The Dwarven Industrial Coalition
Chief Executive Hammond Durham
Diplomacy: 6
Military: 10
Economy: 7
Faith: 2
Intrigue: 2
New Ruler Next Round: Chief Executive Martin Cooley
Diplomacy: 4+1
Military: 3+1+1
Economy: 3
Faith: 2
Intrigue: 4+1
Regions
The Central Claims: 97(Capital)
Mel-Tori: 90
The Iron-Clan Halls: 95
Actions
[MIL 10] Create a Technology: Cyclone Phased Laser Arrays.
Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.
Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower.
[MIL] Raise a Ground Unit
[ECO] Buyout Region 96 TP 1 for Space Amoebae
+1 from recent Expedition
The Dwarves have shown interest in purchasing newly discovered amoebic lifeforms. No one is quite sure why, but rumor has it the dwarves think they're cute.
[DIP] Attend The Mekhala-Veehra Dash
Subactions
Accept Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business from the Arkhive
Give Cyclone Phased Laser Arrays to the House of Brimstone in exchange for Thaumonuclear Reactor Cores
Give Cyclone Phased Laser Arrays to C.A.S.S.I.O.P.E. in exchange for Android Industrialization
[DIP 5] Create a Cultural Identity: Industrial Advantage: 2d8 on Buyouts.
The Industrial Coalition is skilled in leveraging its financial power to get its people what they want, when they want it.
Embassies
Trade Routes
Non-actions
News and Rumors
Bookkeeping
Characters
Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous
Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive.
Reputation
BRG 1:
- +1 to Investigations, +2 in regions with BRG Media Support.
REN 2:
- +1 to Establish and Press claims
- +1 to resist Impress and Sway
Military
Units:
Unit Cap: 4 + 3 [region] + 3 [govt support] = 10
Ground Units: 3
Space Units: 4
Total: 7
Generals:
Admirals:
Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected.
Military Technologies:
Economy
Treasure:
0/5
+1 per round
Trade Posts:
(S) indicates merchant support
Crystal Weave: 88.3
Ice: 97.1 (S)
Laser Rifles: 95.1
Meltorian Ale: 90.3
Civilian Technologies:
Aclaustrophobic Psychiatry
Algorithmic Imagination
Arcane Amplification
Fusion Power
In Vivo Modification
Vacuum Adaptation
Xenolinguistic Cataloguing