Chapter 61 The fiftieth day of planet construction


061.

The island occupied by the player is not only close to the country of Mliswa, but also close to other countries.

Unlike Mliswa, who has seen the power of players' guns and cannons, these countries have not seen the players' guns and cannons with their own eyes, and they have only heard that the players are powerful.

However, this kind of hearsay does not make them fearful, so there is a matter of alliance between several seaport countries. Moreover, these seaport countries were not prepared to send troops to their own navies at the beginning, but to let their own navies send troops. The secretly supported pirate group unites together to attack the players. If they win, the supplies will be divided equally.

However, a well-informed pirate group had seen the power of player cannonballs and did not want to participate. Instead, they persuaded their country not to be impulsive. However, their supporting countries did not listen, and still insisted on going their own way, insisting that the pirate group send troops together.

They were one of the first countries to have access to the harbor. They have long been accustomed to profiting from the port, and they do not feel that the alliance of multiple countries has been defeated by the players. If the pirate group does not send troops, they will not think about any weapons in the future. Even, in order to increase his bargaining chip, he even asked his navy to dress up as a pirate group and send troops to the players together.

This is a large-scale crusade, and it is also a battle to defend one's own interests. As long as you win, you can not only protect your own interests, but also take over the player's territory and even technology.

They know that the players' products are extremely popular. After defeating the players and asking them to hand over those workshops, these port countries will have new hens that lay golden eggs.

Of course, although they are not afraid of the player's strength, they do not underestimate the enemy too much, so they have sufficient troops and weapons. They also send advance troops to pretend to be a caravan to the player, and wait until the opportunity comes at night to take action.

The port countries were prepared to fight this battle for a long time. In fact, this battle did last for a long time, but it was not the same as the "long" they thought. Before dawn, the sound of artillery fire rang out for most of the night. Long pause. The result was completely contrary to their wishes - their army lost, and their country's seaport was blocked.

Unlike when the player defeated the Big Wave Pirates and sent people to negotiate terms with Mliswa, this time the player directly blocked the ports of several countries and used a plane to parachute to the palace to participate in the king's fight at this time. and the great nobles were all captured.

Now, there's no need to talk nonsense. It's better to apologize and compensate for life's consequences.

The king and the great nobles are very aware of current affairs, and as long as their lives are saved, everything will be easy.

As a result, the player gained a large amount of resources and many islands, and at the same time, he also gained his reputation.

Mliswa, who originally had objections to the player and regretted giving the island to the player, could only feel happy at this moment. He was glad that he held his breath and did not rush to trouble the player, nor did he collude with these port countries, otherwise , the one who loses face, island and money today must be himself.

Others also know how powerful the player is, being able to withstand the attacks of so many armies overnight, and even defeat these armies and pirate groups. In the end, he can quickly reach other people's harbors and directly attack them. Running to the Kingdom is simply not too scary.

If you were against the player, wouldn't you have to worry about being killed in your sleep every day?

Some countries and pirate groups that were originally eager to attack the players, saw this battle, and completely restrained their thoughts and did not dare to attack the players.

Even those caravans who come to do business with the player are always polite. After all, no one is afraid of the player's strength.

At the same time, after this battle, these people also fully realized the advanced and powerful player's weapons, saw the strength of the player's military force, and saw the excellence of the player's ships and aircraft. One or two of them did not dare to be jealous but were jealous, and wanted to To get the player's weapons, ships, planes, etc.

Who doesn't want to become stronger?

Some countries come to you for opportunities to establish diplomatic relations and do business.

It's not that players are unwilling to establish diplomatic relations with other countries, but the countries that establish diplomatic relations still need to be carefully screened. Don't forget that the plantations in the New World were destroyed by them, and now the news is blocked, so the news is not spread. When word spreads, I don’t know how many countries will hate the player to death, and even join forces to start a war against the player.

After all, the plantation is about their pocketbooks.

If a player establishes diplomatic relations with someone on the front foot and sells a weapon, and the other party comes to fight with the weapon on the back foot, wouldn't he be asking for trouble for himself?

Of course, it is precisely because the player has taken over all the plantations in the New World, and will offend a large number of countries when the news breaks out, so it is even more important to establish diplomatic relations with other people, provide other benefits, and tie them into the same boat. In this way, the player can You won't be alone.

After all, two fists are difficult to defeat with four hands. No matter how powerful the player's weapons are and how strong his individual soldiers are, he can deal with many armies at once without losing, but he cannot really have no allies at all.

It just so happens that before the news breaks out, let's search carefully for which countries we should establish diplomatic relations with so that when the news breaks out, those countries with plantations in the New World will not instantly unite against us.

For example, in some countries where plantation roots are not deep, or in countries where plantation profits are not much, or even one or two powerful countries, as long as it is appropriate, it is not impossible to lure them with benefits and break their alliance.

Therefore, after defeating these port countries, players are still busy. On the New World side, they are busy with the matter of founding the country.

Nation-building is not about players establishing a nation, but rather assisting the indigenous people of the New World who were once colonized to establish a nation.

In fact, according to historical development, if no players appear at this time, in a few hundred years, these indigenous residents may not resist and then establish their own countries, just like in the past history of Aquablue Planet, the colonized Either he will die or he will eventually resist. It is impossible to truly remain a slave for generations.

However, if that time comes, I am afraid that these indigenous people will shed more blood and sacrifice. Later, even if they establish a country, they will still be suppressed for a long time.

Although there are many differences between the main world and the secondary world, and the types of intelligent creatures are also different, their histories are similar, and their futures can be glimpsed from the corners currently exposed.

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 turn a corner now, because players have to help them build their country.

Players have actually thought about whether to integrate these New World colonies into the manor after liberating them, or to help them become independent.

After thinking about it carefully, I decided to help them become independent.

On the one hand, if it is merged into the manor, then the player's assistance to the New World will be labeled as a land grab. When the news gets out, the countries that have been robbed will definitely use this to isolate the player and unite If other countries take the moral high ground and send troops to players, then it will not only be a question of whether to fight or not, but also a series of impacts, which will have an impact on players collecting supplies and completing the task of lighting up the world map.

But if they want to help the indigenous people become independent, those countries cannot take the moral high ground. Moreover, the player can also say that they received the indigenous people's request for help and sent troops out of humanitarianism. After sending the troops, they did not occupy this territory. Out of justice, these countries want to criticize players internationally and will not let the majority of people side with them.

On the other hand, helping the indigenous people establish their own country also takes into account the special task of liberating the New World colonies. 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 true liberation. Otherwise, what if they can't stand up and one day the players are gone and they are colonized again? Although this sounds relatively unlikely, after all, after the players rescued the slaves on the plantation, they did not go home immediately and left them alone. Especially when these rescued indigenous people all trust and rely on the player, as if life is meaningless without the player, the player does not dare to 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 a country and become independent.

Obviously, these indigenous people may have been slaves for a long time, and the player appears when they are suffering and trapped. They all regard the player as a savior. This mentality is very unhealthy at first glance. If the player really incorporates them into the manor , these people will definitely rely on players more brainlessly, instead of being able to truly stand up and learn to rely on themselves.

In this case, can he still be regarded as an independent and complete normal person?

The task of liberating the colonies in the New World may never be completed, right?

Therefore, regardless of various considerations, players feel that helping them build a country, teaching them skills, giving them lessons to learn knowledge, building their own self-confidence, and getting out of their morbid psychology is the only thing that is really good for these people.

Therefore, the founding of the country came into being.

However, at first, when the player offered to help them establish an independent country, these indigenous people were so frightened that they cried, thinking that the player was going to abandon them.

It was the players who tried to persuade them and explained the truth clearly. These people understood that the players did not want to abandon them, but to help them stand up and let them learn their skills and become self-reliant. From now on, they would never be able to stand up again. There is no need to be afraid of being bullied and treated like animals, let alone being arbitrarily arrested.

Therefore, they cried even harder, because although their civilization is backward, they are not really brainless people, especially during this period of time when they are getting along with players, they are no longer hungry, suffering or tired to the point of numbness, and are recuperating from their injuries. When you have the brains to think, how could you not know how valuable it is for players to think about them like this?

You must know that even the gods they once believed in have never saved them in this way; you must know that even their tribe has never been so sincere and enthusiastic about their future; you must know that even their parents may not be so careful. Love them.

How can these rescued indigenous people not be grateful to the players?

They are willing to treat players as more worthy of respect than gods.

Even later, after learning new ideas and liberating new ideas, these people have never forgotten the great kindness the players showed them.

In their hearts, the players and the country where the players are located 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 hands of the devil when they were in the most painful and painful times.

Being loved by gods is the best memory in their lives.

(End of chapter)

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