Farming game: Survival for all [StarCraft]
Chapter 61 Planet Construction Day 5
061
The islands occupied by players are not only close to the country of Mulishua, but also to other countries.
Unlike Mulishua who had witnessed the power of the players' guns and artillery, these countries had never seen the players' guns and artillery with their own eyes, and had only heard that the players were powerful.
However, this kind of hearsay would not make them feel afraid, so there was an alliance between several countries with seaports. Moreover, these seaport countries did not intend to send out their open navy at the beginning, but to unite the pirate groups they secretly supported to attack the players. If they won, the supplies would be divided equally.
However, the well-informed pirates, who had seen the power of the player's shells, did not want to participate, and instead advised their country not to be impulsive. However, their supporting countries did not listen, and still insisted on their own way, insisting that the pirates send troops together.
They were the first countries to take advantage of the port, and they were used to making profits from the port. They didn't think that the alliance of multiple countries would be defeated by the players, and threatened the pirate group that if they didn't send troops, they would have no weapons in the future. In order to increase their bargaining chips, they even asked their own navy to pretend to be a pirate group and send troops to the players together.
This is a large-scale crusade and also a battle to defend one's own interests. As long as one wins, not only can one's own interests be protected, but one can also take over the players' territory and even technology.
But they know that players' products are particularly popular. After defeating the players and asking them to hand over those workshops, these port countries will have new golden gooses.
Of course, although they are not afraid of the players' strength, they do not underestimate the enemy either, so they are provided with sufficient manpower and weapons, and they also send advance troops to the players pretending to be a caravan, and then take action when the opportunity arises at night.
The port countries were prepared for a long battle. In fact, the battle did last quite a long time, but it was not as long as they thought. The gunfire that had been going on for most of the night stopped before dawn. The result was completely contrary to their wishes - their army lost, and their country's port was blockaded.
Unlike the previous time when the player defeated the Big Wave Pirates and sent people to negotiate with Mulishua, this time, the player directly blockaded the ports of several countries and parachuted into the palace from an airplane. The king and great nobles who participated at this time were all captured.
Now, there's no need to waste time talking. You'd better apologize and compensate, even if it means you die.
The king and the great nobles all knew what was happening and knew that as long as they were alive, everything would be fine.
As a result, the player obtained a large amount of resources and many islands, and at the same time, made a name for himself.
Mulishua, who originally had opinions about the players and regretted giving the island to the players, now only felt fortunate that he held his anger and did not rush to cause trouble for the players, nor did he go along with these port countries. Otherwise, he would be the one who would lose face, island, and wealth today.
Others also realized how powerful the players were. They were able to withstand the attacks of so many armies overnight, and even defeat these armies and pirate groups. In the end, they could quickly kill their way into other people's ports and head straight for the kingdom. It was simply too terrifying.
If you become an enemy of the players, won't you be worried every day that you might be killed in your sleep?
After seeing this battle, some countries and pirate groups that were originally ready to take action against the players completely restrained their thoughts and no longer dared to target the players.
Even the caravans that come to the players to do business are polite to them. After all, no one is afraid of the players' strength.
At the same time, after this battle, these people have fully realized the advancement and power of the player's weapons, witnessed the strength of the player's military force, and witnessed the extraordinary features of the player's ships and planes. One by one, they dare not be jealous but are envious, and also want to get the player's weapons, ships, planes, etc.
Who doesn’t want to become stronger?
There are countries that come to players, seeking opportunities to establish diplomatic relations and do business.
It's not that players are unwilling to establish diplomatic relations with other countries, but they still have to carefully select the countries they want to establish diplomatic relations with. Don't forget that the plantations in the New World have been destroyed by them, and the news has not been spread out because it is blocked. Once it gets out, who knows how many countries will hate the players to death, and even join forces to declare war on them.
After all, the plantation is related to their wallets.
If a player establishes diplomatic relations with another party and sells weapons to them, and the other party uses these weapons to attack him right after, wouldn't that be asking for trouble?
Of course, it is precisely because the player has destroyed all the plantations in the New World that once the news leaks out, it will offend a large number of countries, so it is even more necessary to establish diplomatic relations with others, give other interests, and be tied to the same boat. In this way, the player will not be isolated and helpless.
After all, two fists are no match for four hands. Even if the player's weapons are powerful and the individual strength is strong, he can deal with many armies at once without being at a disadvantage, but he cannot be completely without any allies.
It is just right that now, before the news gets out, I should do a thorough search to decide which countries I should establish diplomatic relations with, so that when the news gets out, those countries with plantations in the New World won't instantly unite against me.
For example, there are countries where plantations are not deeply rooted, or where the profits from plantations are not much, or even one or two powerful countries. If it is appropriate, it is not impossible to tempt them with benefits and break their alliance.
Therefore, after defeating these seaport countries, players still have something to do. On the New World side, they are busy with the establishment of a country.
Building a nation does not mean that the players build the nation, but rather that they assist the indigenous people of the New World who were once colonized to build the nation.
In fact, according to historical development, if no players appear at this time, after a few hundred years, these indigenous residents may not necessarily rebel and establish their own country, just like in the past history of the Blue Water Planet. The colonized will either die or eventually rebel. It is impossible for them to be slaves for generations.
However, if that time really comes, I am afraid that these indigenous people will suffer more bloodshed and sacrifice, and even if a country is established, they will still be suppressed for a long time in the future.
Although there are many differences between the main world and the secondary world, and the types of intelligent creatures are also different, their history is similar. We can get a glimpse of their future from the corners that have been revealed so far.
If there were no players, this generation of indigenous people would probably remain slaves until their death, and their descendants - if any - would still be slaves.
However, their future is about to take a turn because the players have to help them build their country.
Players have actually thought about whether, after liberating these New World colonies, they should incorporate them into the manor or help them become independent.
After thinking about it carefully, I decided to help them become independent.
On the one hand, if it is incorporated into the manor, then the player's aid to the New World this time will be labeled as a land grab. When the news spreads, those robbed countries will definitely seize this point to isolate the player, unite with other countries, and send troops to the player from the moral high ground. At that time, it will not only be a question of whether to fight or not, but will also cause a series of impacts, which will affect the player's collection of supplies and completion of the task of lighting up the world map.
But if they help the indigenous people gain independence, those countries will never be able to occupy the moral high ground. Moreover, the players can also say that they received the indigenous people's call for help and sent troops out of humanitarianism. After sending troops, they did not occupy the land, so they did it out of justice. Even if these countries want to criticize the players internationally, they will not let the majority of people stand on their side.
On the other hand, helping the indigenous people to establish their own country is also considered as a special mission to liberate the colonies in the New World. Players speculate that this liberation is not just a one-time rescue, but that they must stand up on their own, have the strength to protect themselves, and no longer be enslaved, in order to be considered a real liberation. Otherwise, if they can't stand up, what if the player is gone one day and they are colonized again? Although this sounds less likely, after all, after rescuing the slaves on these plantations, the players did not go home immediately and leave them alone. Especially when these rescued indigenous people all trust and rely on the players wholeheartedly, as if life is meaningless without the players, the players dare not leave.
However, it is precisely because of the trust and dependence of these indigenous people on the players that the players feel that they need to help them establish an independent country.
Obviously, these natives may have been enslaved for too long, and the player appeared when they were suffering, so they regarded the player as their savior. This mentality is very unhealthy at first glance. If the player really incorporated them into the manor, these people would definitely rely on the player more mindlessly, and would not be able to truly stand up and learn to rely on themselves.
In this case, can you still be considered an independent, complete and normal person?
I'm afraid the task of liberating the colonies in the New World will never be completed?
Therefore, regardless of various considerations, players feel that helping them build a country, teaching them skills, giving them classes to learn knowledge, building their self-confidence, and getting them out of their pathological psychology are what are truly good for these people.
Therefore, the founding of the country came about.
However, when the player first proposed to help them establish an independent country, these natives were terrified and about to cry, thinking that the player was going to abandon them.
It was only after the players’ persuasion and explanation of the reasons that these people finally understood that the players were not going to abandon them, but to help them stand up, learn skills, and become self-reliant. From then on, they no longer had to worry about being bullied, treated like animals, or being arrested at will.
Therefore, they cried even harder, because although their civilization was backward, they were not really brainless, especially during this period of time when they were getting along with the players. They were no longer hungry, no longer suffered and worked to the point of numbness, and had brains to think while recuperating. How could they not know how precious it was that the players could consider them in this way?
You know, even the gods they once believed in had never saved them like this; you know, even their tribes had never been so sincere and enthusiastic about their future; you know, even their parents might not care for them so carefully.
How can these rescued indigenous people not be grateful to the players?
They are willing to treat players as objects that are more worthy of respect than gods.
Even later, after learning new ideas and being liberated by new thoughts, these people never forgot the great kindness shown to them by the players.
In their hearts, players and the country where they live are the real gods and the kingdom of God in their hearts.
They will always remember that there was a group of gods who rescued them from the devil when they were in the most pain and numbness.
Being loved by the gods is the best memory in their lives.
(End of this chapter)
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