So I noticrd thay I did fail one roll but got a ten in another, does that mean I succeed in the races but failed in the research?Alright, not everyone rolled this turn, and that's fine, I keep springing new systems on you and I figure it'll take us a turn to get used to the new one. Just make sure you roll 3d10 after you choose your actions this turn.
As you can see, the turn updates don't necessarily address what you ordered with your posts, but rest assured your empire is chugging along in the background with your decisions. My posts just add some lore to things, and will be affected by what you choose.
We've still got two open slots for additional players, but we'll keep moving along and see where you guys take the story for now.
So I noticrd thay I did fail one roll but got a ten in another, does that mean I succeed in the races but failed in the research?
I was just confused since you were talking about the races yet that would of been the action to fail since scoial was in the middle.Eventually I'll get us in the habit of assigning the dice to your actions, but for now I'll let you choose what succeeded and what failed. Each of the dice corresponds to one of the three slots (military, agency, ect) that you choose.
And all that failing a roll means is that you'll have to try again next turn, or that it will take longer than you planned
I was just confused since you were talking about the races yet that would of been the action to fail since scoial was in the middle.
I guess Ill say the military one failed since I like the idea of having fully operational races.Failing rolls doesn't mean something wont happen. It usually boils down to complications....so if it was the middle roll that failed and you want to keep that on the races, then that's fine
I wasnt sure if everyone knew the dice were in order, and were assigned to actions, but in figure we'll get that down over the next couple turns
Would you like to spend some coin to expand the Antebellen racing leagues to your nation?House Hugonaus Eternal
Economy Lv 5
Society Lv 7
Agency Lv 3
Military Lv 3
Reroll bonuses
Cultural Center of the World (Society reroll)
Builders of Tomorrow (Economy reroll)
Trade deals...
1 oil for 1 coal, expires after turn 9 / Oddenhurst.
1 alumminum for 1 wood, Continued Indefinitely, until either side requests an end.
[X] Society x2
We are a culture of art and community, spend coin on sporting events, artworks.
[X] Economy x1
Keep working on the economy in general, hopefully an upgrade will be in our sight.
Not yet, next turn for my nation. I'm not sure if I'd need to focus on full economy or go with a full description of action tilt into focus on building a racing culture.Would you like to spend some coin to expand the Antebellen racing leagues to your nation?
Not yet, next turn for my nation. I'm not sure if I'd need to focus on full economy or go with a full description of action tilt into focus on building a racing culture.
Do we start with teleportation? If so that gives me some ideas...Free Kepta
Industry Specialties in Consumer Goods, Air Transport, and Agriculture.
Economy Lv 5
Society Lv 3
Agency Lv 3
Military Lv 7
Reroll bonuses
Might Makes Right (military reroll)
Masters of Progress (economy reroll)
Trade Deal - Fausta Republic - Food for Phosphorous
1 Plane Squadron
3 Regular Infantry
1 Defender ParatroopersProduces 2 Units of food, 2 Units of aluminum, and a unit of Terbium per turn.
Has access to iron and or oil.
5 Units of Terbium saved
2 Units of Food Saved
[X] Economy
[X] Economy
[X] Agency
Actions: Continue colonization efforts with the aid of a new project. Begin construction of the National Teleportation Grid with stations set up in every major city to both ferry cargo and our citizens at lightning speed. Link up the colony to the Teleportation Grid to allow easier colonization and exploitation. This should bind our nation together like nothing before it and prove a great boost to our internal economy. Use stored Terbium if needed. With this new frontier, we must also account for those who may try to subvert it. Have Intelligence Agencies come up with secure regulations preventing any sort of infiltration or terror attack through the Teleportation Grid. Have Captain Tomorrow continue training Defenders in covert work. Begin designing listening devices and other surveilance tools.
Results
Agency: 7
Economy 1 and 1 rerolled into 6 and 4
I researched it right before the switch to the new system so only the Free Kepta have access to it thus far. You also need Terbium to both research and build them.Do we start with teleportation? If so that gives me some ideas...
Ahh, sorry about that. Its hard to keep up with every nation.I researched it right before the switch to the new system so only the Free Kepta have access to it thus far. You also need Terbium to both research and build them.
I like the crusader theme they have going for them, especially Dragul hunter. Really fits the theme Willhiem had going for it.It's taking me awhile to get this turn finished, might be tomorrow for the update. In the meantime, have friendly primer on some Wilhiem army units, a mix of the new and the old. I'll be mocking up a couple of these each turn for all the nations, since they all have a unique look
I like the crusader theme they have going for them, especially Dragul hunter. Really fits the theme Willhiem had going for it.