Arnt “demons” non-living and asexual? How would they even…
just saying it doesnt make much sense, but if it works, it works.
Arnt “demons” non-living and asexual? How would they even…
just saying it doesnt make much sense, but if it works, it works.
Never heard that specified
Ok, I changed my vote.
yes, tie a rope
I was thinking something like making gliders if this works out.
_/(O-O)_ he do push-ups
Action 1:Hunt the gigantic creatures flying on the sky, be sure to kidnap any injured but still alive ones as a result of the hunt
Action 2: Research iron mining
Non action: train more people to join army
Action 1: Bind Island to my own
Action 2: Use obsidian tools to try to mine metals
Non-Action: Begin training species into units for combat, both as only with there units and in tandem with other types of units (units would be like shade flier, shade runner, shade magician, Lavawalkers, etc.)
Action 1: Try to capture a nearby island so we can explore it for resources.
Action 2: Use nature magic to engineer a small species of carnivorous plant that will eat any pests that get near our crops and convert them into fertilizer we can use.
Round 6: With spear and sword
End
None to know so far
The fighting force continues to grow among most civilizations, and this is a sign that they are soon going to meet each other. There is a sense that there is another one who has managed to create and it is not one of the protective spirits.
vote 1: make the builders build a furnace using the stones in order to work the iron. - Failed (luck - 8) (Int) [+20% next time]
vote 2: Send people to bind another island to our - Successful (luck - 5) (Mystic + Charisma + Agility)
Your builders have tried to build furnaces that were strong enough to melt iron, but it takes longer than they expected, and they say they will change the problem to understand how it should be, so this process will take longer than they thought.
Your civilization managed to moo another island and link it to your main island, but there is nothing special about it, there was a small island.
In the excavations they could not find anything interesting.
Your lagsi is over and now a new one has been created whose stretch is defense
Following the migration of creatures to the mass, one of the members of your tribe found a new plant: a large shrub full of leaves. It does not look poor at first but what is strange about it is that it is black (5)
Knowledge: Black shrub
legacy: Elder (+5% def)
Island: C.C = 148
territory level: 7
site: proggers: Failed (1 out of 3)
Pop growth: 50 (25% (25*100%) * C.C available)
Territorial Mana density (100%/100%)
Name: Mirtal
Pops: 275
Carry capacity: 275/2193 C.C (1539 C.C. +30%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 2
territory level: 7 - land mass (it now mark in the map)
Attack: 25% (if pure attack, use also Mystic)
Intelligence: 65% - [+5%]
Agility: 55%
Defensive: 25% - [+5%]
Charismatic: 50%
Mysticism: 80%
Legacy: Elder [+5% Def] (1/6)
Cultures
They are a community of Larmyah that believes in the pursue of knowledge and the understanding of the universe, for them everything has to be understood. [int - +5%]
lenguage: no-name [+1 R.S]
Race name: Larmyah (Pedemagni magna)
Attributes:
Attack: 25 [30 - 5%]
Intelligence: 60
Agility: 55 [30 +25%]
Defensive: 20 [30 - 10%]
Charismatic: 50
Mysticism: 80 [70+10%]
size: medium (1 C.C. for pop , 0% growth pop, 1 base power, +0 legacy lenges)
Capabilities:
Advantage:
Magic-based lifeform (+10% mysticism, has innate capabiliy of sensing mana,votes that use pure power use mysticism too)
Boneless (+20% agility, -10% defensive)
Disadvantage:
Mana dependent (-population growth if low on mana)
Description: These magic-based lifeforms are similiar to Octopi, with 12 tentacles and 6 eyes. They have an hue tending towards the yellow. (agility: +5%, -5% attack)
Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (2 stones, +10% C.C), Crafters(1 wood, 1 stone, +2 RS )
Army: Mana waver: 0 (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race))
Army Power: 0 power
Tools: Mana stone tools (can mine iron)
Stability: 0
Happens: -1
Resources:
Currency: None
Trades: None
Resources Storage: [0/6] (Mana stone tools) (crafter - +2) (len - +1)
Stones: [4/4] Very Common [1 to craft], [2 Builder], [1 unuse]
Wood: [1/3] Rare [1 to craft]
Marble: [0/2] Rare [need Assessment]
Flints: [0/2] Rare [need Assessment]
Silt: [0/3] Common [can’t mine,need Assessment]
Iron: [1/5] Uncommon (1 unusee)
Titanium: [0/5] Common [can’t mine, need tech, tools and jobs]
Guna: [0/1] very rare [can’t mine, need tech, tools and jobs] - very rare element
None
Tech: Agriculture, blacksmithing, basic construction
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands], Mana stone tools
Mana seekers: The dependence on mana for existence requires a way to find it, and this is one of them. But the problem depends on how it behaves and whether it really is this or something else entirely.
Mana Levitation (basic): The ability to control the flow of mana that controls the hovering of the islands, allows them to basically make things hover in the short and short term, but with enough development, it can reach amazing achievements.
Mana Wave (basic): the ability to make the mana dence enogh to be havey like a rock, can deal dmg if hit
Archeology Site - Attack + Int
Progress: 3/10
Jumps: 5 , 2
discovery: red peace out of the earth. (5, +2 progress)
some scraps
failed 1 out of 3
All the higher-than-normal density of mana comes from a compressed mana material to such a level that it is as hard as iron, and because of its high concentration, you, who are sensitive to mana vision, are unable to see the material at all except to feel it.
Although the substance is known to you, harmless or dangerous to you, it requires further research.
Red fruit: for pantaisen and farming
Black shrub: it a black leaves and it a bush.
Small graze: weird looking animal that eat grass, probably
big armor animel: have armor around his body, and he slow.
MYSTERY
vote 1: Invent better forges for iron. - Succ (luck - 9) (Int)
vote 2: Invent even better forges for electrium! - Seni - Succ (luck - 2) (Int)
Once they were able to find a material that was going to be strong to break a stronger material, they began to try to break it in the stone vessel ends, but they broke down in a short time and were able to obtain some samples from the vein. They started trying to melt the material in the ovens they had, but it did not work. Maybe one thought a stronger fire was needed. Then other researchers together with builders used stones to create a stronger furnace, and after a while, they were able to build the Bloomery, which is strong enough to cast iron.
And after a joint effort, they managed to stretch the iron into an iron vessel and set out to try to carve the electrium. In one hit of the pickaxe it caused a huge explosion that resulted in the killing of 2 and more injured, but parts of the material were obtained!
It remains only to try to process it now.
They tried the Bloomery, but and the substance melted, but it was really unstable, as if something was missing to make it ingot. But right now, there is the material, but in order to carve it, you need another way to research it.
Following the explosion, the members of the cell realized that they needed to be united, + 15% charisma in the next round (7)
Tech: Bloomery (can smelt iron)
Pop growth: 3 (18% (30%* 60%) * C.C available)
Name: Mantodea Civics
Pops: 37
Carry capacity: C.C 129.5 / 637 (455 C.C. +40%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 2
territory level: 4
Attack: 50%
Intelligence: 90% - [+10%]
Agility: 40%
Defensive: 50%
Charismatic: 45% - [+5%]
Mysticism: 15% - [+5%]
Legacy: Technocracy [+5% Int] (6/10)
Cultures
The Mantodea Intelectus Intelectus came about when the new “He” saw the [REDACTED] [REDACTED]'s puny little gathering things, loyal to their cause, gathering aimlessly until the end of time. The new “He” felt pity for the mantis, they seemed to have wonderous tech…so, he created the Mantodea Intelectus Intelectus in their image, but something was special about how he created them: They had some fragments of memories left, faded, but still there. Something about a giant hand in the sky, wiping out what looked to be some of their kind! And after, they saw some strange mechanisms gathering materials for almost no purpose. [+5% mystic]
Bulding: university (+5% Charisma, +5% int from resurcer)
gear - {+20% next time]
Race name: Mantodea Intelectus Intelectus
Attributes:
Attack: 50
Intelligence: 80 (+10%)
Agility: 40
Defensive: 50
Charismatic: 40
Mysticism: 10 (-10%)
size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)
Capabilities:
Advantage:
Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)
Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.
Disadvantage:
Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism
Description: The mantis have Larval and Pupal forms, they look like this:
The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)
Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (1 Marble, stone, +1 Happiness, +10% C.C), Crafters(1 wood, + 2 R.S ), researchers (1 marble, +5% int)
Army: None
Army Power: 0 power
Tools: Iron tools
Stability: 1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (Iron tools) (+2 from crafter)
Stone: [1/2] Very Common
Wood: [1/1] Very rare [can’t mine, need Assiment]
Flints: [0/3] Common [can’t mine, need Assiment]
Marble: [2/2] Uncommon (2 for builders)
Diamonds: [0/2] Rare [can’t mine, need tech and jobs]
Gems: [0/4] Very Common [can’t mine, need tech, tools and jobs]
Electrium: [0/2] Uncommon [can’t mine, need tech, tools and jobs] - very rare
Iron: [1/4] common [1 Unusee]
Smelting (0 wood, 0/1):
Iron (0) → Wrought iron (0/0) [can use that type of iron to craft](use to craft katana and iron tools)
Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands]
None
Tubers:: for pantaisen and faming
Small graze: weird looking animal that eat grass, probably
flying predetor: eat small prey
MYSTERY
vote 1: Use obsidian tools to try to mine metals - Failed (luck - 7) (Int) (10% next time)
vote 2: Bind Island to my own - Succ (luck - 1) (mystic + agility + charisma) (+40%)
Your civilization has begun to try to break down metals in iron, but tools seem to need repair before they could be used again.
You also signed up to build like that, but right now only the Lavawalkers are the only force (if you want to recruit, you have to vote for it)
On the other hand, some of the brave began to try to find a new island, and they found a small one and tied it to the mother island, but on this island, found a living creature capable of shooting thorns from its tail, manages to hit some of them and cause 3 of them to fall to their deaths.
It is a relatively small island full of stones and an obscure anomaly.
Inside the anomaly they explored after they connected to the main island and as they multiplied, they discovered a large metal-like structure and inside it hides something resembling a maze. It seems that those smaller ones than the lava walkers are able to enter the relatively large maze. (7)
Knowledge: Tail shooter
Island: C.C = 172, stone - very common, anomaly- maze
Anomaly: Giant Maze, Agility + Char, progress: 3/10
territory level: 5
Pop growth: 1 (15% (30%* 48%) * C.C available)
Name: Ferloth-De
Pops: 31 (33% Sha/ 33% Chor/ 33% Lavawalker)
Carry capacity: C.C 170.5/1493 (878 C.C. +70%)
Pop for C.C: 5.5
Spirit Guardian: @TwilightWings21
Votes: 2
territory level: 5 (have one desert and one ice sheed)
Attack: 37% (47% if Shades)
Intelligence: 65 %
Agility: 70% (80% if Chiro’ or Shades)
Defensive: 32% (42% if Chiro’)
Charismatic: 42% - [+10%] (27 if vs other civics)
Mysticism: 34%
Legacy: Unity Council [+5% Char, +1 Stability] (6/9)
Cultures
A council rules this race, one representative for each species on said council. They have risen from the ancient civilizations and adapted to the modern times, rising out of the depths to surface caves and adapting to living with only three of their brethren races, the others lost in the transition to the surface. The citizens completely trust in the council, and if they don’t then they can elect a new member for that race. All races can vote for the council representative, as all races are always evenly balanced in pop number. (chirsma - +5%)
Attributes:
Attack: 37 (47 if Shades)
Intelligence: 65
Agility: 70 (80 if Chiro’ or Shades)
Defensive: 32 (42 if Chiro’)
Charismatic: 32 (17 if vs other civics)
Mysticism: 34
Average Size: 26.6 ft ( (average of 8 m’) (5.5 C.C. for pop (flying pop), -52% growth pop, 4.5 base power, +90% legacy lenges)
Capabilities:
Advantage:
Unit Power - Using different races under my control gives me different buffs for that action:
Size: 50ft/15m’
given: +20% Army power on use,they immune to fire and earth based magics, weak to water
Size: 15ft/ 6m’
given: Flight and Echolocation(+10% agility, +1 C.C), Wing Armor (+5% def)
Size: 15ft/ 6m’
given: Prehensile tongue of Shadowmaster (+10% agility, can use shadow magic), Hallucinogenic venom (+10% attack)
Councils Appeal - any Civ I ally with, defeat in battle, or assimilate, player or NPC, I gain a small amount of members of their race (not necessarily taking from their pop - I could just get them) to buff Unit Power and that I can grow like any other civilians
Disadvantage:
Councils trust: buffs charisma rolls against/directed towards my civ (+15% if other civic diplimatic interact or against if he try to intreact)
Light Sensitive - Small general debuff to all stats while out under the sun in the daytime (-15% on daylight)
Description: These races all descended from Cavern Giants, and so have four upper limbs and two legs. The Chiropterans have two large wingspan their backs, and they have dexterous hands ending in small claws on lanky arms and long legs with running on the front of the toes. They are covered in downy fur, and have keratinous plates as lightweight, tough as metal armor on their wings. They also have a long tail with little spines down it that the wing membrane connects to, just cause it looks cool. They also have large ears. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world, hammering and smelting with their four large arms. They have long, strong tails that help with balance. Finally, the race most like the original Cavern Giants, the shades have midnight black skin, glowing purple eyes, four arms ending in sharp claws, a huge jaw, and a large, purple, prehensile tongue. They have a row of twitching, black, bristle like spines down their backs. Their feet are inclined so that they only step on the three main toes, with the back claw sticking up in the air, and have reversed knees. Their long tail helps with balance and has a blade like structure on the end of it that can slice at foes. This is black, like the skin, as hard as steel, and glows purple around the edges of the blade, having a vaguely ax-head shape. They have hallucinogenic venom that can be injected through the slicing of the tails or their bites, from their glowing purple saliva. [+5% attack, -5% int]
Jobs know: blacksmithing (need metals), Farmers (+50% C.C), Binders, Builders (need stones/woods), Crafters(1 Obsidian, 1 wood, +2 R.S)
Army: 0 shade flier (9 + 1.6 (shade agility)) , 0 shade runner (4.5 +0.8), 0 shade magician (4.5 + 0.68 (mystic)), 7 Lavawalker (9 + 1.7 Agility +0.6 Def, immunity to week fire and earth), 0 Chiropterans (4.5 + 1.6 Agility)
Army Power: 79 power
Tools: Obsidian tools
Stability: 1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (Obsidian tools) (crafter - +2)
Stones: [2/5] Very Common (2 unuse)
Wood: [1/1] Rare (1 carfter)
Obsidian: [2/2] Uncommon (1 crafter, 1 unsuse)
Marble: [0/3] Uncommon [can’t mine, Assiamnet]
Nickel: [0/2] Rare [can’t mine, need tech, tools and jobs]
Zinc: [0/2] Rare [can’t mine, need tech, tools and jobs]
Diamonds: [0/1] Very Rare [can’t mine, need tech, tools and jobs]
None
Tech: Agriculture, blacksmithing, basic construction, domesticas
Mystic: Binding [knowledge to bind island to ur lands]
Shadow Cloak: The ability to cover a certain area in the dark for a while, only Shades are able to do this, and even until then it is limited in time from space.
Archeology Site - Agility + Char
Progress: 3/10
Jumps: 7
it a big maze
Under-Roots: sugery plant that have a very long root.
Futlkuf succulent: desserd palnt that make red big friuts (+20%, +5% growth)
Cave-worm: small demasticat worm that love dark places and very nourishes (+20% C.C)
Night flyers: big as a giant, they fly with they big wings through the skys. they love night.(if use as powerunit: 2 base power to shades, +1aglity to shade, can fly)
Tail shooter: it can shoot throns, dengers
MYSTERY
vote 1: Try to capture a nearby island so we can explore it for resources - Succ (luck - 2) (Agility + Char + Mystic)(20%)
vote 2: Use nature magic to engineer a small species of carnivorous plant that will eat any pests that get near our crops and convert them into fertilizer we can use. - Succ (luck - 3) (Mystic)
Your civility has started trying to grow carnivorous plants that will try to eat the pests and use them as plant food, and it turns out to be successful. But another problem arises: there are not many pests on the island that can repel, so carnivorous plants are only for short use.
On the other hand they are a flying creature to find a new island, and they have found an island a little unusual: it is an island that is all covered in ice, so you can barely live on it, but there is a certain area that is much warmer than usual. As the residents approached the area, they discovered an unusual substance: brimstone. Extremely rare and extremely hot material.
Subsequently, the discovery of the particularly hot substance heats the surface, causes a cold exhaustion throughout the island, causes a sluggish decrease in fortification. (5)
C.C next tound = -200
island - +14 C.C, brimstone [0/4] - very rare
Magic: predetory plants growth
fertilizer: +1 round
territory level: 4
Pop growth: 14 (19% (30%* 62%) * C.C available)
Name: Regalis ultima
Pops: 137
Carry capacity: C.C 548 / 1296 (835 C.C. +55%) (-200) next
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 2
territory level: 4 (ice sheet)
Attack: 25%
Intelligence: 70%
Agility: 55%
Defensive: 30%
Charismatic: 40% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Elder [+5% Char] (6/9)
Cultures
Survivors of the end who somehow found themselves in this strange realm of floating landmasses, determined to find a way to survive and escape to a new world. Over many generations, they became even closer to the elemental magic gifted to them by the legendary first leader of there kind: Miviam. Resulting in them developing colors, patterns, and other traits associated with that element. (+5% mystic)
Race name: Homo dracomorpha, the dragon folk
Attributes:
Attack: 25
Intelligence: 70
Agility: 55 (+15%)
Defensive: 30 (+5%)
Charismatic: 35 (-5%)
Mysticism: 80 (+10%)
size: 6 m’ (3 C.C. for pop , -38% growth pop, 3 base power, +60% legacy lenges)
Capabilities:
Advantage:
Large bat-like wings that enable flight (+15% agility, can fly, +1 C.C)
Bonded to elemental magic (Can only use elemental magic, + 10% mysticism)
Disadvantage:
Weak point: A weak spot in the middle of there chest that makes there heart an easy target during combat (-15% power)
Description: A synapsid-like species of hexapods that bear close resemblance to the dragons of myth. There scales come in a wide variety of vibrant colors, though usually the colors there scales take are associate with the element they are most closely inclined to. The markings that adorn there hides very as greatly as there colors, and there heads are adorned with fanciful horns and a pair of small mammalian ears. They are inquisitive creatures that naturally thirst for knowledge, they are also quite gentle and kind though will not hesitate to fight back if harmed. (+5% def, -5% char)
Jobs know: blacksmithing (need metals), Farmers (+35% C.C, +5% pop growth, need some fertilizer [1 round left]), Binders, Builders (need stones/woods), Crafters(1 wood, 2 stone, craft tools, supply (+2 RS)
Army: None
Army Power: 0 power (-10% power)
Tools: Stone tools
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [2/5] (Stone tools) (+2 - supply of tools)
Wood: [1/1] Uncommon (all to crafters)
Stone: [2/2] Very common (all to crafters)
Silt: [0/2] Uncommon [can’t mine, need Assignment]
Granite: [0/2] Uncommon [can’t mine, need Assignment]
Titanium: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Platinum: [0/2] Rare [can’t mine, need tech, tools and jobs]
Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
brimstone [0/4] Common [can’t mine, need tech, tools and jobs]- very rare
None
Tech: Agriculture, blacksmithing, basic construction, agricultural canals (Farmer: +5% C.C, +5% P.G), Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands], Magical sense
Elementary magic - all the dark folk have they ability from the beginning to manipulate one type of element of nature, and they show up base on they scale bodys (giving u the ability to specialize job and army base on element)
Magical sense - they can sense the mana and ether abounded in they enviremnt
Perdetory palnts: they can wake up predtory palnts
How know?
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+20% C.C)
Small graze: weird looking animal that eat grass, probably
Wyverns: perdeotr, eat part of ur civics, u know
A mediocre creature that eats fruit: Great pest
MYSTERY
vote 1: Hunt the gigantic creatures flying on the sky, be sure to kidnap any injured but still alive ones as a result of the hunt - Succ (luck - 6) (Attack)
vote 2: Research iron mining - Succ (luck - 4) (Int)
After the disaster, you went hunting for the flying creature that attacked the village, and managed to follow it to the mountains on the other side and found some of the hostages there. With the help of some of your battle axes, you quietly snuck in and surprised the creature. He fought back and managed to knock down one of the mountains, but in the end, when the leader himself fought against him, he withdrew his eye and subdued the creature. Eventually you managed to save 6 hostages and exterminated the flying creature.
After a few moments, the dynasty of the great leader is over and swaddled a new one, commemorating their victory over the giant creature.
At that time, the tribe realized that if they used obsidian instead of stones, they would be able to break an iron ore. And they exchanged their stone tools for obsidian.
Signs show that a period of drought is soon coming, and the village began to prepare, but got stuck in food shortages, so that in the next round, there was less food for all the residents (4)
next round: -30% C.C
knowledge: Flying giant predator - extince
Happiness: +2
Tools: Obsidian
Army: +16 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]
Pop growth: 40 (25% * C.C available)
Name: The Exalted Coalition
Pops: 202
Carry capacity: C.C 202 / 1149 (821 C.C. +40%)(-30%)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 2
territory level: 3
Attack: 80% - [+15%]
Intelligence: 45%
Agility: 20%
Defensive: 70% - [+5%]
Charismatic: 55% - (40% if diplomatic civics)
Mysticism: 35%
Legacy: Grand Leader [+5% Attack, +5% def] (1/5)
Cultures
A coalition of previously warring states unified under a strong leader. It comprise of many states, each with its own governance. But there is a clear leader among them, the one which could bolster the strongest military force as well as showing great devotion to the one true faith. However, there is an instituted council of each ruler which has political power even greater than the Grand Leader if a dominant portion of the council unify under a single vote. [+5% attack]
positivity speech - +20%
Race name: Caeca Iustitia
Attributes:
Attack: 65 (+5)
Intelligence: 45
Agility: 20 (+5)
Defensive: 65 (+5)
Charismatic: 50 (+5) (35% if in other diplomatic civics)
Mysticism: 35
size: medium (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)
Capabilities:
Advantage:
Conformists: +2 stability
Battle Hardened: +5% Attack, +5% Defense
Disadvantage:
Xenophobe: -15% diplomatic interaction with civilizations which are deemed “different”
Description: Caeca Iustitia is an avian species with a roughly humanoids shape, with their long wingspan and strong wing muscles, they are able to achieve flight to a degree. These creatures display a variety of feather colors and patterns, the upper echelon of society would use natural dyes to decorate themselves. It seems that in a common Caeca Iustitia society, one’s place in society is already determined from birth, judging solely from their feather’s pattern. As such, even a plebian child can elevate to high status thanks to their birthright beauty and vice versa. Due to this emphasis on beauty, they are incredibly xenophobic, deeming others who don’t look like them and even worse, share different ideas are seen as dangerous and evil. (+5% charisma, -5% Agility)
Jobs know: blacksmithing (), Farmers (+30% C.C), Binders, Builders (1 stones, 1 woods, +10% C.C), Crafters(1 Obsidian, +2 R.S [stone ax craft]), Commanders (-50 silver, +5% Attack, +0.5 base power to everyone, give to Soldier attack bonuse)
Army: 30 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]
Army Power: 79 power
Tools: Obsidian Tools,Battle axes (+0.3 base, - 0.1 *Agility race)
Stability: 1
Happens: 0
Resources:
Currency: 350 [+150 for round [-50 commanders]] [200 Silver]
Trades: None
Resources Storage: [0/5] (stone tools) (+2 Crafters)
Wood: [1/2] Common (builders: 1)
Stone: [1/2] Very common (builders: 1)
Obsidian: [1/3] Uncommon (1 to crafters)
Silver: [2/2] Rare [2 to currensy]
Tugenstan: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Sulfire: [0/2] Rare [can’t mine, need tech and jobs]
Iron: [0/2] Rare [need assignment]
Silver (2) → 200 Currency
Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic), battle ax
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
None
Blue fruit: for pantaisen and faming
pixie dragon: small type of dragon that eat pest, he sometime aggrasive
MYSTERY
vote 1: mine up metals and forge them into weapons - Successful (luck - 1) (Int + Char)
vote 2: kill the new demons and trap them unless they ally with us. - Successful (luck - 6) (Mystic)
The great dependence on the demons caused this civilization to return a little to the bone and they began to carve metals, and in the discovery of copper, they were able to create tools from copper and also a type of weapon: copper daggers. A small weapon, but extremely economical and fast. But in the process of conversion, many victims fell: 44 died from injuries and also from trying to do things without demons until the disaster passed.
In addition, they began to capture all the mana eaters, after realizing that they were very aggressive. They tried to hybridize the 2 types of demons. But it did not succeed in being very different from each other to do this. Need to check why.
But with all this, the fact that lack of mana seems to cause subtle circles destruction even faster, it causes concern among the residents and lowers their morale (4)
Tool: Copper tools, Copper dagger (+0.2, +0.2*agility)
mana assimilation - 1 rounds left - cant summon or use magic in this time
Knolege: Mana eater (Traps)
territory level: 5
Pop growth: 42 (25% * C.C available)
Name: The Resurrection
Pops: 482
Carry capacity: C.C 482 / 2045 (1461) C.C. +40%)
Pop for C.C: 1
Spirit Guardian: @Deathwake
Votes: 2
territory level: 5
Attack: 5%
Intelligence: 70% (80% if create new tech)
Agility: 30%
Defensive: 30%
Charismatic: 45% - [+10%]
Mysticism: 75% (85% if create new magic)
Legacy: Elder [+5% Char] (6/6)[immortal]
Cultures
a bunch of evil ghosts with magic trying to become gods. Worship demons with the end goal of destroying them and consuming their power. [+5% Mystic]
Race name: Error 404 life not found
Attributes:
Attack: 5 (-5)
Intelligence: 70 (80 if create new tech)
Agility: 30
Defensive: 30
Charismatic: 35 (-5)
Mysticism: 75 (85 if create new magic)
size: 4’10" to 5’6" (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)
Capabilities:
Advantage:
Tech creator (+10% to intelligence when making new tech, and +10% to mystic when making new magic, -20% in archaeology)
Ghost form: (no fall damage, no aging, sometimes +30% to defense against non magic attacks, but when we do this we have 0 power, reduce recose storage by 25%)
Disadvantage:
Uncontrollable: As we get more powerful demons are more likely to posses us or make deals with us, - 5% charisma
Description: poltergeist with magic third eye. Ancient demonically cursed people with little strength, but massive brain. Eldritch knowledge. (5% mystic, -5% attack)
Jobs know: blacksmithing (), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(1 Copper ingot, 1 wood, +2 R.S), summoner (non need material for now)
Army: None
Army Power: 0 power
Tools: Copper tools, Copper dagger (+0.2, +0.2*agility)
Stability: -1
Happens: -3 (-1 stibility)
Resources:
Currency: None
Trades: None
Resources Storage: [0/4] (-25%) (Crafter - +2)
Wood: [2/3] Uncommon (1 semlt, crafter - 1)
Stone: [1/2] Rare [can’t mine, need tools and jobs]
Granite: [0/3] Uncommon [can’t mine, need tools and jobs]
Obsidian: [0/2] Rare [can’t mine, need tools and jobs]
Tugenstan: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Asphalte: [0/1] Rare [can’t mine, need tech, tools and jobs]
Nickel: [0/1] Very Rare [can’t mine, need tools and jobs]
Iron: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Mercury: Common [0/4] [can’t mine, need tools and jobs]
Copper: Very common [1/5] 1 Smelt
Liquid mana: Rare [0/2] [can’t mine, need tech, tools and jobs]
Metal magic [0/1] - need some mined metal to create 3 copy of it.
Smelting (1 wood)(1/1)
Copper(1) → Copper ingot (1)
Copper ingot (0) → Copper dagger(0)
Tech: Agriculture, blacksmithing, basic construction
Mystic: Binding [knowledge to bind island to ur lands], Demonic summoning
Demonic summoning: consume a lot of mana/ether to create an gateway to some unknown creatures. in the past, they are some attempt to do it, that why in the island they have imps.
Metal magic: the knowledge to create metals from existing metals. Creating metal itself needs more energy than they are able to create in the near future, but from existing metal it is possible.
Fire magic: Can create fire used in mana can replace some things used ordinary fire, it strong enough to melt soft metal like copper. the proble it they cant contorl the fire strong enoght to comtinul use that.
Demonic fruit: small fruit that demostaceded, love hot placeses (+10% C.C)
Small graze: one that eat grass
Low Imp: weird looking demon-like that love hot placeses
big demonic predetor: it see like to eat small prey, maybe dangerous to the pops. abit smaler the human size. (enslave)
Mana eater: an very dngers demone that can eat mana and destory as an big monsters, even if they small like an frog, hard to kill.
vote 1: Research cloth - Successful (luck - 10) (Int)
vote 2: Bind islands to my own - Successful (luck - 6) (M+C+A)
The village began trying to invent a way to maintain their body heat or protect themselves. In small graze leather straps, it turns out that they are still tough and durable, making them perfect clothing and moving with it on a daily basis. With the handiwork of Heller from them, small graze clothes soon became popular among both the residents and the warriors.
In addition, they started trying to link an island and they found a nearby island: it is a large, flat island that has marble and a strong black material that looks like coal-stone.
Thanks to the comfortable clothes, the need arose to possess more of these creatures in order to maintain the demand for their special skin. As a result, their capture was successful and they are now overgrown due to their flesh and skin (7)
Island: C.C = 412, Stone Coal [0/2],Marble [0/2]
territory level: 4
Small graze (+10% C.C, Leather)
Tool: Leather cloth (+0.3 + 1*def)
Power: 20 katana holders (2.3 + 1.2 (agility) + 0.35 def)
Pop growth: 63 (20% (25% -5%) * C.C available)
Name: Acanthus
Pops: 445
Carry capacity: 445/1992 C.C (1328 C.C. +50%)
Pop for C.C: 1
Spirit Guardian: @Centarian
Votes: 2
territory level: 4
Attack: 50% (70% on the next 4 round)
Intelligence: 85% - [+5%]
Agility: 60%
Defensive: 35%
Charismatic: 60% - [+10%] (45% if vs other civics)
Mysticism: 20%
Legacy: Council nine [+10% charisma] (2/4)
Cultures
Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age. [int - +5%]
Race name: Kajit
Attributes:
Attack: 50 [45 +5]
Intelligence: 80 [70+10]
Agility: 60 [45+15]
Defensive: 35 [45 - 10]
Charismatic: 50 [45 + 5] (35 if vs other civcs)
Mysticism: 20
size: Human sized (1 C.C. for pop , 0% growth pop, 1 base power, +0 legacy lenges)
Capabilities:
Advantage:
Feline anatomy: +15% agility, +5% attack, -10% def
Big Brained: +10% int
Disadvantage:
Unemphatic: -15% char vs other civics
Description: Look like Khajiit from the elder scrolls games. Thoughtful and innovative. (+5% chsrisma, -5% G.S)
Jobs know: blacksmithing (can smith medium metal), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters (1 Wrought iron, 1 wood, +2 R.S), Gathers (+2 Resources Storage)
Army: 20 katana holders (2.3 + 1.2 (agility) + 0.35 def)
Army Power: 77 power
Tools: Iron tools, Stone Battle ax (+0.2 base dmg), basic katana (+1 base, +1* Agility), Leather cloth (+0.3 + 1*def)
Stability: 1
Happens: 2
Resources:
Currency: None
Trades: None
Resources Storage: [0/7] (Iron tools) (+2 form Gathers jobs)(+2 from carfter)
Wood: [2/3] Very Common (use for black smeth/Smething, 1 Crafter)
Stone: [1/1] Very Rare (not use)
Flint: [1/2] Uncommon (not use)
Granite: [0/3] Uncommon (not use)
Marble: [0/4] Rare (not use)
Lead: [0/2] Rare [can’t mine, Need assessment]
Iron: [3/3] Uncommon (2 for Wrought iron, 1 unused),
Asphalt: [0/1] Very rare [can’t mine, need tech, tools and jobs]
Stone Coal [0/2] rare
Smelting (1 wood, 1/1):
Iron (2) → Wrought iron (2/2) [can use that type of iron to craft](use to craft katana and iron tools)
Wrought iron (1) → Basic Katana (1) (can now create army with katana)
Leather (5/5) → Leather cloth
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
None
Red fruit: for pantaisen and farming
Wheat-like: fast growing plant that can feed alot (+10% C.C)
Small graze: weird looking animal that eat grass, probably (+10% C.C, leather (5))
Speedy grazer: a fast small animle that eat grass
MYSTERY
vote 1: create shadow magic - Successful (luck - 4) (Mystic)
vote 2: infuse our metals and flashpowder and crops and our ships with shadow magic enchantments to make them more powerful - Successful (luck - 8) (Mystic)
The goblins began to try magic with the help of the mana flow and then suddenly, the shadow began to move, and after several more attempts, some of them had already managed to specialize in controlling their shadow!
The limit now is infinite regarding this control.
And the first thing they did was try to strengthen them with the help of the shadow in everything they saw, and it was quite successful! Everything is now held by their own shadow. But it does not seem to hold for a particularly long time. Because of this, a group of goblins who specialize in strengthening things began to specialize in it, in exchange for something.
But there is a breakthrough in the excavations! Inside the excavations of the carobs they discovered a replica of a circle-like structure, resembling a toy, but then they began to emit sparks. They found illustrations inside an incredibly thin material, but the drawing was clear: it is a shield so strong that bullets are unable to pass through it, they gave it a name: energy armor. It seems to have never been tried but its potential is infinite, if they manage to replicate this technology.
After the excavations were completed, they discovered that there was a plant growing near the ruins that resembled thorns, but no more than that until a familiar creature arrived and ate it. He died on the spot (6)
Old Ruin: Archeology - Complit!: Energy armor
Magic: Shadow magic
Jobs: Enchanters (need some payment, give mystic bonus to all power types)
Knolege: deadly thorns
Pop growth: 280 (50% ([25%+15%] *25%) * C.C available)
Name: Goblin Civic/ bananana
Pops: 1222
Carry capacity: 611/1169 C.C (866 C.C. +35%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 2
territory level: 4 (one anomalia)
Attack: 5%
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 50% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Priest [+5% charisma] (2/4)
Cultures
when the lord of chaos, He, otherwise known as “Bob” destroyed pandora, Nihilator was able to valiantly rescue some of his faithful followers and deposit them in a different world, saving both them and himself from certain destruction, though he has been somewhat weakened from the ordeal, and his remaining followers are few. [+5% Mystic]
Race name: Goblin
Attributes:
Attack: 5
Intelligence: 80 (+10)
Agility: 75 (+10) [80 if stealth]
Defensive: 5 (-10)
Charismatic: 45
Mysticism: 80 (+10)
size: 2’4-3’4 (anywhere in between), 4’ (occasionally) (0.5 C.C. for pop , +25% growth pop, 0.5 base power, -20% legacy lenges)
Capabilities:
Advantage:
Intellectual: +10 Int, +10 mys, -10 defense
Extremophile reproduction: +5% growth pop, +10 bonus to rolls related to food (ei, gathering it, farming techs, cooking, etc.).
Disadvantage:
Scrawny: -50% total Power, -25% Resources Storage, +10 agility, +5 to stealth
Description: Like the mytos Goblin form fantazy (-5% chsrisma, +5% G.S)
Jobs know: blacksmithing (need metals), Farmers (+35% C.C, +5% G.S. need fertilizer [2 round left]), Binders, Builders (need stones/woods), Crafters(Need Tin), Enchanters (need some payment, give mystic bonus to all power types)
Army: None
Army Power: 0 power (-50% power)
Tools: Tin tools (need suply of tin ones), small airships (+10% on island binding), Fire lance (*5 the base power)
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/2] (-25%) (Tin tools)
Wood: [2/4] Uncommon (2 progres)
Stone: [0/1] Rare [can’t mine, need Assignment]
Tin: [0/2] Rare [can’t mine, need Assignment]
Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Flash powder (need aluminum and combast elemnt)
2 Wood → small airships
Fire lance (need Flash powder and wood)
Tech: Agriculture, blacksmithing, basic construction, Advance Smelting (powerful enough to melt iron), small airships (+10% on island binding), Flash powder, fire lancer,irrigation canals, Energy armor
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Shadow magic: the power to control shadow as they wish, sound familiar
Archeology Site - Def + Int
Progress: 10
Jumps: 7 , 10, 1 , 10 - total of 7
discovery: Something that looks like a great shield, but needs another way to explore this. (7, +2 progress)
a stick capable of firing from a distance, where they discovered a discounted drawing of something resembling a stone plate capable of repelling what looked like small balls flying straight into the plates. Broken, directing them to understand what they are looking for in the ruins and also the idea of waiting for it. (10, +5 progress)
old scrap (1, +1 progress)
After excavations, they found a site that contained a state-of-the-art defense system that required energy to use. It looks particularly strong, but requires some unusual materials: strong and light metal, some kind of energy source and portable and a strange material called electrium. This shield is able to absorb any damage even at high speed, but as for magic it is unknown.
Tubers: agriculture edible roots
deadly thorns: a deadly thorns even by eating can be lethal
Small graze: weird looking animal that eat grass, probably
MYSTERY
vote 1: Discover Iron - Faild (luck - 1) (Int + agility) (u have iron, u just need to mine that)
vote 2: Create A Standing Army For Protection - Succ (luck - 8) (Char)
The inhabitants set out in search of iron, but on the way they crossed into the territory of the giant ant and were attacked, causing a great attack of giant ants that killed 28 people, as a result, decided to create an army that would protect the village from them next time. Managed to recruit many for the offspring and now he is ready to defend everything.
But that’s not all: the giant ant also destroyed the slippery products along the way, making it difficult for them to survive the coming period (3)
The Legacy of the Council has been replaced by a new one, one that believes that more things need to be explored, mysterious things in this world.
Council of olds [+10% Mys]
next round: -30% C.C
Power:23 archers (1.5 + 0.45 (agility)), 34 Spear users (1.8 + 0.4(agility))
Pop growth: 19 (30% * C.C available)
Name: Arcimea
Pops: 163
Carry capacity: 163 /402 C.C ( 268 C.C. +50%) (-30% c.c)
Pop for C.C: 1
Spirit Guardian: @Evolution4Weak
Votes: 2
territory level: 3 (one anomalia in body of water)
Attack: 38%
Intelligence: 72% - [+5%]
Agility: 45%
Defensive: 43%
Charismatic: 57%
Mysticism: 15% - [+10%]
Legacy: Council of olds [+10% Mystic] (1/5)
Cultures
all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it. [+5% Int]
Race name: Crestlings
Attributes:
Attack: 38 (-5)
Intelligence: 67
Agility: 45
Defensive: 43
Charismatic: 67
Mysticism: 5
size: Normal (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)
Capabilities:
Advantage:
Fast Learners (Advantageous): Increase Risk Gain From Failures beone 4
Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)
Disadvantage:
Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)
Description: Basically Humans (+5 G.S, -5% Attack)
Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (2 stone +10% C.C), Crafters(1 wood and stone, +2 R.S)
Army: 23 archers (1.5 + 0.45 (agility)), 34 Spear users (1.8 + 0.4(agility))
Army Power: 120 power
Tools: NIckel tools, Bow (+0.5 base, +1agility), Spear (+0.8 base, -0.1agility)
Stability: -1
Happens: -1
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (NIckel tools) [crafter - +2 R,T]
Stone: [2/3] Very common [2 bulder]
Wood: [2/2] Very common [one crafter, one Smetling]
Iron: [0/5] Very Common Need asimant
Nickel: [1/2] Rare (use) {smelting}
Quartz: [0/2] Rare [can’t mine, need tech and jobs]
Smeting (1/1 wood):
Nickel (1) → nickel ingot (1)
Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Sorry, but no normal magic for u, maybe if other life.
Archeology Site - Char + Int
Progress: Done
Jumps: 10 , 10 (total - 10)
discovery:
I can give help: you need quartz, liquid mana, some heavy metal and structure in voting project type. All these things you will achieve, you will be able to build this structure and communicate with everyone without effort or distance.
Green Vegitable: they are delisen, use as plantasen for farm
Pixsy Owl: and very smal predetor that hund small stuff, his also demastocat(+10% C.C)
rataton: rat-like animel that eat palnts
Giant ants: it an giant very territoral ants.
MYSTERY
I think I’m going to change the farmers a bit and behave, but you’ll find out about that in the next round.
Action 1: place captured mana eaters into copper sarcophagi and bury them under a monument.
Action 2: search for coal and tin
Non-action: get as much food and pop as i can
Action 1: Harvest as much of the brimstone as possible with those specialized in fire magic. ( Hopefully they will be immune or at least highly resistant to the heat of the substance.)
Action 2: Make some adjustments to the carnivorous plants so that they can attract food with a sweet smell, and go into a state of stasis when food is scarce.
my territory level didn’t go up?
Action 1:Continue to research ways to traverse between islands
Action 2: Establish a sharing program between the people to mitigate most of the damage caused by the drought
Non-action:Produce stone weapons
Also my happiness level didn’t change in the stats
Action: Try Iron Again
Action 2:Try to make Iron Weapons (If action 1 fail then do the one below)
Action 2 (If one fail): Create Walls
Non-Action: Gather Nickel
Action 1: Research folded steel.
Action 2: Repeat action 1 if it fails, otherwise, research better katanas using folded steel.
Non-action: Set up a system so that every round 20 people are put into training with the katana.
it sute, i fix it
Shouldn’t I be at 0 happiness
yes it should, it fix now
it want just in them something happne, soo i think i just forget to change that, sry about that