Yes
Welcome, to Jurassic park
(fanart of my mantises early stages of life)
Round 7: A meeting of the first kind
End
None to know so far
For the first time, other civilizations were able to increase their mother island to become large enough to stop, and in one case they managed to find each other and make initial contact. We will see what happens and where such a meeting will lead
Mirtal
vote 1: try to create furnaces again - Successful (luck - 1) (Int) [+20%]
vote 2: bind even more islands to our - Successful (luck - 4) (Mystic + Charisma + Agility)
You tried to build the stoves again, and you managed to create ones that are strong enough to soften iron! But while you were building, one of them fell apart and released a flame that caused a large fire, killing 30 of the population and Mrodia the C.C. for the foreseeable future.
In addition you have found another island close to them. This is a particularly unusual “normal” size island that contains a lot of basalt, and there are a number of strange things in it: There are 2 areas where your residents feel a particularly large deficiency in mana, causing a large imbalance in mana in mass. You can explore them if you can overcome the lack of flow.
But in addition, when you connected the islands, your civilization found something a little further away from you:
A large island that stops far away from you, and in the presence of mana vision, if you spot something 3 times larger than you move and use tools like you. You sent one of you to explore them, and when he returns, he tells of huge creatures that are able to build houses like them and even melt iron like them, which only some time ago also succeeded.
This is a first-class encounter between something similar to them (9)
relations: Mantodea Civic (unknow)
Tech: Bloomery (can smelt iron)
-20% next round C.C
Island: C.C = 13
Anomalys: 2 low mana regones
Territorial Mana density: -30%
Basalt - rare [2/2]
territory level: 8
site: proggers: Failed (2 out of 3)
First connect: +1 Vote
Pop growth: 18 (21% (25*85%) * C.C available)
Territorial Mana density (70%/100%)
Info
Name: Mirtal
Pops: 293
Carry capacity: 293/2017 C.C (1552 C.C. +30%) (-20%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 3
territory level: 8 - land mass (it now mark in the map)
Risk, Legacy and Cultures
Attack: 25% (if pure attack, use also Mystic)
Intelligence: 65% - [+5%]
Agility: 55%
Defensive: 25% - [+5%]
Charismatic: 50%
Mysticism: 80%
Legacy: Elder [+5% Def] (2/6)
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: Miralen [+2 R.S]
Relations
Mantodea Civic (Unknow)
Races
Larmyah
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (6 Food), Binders, Builders (2 stones, +10% C.C), Crafters(1 wood, Wrought iron, +6 RS )
Army: Mana waver: 0 (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race))
Army Power: 0 power
Tools: Mana Iron tools (can mine Guna, possibly Titanium)
Stability and Economy
Stability: 0
Happens: -1
Resources:
Currency: None
Trades: None
Resources Storage: [4/11] (Mana Iron tools) (crafter - +6) (len - +2)
Food [6] (30% C.C)
Stones: [2/4] Very Common [2 Builder]
Wood: [2/3] Rare [1 to craft], [1 to smelting]
Marble: [0/2] Rare [need Assessment]
Flints: [0/2] Rare [need Assessment]
Silt: [0/3] Common [can’t mine,need Assessment]
Basalt - [0/2] Rare
Iron: [3/5] Uncommon (1 unusee)
Titanium: [0/5] Common [can’t mine, need tech and jobs]
Guna: [0/1] very rare [can’t mine, need tech and jobs] - very rare element
Processes
Smelting (1 wood, 1/1):
Iron (2) → Wrought iron (1/2) [1 to tool craft, 1 unusue]
Knowledge and Mystic
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], Mana stone tools
Magic
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
Anomalia
Ulmirnal
Kalytopia Ruins
Archeology Site - Attack + Int
Progress: 3/10
Jumps: 5 , 2
discovery: red peace out of the earth. (5, +2 progress)
some scraps
failed 2 out of 3
Abnormal mana dencetry - Guna
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.
New lands
Unknow 1
A low densey anomaly taht can harm ur people if close
Unknow 2
A low densey anomaly taht can harm ur people if close
Environment Knowledge
Plants
Red fruit: for pantaisen and farming
Black shrub: it a black leaves and it a bush.
Animles
Small graze: weird looking animal that eat grass, probably
big armor animel: have armor around his body, and he slow.
Others
MYSTERY
Mantodea Civic
vote 1: Bind some islands baby WOOOOH! - Succ (luck - 10) (Agility + Mystic + Char)
vote 2: Action 1, again. - Faild (luck - 7) (Agility + Mystic + Char)[+10% next time]
The tribe began to try to conquer more islands, and one of them they found: a huge and extremely rare island they found:
A huge island and especially rich in minerals and resources, but because of that there is almost no way to economize on it. This is an island that contains materials such as mercury and flint, but there is another material that is hidden within the ruins you have found. Material you’ve never seen before. You brought a sample to the researchers and after a lengthy investigation, the material was named “Doomit”. An exotic material with unknown properties, which can be the key to a lot of mysterious things of the world. Of course in that area there are ruins that can be explored.
There was also another attempt to explore another island, but it failed.
When you connected the island, there was an unfortunate accident with the collision that caused enormous damage and killed 3 of the Mantis and lowers the stability of the place. (1)
The island when you connected it, the whole village began to feel a slowdown in its speed. They noticed that they were doing something that made everything stop slowly. It took a while until suddenly the island finally stopped and in the distance they noticed an unfamiliar movement of something that seemed like a strange and unique form.
Some mantis are a creature to check the situation, equipped only with their lofty size to test, and they discover something unusual: a creature with 12 arms and 6 eyes, much smaller than you. Most surprisingly, he crawled far away from you, to an island even larger than yours. There are more of them living there, there are still something that looks like buildings.
It’s a sign that you’re not alone anymore, and there is someone else who knows our son like you. This is the first encounter between civilizations: between the Mirtal and the Mantodea Civic
Relations:Mirtal (Unknow)
Island: C.C = 31, Mercury - rare, Flint - Common, Doomit - Very Common (very rare)
Anomaly: Rich Doomit Ruin
territory level: 6 (land mass)
First connect: +1 Vote
Pop growth: 2 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 39
Carry capacity: C.C 136.5 / 681 (486 C.C. +40%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 3
territory level: 6 (land mass)
Risk, Legacy and Cultures
Attack: 50%
Intelligence: 90% - [+10%]
Agility: 40%
Defensive: 50%
Charismatic: 45% - [+5%]
Mysticism: 15% - [+5%]
Legacy: Technocracy [+5% Int] (7/10)
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]
Relations
Mirtal (Unknow)
Races
Mantodea Intelectus Intelectus
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+6 Food), Binders, Builders (1 Marble, stone, +1 Happiness, +10% C.C), Crafters(1 wood, + 6 R.S ), researchers (1 marble, +5% int)
Army: None
Army Power: 0 power
Tools: Iron tools
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [4/9] (Iron tools) (+6 from crafter)
Food [6] (30% C.C)
Stone: [1/2] Very Common
Wood: [1/1] Very rare [can’t mine, need Assiment]
Flints: [0/6] 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]
Mercury [0/2] Rare [can’t mine, need tech, tools and jobs]
Electrium: [0/2] Uncommon [can’t mine, need tech, tools and jobs] - very rare
Doomit: [0/5] Very Common [can’t mine, need tech, tools and jobs] - very rare
Iron: [1/4] common [1 Unusee]
Processes
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)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands]
Magic
None
Anomalia
Rich Doomit Ruin
it a ruin taht have a very rare recuse call Doomit, wht tere are it unknow, it can be recuse bay expample of that.
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
Animles
Small graze: weird looking animal that eat grass, probably
flying predetor: eat small prey
Others
MYSTERY
Ferloth-De
vote 1: Tame Thornshooter - Succ (luck - 2) (Int)
vote 2: Use shade super speed and Chiropterans flight to explore maze - Succ (luck - 3) (Agility + Charisma)
You started trying to tame the Thornshooter, and after an accident of killing 1, you managed to partially nose them, and nothing is helping you at the moment.
You explored deep into the maze, but even with your speed and agility of all the shade and of the Chiropterans, you find yourself a bit lost, but you managed to explore almost the entire maze and more experience can finally find the exit point of the maze.
But it’s not all good while inside the maze it turns out there are traps managed to kill 1 more of those who entered the maze (3)
Knowledge: Thornshooter (Semi-tame)
Anomaly: progress: 9/10
Pop growth: 2 (15% (30%* 48%) * C.C available)
Info
Name: Ferloth-De
Pops: 33 (33% Sha/ 33% Chor/ 33% Lavawalker)
Carry capacity: C.C 181.5/1493 (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)
Risk, Legacy and Cultures
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] (7/9)
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%)
Use obsidian tools to try to mine metals - +10%
Races
Ferloth-De Races
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:
Lavawalkers
Size: 50ft/15m’
given: +20% Army power on use,they immune to fire and earth based magics, weak to water
Chiropterans
Size: 15ft/ 6m’
given: Flight and Echolocation(+10% agility, +1 C.C), Wing Armor (+5% def)
Shades
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (10 Food), Binders, Builders (need stones/woods), Crafters(1 Obsidian, 1 wood, +3 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 and Economy
Stability: 1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [1/6] (Obsidian tools) (crafter - +3)
Food [14] (70% C.C)
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]
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, domesticas
Mystic: Binding [knowledge to bind island to ur lands]
Magic
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.
Anomalia
Maze
Archeology Site - Agility + Char
Progress: 9/10
Jumps: 7, 8
it a big maze, almost all th mze have be maps
Environment Knowledge
Plants
Under-Roots: sugery plant that have a very long root.
Futlkuf succulent: desserd palnt that make red big friuts (+4 Food in farmers, +5% growth)
Animales
Cave-worm: small demasticat worm that love dark places and very nourishes (+4 Food)
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)
Thornshooter: it can shoot throns, dengers (semi-tame)
Others
MYSTERY
Regalis ultima
vote 1: Harvest as much of the brimstone as possible with those specialized in fire magic. - Succ (luck - 7) (Mystic)
vote 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. - Failed (luck - 10) (Mystic)(40% next time)
In the invention all those who know how to use and conjure fire have started trying to get to the brimstone to try to collect them. And surprisingly, at first they could not get close because of the strong heat, but then they developed a new kind of magic that gives them resistance to their high heat, and they managed with the help of their hand and with the stone tools to harvest them easily. But to use them it is not known how.
Those who know how to use carnivorous plants started trying to give them a way to attract prey, and they tried like flowers: a scent that would attract them, but it did not work because they did not have time to do this before the plants started to die and you have no way to grow them because they die every time you try to grow them. .
What’s worse, the fact that the plants are dying, the soil is becoming less rich, at this rate, if they do not find a way to enrich the soil, people will start to die (5)
Magic: Fire resistance
C.C = -55% untill have furtiazer
-200 C.C next round
Pop growth: 4 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 141
Carry capacity: C.C 564 / 635 (835 C.C. +55%) (-200) next
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 2
territory level: 4 (ice sheet)
Risk, Legacy and Cultures
Attack: 25%
Intelligence: 70%
Agility: 55%
Defensive: 30%
Charismatic: 40% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Elder [+5% Char] (7/9)
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)
Races
Homo dracomorpha
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers ( 0/7 Food, +5% pop growth, need some fertilizer {cancle until have fertulizer}), 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 and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (Stone tools) (+2 - supply of tools)
Food [0] (0% C.C)
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 [2/4] Common (2 unused)- very rare
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, agricultural canals (Farmer: +2 Food, +5% P.G), Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands], Magical sense
Magic
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
Fire resistance
Old ruin
How know?
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+20% C.C)
Animles
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
Others
MYSTERY
The Exalted Coalition
vote 1: Continue to research ways to traverse between islands - Succ (luck - 10) (Int + Mystic)
vote 2: Establish a sharing program between the people to mitigate most of the damage caused by the drought - Succ (luck - 1) (Char)
You guys got married trying another way to move between islands and if not through mana bridges, then maybe try using balloons. After several attempts, you are in the power of wood and re-engineering, you have managed to build the first type in the world of a real airship: big as a house and strong enough to withstand winds. And in Amata a new invention: sails, they are also able to navigate with the help of the winds.
The only problem left is to build them from trees, which is a problem of its own in islands with almost no trees.
The great leader tried to build a plan to eradicate the drought by moving to areas of the island that were less affected, and it succeeded for a short time, but because the island is small, it is difficult to escape the drought, and worse, the drought has worsened. A heat wave managed to kill the old men, so that 20 people were lost. (1)
Tech: Airships (+30% on binding islands, can use as power army)
Culter: drought mygrants (+25% C.C if drought)
next round: -40% C.C
Happiness: +2
Tools: Obsidian
Army: +16 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]
Pop growth: 18 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 220
Carry capacity: C.C 220 / 1149 (821 C.C. +40%)(-40%)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 2
territory level: 3
Risk, Legacy and Cultures
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] (2/5)
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]
drought mygrants (+25% C.C if drought)
positivity speech - +20%
Races
Caeca Iustitia
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, Army and Tools
Jobs know: blacksmithing (), Farmers (+6 food), Binders, Builders (1 stones, 1 woods, +10% C.C), Crafters(1 Obsidian, +3 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 and Economy
Stability: 2
Happens: 1
Resources:
Currency: 500 [+150 for round [-50 commanders]] [200 Silver]
Trades: None
Resources Storage: [0/6] (Obsidian tools) (+3 Crafters)
Food [6] (30% C.C)
Wood: [1/2] Common (builders: 1)
Stone: [2/2] Very common (builders: 1), (stone wepones 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]
Processes
Silver (2) → 200 Currency
Stone (1) → Stone Weapons (1)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic), battle ax, Airships (+30% on binding islands, can use as power army)
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
None
Environment Knowledge
Plants
Blue fruit: for pantaisen and faming
Animles
pixie dragon: small type of dragon that eat pest, he sometime aggrasive
Others
MYSTERY
The Resurrection
vote 1: place captured mana eaters into copper sarcophagi and bury them under a monument. - Successful (luck - 2) (Char)
vote 2: search for coal and tin - Successful (luck - 9) (Agilty + Mystic + Char) (i change that for capcher island with tin and coal instead)
In the casting of copper, you buried all the mana eaters and managed to get rid of them, and even built a monument, but in this way they managed to eat some of the mana in the area and postpone the healing of the flow forcing them to stay longer without the stream.
In addition, you set out to look for another island, and on the way you found a large island that wishes a lot of chalk, especially tin and coal, but in smaller concentrations.
When the island connected to you, a huge tremor caused a mess that killed 42 people (1)
But when the island connected, you started to feel the current start to slow down and make you feel weird and unnatural. So they asked the summoners to check what was going on, but because of the mana assimilation, they had no way to check, so they started trying to get to the highest mountain of the island and check the situation, and they found out after a while that the island stopped completely. No longer have to worry about getting lost when leaving the island, they are able to return to it even if they go far as long as they remember the way. Open them access to the world, but who is waiting there?
mana assimilation - 1 rounds left - cant summon or use magic in this time
Knolege: Mana eater (bury)
Island: = C.C - 254, Chalk - very common, Tin - Rare, Stone coal - Uncommon, stone and wood common
territory level: 6 (land mass)
Pop growth: 54 (25% * C.C available)
Info
Name: The Resurrection
Pops: 536
Carry capacity: C.C 536 / 2401 (1715) C.C. +40%)
Pop for C.C: 1
Spirit Guardian: @Deathwake
Votes: 2
territory level: 6 (land mass)
Risk, Legacy and Cultures
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] (7/6)[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]
Races
errors
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, Army and Tools
Jobs know: blacksmithing (), Farmers (+6 food), Binders, Builders (need stones/woods), Crafters(1 Copper ingot, 1 wood, +4 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 and Economy
Stability: -1
Happens: -3 (-1 stibility)
Resources:
Currency: None
Trades: None
Resources Storage: [2/6] (-25%) (Crafter - +4)
Food [8] (40% C.C)
Wood: [2/4] Uncommon (1 semlt, crafter - 1)
Stone: [1/3] 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]
Chalk: [0/5] Very common
Tin: [0/2] Rare
Stone Coal: [0/3] Uncommon
Processes
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)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction
Mystic: Binding [knowledge to bind island to ur lands], Demonic summoning
Magic
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.
Environment Knowledge
Plants
Demonic fruit: small fruit that demostaceded, love hot placeses (+2 Food)
Animles
Small graze: one that eat grass
Others
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. (bury)
Acanthus
vote 1: Research steel - Failed (luck - 7) (Int)
vote 2: Repeat action - Successful (luck - 3) (Int) [+10%]
You are in the midst of a meticulous investigation, you have understood how to create a stronger iron, but it also requires from it a stronger way to consume such a substance.
But because of such a material investigation, it caused a severe excuse where molten iron was spilled on some of the workers, causing the deaths of 12 (2)
Tech: Steel
Pop growth: 57 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 502
Carry capacity: 502/1992 C.C (1328 C.C. +50%)
Pop for C.C: 1
Spirit Guardian: @Centarian
Votes: 2
territory level: 4
Risk, Legacy and Cultures
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%]
Races
Kajit
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, Army and Tools
Jobs know: blacksmithing (can smith medium metal), Farmers (+6 Food), Binders, Builders (need stones/woods), Crafters (1 Wrought iron, 1 wood, +5 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 and Economy
Stability: 1
Happens: 2
Resources:
Currency: None
Trades: None
Resources Storage: [0/10] (Iron tools) (+2 form Gathers jobs)(+5 from carfter)
Food [8] (40% C.C)
Wood: [3/3] Very Common (1 Crafter)(2 Unuse)
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 (3 for Smelting),
Asphalt: [0/1] Very rare [can’t mine, need tech, tools and jobs]
Stone Coal [2/2] rare
Processes
Smelting (1 Coal, 1/1):
Iron (3) → Wrought iron (3/3) [can use that type of iron to craft](use to craft katana and iron tools)(1 unused
Wrought iron (1) → Basic Katana (1) (can now create army with katana)
Wrought iron (0/3) + Stone Coal (1) → Cast Steel (0)
Leather (5/5) → Leather cloth
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Steel
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
None
Environment Knowledge
Plants
Red fruit: for pantaisen and farming
Wheat-like: fast growing plant that can feed alot (+2 Food)
Animles
Small graze: weird looking animal that eat grass, probably (+10% C.C, leather (5))
Speedy grazer: a fast small animle that eat grass
Others
MYSTERY
Goblin Civic
vote 1: bind another few islands - Successful (luck - 4) (M+A+C)
vote 2:cannons - Failed (luck - 10) (Int){+40% next time]
You managed to find another island and tie it up. This is not a special island in particular to create a strange creature similar to Scutosaurus that flattens the grass in the area and is rich in stones.
You have tried to find a way to strengthen the firelances, but for that you need to increase it. It has become so large that your little airship has not been able to hold the enlarged firelances, urging you to go back and redraw them.
But at the same time, a plague quickly began to attack the Gublins, and soon 300 goblins were killed before the plague disappeared and its failure was (2)
Island - C.C = 149, Stone common
Knolege: Scutosaurus?
territory level: 5
Pop growth: 39 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ bananana
Pops: 1261
Carry capacity: 630.5/1370 C.C (1015 C.C. +35%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 2
territory level: 5 (one anomalia)
Risk, Legacy and Cultures
Attack: 5%
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 50% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Priest [+5% charisma] (3/4)
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]
Races
Goblin
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+7 Food, +5% G.S. need fertilizer [1 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 (1 wood, 1 Tin ingot, +3 R.T), small airships (+10% on island binding), Fire lance (*5 the base power)
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (-25%) (Tin tools) (+3 Crafter)
Food [7] (30% C.C)
Wood: [4/4] Uncommon (2 progres), 1 smelting, one crafter
Stone: [0/2] Rare [can’t mine, need Assignment]
Tin: [1/2] Rare [can’t mine, need Assignment]
Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Processes
Smelting (wood 1/1)
Tin (1) → Tin ingot (1/1) (1 use as tools)
Flash powder (need aluminum and combast elemnt)
2 Wood → small airships
Fire lance (need Flash powder and wood)
Knowledge and Mystic
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]
Magic
Shadow magic: the power to control shadow as they wish, sound familiar
Anomalia
Old ruin - Energy armor
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.
Environment Knowledge
Plants
Tubers: agriculture edible roots
deadly thorns: a deadly thorns even by eating can be lethal
Animles
Small graze: weird looking animal that eat grass, probably
Scutosaurus?: it very sus simaler to Scutosaurus.
Others
MYSTERY
Arcimea
vote 1: Try Iron Again - Succ (luck - 4) (Int)
vote 2: Try to make Iron Weapons - Succ (luck - 3) (Int)
You started trying to find a way to melt iron, and after work, you managed to find a way to soften it and melt it in the Bloomery.
Plus, thanks to the iron, you started creating a new type of weapon, one that does a lot of damage: Iron Spear. Once you have created it, you have been able to create a weapon for the short term.
In addition, because of the discovery of iron, in the next round, + 15% on any discoveries (6)
Tech: Bloomery (can smelt iron)
Tool: Iron Spear (+1.5, -0.2*Agility)
Pop growth: 21 (30% * C.C available)
Info
Name: Arcimea
Pops: 184
Carry capacity: 184 /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)
Risk, Legacy and Cultures
Attack: 38%
Intelligence: 72% - [+5%]
Agility: 45%
Defensive: 43%
Charismatic: 57%
Mysticism: 15% - [+10%]
Legacy: Council of olds [+10% Mystic] (2/5)
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]
Races
Crestlings
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+6 Food), 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 (2.5 + 0.36(agility))
Army Power: 142 power
Tools: NIckel tools, Bow (+0.5 base, +1agility), Iron Spear (+1.5 Base, -0.2Agility)[suppaly]
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/6] (NIckel tools) [crafter - +3 R,T]
Food [8] (40% C.C)
Stone: [2/3] Very common [2 bulder]
Wood: [2/2] Very common [one crafter, one Smetling]
Iron: [1/5] Very Common Need asimant
Nickel: [1/2] Rare (use) {smelting}
Quartz: [0/2] Rare [can’t mine, need tech and jobs]
Processes
Smeting (1/1 wood):
Nickel (1) → nickel ingot (1)
Iron (1) → Wrought iron (1/1)
Wrought iron (1/1) → Iron spear
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron)
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
Sorry, but no normal magic for u, maybe if other life.
Anomalia
Auditorium Project
Archeology Site - Char + Int
Progress: Done
Jumps: 10 , 10 (total - 10)
discovery:
- A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
- Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.
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.
Environment Knowledge
Plants
Green Vegitable: they are delisen, use as plantasen for farm
Animles
Pixsy Owl: and very smal predetor that hund small stuff, his also demastocat(+2 Food)
rataton: rat-like animel that eat palnts
Giant ants: it an giant very territoral ants.
Others
MYSTERY
For those who do not know, I was infected in Corona and I am now in isolation, but to confront someone who is sick, I, who is sick with a blood disease that is multiplied by a lot of blood cells, also has a strong immune system, suffering from only a stuffy nose for 3 days.
It’s hard to tell if you’re sick if you have almost no symptoms.
It also does not prevent me from finishing writing the round. So enjoy the first kind of encounters.
(A dodo never die if they already extince)
Of course, I also changed a bit how farmers work, but in general, the result says not to change
Action 1: try to teach Lavawalkers fire and earth magic, especially long ranged
Action 2: Recruit for army, recruiting into different categories such as thorntail controller, melee fighters, fliers, magicians, etc
Non-Action: Try to mine metal again
Action 1: make bronze out of copper and tin.
Action 2: capture a new island and make the whole thing a massive somoning circle.
Non-action: get more food
this not need to be a vote, it as non act
its auto, replace that with the first act and will be ok
u cant get pop that way, non act it only to orgenase other stuff like mine that stuff or give some recose to ur job to do something
Kay, thanks, I changed it
Action 1: Research better katana using steel
Action 2: If action 1 fail, repeat action 1. Otherwise, Bind another island to my own.
Non-action: build storehouses for iron and steel.
Oh boy!
Actions:
- Bind another island to my own place.
- Expiriment with this “doomit” and try to see if it can break the titanium on the other creatures island, and electrium on mine.
- With basalt, make a furnace powerful enough to smelt electrium
Non-Action: Mine gems and give them to frale in exchange for basalt.
Action 1: Compost fallen leaves, and other plant matter to create fertilizer.
Action 2: Invent glass.
Action 1:Bind an island to my own
Action 2: Research the magical properties of Obsidian
Action 1: Figure Out Stuff About Our Inability To Use Magic and Maybe Even How To Exploit That Fact
Action 2: Research Selective Breeding to make our Crops and Animals better
Non-Action: Collect More Iron
Non-Action 2: Iron Tools
Round 8: Alloys and mutations
End
None to know so far
It seems that more and more civilizations are starting to get to know each other: some are weirder than others and some are even hiding within themselves, it remains only to find out, no?
New materials are starting to emerge more and more, only raising the question of why they are here?
Mirtal
vote 1: now that we can work iron use iron to make tools and try to use them to mine titanium - Failed (luck - 1) (Int)
vote 2: setup a mining operation for stone and basalt since we need those - Failed (luck - 5) (Char)
vote 3: Improve on our magic attacks by making it so that the mana is concentrated in a single point in space instead of a general area (call this mana projectile) - Failed (luck - 3) (Mystic)
You tried to carve out the new iron tools something that seemed stronger: titanium, but when you got there, you started trying to carve the material, but it did not work. What’s worse, it caused a tremor that caused a collapse and killed 43.
Because of this, the attempt to establish a quarry of stones and basalt was stopped.
Some residents started trying to cram even more of the mana stream into one small spot, but when they got to a critical point, it exploded and killed in 2nd place.
The archaeological excavation stopped in failure after each excavation at the site did not lead to any discovery, but they did discover something that might help the future of the excavation: the red piece found at first showed signs of something resembling an explosion, may in the future find more such signs in similar excavations. As a result of the failure, a new profession began to be born: an archaeologist.
Despite all the disasters, the tribe seems to remain united and in the next round, any vote related to charisma was 20% more likely to succeed (8)
You started making commercial contact after a while with the Mantodea Civic, and it seems after an understanding that it took a while, you started trading in basalt in exchange for gems, but because it is hard to move around the islands, it takes time to change, but the hard work the Mantis can do.
site: proggers: Failed (3 out of 3)
Job: archaeologist (+20% in arch type sites, need some payment)
Pop growth: 5 (21% (25*85%) * C.C available)
Territorial Mana density (70%/100%)
Info
Name: Mirtal
Pops: 298
Carry capacity: 298/2017 C.C (1552 C.C. +30%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 3
territory level: 8 - land mass (it now mark in the map)
Risk, Legacy and Cultures
Attack: 25% (if pure attack, use also Mystic)
Intelligence: 65% - [+5%]
Agility: 55%
Defensive: 25% - [+5%]
Charismatic: 50%
Mysticism: 80%
Legacy: Elder [+5% Def] (3/6)
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: Miralen [+2 R.S]
Relations
Mantodea Civic (Trade)
Races
Larmyah
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (6 Food), Binders, Builders (2 stones, +10% C.C), Crafters(1 wood, Wrought iron, +6 RS ), archaeologist (+20% in arch type sites, need some payment)
Army: Mana waver: 0 (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race))
Army Power: 0 power
Tools: Mana Iron tools (can mine Guna, possibly Titanium)
Stability and Economy
Stability: 0
Happens: -1
Resources:
Currency: None
Trades: Mantodea Civic: Basalt [2]→ Gems [0/1] (1 unuse)
Resources Storage: [0/11] (Mana Iron tools) (crafter - +6) (len - +2)
Food [6] (30% C.C)
Stones: [4/4] Very Common [2 Builder], 2 nuuse
Wood: [2/3] Rare [1 to craft], [1 to smelting]
Marble: [0/2] Rare [need Assessment]
Flints: [0/2] Rare [need Assessment]
Silt: [0/3] Common [can’t mine,need Assessment]
Basalt - [2/2] Rare (2 trade)
Iron: [3/5] Uncommon (1 unusee)
Titanium: [0/5] Common [can’t mine, need tech and jobs]
Guna: [0/1] very rare [can’t mine, need tech and jobs] - very rare element
Processes
Smelting (1 wood, 1/1):
Iron (2) → Wrought iron (1/2) [1 to tool craft, 1 unusue]
Knowledge and Mystic
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], Mana stone tools
Magic
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
Anomalia
Ulmirnal
Kalytopia Ruins
Archeology Site - Attack + Int
Progress: Failed
Jumps: 5 , 2
discovery: red peace out of the earth. (5, +2 progress)
some scraps
failed 3 out of 3
The archaeological excavation stopped in failure after each excavation at the site did not lead to any discovery, but they did discover something that might help the future of the excavation: the red piece found at first showed signs of something resembling an explosion, may in the future find more such signs in similar excavations. (Attack type site - +30%)
Abnormal mana dencetry - Guna
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.
New lands
Unknow 1
A low densey anomaly taht can harm ur people if close
Unknow 2
A low densey anomaly taht can harm ur people if close
Environment Knowledge
Plants
Red fruit: for pantaisen and farming
Black shrub: it a black leaves and it a bush.
Animles
Small graze: weird looking animal that eat grass, probably
big armor animel: have armor around his body, and he slow.
Others
MYSTERY
Mantodea Civic
vote 1: Bind another island to my own place. - Failed (luck - 8) (Agility + Mystic + Char) [+20% next time]
vote 2: Expiriment with this “doomit” - Succ (luck - 2) (int)
vote 3: With basalt, make a furnace powerful enough to smelt electrium - Succ (luck - 7) (Int)
You tried to find another island, but there was no one close enough to you for you to jump on.
On the other hand, the researchers began to try to investigate the strange Doomit - the material is according to their description: soft, blue - yellow, not good enough to use for any tool. For many, it is a useless substance, until they started trying it in front of one thing: Small graze that they caught and started trying to feed it with the substance. At first nothing happened, but time passed and suddenly the poor creature changed shape to something abnormal: his skin hardened and his fur ruffled, the creature began to behave strangely and suddenly began to attack the researcher, killing him before they had time to repel him with their claws and end his life. The material caused some trauma to some of those who were forced to retire after this incident, but those who did not, researched the material further and discovered one thing and the reason for this: it is a substance that reacts with life.
At the same time, your trade with the cilivation you recently discovered provides a powerful material that can serve them as stronger stoves than ordinary stones: basalt. They started trying to see if it could dissolve the electrium without causing it to erupt. They built the reinforced stoves and started trying to increase the fire. The material began to erupt and cause an electric current to hit the furnace, but the basalt stones managed to absorb the impact and eventually managed to melt the material.
The researchers celebrated the discovery, but as the material began to leak, they discovered that they had managed to create very little of what they had begun. Still something seemed to be missing until sky poured on the material and it began to change color from yellow-white to strong yellow. And after testing, in fact, the water makes the material much more stable, but more needs to be researched. In the meantime it is still not enough to process the material, but now water is the key they have been looking for. (6)
Tech: Manto-electric process (can primat process electrium)
Knolege: Mutant Small graze (Doomit expose)
Pop growth: 5 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 44
Carry capacity: C.C 154 / 705 (486 C.C. +45%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 3
territory level: 6 (land mass)
Risk, Legacy and Cultures
Attack: 50%
Intelligence: 90% - [+10%]
Agility: 40%
Defensive: 50%
Charismatic: 45% - [+5%]
Mysticism: 15% - [+5%]
Legacy: Technocracy [+5% Int] (8/10)
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]
Relations
Mirtal (Trade)
Races
Mantodea Intelectus Intelectus
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+6 Food), Binders, Builders (1 Marble, stone, 1 basalt, +1 Happiness, +15% C.C), Crafters(1 wood, + 6 R.S ), researchers (1 marble, +5% int)
Army: None
Army Power: 0 power
Tools: Iron tools
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: Mirtal: Gems [1/1] → Basalt [1/2](1 unuse)
Resources Storage: [0/9] (Iron tools) (+6 from crafter)
Food [6] (30% C.C)
Stone: [1/2] Very Common
Wood: [1/1] Very rare [can’t mine, need Assiment]
Flints: [0/6] 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: [4/4] Very Common (1 trade, 3 unuse)
Mercury [0/2] Rare [can’t mine, need tech, tools and jobs]
Electrium: [0/2] Uncommon [can’t mine, need tech, tools and jobs] - very rare
Doomit: [0/5] Very Common [need save magger and a tech to mine that] - very rare
Iron: [1/4] common [1 Unusee]
Processes
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)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron), Manto-electric process (can primat process electrium)
Mystic: Binding [knowledge to bind island to ur lands]
Magic
None
Anomalia
Rich Doomit Ruin
it a ruin taht have a very rare recuse call Doomit, wht tere are it unknow, it can be recuse bay expample of that.
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
Animles
Small graze: weird looking animal that eat grass, probably
flying predetor: eat small prey
Others
Mutant Small graze (Doomit expose) - very dng and unstable animale that very werid behave and very agrrasive.
Ferloth-De
vote 1: try to teach Lavawalkers fire and earth magic, especially long ranged - Failed (luck - 9) (Mys) [+30% next time]
vote 2: Recruit for army, recruiting into different categories such as thorntail controller, melee fighters, fliers, magicians, etc - Failed (luck - 2) (Charisma)
The Lavawalkers began trying to learn magic in the ground or fire, but they seem to need much more time to understand, plus an attempt to recruit people to the army was unsuccessful after an accident that killed the new recruits, so 2 were killed.
Along with this, from the site they came back to report that they managed to find the exit of the maze and they started going out towards the mabon, and there they discover an unexpected surprise at all: it turns out that this is the center of the exit maze, and from it, not so big and flat area. That comes a key in the ceiling. Inside as they approached, they heard screams and they saw something surprising: a new race they had never encountered began to run away from you, and some also began with pointed sticks to attack the Shades back, but they were so small in relation to you that it did not hurt so much, but So they gave up attacking when they realized there was no chance, so instead, they started offering them meat that they had grown up with. But according to one report by the Chiropterans, they live on dying, and do not seem to have enough food in the center of the maze to survive any longer. Even the ones left not enough of them, just very little.
This is how the breed known as “Mousekin” was reported.
Inside the piece of meat turned out to be inedible to them, but at least inside the maze another source of wood was discovered (5)
Anomaly: progress: Done - Mousekin jail maze
Wood +1
Pop growth: 4 (15% (30%* 48%) * C.C available)
Info
Name: Ferloth-De
Pops: 37 (33% Sha/ 33% Chor/ 33% Lavawalker)
Carry capacity: C.C 203.5/1493 (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)
Risk, Legacy and Cultures
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] (8/9)
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%)
Use obsidian tools to try to mine metals - +10%
Races
Ferloth-De Races
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:
Lavawalkers
Size: 50ft/15m’
given: +20% Army power on use,they immune to fire and earth based magics, weak to water
Chiropterans
Size: 15ft/ 6m’
given: Flight and Echolocation(+10% agility, +1 C.C), Wing Armor (+5% def)
Shades
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (10 Food), Binders, Builders (need stones/woods), Crafters(1 Obsidian, 1 wood, +3 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 and Economy
Stability: 1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/6] (Obsidian tools) (crafter - +3)
Food [14] (70% C.C)
Stones: [2/5] Very Common (2 unuse)
Wood: [1/2] Rare (1 carfter)
Obsidian: [2/2] Uncommon (1 crafter, 1 unsuse)
Marble: [0/3] Uncommon [can’t mine, Assiamnet]
Nickel: [1/2] Rare ( 1 unuse)
Zinc: [0/2] Rare
Diamonds: [0/1] Very Rare [can’t mine, need tech, tools and jobs]
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, domesticas
Mystic: Binding [knowledge to bind island to ur lands]
Magic
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.
Anomalia
Mousekin jail maze
Archeology Site - Agility + Char
Progress: 10/10
Jumps: 7, 8 , 8 (total - 7.6 ~ 8)
it a big maze, almost all th mze have be maps
Inside the maze it seems that a group of intelligent creatures managed to survive inside the maze who knows how many, but when they managed to reach someone outside, they were left few and live on leftovers, they did not seem to survive for long. These were nicknamed the “Mousekin”, very small (0.5 meters) mouse-like creatures that appeared to have lived there for a long time, but not happily. No one manages to communicate with them except themselves and they live on leftovers, who knows if without help they will survive the maze, but the choice is yours what to do with them.
Environment Knowledge
Plants
Under-Roots: sugery plant that have a very long root.
Futlkuf succulent: desserd palnt that make red big friuts (+4 Food in farmers, +5% growth)
Animales
Cave-worm: small demasticat worm that love dark places and very nourishes (+4 Food)
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)
Thornshooter: it can shoot throns, dengers (semi-tame)
Others
MYSTERY
Regalis ultima
vote 1: Compost fallen leaves, and other plant matter to create fertilizer. - Succ (luck - 4) (int)
vote 2: Invent glass - Succ (luck - 2) (Int)
In inventing a new technique for saving food production, they are the sons that rotten bees can eat by nature, so they were able to invent compost and turn them into fertile soil again. They survived and the dummy manages to recover, but at the cost of food for the composter.
At that time, they collected sand from the desert and accidentally put it on the brimstone, and after a while, the sand melted and became transparent. It seems that after the discovery, they started trying to work with the material, which earned the nickname glass.
At the same time, even though the soil is fertile again, it will take time for the soil to recover before it returns to its original state, so in the next round, the C.C does not change, but it caused enough of the mess caused by the killing of 10 (2)
C.C = -55% untill next round
Tech: Compost, Glass (u have aeses to new tech)
Pop growth: -7 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 134
Carry capacity: C.C 536 / 635 (835 C.C. 0%)
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 2
territory level: 4 (ice sheet)
Risk, Legacy and Cultures
Attack: 25%
Intelligence: 70%
Agility: 55%
Defensive: 30%
Charismatic: 40% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Elder [+5% Char] (8/9)
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)
smelly flower - +40%
Races
Homo dracomorpha
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers ( 0/6 Food, +5% pop growth), 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 and Economy
Stability: -1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (Stone tools) (+2 - supply of tools)
Food [0] (0% C.C)
Compost [food 1, fertilizer]
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 [2/4] Common (2 unused)- very rare
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, agricultural canals (Farmer: +1 Food, +5% P.G), Bloomery (can smelt iron), Compost , Glass (u have aeses to new tech)
Mystic: Binding [knowledge to bind island to ur lands], Magical sense
Magic
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
Fire resistance
Old ruin
How know?
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+20% C.C)
Animles
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
Others
MYSTERY
The Exalted Coalition
vote 1: Bind an island to my own - Succ (luck - 3) (M+C+A) (+30%)[remember u have only one airship, better to constart more if u want to use it for army, see in process if u want to know the resapoise]
vote 2: Research the magical properties of Obsidian - Failed (luck - 3) (Mystic)
You started trying to find out if there is a special magic feature that obsidian has, but after testing, it turns out that obsidian has nothing special if not at all.
You started trying to connect an island, thanks to your airship, it was easy to find a new island: it is a large island that does not look special in the distance, but as you got closer, you discovered that it contains a magnetic substance called magnesium and next to it, a ruin. You set out to explore the ruin and suddenly you come across something very strange - it seems that you find something written inside the ruins and you understand it! This surprises everyone after you thought there was no one who spoke as strangely as you. So after the essay, you went straight out to read the scripture. All that was written was in paintings depicting a story about a flat world before it was broken by something that should not be. But there is so much of the scripture that it is confusing where to start, it takes time to explore the place (10)
Island - C.C = 447, Magnesium - Rare, stone - Rare
Anomaly: Old ruin, type: Charisma, progress: 5/10
territory level: 4
Pop growth: 44 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 264
Carry capacity: C.C 264 / 1775 (1268 C.C. +40%)(-40%)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 2
territory level: 4
Risk, Legacy and Cultures
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] (3/5)
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]
drought mygrants (+25% C.C if drought)
positivity speech - +20%
Races
Caeca Iustitia
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, Army and Tools
Jobs know: blacksmithing (), Farmers (+6 food), Binders, Builders (1 stones, 1 woods, +10% C.C), Crafters(1 Obsidian, +3 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 and Economy
Stability: 1
Happens: 0
Resources:
Currency: 650 [+150 for round [-50 commanders]] [200 Silver]
Trades: None
Resources Storage: [0/6] (Obsidian tools) (+3 Crafters)
Food [6] (30% C.C)
Wood: [1/2] Common (builders: 1)
Stone: [2/2] Very common (builders: 1), (stone wepones 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]
Processes
Silver (2) → 200 Currency
Stone (1) → Stone Weapons (1)
(0/1) wood + (0/2) of any metal → Airship
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic), battle ax, Airships (+30% on binding islands, can use as power army)
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
None
Anomaly
Old ruin
Archeology Site - Char
Progress: 5/10
Jumps: 10
Paintings that tell a story about the world before me, what is interesting there is that it is messy and you just have to arrange them (10)
Environment Knowledge
Plants
Blue fruit: for pantaisen and faming
Animles
pixie dragon: small type of dragon that eat pest, he sometime aggrasive
Others
MYSTERY
The Resurrection
vote 1: make bronze out of copper and tin - Successful (luck - 6) (Int)
vote 2: capture a new island and make the whole thing a massive somoning circle. - Successful (luck - 7) (Agilty + Mystic + Char)
After trying to connect different materials, in the confines of a copper tin with a little tin, you managed to create a special alloy called bronze, a material stronger than copper that is also easy to create.
You also went out to bind another island, and you found something particularly rare in it: something strange swallows the sun in the areas it touches, when you pass by it, you feel a push from it, and what is more strange is that it floats strangely on the island, even below it. But you can barely see him, but he’s there. After consultation, the material was given the name “dark matter”, where to catch a prisoner or use it is extremely mysterious.
Plus you started creating a new summoning circuit and after a job that took years, you were able to complete it, but then the summoners started trying to activate it, but nothing happens. After further examination they discovered the reason: the circuit is so large that they need another source of energy. So at least until they get it, they’re normally initiated.
After exploring the area, they encountered another monstrous island far from their mother island, and after several jumps, they discovered the bumpy and strange ground, then something resembling mushroom wires came out of it, spinning and then disappearing. Out of panic, he retreated back to the island and told them about it, and went out to check further. When they got there they discovered a thriving cultivation of mushroom threads. Suspiciously, they retreated to tell about the find: that they are not alone (7)
Job: summoner (need material That can fuil summoning, +20% change of succ if active)
Mashroom civis (Unknow)
Island: = C.C - 125, “Dark matter” - Uncommon - very rare, stone and wood common
territory level: 7 (land mass)
Tech: Bronze
first contact: +1 vote
Pop growth: 106 (25% * C.C available)
Info
Name: The Resurrection
Pops: 642
Carry capacity: C.C 642 / 2576 (1840 C.C. +40%)
Pop for C.C: 1
Spirit Guardian: @Deathwake
Votes: 3
territory level: 7 (land mass)
Risk, Legacy and Cultures
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] (8/6)[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]
Relations
Mashroom civis (Unknow)
Races
errors
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, Army and Tools
Jobs know: blacksmithing (), Farmers (+6 food), Binders, Builders (need stones/woods), Crafters(1 Bronze ingot, 1 wood, +6 R.S), summoner (need material That can fuil summoning, +20% change of succ if active)
Army: None
Army Power: 0 power
Tools: Bronze tools, Copper dagger (+0.2, +0.2*agility)
Stability and Economy
Stability: 0
Happens: -2
Resources:
Currency: None
Trades: None
Resources Storage: [1/7] (-25%) (Crafter - +6)
Food [8] (40% C.C)
Wood: [1/5] Uncommon (crafter - 1)
Stone: [1/5] Rare
Granite: [0/3] Uncommon
Obsidian: [0/2] Rare
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 {need asine]
Iron: [0/3] Uncommon {need asine]
Mercury: Common [0/4] [can’t mine, need tools and jobs]
Copper: Very common [3/5] 1 Smelt
Liquid mana: Rare [0/2] [can’t mine, need tech, tools and jobs]
Chalk: [0/5] Very common
Tin: [1/2] Rare
Stone Coal: [1/3] Uncommon
Dark Matter: Uncommon [0/3] [can’t mine, need tech, tools and jobs] - very rare
Processes
Metal magic [0/1] - need some mined metal to create 3 copy of it.
Smelting (1 Stone Coal)(1/1)
Copper(0) → Copper ingot (0)
Copper ingot (0) → Copper dagger(0)
(1/1) Tin + (3/3) Bronze → Bronze ingot (1/3) (1 Crafter, 2 unuses)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bronze
Mystic: Binding [knowledge to bind island to ur lands], Demonic summoning
Magic
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.
Environment Knowledge
Plants
Demonic fruit: small fruit that demostaceded, love hot placeses (+2 Food)
Animles
Small graze: one that eat grass
Others
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. (bury)
Acanthus
vote 1: Research better katana using steel - Succ (luck - 7) (Int)
vote 2: Bind another island to my own - Successful (luck - 2) (C+M+A)
After discovering the steel, you decided to investigate whether the katana could be upgraded to steel, and after work, they were able to do this, and also convert some of the tools to steel.
You also went out to capture an island, but crossing mana bridges, some of the residents bumped into each other and fell to their deaths, so they lost their lives 10, but when they arrived, they found a small and not special island, but in all this connected it.
The past period began to not be good, and as a result people began to contract a mysterious disease that meanwhile does not kill, but can erupt at any moment and may harm another (5)
Out breake : uknow
Island: C.C = 125
Tool: Steel katana (+1.5 base, +1.2 * Agility)
territory level: 5
Pop growth: 67 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 569
Carry capacity: 569/2180 C.C (1453 C.C. +50%)
Pop for C.C: 1
Spirit Guardian: @Centarian
Votes: 2
territory level: 5
Risk, Legacy and Cultures
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] (4/4)
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%]
Races
Kajit
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, Army and Tools
Jobs know: blacksmithing (can smith medium metal), Farmers (+6 Food), Binders, Builders (need stones/woods), Crafters (1 Cast Steel, 1 wood, +8 R.S), Gathers (+2 Resources Storage)
Army: 20 katana holders (2.8 + 1.32 (agility) + 0.35 def)
Army Power: 77 power
Tools: Iron tools, Stone Battle ax (+0.2 base dmg), Steel katana (+1.5 base, +1.2 * Agility), Leather cloth (+0.3 + 1*def)
Stability and Economy
Stability: 1
Happens: 2
Resources:
Currency: None
Trades: None
Resources Storage: [5/15] (Iron tools) (+4 form Gathers jobs)(+8 from carfter)
Food [8] (40% C.C)
Wood: [3/3] Very Common (1 Crafter)(2 Unuse)
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 (3 for Smelting),
Asphalt: [0/1] Very rare [can’t mine, need tech, tools and jobs]
Stone Coal [2/2] rare
Processes
Smelting (1 Coal, 1/1):
Iron (3) → Wrought iron (3/3) all of them o create steal
Cast Steel (1) → Steel Katana (1) (can now create army with katana)
Wrought iron (3/3) + Stone Coal (1) → Cast Steel (2/2)
Leather (5/5) → Leather cloth
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Steel
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
None
Environment Knowledge
Plants
Red fruit: for pantaisen and farming
Wheat-like: fast growing plant that can feed alot (+2 Food)
Animles
Small graze: weird looking animal that eat grass, probably (+10% C.C, leather (5))
Speedy grazer: a fast small animle that eat grass
Others
MYSTERY
Goblin Civic
vote 1: bind another island - Faild (luck - 5) (M+A+C)
vote 2:increase size and strength of airships - Failed (luck - 10) (Int)[+40% nexy time]
You tried to find another one, but you could not find another island, and even in the shipyards the airships were not so successful, so it was decided to try to expand them, but it seems that flying in this case is not enough or you need to plan more for it was bigger.
Worse, in the next round you will be in a shape that will reduce your applicability (3)
next round: -40% C.C
Pop growth: 330 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ bananana
Pops: 1591
Carry capacity: 795.5/1370 C.C (1015 C.C. +35%)(-40%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 2
territory level: 5 (one anomalia)
Risk, Legacy and Cultures
Attack: 5%
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 50% - [+5%]
Mysticism: 85% - [+5%]
Legacy: Priest [+5% charisma] (4/4)
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]
Races
Goblin
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+7 Food, +5% G.S. need fertilizer [1 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 (1 wood, 1 Tin ingot, +3 R.T), small airships (+10% on island binding), Fire lance (*5 the base power)
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/5] (-25%) (Tin tools) (+3 Crafter)
Food [7] (30% C.C)
Wood: [4/5] Uncommon (2 progres), 1 smelting, one crafter
Stone: [0/2] Rare [can’t mine, need Assignment]
Tin: [1/2] Rare [can’t mine, need Assignment]
Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Processes
Smelting (wood 1/1)
Tin (1) → Tin ingot (1/1) (1 use as tools)
Flash powder (need aluminum and combast elemnt)
2 Wood → small airships
Fire lance (need Flash powder and wood)
Knowledge and Mystic
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]
Magic
Shadow magic: the power to control shadow as they wish, sound familiar
Anomalia
Old ruin - Energy armor
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.
Environment Knowledge
Plants
Tubers: agriculture edible roots
deadly thorns: a deadly thorns even by eating can be lethal
Animles
Small graze: weird looking animal that eat grass, probably
Scutosaurus?: it very sus simaler to Scutosaurus.
Others
MYSTERY
Arcimea
vote 1: Figure Out Stuff About Our Inability To Use Magic and Maybe Even How To Exploit That Fact - Failed (luck - 6) (Mystic) [+5% next time]
vote 2: Research Selective Breeding to make our Crops and Animals better - Succ (luck - 4) (Int)
You went out to try to find out why you are not able to feel the mana flowing in your body, but the fact that you are not able to do this in the first place also does not help you understand why, but maybe in time they will understand how to do this.
But since trying to pick the best for breeding, they have managed to pick the best that will create better food: the slightly larger Green Vegitable and the more powerful Pixsy Owl that can hunt for pests, slightly increase the amount of time you produce and succeed.
And thanks to the experience, in the next round, + 10% on Mysticism (6)
Tech: Selective Breeding
Pop growth: 21 (30% * C.C available)
Info
Name: Arcimea
Pops: 205
Carry capacity: 205 /429 C.C ( 268 C.C. +60%) (-30% c.c)
Pop for C.C: 1
Spirit Guardian: @Evolution4Weak
Votes: 2
territory level: 3 (one anomalia in body of water)
Risk, Legacy and Cultures
Attack: 38%
Intelligence: 72% - [+5%]
Agility: 45%
Defensive: 43%
Charismatic: 57%
Mysticism: 15% - [+10%]
Legacy: Council of olds [+10% Mystic] (3/5)
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]
Races
Crestlings
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, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+7 Food), Binders, Builders (2 stone +10% C.C), Crafters(1 wood and Wrought iron, +5 R.S)
Army: 23 archers (1.5 + 0.45 (agility)), 34 Spear users (2.5 + 0.36(agility))
Army Power: 142 power
Tools: NIckel tools, Bow (+0.5 base, +1agility), Iron Spear (+1.5 Base, -0.2Agility)[suppaly]
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/8] (NIckel tools) [crafter - +5 R,T]
Food [10] (50% C.C)
Stone: [2/3] Very common [2 bulder]
Wood: [2/2] Very common [one crafter, one Smetling]
Iron: [4/5] Very Common Need asimant
Nickel: [0/2] Rare (use) {smelting} (2 unuse)
Quartz: [0/2] Rare [can’t mine, need tech and jobs]
Processes
Smeting (1/1 wood):
Nickel (0) → nickel ingot (0)
Iron (2) → Wrought iron (2/2)(spear and Crafters)
Wrought iron (1/1) → Iron spear
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron), Selective Breeding
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
Sorry, but no normal magic for u, maybe if other life.
Anomalia
Auditorium Project
Archeology Site - Char + Int
Progress: Done
Jumps: 10 , 10 (total - 10)
discovery:
- A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
- Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.
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.
Environment Knowledge
Plants
Green Vegitable: they are delisen, use as plantasen for farm
Animles
Pixsy Owl: and very smal predetor that hund small stuff, his also demastocat(+3 Food)
rataton: rat-like animel that eat palnts
Giant ants: it an giant very territoral ants.
Others
MYSTERY
I’m still recovering from Corona, luckily, there are no symptoms. I’m stronger than it seems. In a few days my isolation period is supposed to end, just courage
Right now, enjoy this grueling round.
Actions:
Action 1: Experiment with this doomit on an ALIVE mantis, and see if it wont get feral. Make sure to place it on a spot where it can easily fall off the island to its eventual doom if my mantis so desire.
Action 2: Invent written word
Action 3: Invent libraries
Non action: find a river and put an electrium furnace near it, and use water to stabilize it.
repeat previous actions
lol your actions failed so hard
what happend to this?
lol one of your actions failed
not as bad as two