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BlackBishop

Dungeon Master
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Jun 13, 2012
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  • Crusader Kings II
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The Lost World
IRC Chat is here.
#Lost_World

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"It came on with suddenness, a slight feeling of euphoria. Bold men who spent a life at sea were rendered green and took to vomit. Ahead of us was a veil, barely perceivable by the naked eye. When catching the right light, it was like a rainbow, yet easy to dismiss as a trick of the eye... as if one stared into a thin pane of fine glass. Beyond was our birthright, our glory, our horror. Beyond was the Lost World." ~ Bartolomé de las Casas​


Late in the fifteenth century, colonization efforts of the america's commenced. Lured by wealth, the European's stretched their power across the ocean and founded new lands. The arduous task was daunting and not for the faint hearted. Rumours swirled as ships began to disappear off the Bermuda Isle never to be seen again, save one. A ship was discovered that had disappeared five years earlier. Though the crew was half mad, they held a wealth of riches and told unbelievable tales of a window into a new world, and the terrible beasts that lurked within.

Hungry for all the wealth the new world had to offer, Spain discovered the portal, dubbed Devil's Triangle, and mapped the course through. A rim of islands, bordering a small continent was discovered, and the race was on to settle and colonize. Close behind the Spanish was the French and the English. Founding colonies of their own and shipping treasures back to their homeland.

The colonists and explorers discovered many odd beasts on their new found Isles, some of which are dangerous, but so far none that match the tales of the earlier explorers. Tribes of indigenous humans have been discovered and enslaved to meet the growing demand for labour as the colonies expand.

Tales of the vast wealth to be had here spreads through the colonies of the America's and many make for the triangle to find their fame and fortune. In the summer of 1601, the latest wave of explorers are welcomed by a harrowing storm, that scatters ships and takes lives. As the sky and waters calm, these brave new arrivals take stock of the damage reaped and look to the horizon to begin their new lives in this Lost World.



How To Play

Players begin the game with a single ship and a skeleton crew, in a random spot in the south-east. Each unit you own has a speed attributed to it, which tells how many tiles they may move per turn. Once you begin to form fleets and armies, your fleet or army will only move as fast as the slowest unit. At the outset of each turn, each player is allowed to move any or all of their units as much as their unit's speed will allow.

Players may also purchase units, build settlements and upgrades, adjust tax rates and captain's share at will, or as much as their purse will allow.

Actions
Each turn, players have up to two actions to advance their standing in the Lost World. Actions must take place according to where your units are, or your settlements built. If you want to burn down a forest to increase lumber demand at a certain port, then you will need a unit on the coastline.

Actions can be anything mundane from buying and selling in ports, training your character in a certain trait, to more grander objectives that fit with your goals in the Lost World. I encourage all players to be creative when coming up with your actions. I would like to give you guys a free reign when it comes to your actions, and limit you only by your imagination, but nothing too crazy.

Attacking a target takes up an action, but may be carried out with any number of units you have nearby. I should note that over time you will get numerous units on the map. Keep in mind you only have two actions, but idle units will be put into a sort of guard mode, and will attack any hostiles that draw near unless you state otherwise.

Players PM there actions to me. I ask you to keep your actions brief, but include any details you wish me to mention in the update. Include any changes you wish to make to your tax or captain's share, as well as any move orders for your units. Movement orders, adjusting tax rates and shares do not take up an action.

Moving Your Units
The map of the Lost World is divided into a hex grid. If you aren't specific with your move order, then mistakes can be made - and even if you are, mistakes can still be made. On top of that, your moves can be altered to fit events or hazards. Once I post the move orders, they are final. Any mistakes I make are chalked up to a fell wind, as editing the map and reposting is too much effort.

Try and be specific to ensure your move is the one you want. State the direction, and how many tiles you wish to move. ie. NE 2, N 1, E1...

If you are exploring, you may not be concerned with a specific route, and can be more general. ie. explore to the West...

Example
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Above we have a player's ship, alone in a large expanse of the sea. Upon arriving to the Lost World, some things have already been discovered and mapped, but much more remains hidden. The players have a field of vision that surrounds their vessel. Where the player lands, they also uncover what lays in all surrounding tiles. Here, the player can see a reef to the south, which is of little consequence as long as we don't land on it, as it will slow our ship down. To the north-west is a kelp forest, represented by those squiggly lines. A breeding ground for fish, and an opportunity to fill your ship and sell your stock back at port. But we aren't interested in that. Let's keep exploring...

Standard speed for ships is 4 tiles, so let's sail on, and submit an order...

Sail North-West 4 tiles.

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Land ho! Our movement was halted by one tile, as land was discovered. Not only that, but we have a shipwreck near by we can plunder for riches. Seems like we will be busy this turn ahead, and maybe we can catch some fish on our way back to port after we explore this mysterious island.

Resource Gathering and Trade
Players may spend actions on gathering a resource. Fish, lumber, stone and more will be found on the map and available for players to harvest and sell at various ports. Resources gathered at sea only take up one action, whereas land resources take two - one to build a camp, and another to harvest. To exploit a resource, you must have a unit either on or adjacent to the tile that contains it.

Resources are measured in shipments. One ship is limited to one shipment, whereas two ships allow for two and so on. Settling a colony delegates all bordering resources to settlers and becomes a part of that colony's economy, no longer available for harvest.

Goods and resources, either harvested, purchased or scavenged, can be sold in ports across the Lost World. A breakdown of goods and their price can be found in the post below. Players should keep an eye on what is in demand and surplus in ports, as goods in demand will be bought at double the cost, and those in surplus will be sold at half the cost. Otherwise, goods will be sold at regular cost, with an added bonus depending on your diplomatic skill.

Settling your Colony
In the beginning of the game, players lack the resources to establish their own colony. However, they may send some sailors to build a camp, in order to harvest resources and/or stake a claim for a future colony. Over time, settlers will be drawn to your camp, and you may find it a reliable port to stop and replenish sailors to your fleet as you make your way throughout the world. Once you have amassed enough wealth, you can return and begin construction of a bona fide settlement, upgrading it over the generations to a flourishing colony and nation.


Stats
This is my first game with a greater focus on stats. There are numerous things you will have to keep your eye on, especially once you establish a settlement. Some things you can change on the fly in order to sway the opinion of your crew and colonists, and maximise your profits.

Character Stats
Your character will have attributes that will apply a minor bonus to a specific area. To ensure your character is better suited to your play style, you can apply a large or small bonus to a stat at the cost of another. Small bonus applies 3 and a large applies 5.

Rank
Here is how the Lost World views your character and dynasty. Superpowers may bestow you with an honourary rank, anything from a captain, commodore or even an admiral or governor. Do a really good job for them, and you may even be named Viceroy, or that nation's equivalent. Of course you could always branch out on your own and form your own nation.

Diplomacy
This stat gives your character a minor boost (or detriment) to trade routes you establish across the Lost World. Depending on your skill, you are able to persuade a better price for goods sold.

Administration
This measures your ability to manage your workforce and populace. A good administrator is able to squeeze out more tax income out of their citizenry. Those with bonuses to administration are able to minimize mutinies and rebellions and can typically get away with a bigger share of loot.

Tactics
Tactics is the ability to effectively command your units in combat. Your tactical stat reflects the bonus applied to your unit's overall attack strength.



Colony Stats
You will find that colonies will become the backbone of your economic might, and provide you with a steady income to fund greater expansion in the Lost World. To ensure a prosperous colony, closely monitor the following stats.

Population
Population is the measure of the size of your colony and determines your tax income. Actions focused on improving your colony will attract more settlers.

Tax Rate
A figure you can change as you like. To keep things simple, each colonist is able to produce a maximum of one gold piece, so 100 colonists, taxed at 100% pay you 100 gold. Tax rate has a direct correlation with population loyalty. Tax too high and the greater the chance of revolt.

Tax Income
Your total earnings per turn from taxes.

Population Loyalty
The percentage of your population willing to take up arms against your rule. The higher the number, the greater chance a rebel action against you will occur, as well as the severity of the action.

Defence Level
Represents the level of fortification of your settlement. As far as game mechanics, this number represents the number of dice thrown in your favour against any aggressive action taken against your colony.

Garrison
The number of troops protecting your settlement. This is based of a percentage of your population. If another player seeks to attempt a conquest of your colony, they will need at least this many troops in order to sack your settlement.

Number of Trade Routes
The number of trade routes employed by your colony. In order to first set up a trade route, you will need a free ship.

Trade Income
Each trade route is valued at the price of your export, minus your import and multiplied by the number of trade routes, with an extra percentage based on your diplomacy skill.

Factories
The number of factories in the settlement. Factories is a broad term that can also be mines, farms, etc. Factories increase production and double the value of your chief export.

Cost of Factory
The factory cost is based on the current good being produced to surplus. A Factory for a high value good will cost more then one for a cheaper good.

Import
Shows the current good demanded by the settlement's market. The good listed here will earn double the price.

Export
The good currently in surplus with the settlement's producers. Goods listed here can be bought for half the price.

Expenses
Events and factors that harm your settlement's economy will be listed here.

Treasury
Your total amassed wealth, factoring your income, expenses and the number of in-game turns.


Combat Stats
Combat is typically decided by chance via the throw of a die. However, you can eliminate chance by overwhelming your opponent through attack strength with tactical skill, fire power, and a better equipped fleet or army. Closely monitor your unit's attack strength versus overall hit points, and that of your enemies'. If you can exact more damage to the point they lose ships or units, you will win the battle.

Total Attack
The amassed attack strength of your fleet or army. For fleets, this is tallied by your total cannons, and total sailors within your fleet, as well as modifiers from your tactical skill and upgrades. This figure is then subtracted from your enemies hit points, determining their casualties. Inflict enough damage that their units lost are greater then your own, and you win the battle.

Total Hit Points
The total number of hit points of your fleet or army. This figure is subtracted with your enemies total attack upon a battle action, determining how many units you lost. When calculating your units lost, your weakest unit, the one with least hit points, is taken away first, leading up to the strongest.

Hit Points may be replenished by making port at a colony, or anchoring off shore and spending an action to make repairs.

Upgrades
Certain upgrades can be purchased at port to strengthen your overall attack strength, such as chain-shot and explosive barrels. Making use of such weaponry can even the odds against a superior tactician and be the difference between life and death. Purchasing upgrades does not take up an action, but you must be anchored at port to make the purchase.
 
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Map of the Lost World


Legend
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The Known World
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Bartolomé's Haven
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Bartolome's Haven is a chain of islands named for it's founder, Bartolome de las Casas. It is a French stronghold, on the Isle of Takhini, with a strong English presence on the outer islands. The dutch recently settled here too, enslaving the last of the Takhini natives and maintaining a foothold in the Lost World. The islands are safe save for the Phorusrhacos that dwell on Takhini. The french have attempted to domesticate the smaller, coastal birds, but larger, more aggressive species remain wild inland.

Aside from the birds, the wildlife of the Haven Isles is relatively tame, most notable of which is the Glyptodon's of Saint Maries. The waters around the Haven suffer from frequent storms but provide a bounty of fish and the islands themselves are rich in resources such as stone, lumber and grains.



Viedda's Breach
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The small island chain dominated by the Spanish. The Spanish Viceroy rules here with impunity and has established a settlement on the small continent of Belle Luesia. The waters are made hazardous by shallow reefs that slow the passage of ships and compel care from sea captains crossing the waters. Nevertheless, the waters are rich in fish, and the capital of Columbus has prosperous mines that extract gold and jewels for Spain. Lizard fish are known to migrate through these waters and make swimming hazardous, but the land themselves are believed safe.
 
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The Age of Exploration

Much of the Lost World is left unexplored and tales of vast riches and exotic beasts have yet to be made into fact. Many disappear in their quest to uncover the mysteries of this place, and the Super Powers, uncontested in their power, eagerly charter ships to find suitable lands and richest to exploit. It is a dangerous time as the new arrivals are faced with the perilous unknown.

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Juan de Mendoza
Viceroy of Columbus
Perhaps arrogant in his dominance of the Lost World, Juan yearns to return to Spain, but not before amassing enough wealth and power to advance his station among the nobility. Juan is a keen administrator and has a talent for getting the most out of his economic operations. Though his military prowess leaves something to be desired, the Viceroy easily dismisses this as his heavy purse is more then enough to buy the loyalty of skilled soldiers.

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Pierre Du Gua de Monts
Governor-General of New France
A man hungry for adventure, Pierre left his more established holdings in the Caribbean to oversee the French growth of the Lost World. A fine tactician and diplomat, Pierre has been successful in challenging Spain dominance in the Lost World and making New France a force to be reckoned with.

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Francis Drake
Lord-Admiral of New England
A man who more or less stumbled upon his current position of power, Francis was knighted for his frequent defeats of Spanish forces in the New World. Likened to a rabid dog, his hunger for battle makes many of his contemporaries uneasy, but as England struggles to maintain a presence in the New World, he seemed a natural fit to lead the colonies. To the relief of the governors of the Americas, Francis seeks to gain wealth and power in this strange new land.

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Cornelius Jacobsen May
Director-General of New Holland
Sailing to the New World as member of the Company of Far Lands, Jacobsen's shrewd and ruthless nature aided him in establishing a concrete presence for the Dutch in the New World. Establishing bases of power in South America, May was lured through the Triangle by the promise of wealth and power. Ruling his lands as his own personal fiefdom, Jacobsen has no qualms with contesting the authority of his masters of the Old World.
 
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Name: Nathaniel Grey
Nationality: English
Positive: None
Negative: None
Captain's Share: 25%

Biography: Nathaniel Grey comes from a minor aristocratic background, with his family claiming descent from the Greys of Suffolk, including the ill-fated Lady Jane Grey, one time claimant to the English crown. Despite these assertions of a glorious history, the Greys are the lowest of nobility, holding a meager barony in the Welsh marches. Nathaniel, born the fourth child, and third son, of the Grey household had stark few choices in his career paths. He could go join the clergy, or he could try and strike it out on his own. He chose the latter.

While Nathaniel is relatively unexperienced in captaining a vessel, he is eager to prove his worth to the Crown, and see House Grey, and himself, ascend to wealth and influence.


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Name: Alan Bligh
Nationality: Cornish
Position: First Mate of the Gull

Biography: Friend of Nathaniel 'Nate' Grey's since Nathaniel's eighteenth birthday, Alan Bligh is a remarkably different man from his close friend. While many differences may look like to divide them on the surface, such as Bligh's common birth when compared to Grey's noble pedigree, the things that would, in other circumstances, push them apart instead pull them together. Whereas Nathaniel is quiet and patient, Alan is hot-headed and always eager to be off a new adventure. The influence Alan had on Nathaniel's decision to join the English Navy cannot be underestimated.

Alan's relationship with Nathaniel deepened as he grew into adulthood, finally progressing to the stage of the two men being lovers. Confident, cocksure and arrogant, Alan's shortcomings are made up by his boyish charm, and ability to make bitter enemies into fast friends.

 
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Name: Antonio de Bazán
Nationality: Spanish
Positive: Small bonus to diplomacy
Negative: Small malus to tactics
Captain's Share: 25 %
Bio:
Antonio de Bazán was born in Granada, southern Spain, in the year 1574. His grandfather, Álvaro de Bazán was the 1st Marquis of Santa Cruz and an Admiral of the Spanish Armada. While his father failed to leave a significant mark on history, Antonio hoped to follow in his grandfather’s footsteps, learning a great deal about diplomacy and courtly manners before joining the Spanish Navy at the age of sixteen.

Antonio’s first post had him took him to Brittany where he assisted the French Catholic League against the English and the French Protestants. With the failure of the expedition's attempt to capture Brest Antonio was sent to Manila where he served Governor-General Francisco de Tello de Guzmán during the Magalat Revolt. He fought successfully against the rebels, capturing and executing several of their leaders.

Following the end of the rebellion he was called back to Madrid by his official duties. He quickly made the acquaintance of King Philip II, who, upon seeing his military record, awarded him a knighthood in the Order of Santiago and sent him with a ship to help protect treasure ships in the Caribbean from English attacks. It was three years later, in 1601, that he decided he would explore the Lost World.
 
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Name: Johan van Galen
Nationality: Dutch
Positive: Large bonus to Tactics, Minor Bonus Duel
Negative: Large malus to Administration, Minor Malus Diplomacy

Bio: A Dutch admiral born in the Hague Johan always had a unhealthy obsession with fire. Having served for a long time in the Dutch navy he served with distinction against the Portuguese and Spanish on multiple occasions and as a result had risen to the rank of captain. He was among the few enterprising young Dutch sailors to head west instead of east and now seeks to make a home for himself in the new world.

Captains Share: 25%
 
Name: Thomas Cartwright
Nationality: English
Positive: Large Bonus Tactics
Negative: Large Malus Diplomacy
Captain's Share: 25%
Bio: Standard Aedan-type. Lower class, opportunistic and effective, but not a friendly person.
 
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Name: Annette Delahaye

Nationality: French

Positive: Large Bonus Tactics, Large Dueling

Negative: Large Malus Diplomacy. Large Malus Administration

Captain's Share: 20%


Bio: Annette was born in the slums of Paris to what most would call the scum of the scum. Her mother a pickpocket and a Con-whore (lure men to alleys and rob them blindly), her dad a theif, killer, scoundrel, con artist. Annette growed up in the slums and streets of paris with the other urchings, pickepotting people and stealing food and whatver they could grab, even then it could be seen she was gonna be a beauty. When Annette was 8 her dad was run out of Paris by a the leader of a street gang for he had sleep with his woman. Escaping narrow death with their few possessions they went to the port city of marseille where, they pretty much continue the same style of life, except this time they conned sailors too.

Soon enough Annette joined them in the schemes and their.."arts" until when she reached puberty, then her mother in order to use the beauty she was and get some coin introduced her to prostitution for many years to come. At age 17 she finally manage to end her "carreer" by murdering both of her parents after a one of her customer almost killed her for which her parents only charged some extra money. With dead parents on her she disposed of the bodies and continued robing drunk sailors of their wallets and gambling dens, but never again prostitution. When she hit 20 She established her own group of "girls" gaining her fame as the young madam of Marseille (in the underworld of course).


The moment that would change her life in Marseille came when she was 24, a privateer captain named Jean Lafayette and his sailors decided to hire her girl services, but after all was done decided they didn't have to pay, for what she what a simply woman could do, The last mistake he ever did. Annette was an invincible knife and blade user street fighting style and dispatched him easily after his refusal to pay. Giving a secret signal to her girls they murdured the sleeping sailors and dumped the bodies into the sea. The next day using most of their funding and what they found in the ship, they hired a new crew and sailed for the new world as the "privateer Jean Lafayette".


four years they spend raiding in the Caribbeans and doing "his majesty justice" and wasting their booty in wench houses, rum and food. The crew by now composed half of woman and half of men and all bloody monster like their leader!. When they hear about the Lost world, they decided they could start a new career there with their own names and who knows maybe even a future that wouldn't end in being hang in some port and so they went!! toIn
 
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Name: Donnacha O'Dea
Nationality: Irish
Positive traits: Large diplomacy, small dueling
Negative traits: Large administration, small tactics
Captain's Share: 20%

Bio: Donnacha O'Dea is a Catholic Irishman from the Kingdom of Thomond. Breaking with his own clan (which followed the O'Briens in staying out of the currently raging revolt in Ireland) he joined a diplomatic mission to Spain that helped secure that King's intervention in Hugh O'Neill's war. While in Spain he became interested in the lands beyond the devil's triangle. He obtained the support of several prominent figures in the Spanish court, and has been named the head of an expedition flying under the Spanish flag.

Charming and personable, Donnacha has a gift for languages and inquisitive nature. Raised in a warrior culture and travelling in aristocratic circles, he is fairly well acquainted with personal combat. But he lacks the attention to detail to manage affairs on his own, and has only a rudimentary appreciation of the larger issues of strategy.
 
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Name : Willem de Ruyter
Nationality ; Dutch
Traits : Big bonus to Administrative Big Malus to Dueling
Captains share : 30%
Biography; A man from a poor family, he was granted this ship(De Zeven Provincien after having served for 2 months due to exellency
 

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Name: Joost Vroom
Nationality: Dutch
Positive:
Large Bonus to Diplomacy
Large Bonus to Administration

Negative:
Large Malus to Tactics
Large Malus to Dueling

Captain's Share: 25%

Biography: Born in Groningen, Netherlands to a wealthy family, Joost Vroom proved to possess skill in matters of intellect. Studying at Leiden University, Vroom took a career within the Belgian civil service, finding himself with a suitable degree of success and recognition. Following the discovery of the "Devil's Triangle", Vroom was dispatched with the aims of providing Dutch administration where it could be established in this Lost World.
 
Name: Hakam ibn Hakam Galbunid
Nationality: Andalusian-Moroccan
Positive: Major Bonus to Administrative
Negative: Major Malus to Duelling
Captain's Share: 30 %

Bio: Hakam comes from a long line of Hakams of Andalusian decent. Within the last two-hundred years his family was pushed out of Spain, and forced to flee to Morocco. Before fleeing, the Galbunids had been landholders in Western Spain, lands thsat they had held all the way back to the Umayyad Caliphate. Now, Hakam's family is poorer than it has been in centuries, but he has found an opportunity: he has convinced the chief advisor to the King of Morocco to fund an expedition to rival that of the Heathens to the North. Unfortunately, while the Galbunids have always been favored with a "Midas Touch", never have they been truly competent warriors.

((Yes this is based on a CK II family))
 
((Can players from the same nation share a colony? Not sure if there would be an advantage to teaming up to build a single, stronger settlement as opposed to multiple smaller ones.))

A letter delivered to Capitan Don Antonio de Bazan before his expedition sailed.

"Esteemed Capitan,
As you may be aware, I have also been charged with exploring the lands beyond the 'Devil's Triangle' in the name of the King of Spain. It is my belief that these lands are those visited by the Irish voyager Saint Brendan, as well as perhaps other, more fanciful, islands of legend. Therefore I have christened my ship San Borodino, as the saint is known in the lands of King Phillip, that benefactor of the Irish nation.

Be assured that I do not consider myself your rival, and will do my utmost to assist you should occasion arise. This unexplored land is surely big enough for both of our ambitions. I propose that I shall sail Northwest initially, and that you should go south or southeast, so as to maximize the amount of area we can claim for God and King Philip.


Yours in Christ,
Donnacha O'Dea"
 
((Can players from the same nation share a colony? Not sure if there would be an advantage to teaming up to build a single, stronger settlement as opposed to multiple smaller ones.))

((It is possible that such partnerships could arise. Perhaps one player acting as the administrator while the other as the colony's military head. The stats are such that the colony income could easily be split between players. Heck, even a third player could act as the chief diplomat to maximise all three attributes for the colony. Obviously just one player at the head of a colony would benefit more rather then multiple parties splitting the income two or even three ways. But then again multiple players means multiple investors for greater financial backing.))
 
Someone, not me as I lack the time, should colonize America as the Najdi-born Osama bin Muhammad bin Laden, son of a successful construction businessman. The irony would be beautiful.

((In the signup thread we had a Moor. Also we aren't colonizing the New World, but the Lost World. Its similar but has more dinosaurs.))
 
((In the signup thread we had a Moor. Also we aren't colonizing the New World, but the Lost World. Its similar but has more dinosaurs.))
((My character would find the term "moor" culturally imprecise))
 
Don Antonio hurriedly writes a reply to O'Dea before his ship leaves from San Juan.

Capitan O'Dea,

I certainly will not turn away such a proposal, and it heartens me to know that another capitan will be sailing in the name of Spain. I have no doubt that our success will only be multiplied by working together and happily accept. That said, I have recently purchased a guide to aid me in this strange land, and the man from whom I purchased her offered that we are likely to find ourselves to the southeast of most land. As such I would suggest that I travel west, rather than south. Plus Ultra

Saludos,
Don Antonio de Bazán