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Turn 11-1069

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1 Turn 11-1069 on Tue Nov 28, 2017 6:19 pm

Bradley3000:

Crensler:
Reports for the navy and merchants reveal the koth are bottled up in the south thanks to a joint fleet lead by the harichu. Laventino sends word that they are moving against the koth.

A flood devastates small villages and farmsteads in Adalwulf’s lands.

All research projects progress.

6 turns for Large Sanatorium construction to be complete. 4 turns for Road expansion to be complete. 2 turns for Green Garrison(x6) training to be complete. 1 turn for Trained Kampfwagons(x3)/Smart Golems(x3) training to be complete.

FreelanceZero:

SpartanMario:
57 turns for weaving factory construction to be complete.

Onyx Aurelius:
Land survey concludes that the unusually warm winter this year is causing a drought making the land lose its fertility. A lack of rain during the year doesn’t help the matter. Reports from the fleet state that the joint effort is keeping the koth bottled up in the south but it may not last while they build many more.

Laventino arrives to retrieve the remains of the royal family members. Their assembled army also wishes to move through your lands to reach the front lines.

All research projects progress.

1 turn for Trained Warships(x2)/Glider(x5)/Kampfwagons(x2) training to be complete. College expansion is now complete.

Wanderer_in_Rags:

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2 Re: Turn 11-1069 on Sun Dec 03, 2017 1:47 pm

Turn Actions:
The fleet is sent to join the Harichu in their fight to contain the koth, for if they fail, the black fleet will have free reign over the seas.  Once the new golems and kampfwagons are completed and several other units are upgraded, the armed forces are to join up with Laventino and march on the koth.  A total of 26 Wealth is spent to upgrade another 13 units before they move out.  Testing of the new organ guns will continue.

Research Projects:
Research into multi-barrel weaponry, with a focus on rotating barrels, black powder refining, focusing on producing less smoke, improved firearm cartridges, refrigeration, magic energy, mass production, spinning projectiles for accuracy in firearms, the strange magic crystals from the ruins, super soldier project, a way to kill the koth en mass, and fixing the balance issues of the battle suit prototype continues.

Geirland Armed Forces:
Veteran Infantry unit 01:  Discipline Modifier +3, Athletics 4/Endurance 4/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Infantry unit 02: Discipline Modifier +3, Athletics 4/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 03-04: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 05: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 06-07: Discipline Modifier +6, Athletics 3/Endurance 3/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 08: Discipline Modifier +6, Athletics 3/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 09-10: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 11: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 12: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 13: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 14-18: Discipline Modifier +6, Athletics 3/Endurance 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 19-20: Discipline Modifier +6, Athletics 3/Endurance 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 20-21: Discipline Modifier +9, Agility 3/Awareness 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 23-24: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Archer unit 25: Discipline Modifier +6, Agility 6/Awareness 2/Marksmanship 5  Armor Upgrade x1, Weapon Upgrade x1

Veteran Archer unit 26: Discipline Modifier +6, Agility 6/Awareness 2/Marksmanship 5  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer unit 27: Discipline Modifier +9, Agility 3/Awareness 1/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer unit 28: Discipline Modifier +9, Agility 3/Awareness 1/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 29-30: Discipline Modifier +9, Agility 3/Awareness 1/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Dwarven Quarreler units 31-32: Discipline Modifier +6, Agility 3/ Endurance 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x2

Trained Dwarven Quarreler unit 33: Discipline Modifier +6, Agility 3/ Endurance 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x2

Trained Dwarven Quarreler unit 34-35: Discipline Modifier +6, Agility 3/Endurance 1/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x2

Veteran Crusader units 36-37: Discipline Modifier +6, Athletics 4/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Personal Guard unit 38: Discipline Modifier +0, Athletics 4, Endurance 3, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 39: Discipline Modifier +0, Agility 4/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 40: Discipline Modifier +0, Agility 3/Animal Handling 3/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Cavalry unit 41: Discipline Modifier +3, Agility 2/Animal Handling 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Elite Cavalry unit 42: Discipline Modifier -3, Agility 3/Animal Handling 3/Fighting 10  Armor Upgrade x1, Weapon Upgrade x1

Trained Cavalry unit 43: Discipline Modifier +3, Agility 1/Animal Handling 1/Fighting 1  Armor Upgrade x1, Weapon Upgrade x1

Trained Smart Golem units 44-49: Discipline Modifier +6, Athletics 3/ Awareness 1/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Support units 50-51: Discipline Modifier +6, Animal Handling 2/Endurance 2/Healing 5  Armor Upgrade x1

Veteran Engineer unit 52 (Large Steam Cannon): Discipline Modifier +6, Endurance 3/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Veteran Engineer unit 53 (Large Steam Cannon): Discipline Modifier +6, Endurance 4/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Trained Engineer units 54-55 (Large Steam Cannon): Discipline Modifier +9, Endurance 1/Fighting 0/Warfare 6  Weapon Upgrade x1

Green Kampfwagon unit 56 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor upgrade x2, Weapon Upgrade x1

Green Kampfwagon unit 57 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor Upgrade x2, Weapon Upgrade x1

Trained Kampfwagon unit 58 (Spitfire [Jelly Fire]): Discipline +9, Marksmanship 2/Fighting 2/Warfare 3  Armor Upgrade x2

Trained Kampfwagon 59-60 (Small Steam Cannon): Discipline +9, Marksmanship 2/Fighting 2/Warfare 3

Trained Kampfwagon 61 (Spitfire [Jelly Fire]):Discipline +9, Marksmanship 2/Fighting 2/Warfare 3

Elite Commander (King Thrand): Command 4/Fighting 5/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1, Amelia's Amulet

Elite Commander (Arn Osgar): Command 8/Fighting 1/Warfare 5

Veteran Commander (Lady Zau): Command 7/Fighting 6/Warfare 1  Armor Upgrade x1

Trained Commander (Ser Romund): Command 3/Fighting 3/Warfare 0

Trained Commander (Ser Ezra Leonhart): Command 3/Fighting 3/Warfare 0

Green Commander: Command 2/Fighting 0/Warfare 2

Garrison Units:
Veteran Garrison units 01-02: Discipline Modifier +0/+6, Awareness 3/Endurance 4/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Garrison unit 03: Discipline Modifier +3/+9, Awareness 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Garrison units 04-09: Discipline Modifier +0/+6, (DM+0/6) Awareness 1/Endurance 9/Fighting 0

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 38, Power 0, Wealth 0

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 34, Power 0, Wealth 0

House Adalwulf: Defense 0, Influence 11, Lands 0, Law 32, Population 27, Power 0, Wealth 0

House Brynjarr: Defense 0, Influence 0, Lands 0, Law 27, Population 25, Power 5, Wealth 0

House Osgar: Defense 0, Influence 25, Lands 0, Law 72, Population 26, Power 2, Wealth 0

House Byrn: Defense 2, Influence 15, Lands 0, Law 53, Population 34, Power 2, Wealth 0

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3 Re: Turn 11-1069 on Wed Dec 06, 2017 12:51 am

Fortunes:

Outer Khanid:(HF+7)   Roll:19 Result:26(Blessing)  Allocation: Wealth+power

Inner Khanid:(HF+9)   Roll:17 Result:26(Blessing)  Allocation: Wealth+power

Khanid Coast:(HF+17) Roll:22 Result:39(Growth )  Allocation: Wealth+Power

Stat changes:

Outer Khanid:
Defense:4 Influence:14 Land:1 Law:35 Population:49 Power:3+2=5 Wealth:4+3=7

Inner Khanid:
Defense:11 Influence:9 Land:6 Law:43 Population:45 Power:5+2=7 Wealth:5+2=7

Khanid Coast:
Defense:14 Influence:21 Land:9 Law:54 Population:48 Power:4+1=5 Wealth:19+1(HF)+3(Port/market)=23  Lloyds coffers:10?

Actions:

Research:
1:College: Metallurgy(Usage for new Steel) 
2:Clockworks(Vehicle testing/Reliability) 
3:Magic(Magical Theory/Nature of Magic) 
4:Mechanics(Study of machining) 
5:Weapons/warfare(On going cannon development)

Glider Facility: Flight(Combat Air frame), Black powder(General) 

Dockyard: shipbuilding(Propulsion methods), Shipbuilding(Shipbuilding methods)
-------------------------------------------
Local:
Specialists are gathered to discuss the drought issue, and possible solutions, including use of the underground river.

The ruins project continues (For eternity i suppose)

Despite the ongoing conflicts, festival preparations begin
---------------------------------------------
International:

An effort is made by foreign contacts to search for and invite new mages to the Khanid region, a letter is also published inviting those with magical talent in the Lloyds international paper.

Laventine troops are given the go-ahead to move through Khanid territory

Expedition efforts continue 

Regional Forces:

Total Holdings, from all regions.

Commander List:
Commander(+D)(Elite) Command 10, Fighting 0, Warfare 4
Commander(+D)(Veteran) Command:6, Fighting 1, Warfare:3
Commander(+D)(Veteran) Command 5, Fighting 2, Warfare 3
Commander(+D)(Veteran) Command 3, Fighting 4, Warfare 3
Commander(+D)(Trained) Command 1, Fighting 4, Warfare 1
Commander(+D)(Green) Command 0, Fighting 0, Warfare 2

Infantry:
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 0, Endurance 4, Fighting 2
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(+D)(+W)(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3

Garrison:
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3   
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 2, Endurance 1, Fighting 3  
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 1, Endurance 2, Fighting 3
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3
Garrison(+D)(+W)(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3

Enginners:
Engineers(+D)(+W)(  Elite  )(DM+3) Endurance 2, Fighting 5, Warfare 7 
Engineers(+D)(+W)(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2
Engineers(+D)(+W)(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2

Archers: 
Archer(+D)(+W)(Trained)(DM:+9 ) Agility 1, Awareness 2, Marksmanship 3
Archer(+D)(+W)(Trained)(DM:+9 ) Agility 1, Awareness 2, Marksmanship 3
Archer(+D)(+W)(Trained)(DM:+9 ) Agility 1, Awareness 2, Marksmanship 3
Archer(+D)(+W)(Trained)(DM:+9 ) Agility 1, Awareness 2, Marksmanship 3


Naval:
Warships(+D)(+W)(Elite) (DM+0) Awareness 8, Fighting 3, Marksmanship 3
Warships(+D)(+W)(Trained)(DM+6) Awareness 1, Fighting 2, Marksmanship 3
Warships(+D)(+W)(Trained) DM+6) Awareness 1, Fighting 2, Marksmanship 3

Air Force:
Gliders(Green)(DM+9) Marksmanship 2, Handling 0, Awareness 1
Gliders(Green)(DM+9) Marksmanship 2, Handling 0, Awareness 1
Gliders(Green)(DM+9) Marksmanship 2, Handling 0, Awareness 1

Misc:
Special(+D)(+W)(Trained) (DM+6) Awareness 2, Endurance 2, Healing 2
Cavalry(+D)(+W)(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Nobles(+D)(+W)(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3

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