The Radiant Republic of Erisdor
Round 6
Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26
Religion: Cult of Radiance (Unorganized)
Leader: Sovereign Protector Cathal Oirbsiu
Diplomacy 4 Military 9 Economy 9 Faith 2 Intrigue 2
Actions
End of Turn Ruler Increases: +1 Military, +1 Economy
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Buyout Trading Post [Economy]: Region 41 (The Emerald Expanse, Sansar), TP1, (Uniforms) (Fabrics and Textile Products/Art and Cultural Products) (TN12) (1 Treasure spent) (+10)
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Buyout Trading Post [Economy]: Region 12 (Neo Guleum, Badal), TP3 (Loans) (Information and Data) (TN12) (DP1) (Assist Expected) (+10)
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Give WTU a Mercantile Support [Economy]: Region 32 with an Arcology (The Black Foundry) for 2 Treasure and 1 WTU Rep
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Attack Region 37: Send Marshal Aine Uistein (Mil:9) with 1 space unit carrying 2 ground units to aid GLO, and lead the ground offensive using Measured Advance (-10% casualties for both sides). +2 from 1 Treasure spent and the Black Foundry. Transfer region ownership to GLO upon success
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Attack Region 102:
Details
Ground Commander: Sub-Commander (Mil 4), Space Commander: Captain Sekira (WTP) (Mil:9), Overall Space Commander: Hǎi Píng & Dǎo-Māo (BCC) (M10)
Doctrine: Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties),
Units: RRE: 1 Ground, 1 Space, 2 Ground and 2 Space from WTP. Fighting alongside BCC and TWI as well on the space front.
Route: 32 -> 101->102.
Sub-Action: Transfer ownership of the region to the WTP on success.
Nonactions
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Prospect Colony [Non-Action/Colonize Great Success]: Region 101 (Helium-3) (Fuel and Power) (TN12) (+9): Erisdor's bottomless thirst for cheap energy is fulfilled by constant shipments from the war-torn planet of Veehra, ruled by it's mercurial and blood-hungry warlords and god-kings. But now, that a sizable portion of Aridyin has been brought under the aegis of the Republic, time has come to eliminate this dangerous reliance. Teams of prospecters tirelessly search the surface for good regolith deposits of Helium-3, that have long been believed to exist on the moon…
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The People Want Action
The Veehran region is comparatively fertile, situated near a sizable freshwater sea and has access to a massive pool of unskilled labor. The economists and experts of the Radiant Republic consider the solution to be obvious; transformation of the region into an agricultural center but one focused on production of profitable luxury crops rarely found on the red planet.
Any plan to transform the economy of the region must necessarily begin with social and land reforms like wholescale elimination of forced labor, followed by the redistribution of local landholdings and estates into private plots for peasants families on an equitable basis. Canals and irrigation networks dug by local workers can furthermore provide both short to mid term employment as well as allow local agriculture to become more efficient and productive in the long run. Funding for seeds, fertilizers and agricultural machinery can be acquired through the Pan-Tekhum Worker's and Trader's Union offering loans to the locals that can be paid off by sale of the surplus luxury crops to the traders aligned with the Union. In this way, all should be able to profit and prosper in a mutually beneficial arrangement.
As for what to grow? The Kingdom of High Ishtahnos upriver has a growing demand for spices, perhaps that might allow an auspicious beginning and help attract foreign investment...
News and Rumours
Statistics
Unit Count: 4 Ground, 2 Space
Treasure: 2
Country Information
Special Actions Available:
Special Actions Used: Military 5, Economy 5
Heir: None
Diplomacy
Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
Pan-Tekhum Worker's & Trader's Union: Rep 1, +1 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 2
Organisation Bases
None
Embassies
None
Cultural Identities
Great Works
None
Military
Unit Cap: 12 (4 + 4 regions + 4 support)
Ground Units: 4
Space Units: 2
Government Support: 32, 31, 30, 26
Generals
Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle
Admirals
None
Perfected Tactical Doctrines
None
Fortresses
None
Technologies
Active Military Technology
Man-Portable Weapons: N/A
Infantry Equipment: N/A
Combat Drugs and Medicine: N/A
Armored Vehicles: N/A
Field Fortifications: N/A
Engineered Combat Organisms: N/A
Detection and Rangefinding: N/A
Ship to Ship Weapons: N/A
Orbit to Ground Weapons: N/A
Crew and Maintenance: N/A
Armor and Shields: N/A
Spacecraft Propulsion: N/A
Electronic Warfare and Countermeasures: N/A
Special Forces: N/A
Logistics and Morale: N/A
Economy
Treasure: 2 (Expected Change:)
Treasure Cap: 5
Trade Posts
Effective Total TPs: 11
Treasure Rate: 2
Trade Posts
1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (6)
2. Region 25, TP2 (Chitin Wargear) (1)
3. Region 40, TP3 (Salvaged Components) (1)
4. Region 52, TP3 (Deuterium) (1)
5. Region 24, TP1 (Gold) (1)
6. Region 44, TP2 (Unblemished Wreckages) (1)
Merchant Support: 32
Technologies
1. Aclaustrophobic Psychiatry
2. Algorithmic Imagination
3. Arcane Amplification
4. In Vivo Modification
5. Nuclear Fusion
6. Xenolinguistic Cataloguing,
7. Badalian Megadirigibles
8. Wet Ship Navy
Arcologies
1. The Black Foundry (+1 to Offensive ground battles)
Trade Routes
None
Faith
Media Support: 32
Artifacts
Holy Orders
None
Miracles
None
Intrigue
Espionage Agency: No
Claims
32 - Integration
Total Passive Effects
Traversal:
- Wet Navy Ships: Ground units can cross bodies of water
Actions:
- Renown: +1 to Establish Claim and Press Claim
- EMP Rep: -1 to Establish Claim and Press Claim
Defence:
- Renown: +1 to resist Sway and Impress actions
- EMP: +1 to resist actions by EMP Rep 3/4 players
Misc: