer.
Infrastructure - Investments here cover transfer payments, roads, factories, power grids, etc. and more or less determine the market capacity of your nation.

Just put numbers, please. I copy/paste them into my spreadsheet and run them through the equations system. Enter 0 if there is no spending. So, as an example:

100
0
50
200
500
600

This is a simple request and will make everything smoother (since I can copy/paste the amount into my records). Once you have done that, feel free to add specific details as to where your investments are going, or touch on anything that wasn't already explicitly covered. The categories will cover most topics of government spending, but feel free to add anything not covered. Spending can be public or private.

I do keep records of how much you've invested into a field over the course of the game, so states that invest regularly will reap the benefits. Final note: you CAN use percentages. Due to the large numbers involved, your budget will almost always end with zeroes, enabling the use of percentages for spending (i.e. 10% army, 25% navy, etc).


Starting Out

Choose a color and pick a spot on the map. Depending on your roleplay you will have a varying territory size. There are no actual provinces; logic says, however, that a larger country will inevitably have advantages in terms of population and resources. When in doubt, be very detailed with your signup.

While everyone is free to join, I do vet signups. There are no aliens allowed. No clear ripoffs of something Earthling or fictional. I'm fine with inspiration, but I request all players show creativity and design a faction that is to some extent original. I allow a great deal of nation ideas, but please no "Russia" or "Mushroom Khanates" or anything of the sort.
 
Update I: 2 TY

Map
Stats

PATO Space Station… Initialising Camera Link… Planet Terios, Nuevo Havana System.

After a disastrous cataclysmic event of undetermined origin, the inhabitants of Terios have managed to coalesce around approximately sixteen great civilisations, scattered about the surface of the planet. There is some variation in technological capabilities, but nothing quite as dire as that of the European and African nations in the 19th century. There are small outlying states on the fringes of the Terian major powers, but it is suspected they will be swiftly annexed as time goes on; based on research it looks as if internationally the planet is still in the “imperial” stage of development.

Based on what our technology can garner, there is no clear supreme political force on the planet yet. Whereas we on Earth have managed to form a working international organ to govern collective human affairs, power is still regionally-concentrated on this wondrous planet. Though we could possibly make some form of contact within the century, we shall hesitate until we are certain the natives are friendly.

The biology of this new world is rich, with more than one species having the intelligence and numbers to become the apex predator of the ecosystem, a sharp contrast to our home world of Earth, which only possesses two species with this mantle. This is sure to make the political development of the world more intricate than our own, with interspecies conflict as much a driving force as religious or economic struggle. Whether the humanoid Mathali, insectoid Lxei or fuzzy Calaari, there is no shortage of diversity in the dominant races.

We shall continue to observe the Terian world, along with all its resources and inhabitants, to the best ability of our space station. We can see they are on the cusp of industrial development in most urban centers, so are hopeful they will soon grasp radio technology that will facilitate closer observation.


Welcome to Terios, NESers and IOTers alike! I hope for this worldbuilding exercise to be cooperative and entertaining, as well as simplistic and easy to get right into.

First things first, the orders format. It makes my task of GMing much more convenient if you follow the orders format prescribed in the OP; you just need to put numbers, not what the amount is going into. You can give either a percentage or whole number of your “revenue” bar. Remember you can spend more than your revenue, but as debt accumulates it will start to take a toll on your nation’s economic well-being.

In your orders PMs, please be sure to designate your military size. A large military sounds like a good idea at first, but every soldier is one less person performing labor in your economy, so too many troops will drag your economic growth down, if not causing economic stagnation after a point. You can have as many soldiers as you want within the bounds of your population.

Normally countries are ranked S, A, B, C, D, or E in terms of performance in the fields of army, navy, espionage, healthcare, infrastructure and education. As this is turn 1, I am only ranking the top performers in S, until stratification occurs. Remember to regularly inject cash into your various categories, lest you start to fall behind. Also note that the larger your country’s economy is, the more you have to put in in absolute terms in order to maintain your comparative advantage; 100 gold is worth a lot more to a 1000 gold economy than a 2000 gold one.

Your orders PM each turn should look like this:

Spoiler :
Army spending here
Navy spending here
Espionage spending here
Education spending here
Healthcare spending here
Infrastructure spending here

Any special projects here

Army size here
Navy size here

Black Ops missions here; devote a percentage of your force to each task. Any leftover percentage remains on defense by default.

Any special war plans here

Any expansion plans here; your resources and to an extent your roleplay will determine how successful you are at them.


Remember that diplomacy, roleplay, innovation, etc. are all rewarded mechanically as much as they are in terms of story. I think that is all; feel free to ask any questions you may have of me (unless you want to see a record of how much you’ve spent over the turns, in which case that’ll be a no so as to prevent gaming the system) either publicly or via PM. Notable ones will find their way into the FAQ section.
 
Subscribed. Very excited. :)
 
Baasen Declaration to Expand
Thy honoured writer of this declaration be Tywyllwch Ifanc, apprentice to the Marro-ghrussaieaae, dictated by the common command of the Leighdersca.

Message sent to all contacted leaders via raven mail.

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Glory to Aquilus Regina the Marro-ghrussaieaae of the Necrocracy of Baase, who will lead us with the knowledge of the elder ones to seek the salvation of the necromancer orders and to ensure that death is set in its rightful place in the Great Circle which engulfs all existence!


It is in the interest of the way of the orders of death and of the art of decay that Baasen society learns to face other powers with honest notable aim. For too long as the Marro-ghrussaieaae pointed out we have been in a isolative position, not open to the wonder of this world, even in our very continent of Macantagh. Although we have learned the lessons of the dreaded and powerful fall of the mighty Emperor Scaanoar of the Dead, we have taken the lesson to a illogical stand point. Now by declare of Aquilus we have come to the need to expand ourselves, especilly for the benefit of expanding our minds. Hence we must make policy of expanding our borders.

We have set a copy of a dire bean oil paint drawn map with this declarative letter that you should observe:

The Growth of Baase.png

As you note the current border areas of Baase you may see a clear shade that goes lighter, a issue of importance begining with the darkest being current day Baase. The next darker is of our critical to claim areas, which we will claim peacefully or by the means of war, any attempt to stop us claiming these areas will be seen as a direct assault on the survival of Baase. The next shade of darkness is more limited: they basically hold the same as the last but is open to alteration if considered. The next shade is our fine eagerness to claim but again we are able to talk on that. The pinkish reddish shade is set on purpose of the first areas we seek to claim after our other setting: note that we are open to diplomacy the most here. Such is the considerations od the Necorcracy.

The yellow areas represent land we will not touch: other powers can either claim for shipping purposes or develop into indepedent trade republics that serve to provide a diplomatic channel to ease our considerations.

The green area with a red dot is a purposal by the Jiarg family: they wish to establish a port settlement at the red dot. This settlement, the name purposed to be Towl Jiarg, will be mainly set as a commerce centre with a giant bizare to deployed in the centre and two academies set up, one specialised in necromancy and the other in ecomonics. The green support area of this city are set out in dark to light on priority, although not by warring threats: the red is our primal area with the green as its county zone, set mainly as deadland to provide the means of supllying the population with enough local resources. We will heed opposition and talk of ways we can get this deal through but we will if possible start the process of setting this new port in a mounth with buidling material set to establish basic conditions for the undead populace the port will hold.

The expantion plans is our basic holding so far: we are open to talking of trade deals and of acedemic openess to the arts of necromancy, although we seek not the destructive of the light into our safe realm. All lives turn to death in the end: such is the law of existence. As nations born and die so much Baase seek to ensure the peace for it is a undead power that seeks to ever remain as present as possible. In wisdom we will expand our minds to ensure that existence is not conquered by death but that existence is in one with death, ensuring death as the freedom from the chains of life.

We are the Necrocracy of Baase. We are the will of the dead.

We would suggest you maintain this letter well: the destruction of the mini banner we set with the letter may result on a curse on you and your bloodline. If your a bloodless construct then the curse is set on you, your creator and your creations. Please consider this letter as part of your historian students' courses for the sake of the historican importance of the undying glory of Baase.
 
To the Necrocracy of Baase

The claims of your nations seems reasonable to the Central Parliament, and we have only a minor concern. As it is the will of the whole population of the League, one of the goals of the Central Parliament is to encourage and expand trade.

As such, we would like to propose that the "coastline" of Macantagh, a name which the League does not oppose, is partitioned among nearby nations, in order to create and maintain a trade flow between Macantagh and it's smaller cousin to the south.

Signed,
Dirk Kraft, Minister of Foreign Matters of The Spice Route League
 
To the leadership of the Spice Route League

The Marro-ghrussaieaae is in meditation over the matter of your suggestion. On issue of the coast we will need to consider method. Since the area we think you are talking of, the south-eastern section of the map copy we provided, is not of the pure critical claiments of Baase must lead to us considerations, especilly as we will eventually wish a port to allow us route to trade with the southern continents. We of Baase however will require costal claiments, especilly in our critical areas of claiment, to ensure the growth of our power for the sake of protecting the word of necromancy. Hence I suggest we call conference to debate on the matter so we can construct the pattern to ensure that we can both move free in flying through the clouds to expand.

Hiarn Shansyleyr is willing to personally visit your realm to give addres on the matter. As head of our diplomacy he will ensure that our smooth relations will bring glorius results. He can help talk about the map of the future will design on ports indepedent from Baase to be considered in the costal areas we think you are talking about. Hiarn will also take the advantage to personally see the setting of embassies between our powers so that we can ever develop. Ecomonically your spices might prove useful in our ritiuals, especilly spice that can be used as insence which we can never have too much of. Both the Marro-ghrussaieaae the Leighdersca are of understanding of the importance of our freindly relations that will be set.

May we develop our understandings.

Vepallidus Obsignator, Fweekeeir of Baase.
 
Mathalamus Empire plans

the Emperor of the Mathalamus Empire plans to stay with the current territory, and build up the economy, and the military. we feel that the current territory is the most secure position we are in, and don't plan on expanding to the mainland.

thus, if any state wishes to establish itself on the mainland, close to us, we will seek friendly relations.

also, to the GM: do i have 4000 or 8000 to spend?
 
Does this game have the mechanics and "room" to allow me to play as an "ent like" nation based in the centre of that huge forest bottom right?
 
I have done the map of the settlements in current day Baase...

Spoiler :
Baase by numbers.png

1: Ardloght: capital of Baase. The city is most famous not for its government structures like the Leighderscaa, its many crypts or its high number of temples set to different necromancer religions but for the Colleishdhoo, the largest and oldest lasting academy of necromancy in Baase.

2: Cheerfuill: the second wealthiest city of Baase, beaten only by the capital itself. It serves centre of the Duchy of Cheerfuil, headed by the infamous Jiarg family. The Jiarg family mansion and the airports are the most famous aspects of Cheerfuil.

3: Caayrkeerid: the third wealthiest city of Baase, renewed for its academic and cultural influence. It also renewed for its industry.

4: Ushtey: this settlement boasts the headquarters of both the Baase military and most the death orders in Baase, including the Krigskygge and the Tuteur Commandez. Made up of forts this city has signs of war between the parts of the city, reflective of the rivalries between the death knight orders.

5: Diucdaght: the centre of the duchy of Diucdaght, this city is a tourist honeypot for its articecture that ranges from the ages, its galleries and its ghoulish cuisine including Awree Duicdaghte a mushroom and (traditionally humanoid) meat soup. Was ruled by the Giudicare family for about seven hundred years till the coup attempt which saw the fled Duke of Diucdaght being revoked of the title, the rulers are now the Aase family. One will find many former mines present: it was these that ensured the duchy is the second richest of the three duchies in Baase.

6: Oayespeyr: an airport settlement that host the primal docks for the Baasen navy, as well as bosting the Baasen navy’s official headquarters and academy.

7: Oayeslaynt: an airport town that is home to many shadow magic casters that are not necromancers. The town is heavily industrialised.

8: Towl Krink: this coastal settlements bost the Jairg’s ship building facilities and the headquarters of the Oardyr ny Reejerey, the latter has been set within the shadow of the ruined castle of Krink (the town was named after this) dating back to the age of the Emperor of the Dead.

9: Gruaie: a settlement famed for bosting the largest Droghaigney temple in Baase: the Baaishdoo. Its risk near the border means the settlement is with (crumbling) fortifications. Has a sky harbour.

10: Halbey: an mountain border settlement that boasts temples dating to the times of Scaanoar. Infamous for being a magnet to raids by the enemies of Baase, leading to the development of a military academy to allow both a greater eye on the settlement and to allow military figures to train in mountain condition. Generally a traditional settlement.

11: Moal: capital of the duchy of Faaselagh, the largest and poorest of the three regions of Baase that is classed as a duchy. This port settlement bosts the castle of the ruling Anverchagh family. Many political figures in the city have been trying to enrich Moal by industrialisation but it is a slow process due to the scepitical outlook to industry by the ruling Anverchagh family.

12: Towl Corys: a port and temple town famed for its ritual singing, as well as the textile industry set up there from making cloths for Droghaigney priests.

13: Towl Meer: a port town famed for its coin making industry, as well as for its history of the nearby (ruined) school of Meer (which the town was named after) being the birthplace of the Raadmooar movement.

14: Obbraghey: a town of forges and other forms of industry, although it hosts poverty that makes the poverty of Moal look like Cheerfuil.

15: Vioys: set primally as a crossroad settlement, it mainly hosts gardens that serve in the growth of incense for rituals as well as serving as the location of the government archives in Baase, as well as possessing the remains of the fortress that served as home to Oardreilagh Gowl.

16: Towl Scaanoar: once a larger city than the small town it is today, this settlement that is named after the Emperor of the Dead was once a mighty airport town that had great cultural influence with a academy of necromancy. This changed after a series of erosions that saw much of the ports fall down into the clouds, symbolise with half of the old Academy of Towl Scaanoa being missing. The settlement went into slow decay, having become more a ruin then a town of the dead, especially as the chance to reconstruct it has a port town was unable due to the ruined structures that had their halves missing. Infamously the humanoid cattle trade used this settlement’s ruin buildings as housing for the poor victims, this ending with the laws Furvus Rhinoceros imposed to end the practice, the illegal cattle trade not getting off the ground thanks to the efforts of Furvus and his fellow death knights over the years. Now the settlement is noted with emigration, its industries limited to archaeology and the scrapyard industry, it symbolism is what maintains it as a settlement of note.

17: Tessen: a crossroad settlement that came famous for its artistic academy, the primal structures of the town being the Gallery of Tessen. The town also serves as the central market town.

18: Meain: a mining town that hosts the headquarters of the Baasen Mining Guide. Is a settlement surrounded by monesteries linking to the religions of Droghaigney, Ynrickysoie, Mando and Enyegiz.

19: Yiarn: an iron mining settlement, famed for its large waterwheel and for its dry ghoulish Yiarn biscuits.

20: Neuvaynrys: a port town that had to function more like a fortification due to raids, even the ports themselves are walled off. Oardreilagh Gowl was said to have been thrown into the bottomless clouds from here.

21: Shoh: a border settlement that significance is its position in making the area a border. It does however have claimant to be have the remains of the forge that made Scaanoar’s crown.

22: Wass: this settlement’s importance is limited to being a crossroad and having light industry.

23: Ayns: a village that is set along the importance of towns because of the famed Mando shrine set near it.
 
subbed
 
Does this game have the mechanics and "room" to allow me to play as an "ent like" nation based in the centre of that huge forest bottom right?

Well I'm playing as a strange almost British Robotic Monarchy, so yes I think it does. :)
 
also, to the GM: do i have 4000 or 8000 to spend?

You have 8,002 to spend. The total amount you have available to spend is in your revenue column. Feel free to spend more than that, though.

Does this game have the mechanics and "room" to allow me to play as an "ent like" nation based in the centre of that huge forest bottom right?

I judge all nations under the same mechanics for convenience's sake, but since most mechanics are hidden anyway it won't really impact gameplay. An ant-like nation is definitely possible; Bonefang for example is already playing as an insectoid nation.
 
The following is a excerpt from the popular Celestaine magazine The Desert Word:

Irrigation Plan a Success; Crown looks South


King Damas has recently finished his now-famous Three Year Plan to irrigate the grasslands on the western side of the Ajah. The King has expanded farmlands nearly to the western desert, and the largest harvest in recent memory is expected for our nation this coming autumn. Lord Aldmore has announced the King's next vision, which is now know as the Five Year Plan.

Under the Five Year plan, King Damas hopes to fully utilize the mineral resources in the mountains around Highnest, chiefly increasing Iron, Coal, Silver and Terium production. He has sent envoy's to the far reaches of the realm, looking to relocate destitute Celestaine and Ajah families into the mountains upriver, building several new hamlets and towns in the Highnest Range to house these new mining families. As to those mines, sixteen locations have been named, and deliberations are underway to narrow down five preliminary locations to build. It is hoped that by the end of the plan, production of these mineral resources shall double, and the mountain range shall be fully populated by our great nation (continued on p.7).

Frontiersmen Brave the Eastern Plain

Besides his remarkable undertaking in the southern mountains of our nation, King Damas is encouraging settlers from our crowded cities to expand east, towards the expansive forest still officially known by its Ajah name, Bi'Duram Hur. As many of us know, this sparse woodland is coming to be known by the bastardized name Bidur Forest. King Damas wishes for farming to now increase on the side of the river opposite his Three Year Plan, and he looks to fully dedicate his resources to this after his mining project is completed. Initial estimates show that hardy frontiersmen already heading East number in the thousands, including the eccentric Lord Balero Hopool, who is constructing a motte and bailey on the very edge of the frontier that shall support the influx of people; he (continued on p.3).​

***
OOC: For that first article about the Three-Year Plan, that is to explain the additional land I suddenly find the Ajah Kingdom in possession of compared to the pregame start map. As for the Five Year Plan and Eastern Settlements, basically I am expanding into the regions on this map, and increasing mining and farming in the applicable regions:
Spoiler :
LIyr16C.png


***

King Sends Letters to Local Nations, Hopes for Warm Welcome

The Crown has sent the following letter to all nations we know:

King Damas Steigne of the New Supremacy of the Kingdom of Ajah, Lord of Highnest, Protector of the Court of the Sun, Sealbearer to Celest the all-powerful, greets you.

I address directly whomever holds power in your respective nation, and with the best of intentions I offer peace and goodwill. I have received word from Baase, and I humbly acknowledge their claims, and have taken precaution to preserve their banner. To Baase and all others, I announce open borders for peaceable traders, and wish good fortune upon your ships.

Let it be known that no armed members of any nation other than The New Supremacy of Ajah shall be allowed within our borders without acknowledgement of a formal request to transport said members of your nation within our land. If any members of your people are found carrying weaponry, they shall be stripped of all wealth and shipped back to your nation in chains. Airships are allowed armament, as long as they do not pass beyond the ports of our market cities of Westreach and Tallharbor. Otherwise only merchants shall be allowed to travel across our land. This is a precaution to preserve our safety and privacy.

I ask for your permission to dock our traders at your ports, for our granaries are bursting and our factories are producing at a record rate all manner of goods. Our mines are deep, and our economy is booming. I would like to expand our good fortune to your nation, through mutually beneficial trade.

Finally, I humbly request that you refrain from expanding into the regions marked on the map I have attached, for we have expressed desire to hold hegemony over them.

Thank you. I await your replies.

We have likewise attached that map, so you too may see what lands our nation may one day call our own. As you shall notice (continued on p. 11).​

Attached map:
Spoiler :
cTFVw2I.png
 
This Message has been sent by to The Lxei, Baase, The Baltik Peoples, The Mathalamus Empire, The Spice Route League, and The Romanora, being most powerful nations on the Old and New continents. Along with The Grue as we are on good terms by the use of an Imperial Class Messenger Airship flying the Banner of The Empire

airship_Wallpaper_nlsfq.jpg

Greetings Neighbors and Friends as you are the major powers on the Old and New Continents we wish to inform you of our new claims, settlements and conquests as seen in the map below.

Spoiler :
turn1clames.png


The Claims on the Old Continent are our newly conquered and civilized lands, these lands have been a thorn in the side of The Empire for far too long, these barbarians have caused too many problems to our cities, as such we have decided to invade and civilize these people. We hope you can understand and be on our side of this conquest.

The two dots on the New Continent are two new colonies that the cities of The Empire wish to settle, after the near disastrous episode on the settlement of Whiteshore the Empire has decided that for the best interest of the whole all settlements must be approved by The Imperial Government, as such we would your input on this new expansion.

The rest of the claims on the New Continent are just the land we wish to claim and secure for future colonization and thus is very much open for debate.

-The Emperor

ooc: If no one has realized yet, yes my people are human or a variation of much similar to those around the area like the Baltik, Mathalamus Empire, and the Romanora.
 
This Message has been sent by to The Lxei, Baase, The Baltik Peoples, The Mathalamus Empire, The Spice Route League, and The Romanora, being most powerful nations on the Old and New continents. Along with The Grue as we are on good terms by the use of an Imperial Class Messenger Airship flying the Banner of The Empire




ooc: If no one has realized yet, yes my people are human or a variation of much similar to those around the area like the Baltik, Mathalamus Empire, and the Romanora.

No. Get off our land.
 
This Message has been sent by to The Lxei, Baase, The Baltik Peoples, The Mathalamus Empire, The Spice Route League, and The Romanora, being most powerful nations on the Old and New continents. Along with The Grue as we are on good terms by the use of an Imperial Class Messenger Airship flying the Banner of The Empire

ooc: If no one has realized yet, yes my people are human or a variation of much similar to those around the area like the Baltik, Mathalamus Empire, and the Romanora.

We accept your claims, since we are nowhere near it.

Also, why are you using wooden ships? the Mathalamus Empire is on the level of 21st century earth (united states, actually), with the navy adapted for air. we have metallic ship designs. picture an aircraft carrier, but with thrusters in the end for speeding, and the sides for maneuvering. also launches aircraft.

anyway my orders:

out of 8002 credits:

Army - 1000
Navy - 1000
Espionage - 502
Education - 1500
Healthcare - 2000
Infrastructure - 2000

I am fairly certain TF put in a huge starting fund to get things started.

Army size: 500,000 active, no reserves
Navy size: TBD when i figure out a way not to powergame the navy. it is *important* for defense.
 
We accept your claims, since we are nowhere near it.

Also, why are you using wooden ships? the Mathalamus Empire is on the level of 21st century earth (united states, actually), with the navy adapted for air. we have metallic ship designs. picture an aircraft carrier, but with thrusters in the end for speeding, and the sides for maneuvering. also launches aircraft.

OOC: 1 coolness, secondly steampunk, finally we are supposed to be in the "Imperial Age" which makes me think of early - mid 1800s around US Civil War time maybe a little later so wooden ships, i can however modify it if by "Imperial Age" it is meant to be more WWI ish in tech
 
Looking to join as a technologicaly curious horde, emanating out of the deepest centre regions of the huge continent. Not sure how the mechanics handle a nomadic culture, though.

If not, some small state with a penchant for nukes ought to do.

Third option, if someone else is thinking of joining: two nations, with a France/Germany, India/Pakistan, Two Koreas sort of relationship.

O Wise GM, how would those sound?
 
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