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Look below to see what transpired from each of your expeditions, and what your options are for resolving them.
For most locations you simply trade in EUs for results on a one-to-one basis, with each result only being selectable once, but some may have alternate rules described in their respective sections.
The Pirate Haven of Canton
The Dutch have sent three (3) EUs to this destination.
Your ships pull up to the harbour, alongside ships with much cleverer names than your own. Inside the city, the entirety of which stinks of booze, a riotous market attracts your attention. All sorts of goods and services, many illegal in all civilized nations, are for sale here.
Option 1. Pirates, you say? I'm sure some of these cutthroats and sea-robbers would be willing to go legitimate and work for us as privateers. We can pay much more consistently than they can find loot, after all.
Option 2. Slave labour is the way, they say, and there are ample slaves for sale here.
Option 3. A piece of parchment is blown onto your face, and upon investigation it looks like a treasure map. Let's go dig it up!
Option 4. A shady guy in a back alley offers to sell you the left earlobe of one "AQ", which he claims will lead to culinary advances.
Option 5.* These law abiding scum shall trouble the seas and peddle their ill-gotten gains no longer, and we shall expropriate their plunder as payment for our service to all law-abiding nations! To arms! *[Requires the expenditure of three (3) EUs*].
The Civil Warring States of Japan:
Taiwan has sent two (2) EUs to this destination and the Dutch have sent two (2) EUs to this destination.
Your expeditions have landed at one of the fortified port-cities if this glorious and majestic island realm. The Taiwanese expedition is greeted by the daimyō of the domain in which their port-city falls in and kaigun-shōshō of the battlefleet based in it, while the Dutch are greeted by the party secretary of the general commune in which their port-city falls in and regional people's commissar of the people's revolutionary vanguard force based in it. Both hosts are wearing great voluminous robes, and tell their respective visitors that a horrid enemy has unlawfully and dishonourably usurped power throughout much of the realm.
Option 1. Those are some swanky robes. We should import some.
Option 2. Lots of bloody civil warring means lots of dead feudal lords. Lots of dead feudal lords means lots of masterless samurai. Let's hire some of them.
Option 3. Why hire some samurai when we can become samurai? I've heard that their honour makes them fierce combatants, since if they lose they've gotta commit honourable sudoku.
Option 4. A civil war, you say? Smells like an opportunity to gain land and loot. Let's aid our gracious hosts. [Taiwan's host is the Heavenly Empire of Japan and the Dutch's host is the DPRJ.]
Option 5. A civil war, you say? Smells like an opportunity to gain land and loot. Let's aid our pompous hosts. [Taiwan's host is the Heavenly Empire of Japan and the Dutch's host is the DPRJ.]
The Perfected Lands Where the Wind Whistles Like a Song
The Sulu have sent three (3) EUs to this destination, the Khmer have sent three (3) EUs to this destination, and the Dutch have sent two (2) EUs to this destination.
Your people walk through the perfectly sculpted landscapes, taking notes and drawing maps, and listening to the songs of the wind – which range from gentle ambiance to hauntingly beautiful to bombastically imperious. However, your wandering and mapping and listening doesn't seem to reveal any useful resources to exploit or useful inhabitants to trade with. Instead, the whole region is eerily devoid of resources and people.
As your expeditions become more desperate to produce results, and the sleepless nights grow longer, it clicks. The whole think clicks. The landscape, the arrangement of hills and rivers, the music, it all fits. The mathematics and music theory is advanced, but you get it. It all makes sense now. This entire region is a self-documenting map. The natural landscape is a series of intricate signposts, and you know what they say. Which ones will you investigate with your rapidly dwindling supplies?
Option 1.
MAIN HABITATION MODULE
Option 2.
CENTRAL ANALYTICAL DATACORE MODULE
Option 3.
SPECIAL MARINE LIFE PRESERVATION MODULE
Option 4.
DECOMMISSIONED MUNITIONS STOCKPILE MODULE
Option 5.
ERROR ERROR ERROR ERROR ERROR
[REDACTED]
The Dutch have sent two (2) EUs to this destination.
[REDACTED]. If you have sent EUs to this destination please message me on Discord or Reddit and I'll tell you how this location works.
The Desolate Wastelands of Mongolia:
Nobody has sent any EUs to this destination.
There is nothing of value to be found here. Good decision-making by everyone for avoiding it.
The Far Lands of Kazakhstan
The Sulu have sent three (3) EUs to this destination and Taiwan has sent one (1) EU to this destination.
As your explorers approach the northwestern edge of the world, they begin to lose their grip on reality. They see great fractal rivers unnaturally dividing the land. They hear battle cries and sounds of conflict when not a single soul is around. They see the crazed eyes of a madman, and hear the duplicitous, incessantwhispers of emissaries and advisors. They hallucinate, experiencing deep and vivid visions. Visions of...
Option 1. Of altering the very foundations of this earth! Mankind is the master of the world, and we shall shape it to our whims!
Option 2. Of plunder and loot! Of daring misadventures deep into enemy lands! Of raiding a city and stealing gold, cattle, people, and everything else that's not nailed down!
Option 3. Of great and mighty baots! Or, rather, of boats...
Option 4. Of scheming viziers and treacherous ambassadors! Of lies, misdirection, and trickery! Of great and glorious puppet theatre!
The Empire of Maratha
Burma has sent three (3) EUs to this destination and the Dutch have sent three (3) EUs to this destination.
Your explorers come upon a once-mighty jungle empire, now clearly in decline. Their great cities of marble and iron house less than one-third as many people as you estimate once lived in them. The archives and libraries of the cities show expansive border maps and expound far-reaching schemes, depicting a vassals in the northern salt mines, puppet rulers in the eastern islands, and military conquests in Burma and beyond.
However, the once expansionist Empire of Maratha has for generations been forced to turn its attention inwards. What was once a high-intensity rebellion and civil war slowly winded down into a series of lesser internal conflicts, deterioration of central authority, and growing isolation from the outside world. However, while their armies are not as large and their spies not as numerous, and neither of them turned towards outwards expansion, they are still some of the most disciplined and experienced forces of war and subterfuge that you've ever seen. Ever opportunistic, the rajas of the cities show a willingness to learn from you, and offer the chance for your soldiers and agents to learn from them.
Option 1. Excellent. We shall conduct officer exchange programs with the amphibious warfare forces of Maratha.
Option 2. Excellent. We shall conduct officer exchange programs with the jungle warfare forces of Maratha.
Option 3. Excellent. We shall conduct officer exchange programs with the urban warfare and siege forces of Maratha.
Option 4. Excellent. We shall conduct officer exchange programs with the policing and counterintelligence forces of Maratha.
Option 5. Excellent. We shall conduct officer exchange programs with the foreign affairs and espionage forces of Maratha.
Option 6. Excellent. We shall conduct officer exchange programs with the unconventional warfare and covert operations forces of Maratha.
The Salt Mines of Tibet
The Sulu have sent three (3) EUs to this destination and the Dutch have sent two (2) EUs to this destination.
Your explorers come upon a great mountain chain. A local hermit shouted "Welcome to the Himalayas!" to you while running away from a yeti, so you figured that this must be the home of the great Himalayan salt mines.
- Option 1. Time to mine some salt and bring it home, then. [You may invest as many EUs as you have available into this option.]
The Nuclear Post-Apocalyptic Hellscape of the Americas
Taiwan has sent two (2) EUs to this destination and the Philippines have sent three (3) EUs to this destination.
Your fleets, after sailing for months upon months, with little hardtack and stale water left, finally spot some land. Glorious, honest to God, we're-not-gonna-die land. Your sharpest-eyed sailor spots three suitable locations for your ships to moor, and for your explorers to disembark
Option 1. To the north!
Option 2. Straight ahead!
Option 3. To the south!
The Uninhabitable Shithole of Oceania
The Sulu have sent one (1) EU to this destination and Burma has sent one (1) EU to this destination.
Your mismanagement of your expeditions has caused several of them to be issued with upside-down maps. These upside-down maps have led your explorers astray. Thankfully, instead of a long and agonizing death from starvation away from their families, they have landed on a strange island. The island's wildlife is cruel and savage, and its climate barely hospitable. What will you do with this new discovery?
Option 1. Inhospitable and isolated? Sounds like a great place for us to deport the dregs of our society to! We shall establish a penal colony here.
Option 2. The wildlife here seem so hardy and vicious that they could win a war. Let's bring some back and integrate them into our forces.
Option 3. We could import lots of sand from here, I guess?
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