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Read the rules | how to play here: https://pastebin.com/hQMZiGUM.

The dice you put in the "options" box is:
dice+1d10

>What is /conqst/?
/conqst/ is a 4Chan story-telling game that is just like Risk but allows you to have more freedom in defining your civilization. By joining this game, you are constantly involved with the drastic changes of the global story through events, new civilizations, strong national strategies, and diplomacy.

>Can I join/Stop playing?
Yes and yes! Read the rules on how to play. If there isn't any free territory (shaded in white), some players may be nice enough to give you land or allocate a puppet state. If not, then you could wait until the next game (or when I kick out inactive players). If you want to stop playing, just either let me know or stop going to this thread.

>How hard is it to learn how to play this game?
Not too hard. You start with 5 territories as one nation, expand until you can't expand, and choose to either attack, fortify, or defend. Plain and simple. You also get +1 attack and +1 defense for every certain amount of territories you own, and gain National Strength (NS) and gold every roll.
>>
>>4860989
We'll start once we have enough players (if so, the next map will be in 12 hours from the time of this post.).

Default settings:
# of territories modifier: 35 for 1 attack/defense
Events: Default
Continental bonuses: Off
>>
Gun Runners
Grey
Nevada
>>
>>4860989
Caravaneers' Caravan
Brown
West Virginia
>>
>>4860989
Enclave
Blue
Los Angeles California
>>
>>4860989
Black Caps
Purple
Augusta, Maine
>>
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>>4860989
PegasusEnclave
Dark blue
New mexico
>>
>>4860989
The Shi
Red
San Francisco

And since it's fallout, voting for chaotic events.
>>
>>4860989
Envoys of the Interloper
Green
West Virginia

Come all, come join the great mission! Come to the awaiting arms of our savior, the divine, the ascended Interloper! The things that crawl in the shadows of the Appalachi and the cult of the moth have already joined our crusade, and soon you shall too
>>
>>4860989
Moonshiners
Dark Red
North Kentucky
>>
Nova Lusitania
Dark Green
Rhode Island

Bristol county took over, and now it's all portugas. Ora pois, we will take over america with our bacalhau
>>
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>>4860989
Notes
=============
Welcome to the world stage, new leaders of the world! This is the beginning of your grand journey to shape the world as you see fit. Beware, as you will encounter other nations around you with ulterior goals and agendas. Will they be your ally or your enemy? Will they be willing to fall into your traps or will you fall into their trap? Tread carefully, as your luck can make or break your nation's survival.

Welcome to /conqst/ Fallout Edition #1. We can't expect god to do all the work.

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Gold
=============
Gun Runners 0|5|0 Caravaneer's Caravan 0|5|0 Enclave 0|5|0
Black Caps 0|5|0 Pegasus Enclave 0|5|0 The Shi 0|5|0
Envoys of the Interloper 0|5|0 Moonshiners 0|5|0 Nova Lusitania 0|5|0
The Order of Smokey 0|5|0
=============
National Strength active power-ups
=============

=============
Agreements
=============

=============
Puppet Nations
=============

=============
Events
=============
The first event starts on map #10
=============
Skirmishes/War
=============

=============
Superpowers
=============

=============
Inactive nations
=============

=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 2 (1d10)

>>4861553
Time to expand our business. Expand around Nevada, focusing on going east.
>>
Rolled 5 (1d10)

>>4861553
> expand North-east
We must spread the word of the Interloper! Perhaps these ghouls will listen to us?
>>
Rolled 8 (1d10)

>>4861553
Let's get to expanding.
Head south west into New Hampshire.
>>
Rolled 3 (1d10)

>>4861553
It would do us well to acquire greater teritories in the corners of Massachussets. We're going to be going east.
>>
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Rolled 9 (1d10)

>>4861553
"Only you can prevent wild fires!"

Expand everywhere
>>
Rolled 8 (1d10)

>>4861553
expand in california and send out eyebots to say that america is back
>>
>>4861097
>>4861553
hey Conqstr are you going to count that vote for chaotic events
>>
>>4862185
That's one of the things I forgot to add to the main post. The other thing I forgot was changing "gold" to "caps".

Voting chaotic events (1/9)
>>
>>4862209
Voting to activate Wild Wastel- I mean chaotic events.
>>
>>4862209
> chaos- yes yes yes
>>
>>4862209
Sure, lets do chaotic events.
How bad can it be?
>>
>>4862209
Wild Wastleand, yes.
>>
>>4862346
>>4862328
>>4862316
>>4862220
ok death it is then
>>
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Rolled 10 (1d10)

>>4861553
Expand East and North.

>>4862404
>wild wasteland active
>>
>>4862404
Still have room for more?
>>
>>4862476
Yeah, as long as there's free territory you can hop in. Just pick a color, a location, and a name.
>>
Rolled 3 (1d10)

>>4862483
>>4861553

>Rust Belt Industrialists
>Purple
>PA

>>4861553
Expand? If possible in the Best Rust belt state if I can go with this turn.
>>
>>4862476
Yes. See >>4862483
>>
>>4862491
You can't do an action until you're actually on the map.
>>
>>4862497
>>4862492

I AM RETARDED
>>
Rolled 9 (1d10)

>>4861553
Plotting new trade routes everywhere.

>>4862209
Voting for chaotic events.
>>
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>>4861553
Notes
=============
>>4862491
Welcome to the wastelands, Rust Belt Industries. There's plenty of room for rusting.

Chaotic Events is now active!

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 2|12|12 Caravaneer's Caravan 9|21|19 Enclave 8|21|18
Black Caps 8|21|18 Pegasus Enclave 0|5|10 The Shi 10|27|20 Envoys of the Interloper 5|16|15
Moonshiners 0|5|10 Nova Lusitania 3|12|13 The Order of Smokey 9|21|19
Rust Belt Industrialists 0|5|0
=============
National Strength active power-ups
=============

=============
Agreements
=============

=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret
Some old and forgotten faction left a mega turret behind, known as the Colossus Sentinali. Apparently, it was meant to combat communism, but it is not known why it was abandoned...

If a nation controls the territory with the turret, there are two choices. One choice is to charge the turret and unleash a devastating attack (+10 attack, ready to fire within the next 3 maps). The other choice is to dismantle the turret to yield 2,000 caps, which will be completed after the next 3 maps from when the dismantling began.
=============
Skirmishes/War
=============

=============
Superpowers
=============

=============
Inactive nations
=============
Pegasus Enclave, Moonshiners (2 maps till death)
=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
>>4862854
The turret is located in Nevada in present day Las Vegas.
>>
Rolled 10 (1d10)

>>4862854
make a mad dash to Las Vegas and continue expanding in california
>>
Rolled 7 (1d10)

>>4862854
Expand with all possible speed to New Vegas. If we can't make it, expand north instead.
>>
Rolled 7 (1d10)

>>4862854
Continue to expand south.
>>
Rolled 2 (1d10)

>>4862854
Continue expanding everywhere

>>4861134
"Nightkin?! Just our luck. Decent, non-mutated humans like us can't even live in peace without some freaks showing up.
We're here to make caps. You want to trade, cool. You start causing trouble and a bullet to the brain is what you'll receive.
What'll it be?"
>>
Rolled 5 (1d10)

>>4862854
Continue to seize land in Connecticut. I will see to it that we have an ample amount of land for agriculture, if such a thing is possible. I don't think Connecticut will have been as heavily targeted as the likes of the capital wasteland down south
>>
Rolled 6 (1d10)

>>4862984
“Nightkin? What might that be? We are simply peaceful preachers my friends, please ignore the weapons of our moth-following companions they are simply... zealous. We have no interest in a fight, nor in taking your lands. Trade would be very appreciated though”

>>4862854
> expand south-west
>>
Rolled 2 (1d10)

>>4862854
Expand sourth, my boy.
>>
>>4863435
another 2? seriously? this is a baaaad omen
>>
Rolled 6 (1d10)

>>4862854
Expand everywhere
>>
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>>4862854
Notes
=============
The wastelands stir up more trouble for our factions trying to survive this wild wild west. It's only a matter of time before they encounter a carcass hill and deathclaw nests...

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 4|19|24 Caravaneer's Caravan 11|28|31 Enclave 18|43(+1 a/d)|38
Black Caps 15|37(+1 a/d)|35 Pegasus Enclave 0|5|20 The Shi 17|43(+1 a/d)|37 Envoys of the Interloper 10|27|30
Moonshiners 0|5|20 Nova Lusitania 8|23|28 The Order of Smokey 15|32|35 Rust Belt Industrialists 0|5|10
=============
National Strength active power-ups
=============

=============
Agreements
=============
Trade Agreements (+5 caps)
Caravaneers' Caravan: >>4863362
Envoys of the Interloper: >>4862984
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 0%)

Ticking Timebomb Seeds
Upon exploration of this wasteland, many (if not, all) factions discovered a timebomb seed. Once planted, the seed will grow and yield a bomb that will detonate as soon as it is plucked. If not plucked soon enough, it will degrade and become unusable.
The number you roll will be the attack strength of the timebomb and how many maps it will take for the timebomb to activate. Once you roll, the timebomb is ticking.
=============
Skirmishes/War
=============

=============
Superpowers
=============

=============
Inactive nations
=============
Pegasus Enclave, Moonshiners: 1 map till death
Rust Belt Industries: 2 maps till death
=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 1 (1d10)

>>4863556
Ain't nothing out here. Keep moving directly east and directly west.
>>
Rolled 2 (1d10)

>>4863556
I didn't quite get the timebomb thing. So what, you plant the bomb on a province, and then if no one does anything it goes kaboom or something? Either way, i'm expanding north. More specifically, that province in the purple people's left. It's a chokehold point.
>>
>>4863572
It is the same as activating the national strategy Ticking Timebomb except the number you roll replaces the attack strength and the number of maps it takes to activate.

As an example, your roll would be:
After the next 2 maps, you receive a +2 attack bonus for the 2nd map. Effect cannot stack or can be used again if active.

>>4863562
This one is +1 attack on the next map.
>>
>>4863556
Expand to New York.
>>4863352
"Pleased to meet you my friend! I do hope you don't mind me getting right on pass you and into New York."
>>
>>4863579
>you receive a +2 attack bonus for the 2nd map
This is the part i don't understand. What do you mean '2nd map'
>>
Rolled 8 (1d10)

>>4863583
Forgot my roll.
>>
>>4863583
You got all of Maine to yourself, and united states is way way south. You'd be basically encircling me to get it (going all the way around connecticu), so it's not really something that would be very good.

Plus new york is a glowing hole in the ground.
>>
>>4863584
Your bomb will detonate on map#5, which means you get +2 attack on that map.
>>
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>>4863590
And new york*
>>
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>>4863590
"Oh, I have no intention of trapping you in Connecticut, think of it more like this."
At this point the reprsentive for the Caps hands over a map.
"Figured we just met you, and don't want to go screwing over any of our potential friends, so I'd say this would keep things fair. I'm sure you can understand I don't want to be trapped all up there."
>>
Rolled 7 (1d10)

>>4863556
Welp, it's time to go east again!
>>
>>4863598
Aight, that i can agree on.
>>
Rolled 3 (1d10)

>>4863556
roll to expand pls
>>
Rolled 4 (1d10)

>>4863556
expand south
>>
Rolled 2 (1d10)

continue expanding in california and nevada and power up Colossus Sentinali
>>
Rolled 9 (1d10)

>>4863556
Rust Belt Industries demands EXPASION, Take the PA state enmass!

Sorry QM, Apprently i'm in the cursed timezone of missing a map turn lol.
>>
>>4863826
Hey, you can always do automated moves if you're unable to make it. The details on that is in the pastebin.
>>
Rolled 4 (1d10)

>>4863556
Expand around the New Vegas area, and attack the Enclave.

>>4863798
We're really very sorry about this, but we cannot allow you to activate that weapon.
>>
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>>4863556
Notes
=============
The Battle for the Colossus Sentinali has begun. The Shi rounded up some soldiers from California and sent them charging at the Enclave. The Enclave was ambushed by surprise, and it was a decisive victory, which puts The Shi one step closer to the Colossus Sentinali...

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 11|35(+1 a/d)|41 Caravaneer's Caravan 12|35(+1 a/d)|47 Enclave Maxed|43(+1 a/d)|50
Black Caps Maxed|53(+1 a/d)|53 The Shi Maxed|61(+1 a/d)|51 Envoys of the Interloper 10|27|45
Moonshiners 4|16|34 Nova Lusitania 10|30|40 The Order of Smokey 18|39(+1 a/d)|48
Rust Belt Industrialists 9|21|29
=============
National Strength active power-ups
=============
Ticking Timebomb activated (+1 attack): Caravaneer's Caravan
=============
Agreements
=============
Trade Agreements (+5 caps)
Caravaneers' Caravan: >>4863362
Envoys of the Interloper: >>4862984
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 33%)
Ticking Timebomb Seeds >>4863556
Restoration of America Part 1
It appears that some of the fallout has washed away, opening up for more potential settlements to the west of Kentucky.
=============
Skirmishes/War
=============

=============
Superpowers
=============

=============
Inactive nations
=============
Envoy of the Interlopers (2 maps till death)
=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 7 (1d10)

>>4864526
Continue to expand south with the plan that was mentioned here >>4863598
>>4863602
"Say, I was thinking we could get a trade route going between the two of us, get a bit of extra caps flowing. What do you say?"

Hey Conqstr, I'm at maximum National Strength, which means I have three maps, including this one, to pick a strategy before it resets, correct?
>>
>>4864535
You have until map #7 to pick a national strategy. So map #6 is your last chance to pick one.
>>
>>4864536
Got it, thanks.
>>
Rolled 9 (1d10)

>>4864526
2. Anger (Power-up): Your attacks are boosted by +2 for the next 2 maps. Effect stacks.
attack The Shi and continue expanding in california and nevada
“Die you commie pinko muties
>>
>>4864544
almost forgot to expand in arizona
>>
Rolled 6 (1d10)

>>4864526
> start going east
>>
Rolled 2 (1d10)

>>4864526
Activate Critical Hit and attack the Enclave. Expand further north.
>>
>>4864526
We're going down' n shit.
>>
Rolled 6 (1d10)

>>4864750
Forgot to roll
>>
>>4864526
Mind if I pull up a chair?
Serenity Co-op
Yellow
Kansas City, MO

"The humble sons of the Midwest are staking their own. Around here we believe in the following three things: Food, Faith, and Family. Although the world around us has changed so much, not even the wasteland can erode our values."
>>
Rolled 7 (1d10)

>>4864526
Expand southeast, aiming mostly to try grabbing new mexico.
>>
Rolled 1 (1d10)

>>4864867
"Only you can prevent wildfires!"
attack Gun Runners and expand everywhere.
>>
Rolled 10 (1d10)

>>4864526
Nothing this way. Expanding routes straight east and southwest.
>>
>>4864944
Damn Nightkin. I'm not gonna let a bunch of mutants take our livelihood!

Adding to attack Envoys of the Interloper!
>>
>>4864901
>>4864867
Changing my action to attack back these fucking clowns while expanding
>>
>>4864965
Friend what are you doing!? I have never hurt you! I am simply minding my business and preaching the world of our savior! Why must there be violence?
>>
Change actions to defending, but not attacking back
>>
>>4864535
Oh yeah, i can agree to trade
>>
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>>4864526
Notes
=============
>>4864857
Yes, you can pull up a chair... But you'll find it broken if you're not careful.

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 17|45(+1 a/d)|57 Caravaneer's Caravan Maxed|58(+1 a/d)|72 Enclave 0|41(+1 a/d)|69
Black Caps Maxed|69(+1 a/d)|70 The Shi 0|75(+2 a/d)|63 Envoys of the Interloper 16|26|66
Moonshiners 4|16|44 Nova Lusitania 16|41(+1 a/d)|56 The Order of Smokey 19|40(+1 a/d)|59
Rust Belt Industrialists 9|21|39 Serenity Co-op 0|5|0
=============
National Strength active power-ups
=============
Ticking Timebomb activated (+2 attack): Nova Lusitania, Enclave
=============
Agreements
=============
Trade Agreements (+5 caps)
Caravaneers' Caravan: >>4863362
Envoys of the Interloper: >>4862984
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (The Shi controls the turret. The Charge was disrupted. Turret Charge: 0%)
Ticking Timebomb Seeds >>4863556
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi vs. Enclave
Fire Wars: The Order of Smokey vs. Gun Runners
Ghoulish Eradication: Caravaneer's Caravan vs. Envoys of the Interloper
=============
Superpowers
=============

=============
Inactive nations
=============
Moonshiners (2 maps till death)
=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 5 (1d10)

>>4864985
Friend?! You didn't even accept my trade agreement! You're taking food from my family's mouth!

>>4864998
Expanding straight east and directly south.
Attacking Envoys of the Interloper!

1. Blitzkrieg (Attack): If you successfully capture an enemy territory after attacking, all of the enemy (either one or more nations) territories that are adjacent to your captured territory are also attacked (no second roll). If you successfully take any territory, +3 attack for the next map.
>>
Rolled 10 (1d10)

>>4864969
"It takes one match to burn a thousand trees!"
Attack Gun Runners and expand everywhere.
>>
Rolled 2 (1d10)

>>4864998
Our business didn't expect to have to fight mutated, sentient bears. Try to attack back (fruitlessly unless we also get a 10) while expanding straight on south.
>>
>>4864998
>It appears that some of the fallout has washed away, opening up for more potential settlements to the west of Kentucky.
expand west pls

>how do i do automated moves?
>>
>>4865153
Just roll two dice. The second one will be used as your next action next map.
>>
Rolled 6, 2 = 8 (2d10)

>>4865153
THANKS!
>>
Rolled 3 (1d10)

>>4865034
I ACCEPTED YOUR TRADE AGREEMENT YOU BLIND MISCREANT. IT’S ON THE ENVOY-DAMNED NATIONAL NEWS. YOU ARE KILLING MY PEOPLE OVER MISUNDERSTANDING AND LIES

> defend. No attacks whatsoever

(Admit it. You’re killing me just because you rolled high and saw an opportunity to get free land)
>>
>>4864998
Activate Expansionist and continue to expand south, filling in a bit of Maine.

I'm guessing Nova Lusitania didn't respond in time for the trade agreement to go into play this map?
>>
Rolled 7 (1d10)

>>4865275
Here's my roll.
>>
>>4865275
The trade agreement is in effect. I didn't have enough time to list it along with Enclave's Anger National strategy,
>>
>>4865275
>>4865277
Oh, I'll also fortify the bottom of New Hampshire, since I don't take a penalty.
>>
Rolled 5 (1d10)

>>4864998
Just blob out my guy
>>
Rolled 9 (1d10)

>>4864998
Now this is a doozy...i feel like there's something i should do. I don't want to waste my ticking timebomb.

I'm not particularly proud about it, but i guess i'm going to attack the Rust Belt Industrialists. Ultimately, they're these weird people on the border and i don't want to get nuked before i nuke them.

Desculpe-me por este importunio.
>>
Rolled 3 (1d10)

>>4864998
Press the attack against the Enclave. Begin dismantling the weapon, and continue expanding north.
>>
Rolled 2 (1d10)

>>4865601
attack The Shi everywhere and take back the weapon and continue expanding in california and arizona
>>
>>4864998
hey why is ns anger not on here
>>
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>>4864998
Notes
=============
Welcome to the wild wasteland! You must have fallen asleep. Let me catch you up on the situation: The caravaneers have almost eradicated the Envoys of the Interloper. Bears that all look identical to Smokey carrying shotguns that fire explosive pinecones that release shrapnel and fire retardant ironically killed some gun runners. The Enclave has taken back the Colossus Sentinali and a Portuguese nest has started a revolution in Rust Belt Industries. Ain't that a kick in the head?

automated rolls
>>4865167 (last one)

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============

=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 19|41(+1 a/d)|69 Caravaneer's Caravan 0|81(+2 a/d)|87 Enclave 2|55(+1 a/d)|81
Black Caps 0|95(+2 a/d)|92 The Shi 3|70(+2 a/d)|76 Envoys of the Interloper 19|5|79
Moonshiners 10|27|60 Nova Lusitania Maxed|43(+1 a/d)|80 The Order of Smokey Maxed|61(+1 a/d)|79
Rust Belt Industrialists 9|19|49 Serenity Co-op 5|16|15
=============
National Strength active power-ups
=============
Ticking Timebomb activated (+3 attack): The Order of Smokey
Anger: Enclave (until map #7)
Blitzkrieg success: Caravaneer's Caravan
=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Dismantling interrupted. Turret Charge: 0%)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol?
Scouts on the eastern coast have detected a dilapidated place with high importance. It appears to be the building of one of the world's most powerful nations on Earth... Or it was. Nonetheless, they detect a high concentration of gold there, worth approximately 5,000 caps. However, caution may be needed as the scouts detected an ancient and very powerful behemoth located near the area...
The location is in present-day Washington D.C, marked with an X.
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi vs. Enclave
Fire Wars: The Order of Smokey vs. Gun Runners
Ghoulish Eradication: Caravaneer's Caravan vs. Envoys of the Interloper
Revolution: Rust Belt Industries vs. Nova Lusitania
=============
Superpowers
=============

=============
Inactive nations
=============
Rust Belt Industries (1 map till death)
=============
Potential superpowers:
=============

=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
>>4865790
Read >>4865288
>>
>>4865793
fuck im dumb
>>
Rolled 1 (1d10)

>>4865792
Retake the Mega Turret, and commence a general attack against the Enclave. Expand further North in California.

>>4865793
We send our greetings to the Gun Runners. Would you like a trade agreement?
>>
Rolled 4 (1d10)

>>4865792
attack The Shi everywhere and continue expanding in arizona and california and reactive Colossus Sentinali
>>
>>4865797
"Well, we would be, but we also want to offer something else. An alliance, perhaps? We both know how rough the wasteland is and an alliance can make it easier. We can both be stronger and more secure that way. If that's not your forte, we're fine with just the trade agreement."
>>
>>4865797
For the love of...

>>4865792
Shouldn't Enclave's anger be over now? Doesn't matter much anyway considering my roll.
>>
>>4865801
We're happy with an alliance. Do be warned though, we're currently at war with some damned Americans to our south, but it's far from your own borders.
>>
>>4865807
"Oh, that's fine. Shall we agree on an attack bonus for the alliance capital? As least until conflicts cease. I think the best place to put the capital would be along the border we have between ourselves."
>>
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Rolled 9 (1d10)

>>4865792
"There’s nothing quite like enjoying the great outdoors with a roaring fire, gooey s’mores and a night sky full of stars."
Attack Gun Runners and continue expanding everywhere. Activate blitzkrieg
1. Blitzkrieg (Attack): If you successfully capture an enemy territory after attacking, all of the enemy (either one or more nations) territories that are adjacent to your captured territory are also attacked (no second roll). If you successfully take any territory, +3 attack for the next map.
>>
Rolled 6 (1d10)

>>4865814
Oh you're joking me.

>>4865792
Fight back against the fucking bears (even though there is literally no way I could win against the attack) and expand, fuck, everywhere.
>>
>>4865811
Sounds like an excellent idea, I accept.
>>
>>4865828
"Deal. May we ask why you're fighting these 'americans'? I doubt it's for the sake of wanton violence like the 'friends' I have up north."
>>
Rolled 9 (1d10)

>>4865792
Expand west with half of the territories gained while using the other half to claim Maine.

>>4865461
"I wish you luck in your conquest my friend! Let us know if we can help you with anything."
>>
Rolled 8 (1d10)

>>4865792
Continue carving new trade routes straight East and take Washington
Continue searching straight south for new junk to sale

>>4865271
What?! You did? Let me put on my glasses.

Huh... I guess you did. Sorry about all that. We're willing to let bygones be bygones if you are.
Tell you what. Join under our banner as a "branch" and we'll call off the feud.

>>4865167
Boy, howdy! Are you lot a sight for sore eyes! Would you be willing to trade your delicious moonshine for some of our wares and goods?
Only the finest Brahmin leather went into our clothing!
>>
Rolled 2 (1d10)

>>4865792
Let's fill out Kansas.

I don't really understand national strength and how it relates to power ups. How is that calculated?
>>
>>4865896
Every time you roll, you add that number to your national strength. So right now, you're at 5. Next turn, it would be 7 due to the 2 you rolled. Once you reach 20, you can cash it out for the national strategies.
>>
>>4865897
Ah I see, thanks man.
>>
>>4865814
Rip new ally.
>>
>>4865833
They have gotten their hands on an extremely dangerous weapon, and instead of dismantling it they immediately began to power it up. We are fighting to prevent them from activating the weapon and using it.
>>
Rolled 3 (1d10)

>>4865871
...can I get my land back? Please? I’m fine with entering a permanent partnership with you but I’d like to have some more space for my ghouls

>>4865792
> expand to the south-west. We can’t get bottled up like this
>>
(My luck keeps sucking. Even when I was a sheep I had better luck)
>>
>>4866006
>>4865871
You've misread and misinterpreted my proposal.

Adding on to continue attacking Envoys of the Interloper
>>
>>4865792
It is imperative that we continue to deal with the barbarians in the rust belt. They are, ultimately, a threat to the state. We'll continue to attack them. I will have them driven from pennsylvania
>>
Rolled 6 (1d10)

>>4866123
Oops, wrote the dice wrong.
>>
>>4866123
Also, also, i can choose an national strategy next turn, right?
>>
>>4866127
yes
>>
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>>4865792
Notes
=============
Looks like one of 'em newfags didn't make it. The Portuguese colony vanquished its revolutionary start-up company with little to no resistance. As for the west...Well...They are killing each other.

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============
The Shi-Runner Pact: The Shi, Gun Runners | +1 attack
=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners Maxed|26|85 Caravaneer's Caravan 8|96(+2 a/d)|105 Enclave 6|71(+2 a/d)|95
Black Caps 9|111(+3 a/d)|116 The Shi 4|67(+1 a/d)|87 Envoys of the Interloper Maxed|5|92
Moonshiners 12|34|72 Nova Lusitania Maxed|47(+1 a/d)|101 The Order of Smokey 0|88(+2 a/d)|98
Serenity Co-op 7|23|27
=============
National Strength active power-ups
=============
Ticking Timebomb activated (+4 attack): The Shi, Moonshiners
Blitzkrieg success: Order of Smokey
=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 33%)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol? >>4865792
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi-Runner Pact vs. Enclave
Fire Wars: The Order of Smokey vs. The Shi-Runner Pact
Ghoulish Eradication: Caravaneer's Caravan vs. Envoys of the Interloper
=============
Superpowers
=============

=============
Inactive nations
=============

=============
Potential superpowers:
=============
Black Caps
=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
>You don't receive an expansion penalty when taking other actions
What does this mean?
>>
>>4866261
It means when you expand, you're not cutting the # of territories you expand to down when you take other actions such as attacking, fortifying, etc.

So if you're attacking and expanding, the number you roll is subtracting the # of territories you expand to. Using Expansionist removes this effect altogether.
>>
Rolled 1 (1d10)

>>4866266
I see. I guess i'll activate expansionist.

I will then stroll further down to New Jersey, aiming to take the state for my lonesome. And after that, i'm going to fortify my lands up in the north, since i guess i get the opportunity to do so without losing stuff?
>>
Rolled 2 (1d10)

>>4866120
Ok now that’s just being an asshole. You attacked me for no reason at all. And now you keep doing it for no reason at all. You are a fucking bitch

> attack the Caravaneer if they do not want peace
> activate critical strike
Please cease this stupidity. It will only further damage the both of us
>>
Rolled 7 (1d10)

>>4866248
Easy there. Fine, we'll have peace. Don't attack us.

Expanding south east towards Washington.
Furthering our operations south east in Virginia.
>>
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Rolled 10 (1d10)

>>4865817
>>4865966
Only YOU can prevent wildfires!
Attack the Gun Runners and The Shi. Expand towards the Shi.
>>
Rolled 3 (1d10)

>>4866248
Attack the Bears. Expand everywhere else. Fortify behind the frontline.
>>
>>4866506
>>4866486
Oh, this is horrible! What can I do to stop the bears from pushing my shit in? Oh. Right. Activating Trickster.
That 10 is mine now.
>>
Rolled 4 (1d10)

>>4866248
Going to keep filling Kansas and northern Oklahoma
>>
Rolled 10 (1d10)

>>4866248
continue expanding in california and arizona and continue attacking The Shi everywhere
>>
Rolled 3 (1d10)

>>4866248
Continue to expand as I did last map, with half going west and south and the other going into Maine.

>>4866278
"Good to see you had little resistance taking those fellas out. I was thinking once I've claimed a bit more of Maine we create an alliance and place the capital up there, nice and safe, with there only being one real chokepoint. Just keep our proposition for the future. I'd say with the two of us together the East Coast might have something to fear."
>>
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Rolled 5 (1d10)

>>4866486
>>4866673
Oh come on.

>>4866248
Attack the Enclave. Defend against the order of Smokey if they reach us. Expand further north in California.
>>
>>4867214
Well you don't have to worry about the bears since the Gun Runners switched the roll.
>>
Damn y'all are getting fucked
>>
>>4867341
By Wildfires?
>>
File: 06122021map8.png (1023 KB, 3300x2072)
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>>4866248
Notes
=============
brb gunna drank some whiskey and super stimpaks

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============
The Shi-Runner Pact: The Shi, Gun Runners | +1 attack
=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 0|52(+1 a/d)|105 Caravaneer's Caravan 15|107(+3 a/d)|122 Enclave 16|83(+2 a/d)|115
Black Caps 12|118(+3 a/d)|134 The Shi 9|73(+2 a/d)|102 Envoys of the Interloper 0|10|104
Moonshiners 12|34|82 Nova Lusitania 0|64(+1 a/d)|117 The Order of Smokey 3|77(+2 a/d)|111
Serenity Co-op 11|34|41
=============
National Strength active power-ups
=============

=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 66%)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol? >>4865792
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi-Runner Pact vs. Enclave
Fire Wars: The Order of Smokey vs. The Shi-Runner Pact
Ghoulish Eradication: Caravaneer's Caravan vs. Envoys of the Interloper
=============
Superpowers
=============

=============
Inactive nations
=============

=============
Potential superpowers:
=============
Black Caps
=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 6 (1d10)

>>4867437
Continue as I've been, half expanding south-west the other into Maine.
>>
Rolled 8 (1d10)

>>4867437
I KNEW IT! YOU CAN'T TRUST NON-HUMANS!

Attacking Envoys of the Interloper
Scrounging up ammo in Virginia
Digging for gold.
>>
>>4867458
https://www.youtube.com/watch?v=UcZzlPGnKdU
>>
>>4866673
Use some caps to send an eyebot to Enclave. Deliver this message:

ONLY YOU CAN PREVENT WILDFIRES
>>
>>4867458
Jesus Christ those poor ghouls.
>>
Rolled 2 (1d10)

>>4867437
Clean up Kansas/Oklahoma then move East good man.
>>
Rolled 4 (1d10)

>>4867437
continue attacking The Shi everywhere and continue expanding both in california and arizona
>>4867477
a lone holovid was sent back with a note saying thanks
https://youtube.com/watch?v=0oOUZ-YLH-o
>>
Rolled 8 (1d10)

>>4867437
Attack the Enclave! We must prevent the activation of the weapon! Expand further North in California and fortify a line behind our southern border.

>>4867477
Hey, you can't do that! Shoot down any eyebots we find in our territory.
>>
Rolled 4 (1d10)

>>4867458
PLEASE LEAVE ME ALONE ALL I WANT IS PEACE BUT YOU KEEP TRYING TO KILL ME FOR NO REASON

> attack back
>>
Rolled 6 (1d10)

>>4867437
I'm going to be expanding west. By the way, do i have control of New York? Or at least, the place where New York used to be.
>>4866690
Sounds good to me mate
>>
>>4867931
I always forget the name.
>>
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Rolled 8 (1d10)

>>4867437
"Care Will Prevent 9 out of 10 Forest Fires."
Attack Gun Runners and expand everywhere
>>
Rolled 7 (1d10)

>>4867437
It turns out swapping the shotgun slugs the bears used with matches really hampered that strike. Who knew? Keep attacking the bears and expand everywhere.
>>
Test test.
>>
File: 06132021map9.png (1025 KB, 3300x2072)
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>>4867437
Notes
=============
I'm back, pardners! What's shak'n, a snakin? Wait...Oh no. The Envoys of the Interloper...Are close to being silenced!

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============
The Shi-Runner Pact: The Shi, Gun Runners | +1 attack
=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 7|48(+1 a/d)|122 Caravaneer's Caravan 8|120(+3 a/d)|140 Enclave Maxed|78(+2 a/d)|129
Black Caps 18|129(+3 a/d)|155 The Shi 17|93(+2 a/d)|120 Envoys of the Interloper 4|5|118
Moonshiners 12|34|92 Nova Lusitania 6|75(+2 a/d)|138 The Order of Smokey 11|98(+2 a/d)|29
Serenity Co-op 13|41(+1 a/d)|53
=============
National Strength active power-ups
=============

=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 100%, ready to fire)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol? >>4865792
The behemoth noticed the caravaneers in its gold cave and crushed them. Then the behemoth decided to sit down in front of the entrance to block any more people from mining any of the gold.
Restoration of America Part II
More fallout has washed away in western Texas, opening up for new settlements.
MegaNuke
News had spread like wildfire on the eastern coast about a storage building containing an unused mega nuke that the Americans didn't use in the great war. If this nuke were to get into the wrong hands...
The nuke is located with a red X.
Scorching Heat
A heatwave has hit the United States mainland. This makes expanding to new areas difficult as more important sources of water become dry.
The # of territories you expand to is cut down by half for the current map.
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi-Runner Pact vs. Enclave
Fire Wars: The Order of Smokey vs. The Shi-Runner Pact
Ghoulish Eradication: Caravaneer's Caravan vs. Envoys of the Interloper
=============
Superpowers
=============

=============
Inactive nations
=============
Moonshiners (1 map till death)
=============
Potential superpowers:
=============
Black Caps, Caravaneer's Caravan
=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
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>>4868005
no wait this is the map
>>
Rolled 9 (1d10)

>>4868005
Well goddamn. If there's a nuclear weapon there, it's importantissimo that we seize it for the overall greater good of the state. We're going west.
>>
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>>4868007
Lanius's Cohort
Light Purple
Texas
>>
Rolled 5 (1d10)

>>4868005
"You could have prevented this!"
Attack Gun Runners and expand everywhere. Fortify behind the frontlines.
>>
Rolled 4 (1d10)

>>4868005
Damn Behemoth. We'll draw it out into the open away from the entrance. Mount up and launch the attack!

Maryland, Virginia, taking DC, and going southwest. A long trip for a big payout.

>>4867671
>>4866346
Asshole? BITCH?! YOU WANT PEACE?! I'LL GIVE YA ETERNAL PEACE!

Keep attacking Envoys of the Interloper.
>>
Rolled 9 (1d10)

>>4868005
Same old, same old. Attack the bear, fortify behind the frontline, expand everywhere else.
>>
Fuck it. This world isn’t ready for our lord’s message. Goodbye you assholes, we just wanted to spread peace but it appears humanity is still greedy.
We shall re-emerge when the time is right and you don’t suck
>>
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>>4868157
>>
Rolled 6 (1d10)

>>4868005
Continue to expand as I've been, half and half.
Leave the eastern half of Pennsylvania for Nova Lusitania.

>>4868008
"Do be careful with that thing. Could easily take out the small amount of habitable lands we have left."
>>
Rolled 1 (1d10)

>>4868007
We'll finish expanding into Kansas if it's the last thing we do on this dry, dry Earth.
>>
Rolled 7 (1d10)

>>4868005
2. Anger (Power-up): Your attacks are boosted by +2 for the next 2 maps. Effect stacks.
once more attack The Shi and continue expanding in california and arizona and use the Colossus Sentinali
>>
Rolled 6 (1d10)

>>4868005
Here we go. Expand north as much as possible. Dammit, we couldn't prevent the activation.
>>
>>4868826
You have to admit that failing just as you are within a grasp's reach of the giga-cannon is fairly dramatic, though.
>>
>>4868826
PRIVATE COMMUNCIATIONS TO SHI. GUN RUNNER FORM #I-04-2
Be glad that he used it so stupidly. You're going to lose some territory, sure, but he lost his biggest advantage. Losing out on 2000 caps sucks, sure, but he threw away his best weapon.

PRIVATE COMMUNCIATIONS TO CONQST
Does supporting an ally apply the "attacking multiple nations" penalty?
>>
>>4868833
No
>>
>>4868833
Yeah, the stupid national strategy use has really saved my bacon. I'll let him continue forward without any pushback then continue the war once the weapon's been used.
>>
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>>4868005
Notes
=============
>>4868013
Finally. Another imperial to fight the evil democracy once more. Now, what was that other nation that died earlier? I don't remember.

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============
The Shi-Runner Pact: The Shi, Gun Runners | +1 attack
=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 16|62(+1 a/d)|141 Caravaneer's Caravan 12|128(+3 a/d)|154 Enclave 0|94(+2 a/d)|146
Black Caps Maxed|131(+3 a/d)|176 The Shi Maxed|83(+2 a/d)|138 Lanius's Cohort 0|5|10
Nova Lusitania 15|83(+2 a/d)|162 The Order of Smokey 16|90(+2 a/d)|44 Serenity Co-op 14|44(+1 a/d)|64
=============
National Strength active power-ups
=============
Anger: >>4868660 (until map #12)
Ticking Timebomb activated (+7 attack): Gun Runners
=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: Overheated; currently unusable)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol? >>4865792
The behemoth didn't feel a thing nor was interested in what the caravaneers are trying to do. It still lays in front of the cave entrance.
MegaNuke >>4868005 (Nova Lusitania has the MegaNuke).
Aliens, Yo.
They observing you humans.
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi-Runner Pact vs. Enclave
Fire Wars: The Order of Smokey vs. The Shi-Runner Pact
=============
Superpowers
=============

=============
Inactive nations
=============

=============
Potential superpowers:
=============
Black Caps, Caravaneer's Caravan
=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 7 (1d10)

>>4869002
make new cooling systems for Colossus Sentinali and attack The Shi and continue to expand in california and arizona
>>
Rolled 3 (1d10)

>>4869002
Support the Shi's attack against the Enclave before attacking the bears with the bomb we just plucked. Fortify around the alliance capital and expand everywhere else.
>>
PRIVATE COMMUNCIATIONS TO SHI, GUN RUNNER FORM R-08-B
Support my attack against the bears. Just in case they get a stupidly high roll. You won't get penalized for it either.
>>
Rolled 8 (1d10)

>>4869002
Clean up what's left in Kansas and Oklahoma and finally start heading East.

"Goodness Gracious, we've been combing the wastes for so long we thought we were the only civilization around. Our world just got a whole lot larger."
>>
Rolled 10 (1d10)

>>4869002
Expand as I've been, and also activate

>Scouting Party (Special)
The Black Caps send two scouting drones to the west coast, one stopping somewhere in Shi territory the other in Enclave, both saying the following.
"Hopefully this finds you in high spirits, but this drone was sent to make contact with any civilizations on the West Coast, and we'd like to stay in contact to get an idea of what's going on, since it's been quite calm out East. Do be sure to contact us."
>>
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Rolled 5 (1d10)

>>4869030
"Only you can prevent wildfires!"
Attack Serenity Co-op and defend against Gun Runners. Expand everywhere.
>>
Rolled 10 (1d10)

>>4869002
This Behemoth thinks it's a little tough, does it? Keep at it, boys! Shoot it, punch it, kick it, bite it if you have to! We're getting that treasure!

Maryland, Virginia, DC, and going west/southwest. An open-road before us for the taking!
>>
>>4869033
"What an offensive way to introduce yourself. Unfortunately for you, our 3 "F values" of Food, Faith, and Family also include a secret fourth F: FIRE"
We're gon' hunting a bear. Mount a counter-offensive against Smokey.
>>
Rolled 1 (1d10)

>>4869002
Expand further into western Texas.
>>
Rolled 7 (1d10)

>>4869002
Attack the Enclave and The Order of Smokey. Continue expanding North, and further East near the turret.

>>4869031
Greetings to the Black Caps, you've sure sent your drone a far way. Just so you know, myself and the Enclave are currently in a conflict over a powerful weapon currently in the Enclave's possesion.
>>
>>4869031
send back the eyebot with the following message: Hello this is the President of the United States of America we are currently under attack by communists that wish to destroy us and a weapon that our old administration had created to help fight in the Sino-American War
and we are fighting the communists on the west coast and these communists attack us with out any warning so we are defending our home and to quote the 26th president teddy roosevelt "speak softly and carry a big stick; you will go far."
>>
>>4869280
>>4869318
"Well it is good to hear that the west did indeed survive, and seemingly habitable, it is a shame to hear that it seems to be in conflict. At the moment we'd be unable to support either one of you, but we would be pleased if we could continue to give info about the going on's of each side of the continent."
>>
>>4869335
Sure thing.
>>
>>4869335
will do
>>
Rolled 3 (1d10)

>>4869002
I'm going to be expanding southwest, thank you very much.
>>
>>4869589
Forgot the name again
>>
File: 06142021map11.png (1025 KB, 3300x2072)
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>>4869002
Notes
=============
This country ain't big enough for the nine of us.

LMK if I made any mistakes
Next map in 12 hours from the time of this post.
=============
Alliances
=============
The Shi-Runner Pact: The Shi, Gun Runners | +1 attack
=============
National Strength Maxed | Territory count (a/d = Attack & Defense) | Caps
=============
Gun Runners 19|78(+2 a/d)|154 Caravaneer's Caravan Maxed|150(+4 a/d)|174 Enclave 7|103(+2 a/d)|163
Black Caps 0|160(+4 a/d)|201 The Shi Maxed|92(+2 a/d)|155 Lanius's Cohort 1|12|11
Nova Lusitania 18|83(+2 a/d)|180 The Order of Smokey Maxed|82(+2 a/d)|59 Serenity Co-op Maxed|62(+1 a/d)|81
=============
National Strength active power-ups
=============
Anger: >>4868660 (until map #12)
Ticking Timebomb activated (+8 attack): Black Caps
=============
Agreements
=============
Trade Agreements (+5 caps)
Nova Lusitania: >>4864988
Black Caps: >>4864535
=============
Puppet Nations
=============

=============
Chaotic Events
=============
The Mega Turret >>4862854 (Enclave controls the turret. Turret Charge: 0%, ready to charge)
Ticking Timebomb Seeds >>4863556
Treasure in the Capitol? >>4865792
Shooting bullets and rockets at this behemoth is like shooting bubbles. It's amusing. Its tough leathery hide is too much for any human-sized weapon to chop through.
MegaNuke >>4868005 (Nova Lusitania has the MegaNuke).
=============
Skirmishes/War
=============
Battle for the Mega Turret: The Shi-Runner Pact vs. Enclave
Fire Wars: The Order of Smokey vs. The Shi-Runner Pact
=============
Superpowers
=============

=============
Inactive nations
=============

=============
Potential superpowers:
=============
Black Caps, Caravaneer's Caravan
=============
Rules
=============
https://pastebin.com/hQMZiGUM
>>
Rolled 1 (1d10)

>>4869761
Continue expansion westwards.
>>
Rolled 3 (1d10)

>>4869761
All right, lads. It doesn't seem like we can bust our way through this thing by conventional, time-tested means.
Music might soothe the beast. Hell, it might even join us. Gather up all the music boxes, toys, books, and instruments we got. We'll play a jig I'm sure will get its feet stomping!

https://www.youtube.com/watch?v=J65TWmjDvpk

12. Culture flip (Special): All adjacent territories around you are now yours. You can't take any action (such as expanding from, fortifying, trade, etc.) on those territories on the current map nor they can be attacked. Doesn't work on opponents at war with you and does work on allies.
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Rolled 4 (1d10)

>>4869055
>>4869022
"Please advise: Wildfires endanger nature!"
Attack Gun Runners and Serenity Co-op. Expand everywhere.
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>>4869778
While we're at it, may as well make it a full-fledged party! Bring the Nuka Colas, Whiskey, Brahmin steaks, Radscorpion Omelettes, and Mole Rat Stew. Take the rest of the week off, fellas!
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>>4869761
Just a lurker, but are the fog of war states just waiting for someone buy the map expansion option?
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>>4869881
No. The other states are off limits, which means no nation can take those lands unless I make an event that allows them to, such as the Restoration of America events.
>>
Rolled 2 (1d10)

>>4869761
Keep supporting the Shi's attacks by supplying them with a fuck ton of guns. Attack the bear, expand everywhere, fortify around the alliance capital.
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Rolled 3 (1d10)

>>4869761
Once again, half the territories gained into Maine the others into Pennsylvania.

>>4869603
"I believe that now would be a good time to set up the capital, we can place it in my current most North East territory, quite safe I'd say. Now we just need to think up of a boon to reap from this alliance."

To Conqstr, would this >>4869778 also affect Nova's territories?
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>>4870201
Yes, the caravaneers are stepping on their toes while singing and dancing to legend of zelda music.