Eternal Empires OOC [... slow but steady] page 2 (locked)

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avatar for BCLEGENDS BCLEGENDS 27148 posts
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...oh, I see what you've done with the leader limitations. Yeah, okay. But, uh, I'm afraid I'm going to have to not approve your empire, dev, on the grounds that GMs shouldn't be players of their own games, so as to avoid bias. Name: Scions of the Blue Phoenix Flag: !http://thumbs.dreamstime.com/thumblarge_339/1228429105f8z8im.jpg! Bio: Military - Fairly advanced offensive and defensive technology abounds within the military of the Scions - specifically, weapons that utilise a blue (and blue-burning) fluid that ignites at similar temperatures to petrol, but burns at around 7500°C (roughly thrice the combustion temperature of thermite), as well as advanced robotics and camouflaging techniques. Social - As a wholly religious society, the Scions rarely experience discontent within their people, although small bands of what are essentially atheistic terrorists do exist, even if the leaders do manage to keep them under foot most of the time. Political - Technically speaking, the empire is mostly a dictatorship with elements of a democracy, with two or three highly powerful, but regularly re-elected high priests working with a large gathering of lower-level priests to keep the populace content. Scientific - As previously stated, advanced military technology exists within the Scions; however, technology for more mundane uses does exist, to a reasonable degree. Economic - Their economy is only average, so does not quite compare to that of certain other nations; however, all the money in the empire is officially owned by the church, meaning that fair amounts of funding can be redirected to other purposes almost immediately, as and when necessary. Industrial - The Scions are not a properly industrial state, having passed this stage a while back; much of their workforce is located in either administration or resource production, with a relative minority working upon capital and the like, and a pretty large number of traders working outside the empire in other nations. Religious - Worship of a being known as the Blue Phoenix is the only form of religion within the empire; atheistic terrorists aside, virtually everyone reveres this being as their deity, and awaits the day of their death as the day when they will join the Phoenix in an apparently personalised event known as "The Blue Shift". Foreign - As a side effect of existing within what is essentially a single massive social group, most Scions are, outside of work, genuinely nice people, and as such, they get along well with members of other nations. In addition, they have very open borders, allowing for great amounts of trade. Access: 10 - Very easy-to-access location, and very open to visitors under most circumstances. Land Setup: _Outer City:_ The countryside and suburbs of the empire, completely surrounding the Inner City; a few hills near the northern and western outskirts, but mostly flat land with somewhat sparse housing, although more packed building layouts appear as one gets closer to the Inner City. Contains about half of the resource production for the empire, alongside the area in the empire where most trades are enacted. _Inner City:_ The urban areas of the empire, and what most people think of as the "capital". Buildings here are usually advanced skyscrapers and the like, and are packed into neat blocks of four buildings between crosshatch streets, with the main church of the Blue Phoenix at its heart. All administration and roughly half of capital production is enacted here. This area contains the most devout believers due to proximity to, but is also the area where most terrorist attacks take place. _Undercity - "The Vats":_ Actually located underneath the Inner City, unbeknownst to most inhabitants; this is the true capital of the empire, being accessible via various secret entrances scattered throughout the Inner City. Most scientific research and roughly half of both resource and capital production occurs here; few people actually live here, and those that do are either soldiers, scientists, or the current high priests. Holding cells also exist here, acting as combination asylums and prisons. Empire Specials(3): Camouflaging - Most of the Scion's soldiers are experts in stealth tactics and camouflage, and can therefore outflank and outmanouever [outmaneuver?] other armies with the greatest of ease. (Increased stealth, increased tactics) High-Cost Trade - The traders of the Scions are just as nice people out of the empire of the Scions as in it, and as a result, generally manage to peddle far higher prices for their goods whilst in other nations than any other traders would for the same goods, whilst simultaneously allowing purchases they make to be at highly reduced prices in the same manner. Of course, this money goes straight to the Scions, resulting in a sort of resource draining effect upon other empires due to the sheer number of traders around. (Drain 15% all resources from rival empires to Scions) Hidden Robotics - As an empire that utilises robotics to a high degree, many of their normal soldiers are not even normal, but are instead human-looking androids with much greater resistance to damage and in-built protocols that make them more effective soldiers than nearly all others. (10% of regular soldiers are instead androids with all statistics greatly increased, or [Increased overall army effectiveness] if previous is non-applicable) Special Assets(8): Phoenix's Gift - A blue fluid that ignites at a similar temperature to petrol, but subsequently burns at roughly 7500°C, three times that of thermite. Used in a variety of projectile and area weapons, it melts through flesh and bone in what is practically an instant, as well as consuming most armour plating in short order too. Thermoptic Camouflage - A form of camouflaging that bends electromagnetic waves around the user down to the infra-red level and up to the ultra-violet level; such camouflaging makes users invisible to the naked eye, visual cameras and heat sensors, amongst other things. Spider Drills - Small drones roughly a foot in length, they are designed to look roughly like spiders, as their name suggests, and are equipped with large numbers of sharp blades, plus the ability to dig into, then move through the ground itself whilst causing virtually no disruption, thanks to cylindrical hollows running through their forms. This allows them to appear right underneath foes, taking them by surprise before cutting them to ribbons. Zealous Rampage - All members of the empire are, when sufficiently angered, capable of falling into a form of controlled rage against all that does not follow the Blue Phoenix. Even for untrained citizens, this makes them a match for most regular soldiers, assuming they can find a way of actually damaging the soldiers; when the more advanced soldiers of the empire do this, there are very few who can stand in their way. Church of the Blue Phoenix - The Blue Phoenix's influence is primarily spread via their churches, which are present in fairly large numbers throughout the lands of the empire. Whilst in the presence of these churches, citizens and soldiers alike with receive morale boosts, causing them to fight more vigorously and with greater efficiency. Envoy of the Blue Phoenix - These are a step or two above the normal soldiers in the Scions' army, and are subject to similar advantages as them (primarily the Hidden Robotics special); however, they are, as a rule, more powerful overall than the basic troops, due to enhanced weaponry, more protective armour, in-built life-support systems that keep them going for longer than one might expect, and an automated aspect of their suits that can keep their bodies upright and firing even after death, at least until the power source runs out roughly an hour later. Shifters - Androids clad in dark blue suits, they are, in addition to the typical robotic resilience and military prowess, equipped with the same items that the less powerful soldiers own, but also own a built-in device unique to their manufacturing group that puts them a step above the rest. These devices are essentially ethereality drives - they temporarily hide the Shifters in a blue veil, through which projectiles seem to simply warp through without hitting anything, whilst projectile fire from within is left unaffected by the veil itself, allowing the Shifters to dish out huge amounts of damage without fear of being destroyed. No, I kid. Robots don't feel fear. The Reshifted Ones - Frequently, the remains of the Scions' best Envoys, if still whole, are fused into the chassis of a Shifter, then brought back to life via a process that those in the know refer to as "Reshifting", but anyone else would likely refer to as "necromancy". The result of such a resurrection is a Reshifted One - the single most powerful soldier in the Scions' forces, with practical invincibility, the same, if even more effective, ethereality drives as the Shifters, extremely powerful weapons, and a capacity for knowledge that has been bolstered by their robotics, even through the barrier of death and back. Such beings are not revealed to the general public of the empire for reason of keeping the peace, and when first resurrected, are told of their purpose with the promise of an even more fantastic Blue Shift than their last when they are finally destroyed. Even so, some of them can become quite unstable over time, eventually going on an indiscriminate rampage against everything in a huge radius; these must end with the offender's destruction, or else the empire risks massive collateral damage, even in the heart of a battle in someone else's empire. Empire Victories(2): Religious, Social Turf Upgrades(max 5): Resilience - For every level in this upgrade, resistance to damage of all Scions' soldiers increases, as does the ability to harvest remains for Reshifted Ones effectively. High Priests - For every five levels in this upgrade, one extra Command leader may be employed without increasing the number of abilities owned by rival tactical leaders. Pyrotechnic Mastery - For every level in this upgrade, damage dealt by soldiers using Phoenix's Gift in their weapons increases. Robotic Mastery - For every level in this upgrade, overall effectiveness of robotic troops, including Reshifted Ones, increases. For the Greater Good - For every level in this upgrade, total resource production for this country increases.
 
avatar for Hyped Hyped 1629 posts
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Name: Aurei Imperii
Flag: Image and video hosting by TinyPic
Bio:
Military: Though not advanced, but not primitive, the military is still threat. With its high economy its sure to have a good army.
Social: Within the country, the people are pleased with everything. They have money, safety, and freedom, what more do they need? The government is very open to the people’s voices and will compromise with them. They want the best for the people.
Political: Democracy with elections every four years. To keep things moving and not under one person’s control, one person cannot be elected again after their second term already.
Scientific: With it’s economy booming, they are advancing into new fields of science. Though, science is more towards the people, than the military. The scientific department of the country plans to help the people within the country rather than protection, but still advances in the military field. Think of it as a 60-40, more for the country as a whole and not just the military.
Economic: As mentioned before, it’s economy is pretty amazing. They can get anything they want, whenever. Their economy is based on, well, everything. They have agriculture, industry, fishing, you name it, they got it.
Industrial: The Industrial world of this country is very advanced. They have built some of the best machines to build, well, more machines. Nothing can compare to this country’s industrial world.
Religious: Though, there is no one religion that everyone is forced upon, they believe that no one is a higher being. Everyone here is a higher being. There are also pockets of tribal religions that do believe in gods and goddesses.
Foreign: Foreign exchange with this country is prestigious. They has never once been a dispute with this country, ever since it’s unification, that cannot be handled within a reasonable amount of time.
Access: 6
Land Setup:
Prime: The capital of the country and where many of the residents reside. This would be the area where many of business actions are taken. Foreign exchange, Industry, Political, etc.
Secundus: This area is the west of Prime. Residents also live here, but close to Prime. Here would be where the military and scientific areas are taken place. Used for testing grounds for both. The area is slightly barren. There are many reserves for animals for there though. There are some major farms near the northern edge though.
Tertius: This area is the east of Prime. Residents also live here, but close to Prime. This is where the economy is at. Agriculture, fishing, mining. Mining would be in the southern region, fishing at the east, and agriculture at the north. Logging is found near the center and west of the area.
Empire Specials(3):
Economically Inclined: Costs for everything is dramatically declined.
Everything: Uses everything, which makes this country gain more resources a round by a huge amount.
Scientifically Inclined: Can advance in technology much faster.
Special Assetts(8):
Mill: Gains more nutrients each round.
Golden Country: The country is abundant in the resource, gold.
Golden Armor: Armor made from gold and provides the best armor the world has even seen.
Golden Weapons: Weapons made form gold and provides the best attack the world has ever seen.
Golden Soldiers: These soldiers are so trained and amazing, they gained the name of ‘Golden Soldiers.’
Opera House: A building in Prime, that greatly increases the people’s support to the government choices.
Fair Trade: When trading with other countries, both countries gain resources dramatically.
Science Lover: Their inventions are much better than others and cannot be compared to those puny primitive inventions of the past.
Empire Vicories(2): Economically and Politically/Socially.
Turf Upgrades(5): Explain up to 5 special upgrade options for your territories, explaining them. Each will have 15 ‘levels’ to them.

Doing rest later.

 
avatar for developous developous 11671 posts
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A fine start….
I, personally, dont have any bias whatsoever if I can help it. But… for that to work, someone will need to manage me in the game then.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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Dev, your people must all be sorta stupid if their flag is a gasmask. Just saying, not really flag material. I would sign, but one I don’t want to go get a flag and two I’ll probably just be leaving again soon.

 
avatar for developous developous 11671 posts
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Originally posted by MasterCheif987:

Dev, your people must all be sorta stupid if their flag is a gasmask. Just saying, not really flag material. I would sign, but one I don’t want to go get a flag and two I’ll probably just be leaving again soon.

More like paranoid. But the flag is optional. Its just a symbol for the game.

 
avatar for Firespread Firespread 7170 posts
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Name: The Holy Franconian Empire
Flag:
Bio: Originally a part of the Great Empire, when it collapsed, a man named Jac arose in the Francish regions, unifying them under his banner. The lands became known as the Franconian Empire, and it the last tribe has just been unified, making the ancient lands of Franc whole.
Military: The Franc military is based mainly off of the elite, noble special forces, (Known as the Red Knights for their Red armor) who are trained extensively and extremely lethal. Despite the Franconian Empire’s relatively small population, even the basic conscripts are trained extensively. People are required to train at least 10% of their population to be called up at any time as seen fit. Franc military is extremely high-trained, and they are unparalleled in guerrilla warfare, starting revolutions, destroying supplies, stealth missions, recon and other small-group missions.

Social: The Franconians are monotheistic with a religion called Fracizsm that is similar to Judaism, with the patriarch named Franc who traveled through the lands of Franc, now unified under the Franconian empire, and about 95% are true believers in Franczism. Others claim to be, but actually practice pagan, outlawed religions. The language spoken is Fruncsk, which is a very subtle, light, sophisticated language. Franconians believe themselves better than everybody else.

Political: The Empire of Franc is a Feudalism, with Holy Empire Jac at the head and lords going all the way down to peasents overseeing different portions of the lands of Franc. However, its people are prone to Political Revolution should they find the current government insufficient.

Scientific: The Empire of Franc is at whatever stage current technology is at, but slightly higher as the Francs are intelligent.

Economic: The Francish empire has excellent land for farming and winemaking, and the Francish economy is mainly based off of that. Francs makes excellent wine and bread, and are world-famous for it. However, Francs do have some other industries in their land.

Industrial: See Economic

Religious: See Social

Access: 9, Francish people are wedged between a medium-sized island to the northwest, a peninsula to the southeast and a different one to the southwest, and lots of land to the east.

Land Setup:
Northern Francish Land: Flat. Flatflatflat. Perfect land for farming and winemaking.
Central Francish Land: The most urban area, and where the Capital is located. Otherwise, similar to Northern Francish Land.
Southern Francish Land: The northern part is similar to the other two areas, the central part contains the only mountains in the Empire, and the southern part is 100% coast.

Empire Specials(3):
Superb Military: Francish military is the best-trained in the world.
Great Leaders: The leaders of the Empire are some of the best-loved overall, and if their approval drops, a new one comes to power. Increases everything in the Empire so long as a leader is is in power and revolution/elections/transfer of power is not underway.
Francish Nationalism: Francish people, if conquered, will rise up in revolt, and are extremely proud of their nation. They will fight harder than anyone else in defensive wars.

Special Assetts(8):
Red Knights: The Country’s elite military and the best in the world.
Le Palace: A Grand Palace, built for the very best, increases morale and government satisfaction in the city it is built in and all around.
Farmlands of Victory: These farm/winelands increase morale and production when built.
Incredible Architecture: If built, has an effect that I specify in the city it is built in, because of the varying types.
Kings-guard: The King/Ruler/Dictator has guards that are some of the best in the world.
Nationalism: Conquering is easier, being conquered harder, and will revolt if conquered.
Wine of the World: Francish wine and agriculture, especially bread, is regarded as the best in the world and fetches extremely high prices.
Dreams of Conquest: Emperors, Dictators and some presidents will have the ability to conquer vast swaths of lands easily, like it comes naturally to them. The Francish want to see a map of the world with the words “The Franconian Empire” at the top.

Empire Vicories(2): Military and Politically/Socially

Turf Upgrades(5): What is this

 
avatar for developous developous 11671 posts
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Turf Upgrades:

Basicly special land additions that upgrade the place. For example, you could make special upgradable vineyards which store such.

APPROVED firespread!

 
avatar for developous developous 11671 posts
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Either I need to be more patient, or my suspicions are right. I wonder which…

 
avatar for Hyped Hyped 1629 posts
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BC updated his sign, if you didn’t see.

 
avatar for developous developous 11671 posts
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I am wondering this. On each person, beginning with their empire specials and asssetts, then their turf upgrades, what would you unlock, in which order, and why those first?

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Name: Akatsukiian
Flag: (I will edit in, promise.)
Bio: The founder of this land had a vision of a perfect world. Or, close-to-perfect world. Military isn’t very strong since it is only well trained farmers and other workers. They are very skilled, and their strength also lies in numbers. The people here act like they live in a small town; everyone knows everything and everyone helps eachother. Farmers get neighbors to help and the like. Politics are quite important. People spend lots of time discussing who should be fit for the council. Politics are a very important part of this country. Very. Lots of people always discuss that if they were ever attacked, that they should call a truce. Nothing can be solved by weapons and war that can’t be solved by talking. This is a famous philosophy of this country. (I coin this phrase, it is one of the many quotes I have made.) Everyone cares because, to them, who they choose will alter their future. Science is also an important part of this country. The technology is very advance, but few use it. Strange enough, these people spend lots of money learning and experimenting for stronger technology. The economy is the backbone of this country. Everyone trades and makes sure everything is of equal value. The economical section of the council is the largest. Lots of items are produced because of the large population, economy, and the scientific advancments. This industrial business isn’t too huge though. Everyone focuses on economy and politics. This country religion is officically, ‘Open Minded.’ The council won’t make a religion the offical one. A new religion called Akatsuki was created. Basically, you follow your dreams and serious followers may get revenge on a village or people. Some take this religion peacefully. Most don’t. Most aren’t purely into a religion at all, though. This country is a bit pure of one race, but it welcomes others with open arms. As long as the council/founder’s goals are achieved, the peoples’ dreams are too.
Access: 10 – Everyone can reach it
Land Setup: Caves and Mines to the West, Plains to the East, Mountains and water sources North, Open plains to the South.
Empire Specials:
Economy Epic – A large boost in economy and all trades are increased. Income and tax is increased.

Loyal Subjects – All peoples will do anything for their country. They would give their tongues and clothes for their country.

Medical Advancements – Akatsukiians have perfected medical in general. They can make remedies from grass to cure fluenza. Akatsukiians are peaceful, so they have medical assistance to offer other countries.

Special Assets:
Mobility – Advanced vehicles have been created. They don’t hurt the enviorment at all, and move faster than anything made before.
Protection – A large, invisible sphere is around this country. Basically nothing can get through it.
Security III – Large amounts of people and robots inhabit stations that are places all over the country.
Robotics – Robotic creatures have been created and are currently being developed to have feelings. These bots can hold intelligent conversations and their goal is to protect Akatsukiians.
Farming III – The food grows faster than ever before and provide much more vitamins.
Toxicity III – Strange plants grow all around Akatsukiian and have toxins that can kill anyone. Stranger than these plants is the fact that Akatsukiians are immune to this poison.
Akatsukiian Armor – This armor, which can be a suit, protects against all poison and some nuclear waste.
Medical packs – These packs contain pills that can heal most wounds instantly. There is a whistle in each one, which calls upon a nearby bot to help. There is also a large tablet of poison that will instantly cause pain to someone. This poison won’t kill, but will cause immense pain.
Empire Victories: Political, Economical
Turf Upgrades:
Nature’s Wraith: Even though this country is accessible, plenty of obstacles lay in path, like the poison plants stated recently and thorny vines. The only safe way to get to Akatsukiian is the mines and caves, but you’ll still be at a disadvantage. If uprgraded, more soldiers are killed when Akatsukiian is attacked.
Soil Wars: The soil is the most fertile, allowing it to grow food the fastest with more nutrients.
Diamond Mining: Akatsukiians can mine diamonds for their weapons, which they do. More than enough diamonds are found, but not all of them are used. Akatsukiian has saved a bit of every resource in case some other country is in need. Each upgrade unlocks more food produced and more stashed resources, which, if plundered, cannot be taken.
Military Defense: When defending, the Akatsukiian military strength is doubled.
Resources Palooza: Everytime this is upgraded, double resource production.
Good night everyone.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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Name:The Scientific Republic of Republican Science.
Flag:You said it was optional so nope.
Bio:
Military:Small, but they have cutting edge technology. By small, I mean one of the smallest here, but their amazing tech allows them to fight much larger forces. They do much better in quick and powerful hits than in head on attacks.
Social:There are no social groups. All are considered equal.
Politic:They are run by a council. It is made up of the 3 most intelligent, the 3 best military commanders, the 3 best buisness-men, and one especially inovative person.
Scientific:This is where they thrive. They have a lot of scientists working on the cutting edge of science in every field. They use science to make up for their lack of people in other professions. When you have machines more effecient then anyone elses, and do most of the work for you, it tends to make you more effecient.
Economic:Their eonomy is good. While they lack a large number of companies, the people running those companies are smart, and the companies there are large and work well. As a result, the Economy is good and growing steadily.
Industry:Guess what. There aren’t a lot of people. But do you know how they make up for that? It starts with Tech, and ends with nology. Technology.
Religious:They can beleive whatever they want. Hell, they want worship Satan for all we care as long as it doesn’t interfere with them serving the nation.
Foreign:The have a “One hand open one hand armed” diplomatic policy. If they have nothing to offer and are weak enough to take, attack. If they have something to offer and are powerful, offer an open hand.
Access:6
Land Setup:
Arcticus:The capital. Mostly developed and the scientific headquarters of the world. A lot of sciency crap happens here.
Arcticus 2:Mountains, resources, where they get their materials, yada yada, whatever.
Arcticus 3:a dense forest where people do things and stuff happens.
Empire Specials:
Brilliance:Their scientists are smarter than others, their people are smarter than others, and their commanders are smarter than others. As a result, their commanders and scientists are much more effective.
Hit and run:Their soldiers are capable of special attacks called ‘Hit and runs’. A Hit and run is unlikely to cause as much damage as a frontal assault, but they quickly strike, and strike hard. They do good damage quickly, so the risk of troop death drops significantly.
Shield tech:All troops are given at least minor kinetic barriers. Troops that have barriers get a bounus to their barreirs.
Special Assetts:
-Futuristic Armory:This armor holds their cutting edge equipment. It is guarded by hand scanners, eye scanners, and pulse scanners. The base itself is designed to give a massive homefield advantage. The base is also lased with explosives, so if the enemy breaks through, they won’t get much.
-Trap Field:Outside each of the Land things is an extensive field of mines, barbed wire, pits, and other traps that will make even getting to the base a pain in the rectum.
-Walls:Oh, if you thought just traps were bad, each land thing also has a wall. Yep, a wall. 20 feet tall. So you get through the mines, your friends are dead, and now you have to scale a big wall covered in guards. Have a nice day.
-Siege Tank:These tanks are covered in a heavy kinetic shield, making even harming the tank difficult. Under that is thick and powerful armor, making even damaging it with weapons like RPGs a pain. It is armed with a gattling gun on top, capable of tearing enemies appart. They also have two cannons. A smaller one shooting armor piercing projectiles, and a larger one shooting high explosive rounds. The tank can also hold 10 more troops than the crew, allowing it to be used for troop transport.
-Defense Grid:A grid with sensors to detect tunnles under the city and missles over it. It also has turrets to end missle threats.
-Stockpiles:Large stockpiles of food, weapons, armor, and ammo hidden under cities, allowing them to survive a long time under siege.
-F Armor:A heavy and full body armor set. Metal specially made and placed for protection, scanners on the helmet allowing X-ray, thermal, infrarred, and regular vision, along with advanced targeting help. There is a shield generator on the back that produces a kinetic barrier, varrying in strength based on the unit. Don’t want little recruits with the best shields. There is also an exoskeleton which not only supports the armors weight, but lets the wearer life more then they could without it.
-F Weapons:F weapons are a series of weapons used by the republic’s troops. The weapons are designed to be flexible. A sniper rifle that can turn into a shotgun, which can be taken apart into two scilenced pistols, for example. Thanks to this, soldiers are prepared for any sudden changes of events. On the high end there is a prototype ion cannon, a handheld pistol like device that shoots lightning. The lightning overloads enemy shields quickly, and has a strange property of causing the corpses of people killed by this weapon to explode seconds after dieing, good for phycological warfare, and collateral damage.
Empire Victories:Science, Military.
Turf Upgrades:
Human Cammels:Special DNA manipulation based on cammels allowing people to survive on less food and water.
Makeshift Equipment:Allows the production of military equipment just as strong as the normal equipment with less materials or materials that would be considered odd for such a weapon.
Deadly Intelligence:New things being researched, even things not related to military, converts into an overal military strength bounus.
Better Buisness Society:Each level gives increase in the ammount of resources produced.
Neuclear Fission:Neuclear Fission power plants cost less and produce more energy.

You can decide specific numbers on the turf stuff. Will do Leaders in morning. Lets see you guys get into my cities….

 
avatar for helltank helltank 7353 posts
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By the love of God, a half-decent Developous game!

With several signs by active regulars…

See, I told you. Make a good, clear game and you’ll get signs and joy. My sign will be in the next post.

 
avatar for helltank helltank 7353 posts
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Name:Caesarea Regnum Dragoon(known as Dragoon or CRD. In Latin, it means “The Imperial Kingdom of Dragoon”.

Flag:

Bio:
[Military]:The Dragoon Armed Forces(DAF) are split into three sections:the Blessed Knights, Ground Warfare Division, Sky Warfare Division, Sea Warfare Division and the Guerilla Warfare Division.

The Blessed Knights act as special forces, wielding everything from explosives to rocket launchers to tanks.
The Ground Warfare Division act as infantry, specializing in slow trench warfare.
The Sky Warfare Division comprises of a fleet of fighters and bombers, along with a small squad of the new Star Destroyers, armed with fragmentation lasers.
The Sea Warfare Division is the smallest, comprising a fleet of battleships and submarines.
The Guerilla Warfare Division is the most powerful, and does hit-and-run attacks. Their unorthodox, highly aggressive tactics range from poisoning an entire army’s water supply to assassinating a rival country’s king.


[Social]:One rises up the social circles by displaying talent. There are five circles:Lower, Middle-Lower, Middle, Middle-Upper and Upper.

A baby is born at Middle status. If someone commits a crime, he is lowered one social circle. If he commits a felony, he is automatically dropped to Lower. A war hero’s reward is not a medal but a shortcut to Upper, and whenever someone displays talent at an art or skill, or makes a significant contribution to an industry, he is usually promoted one circle.


[Political]:Dragoon is led by a Supreme Minister. Everyone in the Upper Circle(about 500 people) make up the Council of Dragoon.

Every day, they are invited to a day-long meeting at the gigantic Senate Building. Attendance is voluntary, but most attend. At the meeting, the Supreme Minister will tell the attendees the most pressing problems Dragoon faces, and asks for their opinion. At the end of the day, he makes his decisions based on the opinions her hears.


[Scientific]:Dragoon is a warlike and organized state, and most of its scientific research has been geared in that direction for the past century.

It is not well-noted for its inventions, but it does have a couple of important innovations:the Winter Missile and the Leech Contraptions. A single Winter Missile or a crate of Leech Contraptions can take out an entire opposing army, and they have done so on several occasions.


[Economic]:Dragoon’s economy is stable, and slowly flourishing. Although it is ruthless in dealing with enemy states, it trades actively with friendly states.


[Industry]:Dragoon is the world’s largest producer of weapons and military vehicles. It specializes in metal, and can also produce a variety of metal products. It is the fifth largest producer of steel cans and the sixteenth largest producer of construction materials.


[Religious]:Dragoon allows its citizens to choose what religion they want to worship, as long as it doesn’t hurt anybody. The two main religions in Dragoon are Atheism and Shaolism. Shaolism is the belief in a god known as Shalom, of whom a small part is present is all living things. Shaolists believe that the fastest route to a good life in the afterworld is to commit good deeds, while committing bad deeds will get you a bad life in the afterworld.


[Foreign]:Dragoon measures their attitude to other countries using a strict system. Each country is given a Power Variable and a Resource Variable. The possible Power Variables given to you are Weaker, Equal and Stronger. The possible Resource Variables given to you are Wanted Resources and Unwanted Resources.


Dragoon is Indifferent towards countries that have Unwanted Resources. Dragoon is Hostile towards Weaker countries that have Wanted Resources. Dragoon is Friendly towards Equal or Stronger countries that have Wanted Resources.


Access:7

Land Setup:

Citadel:The capital of Dragoon. This is where the Senate Building is and where the Dragoon Armed Forces Headquarters is located.

Clockwork:The industrial area of Dragoon. This is where all the factories are and where most people who don’t have jobs in Citadel have jobs in. The Web is a network of underground caves where miners get all the metal Dragoon uses.

Plank:The residential area of Dragoon. This is where everyone who doesn’t live in Citadel lives. The Thrive, a gigantic market with cheap rental places for people to set up stalls in, is located here. So is the Facade, the place where all large-scale illegal trades are made. The criminal syndicate Black Quiet has its headquarters here.

Empire Specials:

Going Rogue:Due to Dragoon’s extremely powerful Guerilla Warfare Division, when any guerilla warfare is carried out, Dragoon gets 15% more resources and deals 10% more damage.

Shiny Armor:Dragoon’s high quality metals allow it to build better armor for its troops, so it receives 10% less damage when fighting on land.

Highly Structured:Dragoon’s strict discipline and organization of its military forces means that any attempt to reduce its forces’ attacking power does not work.

Special Assets:

Fragmentation Laser:This powerful laser actually blasts the target’s atoms apart, which means it’s basically unstoppable. However, it has an ungodlike charging speed(one shot per hour) and eats up lots of electricity.

Hook Grenade:This grenade has special barbs to clamp tightly onto an infantry soldier’s uniform. The only way to get it out is to remove the patch of cloth it’s attached to. Unfortunately, usually soldiers are too busy being dead to do that. The one weakness is that it only works on infantry soldiers; it simply bounces off armor. Can also be used as normal grenade, of course.

Hyper-Speed Motorcycle:Its wheels have 30% the friction of a normal motorcycle and it’s incredible light, because all guns and armor have been stripped, leaving only the bare necessities. This means that it can travel upwards of 200 km/h. The problem is that each motorcycle can only hold one soldier.

Winter Missile:The Winter Missile is one powerful missile. So powerful, in fact, that it can block out the sun. Literally. It was designed to be fired into the heart of the enemy city, where it will plunge the entire country into nuclear winter for three days. Three days of complete darkness and below-freezing temperatures. The one drawback? It costs much less to just march over to the city and raze it to the ground yourself than to engineer a single Winter Missile.

Leech Contraption:The Leech Contraption is a tiny robot, about the size of a large worm. It is sent across the battlefield, where it will promptly release a biologically engineered mutant leech. The mutant leech, once attacking an individual, cannot be removed with anything weaker than lasers, and will kill a full-grown man in thirty seconds. In one notable incident, Dragoon managed to assassinate every single general working for a hostile country by simply releasing a crate of Leech Contraptions in the enemy capital.

Spy-Droid(“Fly on the Wall”):As its nickname and proper name suggests, the Spy-Droid is about the size of a fly, and, while incapable of flight, can walk around a room. The Spy-Droid can transmit its current location to Dragoon’s military technical specialists, as well as eavesdrop on conversations and take videos. It’s controlled remotely from an underground bunker.

Foldable Stun Knife(FSK):The FSK, when folded up, is small enough to strap to your heel. Unfolded, it’s six point five inches long and contains a shock charge as powerful as a taser at its tip. It may seem minor compared to the awesome power of the Winter Missile or the invisible plague of the Leech Contraption, but it has saved the lives of hundreds of sleeper agents and spies.

Intentionally Contagious Virus(ICV):The ICV describes itself. It is a virus that is made to cause severe diarrhea, but its main trait is that it spreads very easily. It is mostly used to temporarily cripple an enemy. I say temporarily, because the effects last only a week. Still, in war, a week can be the difference between victory and loss.

Empire Victories:Military, Economical

Turf Upgrades:

No Mercy:Dragoon’s statue-like soldiers, fighting methodically and coldly, strike fear into their enemies. For every level in this upgrade, enemy soldiers are weaker when they are being attacked.

Advanced Interrogation Techniques:Above all else, root out the spies. Dragoons’ interrogation techniques are legendary, and more and more spies are uncovered the more levels you put into this upgrade.

Living Off Your Land:The more hostile territory Dragoon conquers, the more territory it has to steal resources from. As you level this upgrade, more resources per unit of territory are harvested.

Master of War:Dragoon is one of the most militarily powerful countries, and as such as perfected its knowledge of war to the extreme. Commanding troops is like breathing air for its generals. For each level this upgrade has, the overall power of Dragoon’s army increases.

Copycat:When Dragoon is engaged in war with another country, it may copy one of its Turf Upgrades. This new-found upgrade lasts until the end of the war. The level the upgrade is at is one less than the level the original owner of the upgrade leveled it to.

Leader:

Name:Nathaniel Arc [Titles:General, Supreme Minister]
Focus:Land Command
Species:Human
Appearance:General Arc, who is also the Supreme Minister of Dragoon is sturdy and strong. He has void-black eyes and black hair brushed neatly back.

Physicals(8):3 Intelligence, 3 Charisma, 1 Strength, 1 Reflexes

Specials:
Unorthodox Warfare:Nathaniel Arc uses unorthodox warfare, exploiting psychological weaknesses of the enemy, pretending to try and solidly defend his position then suddenly go on a raging, reckless lightning attack and generally being a sneaky bastard.

The effect of this special is that any Ground Armed Forces controlled by Nathaniel Arc(that means the Blessed Knights, Ground Warfare Division and Guerilla Warfare Division) cause the enemy to lose morale, but only when they’re attacking.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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Name:General B. Mcclellan
Focus:Generic Command.
Species:Velociraptor…what. Don’t question my choice of generals.
Appearance:Like a Generic green Velociraptor with an army hat and a set of custom made armor.
Physicals:Intelligence 3. Wisdom 3. Charisma 2.
Specials:
Formal Training:Before battle a battle stance is chosen. In defensive stance, his men gain a bounus to defense and ignore enemy offensive abilities. In offensive stance, his men gain attack power and ignore defensive abilities.

Name:Special Operative J.
Focus:Land Assault.
Species:Human.
Appearance:5’3", no facial hair or head hair, green eyes.
Physicals:3 strength, 3 endurance, 2 health.
Specials:(I will assume I get 3 since assault isn’t directly mentioned and it’s opposite defense gets 3.)
Melee expertise:
Is close quarters combat J gets a massive boost to his combat skill.

Edit:I also made some changes to my empire, glad it isn’t accepted yet.

 
avatar for BCLEGENDS BCLEGENDS 27148 posts
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My sign-up is fiiiiiinally finished… and broken, too. No, someone else can fix it.

 
avatar for developous developous 11671 posts
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About J:

Wrong, look on the ‘other’ selection. One for each 5 lands, may update.

Helltank:

Wrong. Turf upgrades are how your empire advances in a single territory. Basicly, its direct development.

Anime:

Protection granted, but it cannot stay up too long, you cannot attack when active, and its sorta unreliable. Pick 2.

 
avatar for developous developous 11671 posts
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HERE BC... fixed.

Originally posted by BCLEGENDS:
...oh, I see what you've done with the leader limitations. Yeah, okay. But, uh, I'm afraid I'm going to have to not approve your empire, dev, on the grounds that GMs shouldn't be players of their own games, so as to avoid bias.

Name: Scions of the Blue Phoenix
Flag:

Bio:
Military - Fairly advanced offensive and defensive technology abounds within the military of the Scions - specifically, weapons that utilise a blue (and blue-burning) fluid that ignites at similar temperatures to petrol, but burns at around 7500°C (roughly thrice the combustion temperature of thermite), as well as advanced robotics and camouflaging techniques.
Social - As a wholly religious society, the Scions rarely experience discontent within their people, although small bands of what are essentially atheistic terrorists do exist, even if the leaders do manage to keep them under foot most of the time.
Political - Technically speaking, the empire is mostly a dictatorship with elements of a democracy, with two or three highly powerful, but regularly re-elected high priests working with a large gathering of lower-level priests to keep the populace content.
Scientific - As previously stated, advanced military technology exists within the Scions; however, technology for more mundane uses does exist, to a reasonable degree.
Economic - Their economy is only average, so does not quite compare to that of certain other nations; however, all the money in the empire is officially owned by the church, meaning that fair amounts of funding can be redirected to other purposes almost immediately, as and when necessary.
Industrial - The Scions are not a properly industrial state, having passed this stage a while back; much of their workforce is located in either administration or resource production, with a relative minority working upon capital and the like, and a pretty large number of traders working outside the empire in other nations.
Religious - Worship of a being known as the Blue Phoenix is the only form of religion within the empire; atheistic terrorists aside, virtually everyone reveres this being as their deity, and awaits the day of their death as the day when they will join the Phoenix in an apparently personalised event known as "The Blue Shift".
Foreign - As a side effect of existing within what is essentially a single massive social group, most Scions are, outside of work, genuinely nice people, and as such, they get along well with members of other nations. In addition, they have very open borders, allowing for great amounts of trade.
Access: 10 - Very easy-to-access location, and very open to visitors under most circumstances.
Land Setup:
_Outer City:_ The countryside and suburbs of the empire, completely surrounding the Inner City; a few hills near the northern and western outskirts, but mostly flat land with somewhat sparse housing, although more packed building layouts appear as one gets closer to the Inner City. Contains about half of the resource production for the empire, alongside the area in the empire where most trades are enacted.
_Inner City:_ The urban areas of the empire, and what most people think of as the "capital". Buildings here are usually advanced skyscrapers and the like, and are packed into neat blocks of four buildings between crosshatch streets, with the main church of the Blue Phoenix at its heart. All administration and roughly half of capital production is enacted here. This area contains the most devout believers due to proximity to, but is also the area where most terrorist attacks take place.
_Undercity - "The Vats":_ Actually located underneath the Inner City, unbeknownst to most inhabitants; this is the true capital of the empire, being accessible via various secret entrances scattered throughout the Inner City. Most scientific research and roughly half of both resource and capital production occurs here; few people actually live here, and those that do are either soldiers, scientists, or the current high priests. Holding cells also exist here, acting as combination asylums and prisons.
Empire Specials(3):
Camouflaging - Most of the Scion's soldiers are experts in stealth tactics and camouflage, and can therefore outflank and outmanouever [outmaneuver?] other armies with the greatest of ease. (Increased stealth, increased tactics)
High-Cost Trade - The traders of the Scions are just as nice people out of the empire of the Scions as in it, and as a result, generally manage to peddle far higher prices for their goods whilst in other nations than any other traders would for the same goods, whilst simultaneously allowing purchases they make to be at highly reduced prices in the same manner. Of course, this money goes straight to the Scions, resulting in a sort of resource draining effect upon other empires due to the sheer number of traders around. (Drain 15% all resources from rival empires to Scions)
Hidden Robotics - As an empire that utilises robotics to a high degree, many of their normal soldiers are not even normal, but are instead human-looking androids with much greater resistance to damage and in-built protocols that make them more effective soldiers than nearly all others. (10% of regular soldiers are instead androids with all statistics greatly increased, or [Increased overall army effectiveness] if previous is non-applicable)
Special Assets(8):
Phoenix's Gift - A blue fluid that ignites at a similar temperature to petrol, but subsequently burns at roughly 7500°C, three times that of thermite. Used in a variety of projectile and area weapons, it melts through flesh and bone in what is practically an instant, as well as consuming most armour plating in short order too. Thermoptic Camouflage - A form of camouflaging that bends electromagnetic waves around the user down to the infra-red level and up to the ultra-violet level; such camouflaging makes users invisible to the naked eye, visual cameras and heat sensors, amongst other things.
Spider Drills - Small drones roughly a foot in length, they are designed to look roughly like spiders, as their name suggests, and are equipped with large numbers of sharp blades, plus the ability to dig into, then move through the ground itself whilst causing virtually no disruption, thanks to cylindrical hollows running through their forms. This allows them to appear right underneath foes, taking them by surprise before cutting them to ribbons.
Zealous Rampage - All members of the empire are, when sufficiently angered, capable of falling into a form of controlled rage against all that does not follow the Blue Phoenix. Even for untrained citizens, this makes them a match for most regular soldiers, assuming they can find a way of actually damaging the soldiers; when the more advanced soldiers of the empire do this, there are very few who can stand in their way.
Church of the Blue Phoenix - The Blue Phoenix's influence is primarily spread via their churches, which are present in fairly large numbers throughout the lands of the empire. Whilst in the presence of these churches, citizens and soldiers alike with receive morale boosts, causing them to fight more vigorously and with greater efficiency.
Envoy of the Blue Phoenix - These are a step or two above the normal soldiers in the Scions' army, and are subject to similar advantages as them (primarily the Hidden Robotics special); however, they are, as a rule, more powerful overall than the basic troops, due to enhanced weaponry, more protective armour, in-built life-support systems that keep them going for longer than one might expect, and an automated aspect of their suits that can keep their bodies upright and firing even after death, at least until the power source runs out roughly an hour later.
Shifters - Androids clad in dark blue suits, they are, in addition to the typical robotic resilience and military prowess, equipped with the same items that the less powerful soldiers own, but also own a built-in device unique to their manufacturing group that puts them a step above the rest. These devices are essentially ethereality drives - they temporarily hide the Shifters in a blue veil, through which projectiles seem to simply warp through without hitting anything, whilst projectile fire from within is left unaffected by the veil itself, allowing the Shifters to dish out huge amounts of damage without fear of being destroyed. No, I kid. Robots don't feel fear.
The Reshifted Ones - Frequently, the remains of the Scions' best Envoys, if still whole, are fused into the chassis of a Shifter, then brought back to life via a process that those in the know refer to as "Reshifting", but anyone else would likely refer to as "necromancy". The result of such a resurrection is a Reshifted One - the single most powerful soldier in the Scions' forces, with practical invincibility, the same, if even more effective, ethereality drives as the Shifters, extremely powerful weapons, and a capacity for knowledge that has been bolstered by their robotics, even through the barrier of death and back. Such beings are not revealed to the general public of the empire for reason of keeping the peace, and when first resurrected, are told of their purpose with the promise of an even more fantastic Blue Shift than their last when they are finally destroyed. Even so, some of them can become quite unstable over time, eventually going on an indiscriminate rampage against everything in a huge radius; these must end with the offender's destruction, or else the empire risks massive collateral damage, even in the heart of a battle in someone else's empire.
Empire Victories(2): Religious, Social
Turf Upgrades(max 5):
Resilience - For every level in this upgrade, resistance to damage of all Scions' soldiers increases, as does the ability to harvest remains for Reshifted Ones effectively.
High Priests - For every five levels in this upgrade, one extra Command leader may be employed without increasing the number of abilities owned by rival tactical leaders.
Pyrotechnic Mastery - For every level in this upgrade, damage dealt by soldiers using Phoenix's Gift in their weapons increases.
Robotic Mastery - For every level in this upgrade, overall effectiveness of robotic troops, including Reshifted Ones, increases.
For the Greater Good - For every level in this upgrade, total resource production for this country increases.
 
avatar for developous developous 11671 posts
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Wonder when they will take their turn and vote for the next one…

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Originally posted by developous:

About J:

Wrong, look on the ‘other’ selection. One for each 5 lands, may update.

Helltank:

Wrong. Turf upgrades are how your empire advances in a single territory. Basicly, its direct development.

Anime:

Protection granted, but it cannot stay up too long, you cannot attack when active, and its sorta unreliable. Pick 2.

Pick 2 what?

 
avatar for developous developous 11671 posts
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(1) Limited time
(2) cannot attack when active
(3) not very reliable.

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Name: Jacob Bishop
Focus: Land Command
Species: Human
Appearance: 5’9, blue eyes, short hair, average armor.
Physicals(8): 3 Intelligence, 2 Endurance, 2 Training, 1 Health
Specials: Faith or no Faith: Jacob can make his soldiers have more faith and fight harder and better. He can also make some of the other soldiers give up or switch to Jacob’s side.

[How about I weaken the shield so only ground units can’t get in?]

 
avatar for developous developous 11671 posts
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Originally posted by Anime_Shadow:

Name: Jacob Bishop
Focus: Land Command
Species: Human
Appearance: 5’9, blue eyes, short hair, average armor.
Physicals(8): 3 Intelligence, 2 Endurance, 2 Training, 1 Health
Specials: Faith or no Faith: Jacob can make his soldiers have more faith and fight harder and better. He can also make some of the other soldiers give up or switch to Jacob’s side.

[How about I weaken the shield so only ground units can’t get in?]

(deal)

All leaders accepted

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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I will change that, but I would reccomend that you put ‘for assault and command’ next to that so people don’t make that mistake, because you didn’t really put those there.
Edit:Done.

 
avatar for Pokarnor Pokarnor 17361 posts
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Name: The Grand Empire of Pokarnia
Flag:

Bio:

Military: The Military of Pokarnia is highly honored among the citizenry. It is highly professional with strong (albeit somewhat worthless) military traditions. The core of the army is a professional, elite army, however in wartime drafted citizen-soldiers and mercenaries make up the bulk of the army.

Social: The social structure of Pokarnia is quite liberal, having a “live and let live” set of mind. Some would say this laid-back attitude borders apathy, but most Pokarnians would disagree. There is a high level of income equality, which leads to little socioeconomic differences, however the small upper-class often look down upon the others as inferior, and the commoners look down upon them as snobs.

Political: There are three main political parties in Pokarnia. The Populist Party holds the majority of the senate’s seats as well as the Grand Premier’s office. They tend to support strong, centralized government which uses its resources to help keep the social and economic state of the country well, as well as programs like universal healthcare and public transportation. The Free Party is the second most common political party. They tend to support weak government with power spread throughout the provinces to help people more directly, and believe government should not be involved inthe economy or in the nation’s social identity. The Communist Party is not very prominent, holding only about 7% of the senate’s seats, but their members are highly inspired and almost impossible to be persuaded. They support, well, communism. The legislative body of the nation the senate, and the executive of the nation is the Grand Premier.

Scientific: The scientific community of Pokarnia is strong, with 10% of Pokarnians working in scientific fields. They are most adept in the field of medicine, often creating cures to new medical issues.

Economic: The economy of Pokarnia is mostly agriculture based, with a decent amount also in manufacturing. Pokarnia is often seen as a breadbasket due to the large amount of crops it produces.

Industrial: The main industrial export of Pokarnia is personal transportation vehicles. The Pokarnian industry is second in its economy only to agriculture.

Religious: Pokarnia is a secular state. About 60% of the population is atheist or agnostic, with about 25% Christian and 14% Jewish. The last 1% is all the religious minorities.

Foreign: The Grand Empire has a long history of military rivalries, and as such have a mostly isolationist policy. They distance themselves equally from the rest of the world.

Access: 4

Land Setup:

Caput: The center of Pokarnia politically, culturally, and geographically. Most of Pokarnia’s industry lies here. It is mostly flat with a a few hills and plateaus. contains the capital.

Arvum: The main agricultural region of Pokarnia, it is located in the west. It is very flat with lots of rainfall.

Finium: Located in the east, this is the least densely populated and least populated area of Pokarnia. It is very mountainous and is viewed as the “frontier” of Pokarnia. This is the hub of the mining industry.

Empire Specials:

United Defense: Can draft large amounts of soldiers if it is attacked.

Hippocratic: Has extremely advanced medical units, which can quickly get wounded sodiers back to the front in fighting condition.

Faith: Hard to break our morale.

Special Assets:

Elites: The small but well-trained core of the army, they are skilled at performing black ops and other special operations.

State Media: Though non-government media is allowed (we aren’t a tyranny), a large amount of the TV, radio, and internet is state-controlled. This allows them to spread government propaganda effectively.

Fertility: The land is great for growing crops.

Ministry of the Economy: Allowed a certain degree of control over the economy, they can keep things in check to helo avert economic collapses.

Nationhood: 98% of Pokarnians were born in Pokarnia and are veyr loyal to the country.

Environmentalism: Pokarnians try their best to preserve the natural environment.

Health: Pokarnians are very healthy.

Empire Victories: Scientific, Economic.

Turf Upgrades:

Crop Fertilizer: Each level improves the crop harvest by 30%.

Pheromone Plant: Each level increases the population growth 20%.

Super-hospitals: Each level increases healthiness.

Safety Bunkers: Each level increases likelihood of civilians surviving disasters.

Evacuation Squads: Each level allows for more mass transport of civilians and military.