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Game of Nation (I) - Printable Version

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RE: Game of Nation (I) - Alex - 07-04-2014

Updated map:
[Image: WEraO0o.jpg]
Player update:

@Oni:
GM Update:
Spoiler:
Job Allocation:
25 Vampires sent to meet with Bubba’s werewolves.
25 Propagandize
25 towards Anti-Rebellion
100 move in a clump to expand “outward”
50 begin research on construction.
25 become prospectors
25 Apprentice Blacksmiths
25 Gnome Slavers
25 Become Lumberjacks
25 Become Stone Miners

Note* These units will be kept in a job until ordered differently.

What happens?
Your people begin to travel towards the land of Louisiana hoping to meet up with the people known as Werewolves.
Your vampires begin to propagandize and seems to work but it will take many months to change the minds of stubborn vampires.
Your anti rebellion units don't find any talk of rebellion within your encampment, but they will continue to make sure talk doesn't start.
Research on construction is slow, your people only know of one design that works, while the others fail horribly.
Your blacksmiths don’t make any progress but they are a focused group but only 10 of them can work at a time I would make a second smithery.
You prospectors find signs of copper and tin in the pebbles maybe there is a large deposit close?
As your vampires expanded in a clump outwards a house of 30 vampires deserted the exploration and went north west they were not prepared to align with the werewolves. Your vampires were to afraid of it becoming daytime so they didn't pursuit.
Your Gnome slavers hear rumor of gnome caravans nearby, they are waiting for orders.

Current Population:
320 Vampires
15 Human slaves

Resource count: 325 wood,325 stone, 450 clay, 130 blood stored.

Known tech:
Basic Tools (Requires 10 stone and 10 wood and only last a turn)
Stone house (Requires 50 stone, 30 clay and 1 turn)
Stone smithery (Requires 300 stone, 100 wood, 50 clay, and 1 turn) (You have 1)



@ilikewafflez1:
GM update:
Spoiler:
Job Allocation:
75 hunters travel south west.
175 werewolves travel west.

Note* These units will be kept in a job until ordered differently.

What happened?
Your werewolves traveling west are able to travel 5 hexagons, they bring all their food and that’s it.
You werewolves traveling south west hunt while traveling south west.

Current Population:263
50 Resource count: 300 wood, 200 stone, 475 food
Known tech:
Basic Tools (Requires 10 stone and 10 wood and only last a turn)


@darkdan18

GM update:

Spoiler:
Job Allocation:
200 fishermen
100 men chop down trees
100 men mine stone

Note* These units will be kept in a job until ordered differently.

What happened?
Your people find that only certain crops can thrive in this climate so they prefer fishing, also fish keeps them hydrated only problem they didn't have resource for fishing poles.
Your men start chopping wood and they cut down a good amount of wood but they didn't have enough resources to continue.
Your men start mining stone and they mined a good amount of stone but they didn't have enough resources to continue.


Current Population: 452

Resource count: 500 Clay, 500 Wood,500 Stone, 400 Food

Known tech:
Fishing poles (2 wood)
Basic Tools (Requires 10 stone and 10 wood and only last a turn)
Canoe 20 wood 10 clay
Harbor 200 wood 100 stone


@Happiness
GM update:
Spoiler:
Job Allocation:
240 Resource “lookers”
280 Resources prospectors
280 Builders

Note* These units will be kept in a job until ordered differently.


What happened?
Some of your dwarfs seem to find no resources and they tell you that it seems to be impossible unless he address the issue at hand. The rest of the dwarfs look for resources and find a large copper deposit and the other half build the city with what resources they have.

Current Population: 864
Resource count: 0 wood, 0 stone, 0 clay, 250 food.
Known tech:
Advance Tools ( 20 stone and wood to make)
Village ( 1000 stone, 1000 wood, 500 clay and 5 turns) (Progress of one town (750 stone, 400 wood, 100 clay, and 4 turns)


@Saikou
GM update:
Spoiler:
Job Allocation:
5 lumberjacks
5 miners
245 apprentice healers.
123 Dagger throwers
122 farmers

Note* These units will be kept in a job until ordered differently.


What happened?
Your dagger throwers decide to make there own daggers and practice on targets.
You farmers decide to farm carrots because it’s easiest thing to grow in this climate.
You miners and lumberjacks decide to mine/cut.


Current Population: 515

Resource count: 0 wood, 0 stone, 300 clay, 860 food

Known tech:
Basic tools (10 resources of wood and stone)
Healing magic


@Aurora
GM update:
Spoiler:
Job Allocation:
25 Farmers
50 Prospectors
25 lumberjacks/miners
165 Warriors
300 citizens.

Note* These units will be kept in a job until ordered differently.



What happened?
Since your warriors didn't have anything to train on they decided to train on each other. During this training some of your elves didn't make it out of alive. Your elves are very skillful at the art of martial arts.
Since your country knows nothing of any precious metals they decided to survey the land, they didn't find anything but they are still searching.
Since the 50 miners couldn't mine any precious materials they decide to look for it.
You are hearing rumors from your most trustworthy warrior that a group of citizens are planning to rebel because they are losing touch with nature.
Your people don’t have the materials to make “The Dome” but inform you that there are other ways of approaching this.
Your people don’t believe in capturing animals since they have no real use for it and it goes against mother nature, they prefer eating vegetables anyways, so they make a farm that should keep you going for a couple months. Your miner and lumberjacks did their job.

Current Population: 599

Resource count: 430 stone, 400 wood, 500 clay, 1100 food

Known tech:
Basic tools
General Magic


@3SidedSquare
GM update:
Spoiler:
Job Allocation:
40 Eastern Hunting Party
40 Southern Hunting Party
10 Scouts
200 Builders
150 Archers
10 Philosopher’s
50 Novice Enchanters

Note* These units will be kept in a job until ordered differently.


What happened?
Your Eastern hunting party had decent success, and was able to bring home some game, while the southern hunting party didn't have it so well and 3 men died from a bear attack.
Your scouts have found some great vantage points for defending against attacks from the goblins just outside of your nation. They should have more info soon.
Your citizens gather wood and begin working on the wall, everything seems to be going smoothly, but you are running short on wood..
Your archers are stationed along your border and many are practice during their patrols.
The cult has spent the past 2 hours staring at trees. Many people think they are crazy, but they are probably in deep thought studying them.. right?
Your philosophers head to the water and begin learning its movement, effects, and anything else. This may take awhile.


Current Population: 572

Resource count: 400 Stone, 0 Wood, 500 Clay, 300 flax, and 900 Food.

Known tech:
Bow and arrow (15 wood, 1 flax)
Walls(50 wood) 1 turn



Please use this new format for pming from now on Smile.

Code:
Player Turn Template- Acts: Job Allocation: Public Act’s: (At least 50% of all acts)