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> SuperTcombat, Once more
Ferther34
 Posted: Aug 22 2015, 01:56 AM
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Swanson

Research:
Music 2/5
Anatomy 2/6
Steam power

Build:
Recreation/tourist spots
Snow Shelters
Guns
Laboratories

Recall Spies; Position 2 armies around CIS border; other armies position by capitol; Have scouts attempt to make contact if unable continue to search for more countries to open trade agreements with
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Ryker Stormblade
 Posted: Aug 22 2015, 02:28 PM
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Accept the diplomats warmly and immediately begin organizing a program to deal with the dragons. When this conflict is over Draen will be making reparations for some of the losses. Continue diplomatic talks with the countries and respond to VA's curiosity on my magic. Send an envoy to Angrimmar to stop this insane war and instead work together with us against this common enemy.
How are the establishment of trade routes going anyways?
(Btw I don't think my western scouts have moved for several turns now)
Build
Put expansion on temporary Hiatus
Fill that slot with dragon stalkers ( standing army equipped to kill/capture dragons)
Research
Manifestation of will (using their magic to shape the world around them)
Dragons once I capture one (how to wrangle how to kill etc.)

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Invisible
 Posted: Aug 25 2015, 05:20 AM
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Actions:


Begin harvesting that stuff (insert name of discovered shit)
research:
The shadow beasts
masonry
the healing touch of FAITH (celeste)

Build:
Knights *finished*
Temples *finished*
Missionaries (lightly battle trained) *finished*
temple school add ons *finished*

Research lab continue
Snow Leopard warriors(skrishmishers) continue
colonize Adrominda (northern land) (hold)
standing army OF FAITH (expedite finish this turn )
que aqueducts
que barracks

Military:
1st standing army " the holy insighters " (55%) : fortify cities and sanctify land
- first explorers "word bringers" : scout for tactical positions / set up camp / sanctify camp

2nd standing army (75% ) : raid
START THE CRUSADE!!!!!! FOR THE CARDINAL

1st Holy reverends of isis (missionaries) : continue plus do the healing and sanctifyin
"The holy words of the light bringer isis shall cleanse the darkness from the land" - Xander II acting captain

2nd explorers "friend bringers" :continue south past the peeps

" we are both borne under kalgar the oxen god whom brought seed to the world , our faith shall aid you in your conquest " randall : first to make contact

1st knights " dawns light" lead by First knight lord cardinal-general gilgamesh " the slayer" : fortify strategic cities for defence

3rd army: defend against bitch niggas pls

Spies (now that i know they exist)
1st : go to usd posed as diplomats
2nd : go do the spreading of the tea



Pantheon:
Isis : Eagle god of knowledge , generally associated with the missionaries for his flight carries the word of the gods across the verse.
It is said that she brings the sun apon her wings every morning to drive away the darkness that ails the land ; bringing the healing power of the sun with her
Gromeere : Bear god of strength, vitality, and endurance. It is said that his hibernation gives any who follow him to endure anything. Some warriors pray to him.
Celeste: elk god of the circle of life
Kalgar: Oxen god of like planting and fertility. Said to have carried the seed of life to the world
rak'kar : Snow leopard god generally associated with stealth. the spy acadamy has every attendee bow to a giant statue of him
Gromash: Tiger god associated with warriors, martial prowess and the hunt ( sometimes hunting heathens)
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Zurumon
 Posted: Aug 25 2015, 09:24 PM
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USD Bridges the maps of Draen, RROD, Unity, TOF, Coradine, and the Firetide. USD names the continent it lays upon the Dragonlands in light of recent events. USD also warns of a magic malestorm to the southwest of them that will suck in and teleport ships. RROD has a large chunk of land scorched by the voracious dragons. USD and Draen has requested that Argrimmar stop its crusade against RROD.

Swanson troops heading back to the homeland try to take a shortcut and discover a small nation of sapient leeches that have mouths full of very dexterous tongues that they use in place of hands. They cannot speak but they have some sign language that makes use of their 15 tongues (will require research to communicate). The northern scout finds a large mountain while the southern ones continue into the savanna. C.I.S. asks Swanson if they have had any luck attempting trade with Mirthun and makes a request to permanently share all map info. Sutmar has begun placing bans on certain Swanson goods, mostly those involved in propaganda.

Argrimmar receives no counter attack from RROD as they are in full retreat. While the 2nd standing army was out raiding 19 dragons, ranging from 6 to 14 meters, descend upon them hounding them with spitfires and picking off those who stray too far from the group(brought down to 70%). Arrows have no effect on dragon scale. The lands near the "Cursed Mountain" or "Mt. Hellfire" are engulfed in flames by raiding dragons. The Shadow beasts continue to attack with the recently trained legion very quickly put to the test. Stretched thin the 3rd legion fights valiantly fighting almost everyday but takes heavy casualties( brought down to 10%). The remaining 10% become veterans and their weapons take an eerie glow from being bathed heavily in Shadow beast blood. A temple dedicated to Isis is destroyed as a Shadow beast 5 times the size of the others, with a single eye made of consuming void floating above its head and wings made from the corpses of Argrimmar priests leads the attack. "rejoice for I am the answer to your sin of existence"- Dark One. Scouts begin heading through the Goholdian Empire. Argrimmar's diplomat is received in USD, they practice freedom of religion, Argrimmar is free to preach in USD. However, Vampire Academy's Religion Club is already preaching the teachings of Crocodile Jesus in USD. Demand for incense and tea go slightly up.

Unity succeeds in getting the support of iDC. However it seems their magic is passed down parent to child and only women show magical potential for their brand of magic. TOF joins the effort at the request of iDC and the countries come up with a theory on how to bestow magical potential(joint research between iDC, TOF, and Unity). Scouts find a large creator with many warnings from iDC posted around warning of toxic land and EDM echoing from it. TOF discover the Steelheart Clans. The Metallands join M&M in their war against the nightmare lands, as M&M is attacked and seems to be getting their shit stomped in Hard. The Nightmare lands agree to help but cannot send anything but info due to the war closing off trade routes. As of now Unity scholars are making due with rough sketches sent by Unity ambassadors. USD shares all the map info they have connecting Unity to the far recently dubbed "Dragonlands". M&M agrees to lower tariffs. A massive Werewolf killing/converting spree erupts in northeast Unity, a pack of Feral werewolves lead by a large red she-wolf is causing havoc.

Coradine scouts to the far west discover a patrol of tribal Titian Wasp men, approx. 3 meters tall, Claiming to be from the Venomwing Tribes. The primitive giants are impressed by Coradine metals, especially the ones from the firetide. To the south explorers encounter the SteelHeart Clans proud Orges who live in the Iron mountains(full of Iron) within citadels of steel, lead by High King Carnok Ironskin, they are sworn enemies of the Vorpanic empire. To the east scouts are caught in a hurricane and are lightly damaged (at 90%). Firetide joins the effort and lead their army into the heart of the tarpits and ignites the tar. One pack of ghouls in the mainland is tracked down and slain, but the other slips away to cause more terror. Firetide has no such equipment to help Coradine enter the portal but does express interest in what is beyond it. Meanwhile TOF informs Coradine that it is working on a spell that would help currently and would be willing to trade tech for it once it is completed.

Draen scouts hear of the Harpies being constantly attacked by dragons they wont last long. Draen trade routes to RROD have been severed by the dragons, trade between Fabtasia and USD are going well. Goholdians rarely trade with outsiders. Dragons are spotted nearby the colony. The dragons seem to be expanding outward rapidly for the purposes of hunting. Xiang and company see a Goholdian settler head southeast.

Coradine Empire
[Research Slots]
-Protection magic 1/7
-Ascension Magic 8/12
-Healing Magic 8/9
-Destruction magic 8/8

[Build Slots]
-roads 3/3
-Grand magical academy 8/8
-Combat ships 4/4
-Standing Army 1/4
-War Academy 2/8
-growth++

Draen

Build:
Settler 4/4
UNiversity 5/6
Combat ships 4/4
Barracks 3/3
Recreation (Massive structure of Forges and workshops in the Mountains) 3/10
Dragon Stalkers 1/6
EXPAND Into the mountains++ on hold
Settlers on hold


Research:
Metalurgy 8/8
Steam 4/13
Internal strength (using their magic to enhance themselves) 8/8
Manifestation of Will 1/12
How to Train your Dragon 3D 1/10( will stop at 4/10 unless you have captured a dragon)

Unity

research:
Economics 2/6 on hold
improved diplomacy 6/6
Whywolves 3/7
Sparkly magics! what do I need to smoke? 3/12
Nightmare anatomy 1/5
FEAR on hold
Doorways 5/5
Sociology 8/8

Build:
Merchant guild 2/3
Magic Academy 1/8
Colony defenses 1/3
University 6/6
Growth ++ on hold
Settler 4/4
Diplomat academy 5/6

Swanson

research:
Music 3/5
Anatomy 3/6
Steam tech 1/12
Reverse engin Gun 9/9
Improved metallurgy 6/6
Medicine 6/6

Build:
Tourism spots 1/3
Snow shelters 1/3
Re-equip armies 1/5
Research Facility 1/8
Barracks 3/3
Embassy 4/4
University 6/6
Mines 3/3
Border Militia 3/3
Infrastructure (Irregation) 3/3

Argrimmar
Research :
The Shadow Bitches 1/4
The Free Masonry 1/6
Lay on Hands 1/9
Enhanced strength (through faith) 8/8
Metallurgy 8/8
Armor of faith (FAITH, PRAISE IT) 8/8

Build

temple school add ons 3/3
Research lab 7/8
Missionaries (lightly battle trained) 3/3
Snow Leopard warriors(skrishmishers) 4/5
Growth@Adrominda on hold
Standing Army OF FAITH, PRAISE IT 4/4
Aqueducts qued
Barracks qued
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Ryker Stormblade
 Posted: Aug 26 2015, 10:33 PM
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SAVE THE HARPIES! Draen offers you refuge from the Dragons as long as you abide by our laws. We shall give you food and shelter.
Draen is announcing the forming of the Dragon Intervention and Capture Knighthood. A united front of all willing countries coming together and forming a dedicated organization do deal with this continental threat. The Leader of which will be chosen based on merit. With each country providing a reasonable qualification needed. For example needing to be good at Rap is ok, but not needs to be reptilian. It must be something someone from every country could be reasonably expected to be able to achieve. Draen puts forth the first qualification of having been in combat with a Dragon.

With their interest in our magic and our interest in theirs Draen offers an exchange program. So that some of Vampire academy may come and join our schools while several residents of Draen may learn at theirs. Our people have also been interested in hiring out your services so that we may complete our goals vastly quicker. (I want to hire them for time shenanigans to reduce build/possibly research times) Would any of your able mages be interested in such an offer?

RROD we apologize for our earlier hesitance in our dealings. It was merely that the world was new and we were unsure of ourselves. However, we realize that was a mistake now and hope that our gift to you now will be of true aid to your people. ( a gift of armor and weapons)
We also realize that it is mostly our doing that has lead us to the current situation. However, our people had ran across another of these orbs before with no detrimental consequences. Therefore we reasonably thought that this one we be of the like.

USD and Fabtasia we would like to strengthen relations between ourselves and these two countries. Therefore we would like to hire some of your people to work for us, as well as offer joint training between our armies so that we may all be more prepared for this Draconic threat.

All armies and militia units prepared to ready at a moments notice and posted near the eastern borders of the kingdom. 1 army sent out to reinforce the newfound colony.
If barbarians are encountered by any of my people they are given the same offer as the Harpies.

Build
Research Facility
Dragon Stalkers

Research
Continue


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Greatest_Dude
 Posted: Aug 27 2015, 01:33 AM
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Research:
- N/A

Build:
-school
-resume growth

Explorers: (keep an eye out for the key)
-Northern: go to Elves in the canyon by going around the plague
-Eastern: explore mountains next to the fat munchkin land
-Western: go past the IDC

Actions:
-attempt to find and talk with this "Red Bitch" as she has been named (it is a term for a female dog)
-attempt to gain diplomatic immunity to get through the war zone as i am allies to both
-watch and study this war from second hand accounts to figure out how war affects people (and it is bad M'Kay)
-send relief aid to M&M
- gain more information about the new countries and the metalheads (wants and needs)
-reattempt map info share from the metal heads and IDC and nightmare lands
- send diplomat to steelheart clans and fire tide republic
-attempt to send diplomats to the counties of the dragon lands

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Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Spookums
 Posted: Aug 27 2015, 10:42 AM
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[Actions]

-Ask these ogres about the vorpanic empire. Who are they and why are they bitter enemies with them?

-Open up relations with the wasp men, if they are so interested in my metals perhaps they would like to trade. What would they care to offer in return? Additionally, ask them what they know about the the temple to their south.

-Inform TOF that we are interested in the spell and ask what they would like for it once it's completed.

[Research Slots]

-Ascension Magic
-Study the western temple in detail. See what we can learn from it.
-Protection Magic

[Build Slots]

-Standing Army (You didn't count this the first turn so it should be at 3/4 next turn)
-War Academy (For faster troop production)
-Expand Borders
-Research Facility (You forgot this one too)

[Explorers]

-Keep following the coast North
-Wait for the hurricane to abate then press towards the island
-Homeland Explorers: Set sail north of the island
-Southern Explorers: Head south along the mountains and then west

[Spies]

-Seek out the ghouls who have infested the country and eliminate them
-Seek out the ghouls who have infested the country and eliminate them

[Armies]

-Warship Fleet: Encircle the island
-Foot soldiers: Launch an attack on the tar ghouls
-Foot soldiers: Launch an attack on the tar ghouls
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Azureink
 Posted: Aug 30 2015, 01:18 AM
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With Zurumon's permission, I am joining in a little late.

user posted image
COUNTRY NAME: The Dragon Empire
TERRITORY NUMBER: 6 [Fertile plains filled with horses unchecked by any predators.]
COUNTRY COLOR: Bright Red
HISTORY: A fallen civilization that blended magic and metal. The Dragon Empire is reasserting itself upon the world from the ground up.

STRENGTHS:
1. Magitek
2. Strong Military

WEAKNESSES:
1. No Religions/Faiths
2. Weak Population Growth

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

[Research Slots]
1. Banking and Economics [?/?]
2. Chemistry and Gunpowder [?/?]
3. Machinery and Physics [?/?]

[Build Slots]
1. Explorers [?/?]
2. Research Facility [?/?]
3. Standard Army [?/?]
4. Workshop [?/?]

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

[Explorers]
1. Explore North
2. Explore South

[Spies]
1. Garrison at Capital
2. Garrison at Capital

[Standard Army]
1. Garrison at Capital
2. Garrison at Capital

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

The Empire shall gather horses and train them to be mounts and beasts of burden. Mounted by the Explorers, Standard Armies, and used to pull carts and wagons.

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Ferther34
 Posted: Aug 30 2015, 02:52 AM
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Swanson

research:
Music 3/5
Anatomy 3/6
Steam tech 1/12


Build:
Tourism spots 1/3
Snow shelters 1/3
Re-equip armies 1/5
Research Facility 1/8

Attempt to make trade agreement with Mirthun. Begin selling Jazz CDs to neighboring countries. Talk to the Water Elementals about a tour through Swanson and friendly countries. Send spies to sabotage army bases of Sutmar.
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Invisible
 Posted: Aug 30 2015, 08:02 PM
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Actions:
Call off the crusade temporarily in exchange for taken land and a strip along their territory from my new land to the coast--- in exchange il send supplies to help them defend against the bitch niggas
"The gods teach that kindness goes hand and hand with strength and fury" - First knight lord cardinal-general gilgamesh " the slayer"

Research :
The Shadow Bitches 1/4
The Freemasonry 1/6
Lay on Hands 1/9
heated water of FAITH (steam) start
Enhanced strength (through faith) *done*
Metallurgy *done*
Armor of faith (FAITH, PRAISE IT) *done*

Build
Standing Army OF FAITH, PRAISE IT *done*
temple school add ons *done*
Research lab *done*
Missionaries (lightly battle trained) *done*
Snow Leopard warriors(skrishmishers) *done *

Paladin project start
reinforce
reinforce
rebuild
Growth@Adrominda on hold
Aqueducts qued
Barracks qued

Military:
-1st standing army " the holy insighters " (55%) : hold current land plus claim (reinforce)


-2nd standing army (70% ) : Godspeed home to defend the peoples


-3rd Veterans of faith : dont die pls BELIEVE


-1st Holy reverends of isis (missionaries) : return home to bless lands and heal and shit

-1st knights " dawns light" lead by First knight lord cardinal-general gilgamesh " the slayer" : godspeed home to defend against bitch niggas (reinforce)

EXPLORERS

-first explorers "word bringers" : scout the unmapped teritory between undead niggas and us

-2nd explorers "friend bringers" :continue south past the peeps

Spies (now that i know they exist)
1st : improve relations, preach, set up preching shit, try and convert

2nd : spread tea un USD


Pantheon:
Isis : Eagle god of knowledge , generally associated with the missionaries for his flight carries the word of the gods across the verse.
It is said that she brings the sun apon her wings every morning to drive away the darkness that ails the land ; bringing the healing power of the sun with her
Gromeere : Bear god of strength, vitality, and endurance. It is said that his hibernation gives any who follow him to endure anything. Some warriors pray to him.
Celeste: elk god of the circle of life
Kalgar: Oxen god of like planting and fertility. Said to have carried the seed of life to the world
rak'kar : Snow leopard god generally associated with stealth. the spy acadamy has every attendee bow to a giant statue of him
Gromash: Tiger god associated with warriors, martial prowess and the hunt ( sometimes hunting heathens)
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Zurumon
 Posted: Aug 30 2015, 11:14 PM
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Winter year 3
The Coradine Empire is acknowledge by the majority of nations as the center of trade for having the most connections. Icki Bicks is the most isolated country in the world. Unity is tied with Vampire academy for the highest Literacy rate. And Angrimmar as the most Pious.

Swanson spies fail to sabotage Sutmar's armies and do not go unnoticed. Sutmar has declared war on Swanson, but so far has not attacked. Mirthun refuses to trade with Swanson, they do not give a reason. The Elementals begin to tour towards CIS, with the exception of the Frost Elemental he plays his cool jazz all throughout the capital causing 3 feet of snow to drop. What CD's did you recently invent some form of magical recording device?

The Dragon Empire scouts discovers a coast to the north and the Metalands to the south. The Metalands is filled with small human child-like creatures called munchkins, who are very passionate about music from the guitar. They are connected to M&M inc(Martian Megacorp), Unity(a collection of goblins, Martions, munchkins,and golem made of percious metals/gems), and the Technocracy of Frost(TOF, Orc and human Frost magi). They are at war with the monsters from the Nightmare lands. These monsters vary but all have the head of a flayed horse, large fangs, glowing red eyes, claws, and tendrils. Metalands and M&M inc ask for help in stemming the tide of nightmares. Unity apparently has a diplomat in the Nightmare Lands.

Angrimmar's Veterans of Faith charge valiantly into the hordes of shadow beasts, slaying over a hundred each the Defenders are slain to the last man but their martyrdom cleanses the southwest of shadow beasts. The reinforcement coming back from the crusade are slowed by shadow beast ambushes(both units take 5% casualties) as the monsters attempt to delay Angrimmar's salvation. Scouts discover the and between Angrimmar and RROD to be filled with burned out barbarian villages and a river that has gold dust in it. The Dark One leads a horde of Shadow beasts to siege the city of Sanguinar. Halfway through the siege a dragon larger than any other descends with a murder of dragons(approx 4000 dragons). With scales of Ebon, wings white as fresh snow, and 4 yellow eyes the largest dragon approx 60 meters in length attacks the Dark One. While Dragons and shadow beast attack each other the citizens "safely" evacuate. Reports show that Shadow beasts killed by dragon fire leave behind bones and the dragons can eat their shadow flesh as a wolf eats elk. Scatter reports from refugees claim that the Dark One fled into the mountains or into the city of Sanguinar to flee the dragons. The majority of dragons seem to also be returning towards the Cursed Mountain. RROD conceits the land requested by Angrimmar.

Unity gets diplomatic immunity as long as they don't transport anything that could be used for a military advantage. Metalands shares some map info, TOF discovers Gemora but is turned away. USD and Firetide accepts Unity's Diplomats. The unity diplomat sent towards the Steelheart clans amkes the mistake of when asked how they felt towards the Vorpanic empire replied "I'm sure they're decent people." for which the Steelheart Clan removed him from their lands. Scouts past iDC come across about 100 ice golems wearing turbans riding ice camels(while riding camels they are 7 meters tall) equiped with scimitars, light shields(for them), and shortbows(for them). The golems don't respond but inspect the scouts equipment as if they are looking for something. To the east, the metalands really want someone else to help them try and save M&M inc as they are getting destroyed. The Nightmare's champion the Black Shrieker, a mass of eyes, tentacles, and giant spider legs with 7 screeching flayed horse heads whose eyes constantly bleed scorpions is leading the Nightmare lands to victory after victory. This war seems pretty bad, except from the perspective of the Nightmare lands. Firetide likes metals, Steelheart likes things that are useful for war, food, alcohol, and gold, USD likes all trade goods. The Red Bitch is not hard to find however diplomatic attempts result in the diplomats throat being ripped out, and the Red Bitch+Co. continue their rampage.

Coradine Empire establishes trade wish the Venomwing tribe who produce a very deadly venom and a delicious honey cornbread. The Cornbread becomes a Coradine delicacy. Research on the temple starts and already the research team notices a reference to a "Sun/star shaper/crafter(s?)". The Vorpanic are a society of Warlocks and Sorcerers where magical might determines your place in society. The ogres claim their magic is not capable of beauty like Coradine's but is vile and nothing but brute force. The ogres have been at war with the Vorpanic for almost 400 years after they stole the ogres homeland the valley below. TOF ask for the very basics of Coradine's sun magic in return for their spell which will be complete next turn. Coradine spies have hunted down the last of the ghoul packs in the Homeland making it 100% ghoul free, empire's approval rating goes up 2%. Firetide and Coradine forces clear out the remaining ghouls with minimal casualties(negligible) as Firetide bruns away the tar to reveal what appears to be a colossal prison cell with bars that withstood the inferno of the burning tar. There is a man sized entrance to the prison. Firetide is interested in manning an expedition into the Prison. Explorers discover two moving islands(white dots in the ocean). Firetide is being hit by the hurricane, damage is not that bad but still troubling for them.

Draen is now home to the entire colony of harpies. Barbarians flock to Draen's colony for safety but bring the dragons with them. The Standing army garrisoned at the Colony takes heavy damage (40% casualties) but manages to slay 3 dragons. USD, RROD, and Fabtasia agree to join and help service D.I.C.K., Fabtasia seems particularly excited. USD is raided by a large murder of 2000 dragons, so their armies are too busy to be training but Fabtasia shows fro training. While Angrimmar agrees to a truce with a concession of territory by RROD. Vampire Academy agrees for several members of Draen to attend their all-girl schools(which is all of their schools) provided Draen pay their enrollment fee, out of state fee, textbook fee, etc. western scouts enter Fabtasia(do you want them to head out to sea?). RROD is upset at Draen but appreciates their honesty.

Coradine Empire
[Research Slots]
-Protection magic 2/7
-Ascension Magic 9/12
-Western Temple 1/3
-Healing Magic 9/9
-Destruction magic 8/8

[Build Slots]
-roads 3/3
-Grand magical academy 8/8
-Combat ships 4/4
-Standing Army 3/4
-War Academy 3/8
-growth++

Draen

Build:
Settler 4/4
UNiversity 6/6
Combat ships 4/4
Barracks 3/3
Recreation (Massive structure of Forges and workshops in the Mountains) 4/10
Dragon Stalkers 2/6
Research Facility 1/8
EXPAND Into the mountains++ on hold
Settlers 1/4


Research:
Metalurgy 8/8
Steam 5/13
Internal strength (using their magic to enhance themselves) 8/8
Manifestation of Will 2/12
How to Train your Dragon 3D 2/10( will stop at 4/10 unless you have captured a dragon)

Unity

research:
Economics 2/6 on hold
improved diplomacy 6/6
Whywolves 4/7
Sparkly magics! what do I need to smoke? 4/12
Nightmare anatomy 2/5
FEAR on hold
Doorways 5/5
Sociology 8/8

Build:
Merchant guild 3/3
Magic Academy 2/8
Colony defenses 2/3
2nd School 1/3
University 6/6
Growth ++
Settler 4/4
Diplomat academy 6/6

Swanson

research:
Music 4/5
Anatomy 4/6
Steam tech 2/12
Reverse engin Gun 9/9
Improved metallurgy 6/6
Medicine 6/6

Build:
Tourism spots 2/3
Snow shelters 2/3
Re-equip armies 2/5
Research Facility 2/8


Argrimmar
Research :
The Shadow Bitches 2/4
The Free Masonry 2/6
Lay on Hands 2/9
Hot steamy FAITH! 1/12
Enhanced strength (through faith) 8/8
Metallurgy 8/8
Armor of faith (FAITH, PRAISE IT) 8/8

Build

Paladins 1/7
Reinforce X2 1/2
Rebuild 1/4
temple school add ons 3/3
Research lab 8/8
Missionaries (lightly battle trained) 3/3
Snow Leopard warriors(skrishmishers) 5/5
Growth@Adrominda on hold
Standing Army OF FAITH, PRAISE IT 4/4
Aqueducts qued
Barracks qued

Dragon Empire
[Research Slots]
1. Economics [4/6]
2. Chemistry[4/6]
3. Machinery [4/8]

[Build Slots]
1. Explorers [2/2]
2. Research Facility [4/8]
3. Standard Army [4/4]
4. Workshop [4/8]
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Azureink
 Posted: Aug 31 2015, 03:11 AM
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Due to abundance of horses, Zurumon gives free conversion of the three Standard Armies into Cavalry. Future Cavalry must be built. Cavalry is the same as Standard Army, just mounted. Knights are a little more elite.

Also in the first four turns allotted (1-4), The Dragon Empire can build two Explorers using the same build slot (as it is two turns each).

The following is for the next four turns (5-8).

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

[Research Slots]
1. Banking and Economics [4/6] -->2 turns--> Banking and Economics [6/6] -->2 turns--> Magitek and Magical Infusion [2/?]
2. Chemistry and Gunpowder [4/6] -->2 turns--> Chemistry and Gunpowder [6/6] -->2 turns--> Military Science and Metallurgy [2/?]
3. Machinery and Physics [4/6] -->2 turns--> Machinery and Physics [6/6] -->2 turns--> Steam Power and Industrialization [2/?]

[Build Slots]
1. Free Slot -->4 turns--> Cavalry [4/4]
2. Free Slot -->4 turns--> Knights [4/5]
3. Research Facilities [4/8] -->4 turns--> Research Facilities [8/8]
4. Workshops [4/8] -->4 turns--> Workshops [8/8]

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

[Explorers]
--STANDING ORDERS: 1) IF YOU ARE ATTACKED, RETREAT TO THE DRAGON EMPIRE. 2) CATALOG RESOURCES.
1. Explore North-East, following coastline.
2. Explore South-East from current position near Metalands.
3. Explore North-West to coastline, then follow coastline West.
4. Explore East.

[Spies]
1. Garrison at Capital
2. Ride with Cavalry to Metaland's and M&M Inc's aid against the Nightmare Lands. Attempt to infiltrate enemy army and spy on unit strength. Run away if discovered or if chance of discovery is high.

[Cavalry]
1. [The Talons] Ride to Metaland's and M&M Inc's aid against the Nightmare Lands. Engage in hit and run attacks on the enemy's flanks and engage them in open terrain where the Cavalry has an advantage in maneuverability.
2. [The Firebreathers] Ride to Metaland's and M&M Inc's aid against the Nightmare Lands. Engage in hit and run attacks on the enemy's flanks and engage them in open terrain where the Cavalry has an advantage in maneuverability.
3. [The Silent Wind] Ride to Metaland's and M&M Inc's aid against the Nightmare Lands. Engage in hit and run attacks on the enemy's flanks and engage them in open terrain where the Cavalry has an advantage in maneuverability.
4. Garrison at Capital (Finish building in Turn 8.)

[Other Actions]
1. Continue to gather horses and expand stables.
2. Pledge support against the Nightmare Lands.
3. Send envoys to Metalands to exchange embassies, share map information, and open up trade relations/routes.
4. Ask Metalands to introduce The Dragon Empire to M&M Inc, Unity, C&C, and Technocracy of Frost to exchange embassies, share map information, and open up trade relations/routes.
5. Every month, send supply carts south with food, medical supplies, and weapons (including the newly researched firearms from Turn 6) to the army.

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

user posted image

user posted image

Hoping to win over the locals with a sign of strength, The Dragon Empire sends three contingents of Cavalry to aid in the war against the Nightmare Lands.

The three contingents are:
1. The Talons, led by Liorenth the Bold
2. The Firebreathers, led by Kelarth of the Eternal Flame
3. The Silent Wind, led by Tiemeth, Lord of the Emerald Plains.

They ride for M&M Inc, by way of Metaland, and attempt to join up with the combined forces of Metaland and M&M Inc to push back the forces of the Black Shrieker. The three contingents will use their superior mobility to do hit and run attacks on the enemy's flanks and engage them in open terrain, harassing the enemy. Every month, supply carts are sent south to resupply the army with food, medical supplies, and weapons (including the newly researched firearms from Turn 6). This should give a moral boost to our troops and an edge over their opponents.

Joining the army is Cennuth the Dark, skilled spy and infiltrator. Cennuth is not very capable at fighting, but he is good at running away. His services in gauging the enemy's strength will become invaluable before the three companies commit to the field.

Meanwhile, training of more Cavalry and elite Knights continues. Building of Research Facilities and Workshops expand future research and production capabilities. Some research comes to a close while others take their place on the drawing boards.

Scouting parties are sent out in the four cardinal directions. All have standing orders to return home if they are attacked, and to record all resources they come across. The Explorers in the north that have hit the coastline change direction to a more north-easterly one as they follow the coastline. The Explorers in the south near Metalands, on rumors of where the Nightmare Lands might be located, change to a more south-easternly direction. If they can find a closer border of the Nightmare Lands, the army will have a straighter shot to them and can force the Nightmare Lands to fight on two fronts.

--------------------
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 Posted: Sep 1 2015, 06:27 AM
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[Actions]

-Accept ToF's offer. The light of our goddess must be spread to all corners of this world, and these people seem worthy of her guidance.

-We will offer assistance to the firetide when they mount this expedition, Our own scouts are off scouring the corners of the world, but we will send a number of healing mages to join their expedition along with a however many soldiers they'll require.

[Research Slots]

-Ascension Magic
-Study the western temple in detail.
-Protection Magic

[Build Slots]

-Train a battalion of Healing Mages
-War Academy (For faster troop production)
-Expand Borders
-Research Facility (You forgot this one too) (again) (2 turns)

[Explorers]

-Keep following the coast East
-Continue sailing towards the eastern island
-Northern Explorers: Land on the floating island and check out what its all about
-Southern Explorers: Head along the mountains to the west

[Spies]

-Stick around in the capital and watch for spies
-Stick around in the capital and watch for spies

[Armies]

-Warship Fleet: Encircle the island
-Foot soldiers: Remain vigilant around the tar hole
-Foot soldiers: Remain vigilant around the tar hole
-Foot soldiers: Remain vigilant around the tar hole
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Greatest_Dude
 Posted: Sep 1 2015, 09:05 PM
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Research:
- N/A
-dose having access to the nightmare speed up research?

Build:
- 3rd school

Explorers: (keep an eye out for the key)
-Northern: go to Elves in the canyon by going around the plague
-Eastern: explore further into the mountains
-Western: follow cost attempt to communicate with the ice golems? offer them something

Army
- both attempt to capture the red bitch

Actions:
- send diplomat to C&C + map info and trade and what not. see if they are willing to help with the nightmare issue (developing artificial fear that they can eat)
- send diplomat to Dragon empire + map info and trade and what not
- send a gemite diplomat to gemora + map info and trade and what not try to convince them that we do not need to be fearered
- attempt to reestablish negotiations with the steel heart clans. apologize for saying they are good people "they are neutral to us" (because we haven't meant them) try to open up relations with booze from the hops fields

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Invisible
 Posted: Sep 4 2015, 02:48 AM
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Actions:
Call off the crusade temporarily in exchange for taken land and a strip along their territory from my new land to the coast--- in exchange il send supplies to help them defend against the bitch niggas
"The gods teach that kindness goes hand and hand with strength and fury" - First knight lord cardinal-general gilgamesh " the slayer"

Fuck the bitches

Collect dragon bones

Shadow bones

Research :
The Shadow Bitches continue
The Freemasonry continue
Lay on Hands continue
heated water of FAITH (steam) continue
Enhanced strength (through faith) *done*
Metallurgy *done*
Armor of faith (FAITH, PRAISE IT) *done*

Build
Standing Army OF FAITH, PRAISE IT *done*
temple school add ons *done*
Research lab *done*
Missionaries (lightly battle trained) *done*
Snow Leopard warriors(skrishmishers) *done *

Paladin project continue
rebuild
Growth@Adrominda on hold
Aqueducts active
Barracks active

Military:
-1st standing army " the holy insighters " (100%) : hold current land plus claim


-2nd standing army (70% ) : Godspeed home to defend the peoples


-3rd Veterans of faith (make Martyrs )


-1st Holy reverends of isis (missionaries) : return home to bless lands and heal and shit

-1st knights " dawns light" lead by First knight lord cardinal-general gilgamesh " the slayer" (100%) : godspeed home to defend against bitch niggas

1st Panther aspect warriors : do shit

EXPLORERS

-first explorers "word bringers" : scout the unmapped teritory between undead niggas and us

-2nd explorers "friend bringers" :continue south past the peeps

Spies (now that i know they exist)
1st : improve relations, preach, set up preching shit, try and convert

2nd : spread tea un USD


Pantheon:
Isis : Eagle god of knowledge , generally associated with the missionaries for his flight carries the word of the gods across the verse.
It is said that she brings the sun apon her wings every morning to drive away the darkness that ails the land ; bringing the healing power of the sun with her
Gromeere : Bear god of strength, vitality, and endurance. It is said that his hibernation gives any who follow him to endure anything. Some warriors pray to him.
Celeste: elk god of the circle of life
Kalgar: Oxen god of like planting and fertility. Said to have carried the seed of life to the world
rak'kar : Snow leopard god generally associated with stealth. the spy acadamy has every attendee bow to a giant statue of him
Gromash: Tiger god associated with warriors, martial prowess and the hunt ( sometimes hunting heathens)
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