I see that very clearly @zenzonegaming
oh, that’s just because i haven’t formed a standing army yet
Action 1: Invent currency using marble marbles. One pound of food is 5 marbles. Minimum wage is 20 marbles a day per person. You cannot claim someone owes you for something you never asked them to do. This currency is optional.
Action 2: repeat action 1 if it fails, otherwise, set up a system where every round 20 people are recruited into the katana training program.
Also @doomlightning upgrading my katanas from wrought iron to steel should boost my power by quite a bit.
it giving u all the info of the resouse u have on the new bound island, soo it not neissrty
if u dont have any law that help u tarine soldiers, u cant do that
u know u cant use any or cahnge to steel untl u fix ur walkout, that the problem u faisng now (walkout it on other word : General strike)
nothingness, wait to the next round to get all the info u need
K, I edited my non-action
Action: Learn to Create Airships
Action 2: Anti-Drought Tech
Round 12: The sky’s the limit, If there are any
End
38 rounds left
Many of the civilizations seem to understand that the sky is the tool and the best way to move between the islands. For some it is harder than the others and some have invented or found other ways to move, one of them but managed to create a hole in the space for moving through it.
And at the same time, with technological development, also come war spirits.
And inside one of the islands, someone new wakes up.
Mirtal
vote 1: After all of our discoveries, create the “thaumaturges”, an institution dedicated to the study of nature and magic (called thaumaturgy). - Failed (luck - 7) (Mystic) [+20% next]
vote 2: Enchant iron tools and collect titanium - Failed (luck - 8) (M + C) [+30% next]
vote 3: try to fuse gems and iron togheter. Maybe they will create a material that has both of their properties? - Success (luck - 10) (M + Int)
vote 4: Use gems to explore the places we couldn’t explore before. - Failed (luck - 4) [A +M]
You talked to the Roccs about an agreement that if on every 2 islands you bring, you will get Graphana. After they thought, they agreed, but warned that they could only bring small and insignificant islands, for larger islands, they needed to do it yourself, they do not have enough power to move them. And they flew, and returned with a small island full of stones. The inhabitants began to connect the islands to the mother island.
After the discovery of Graphana, some residents began to try to explore the nature and things of this world, but there seemed to be some inconsistency in how to do this: one says one should try to explore the substance itself and the other says one should explore the mana currents. This controversy is still under discussion until then, but it has not been successful in a number of factors:
The attempt to quarry a titanium quarry with the help of an enchanted iron was unsuccessful, perhaps a different quarrying form was needed?
But those who started trying to explore the gems started trying to throw crushed gems into the iron, and surprisingly, they managed to create a reddish iron that is as strong as pig iron and maybe even more and has the properties of the gems to store mana. And not only that, it turns out that it is much but much easier to make them than Graphana but unlike it, they are only capable of hoarding, but its uses can be wonderful if they knew how to use it properly. The new material they gave was named Thaumium.
Some residents also began trying to explore the area from which the birds were afraid to approach and it was sparse in mana. At Graphana, they began to try to get closer to the area, but the area was so sparse that they could not even advance into it. Some even got mana sparse poisoning (unique to your race due to a lack of flowing mana) and were forced to retreat, try again or find a better way to get there, perhaps a stronger source.
Because the island does not move, one of the elders before his death, notices something a little disturbing, but beautiful: Because the island does not move and the village progresses very fast, they have to do something because he sees an uncertain future for everyone, for something lurking in the darkness of the world, and with it Also hope to pass it, gives your tribe in the next round + 20% charisma, and replaces the village elder with his heir who believes of mana has the answer to his words (7)
One day you hear a big noise and some of the residents went out to investigate only to find that giants were approaching the village, the village went straight into panic and started preparing for the incident and they attacked, but as they approached, they saw 3 creatures: one with wings, the other riding on scaly and black creatures as a shadow And the third, which surprisingly, is small and furry, smaller than them. They introduced themselves as representatives of Ferloth-De’s council, and they came, hand in hand, unarmed, to contact them, how would you react?
+20% charisma next time
Cultere: Roc Island brinner - + tiny - small island for round (supply)
Mystic: Thaumium (need 1 iron ore and 1 gems to create 2)
Relations: Ferloth-De ( Unknow)
island - +109 C.C, +1 stones
territory level: 11
Pop growth: 65 (19% (25*75%) * C.C available)
Territorial Mana density (50%/100%)[-20% to Graphana process]
Info
Name: Mirtal
Pops: 495
Carry capacity: 495/2679 C.C (2061 C.C. +30%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 4
territory level: 11 - Island Contonat (it now mark in the map, +1 vote)
Risk, Legacy and Cultures
Attack: 30% - [+5%] (if pure attack, use also Mystic)
Intelligence: 65% - [+5%]
Agility: 55%
Defensive: 20%
Charismatic: 55% - [+5%]
Mysticism: 80% - [+5%]
Legacy: Elder [+5% mystic] (1/6)
Cultures
They are a community of Larmyah that believes in the pursue of knowledge and the understanding of the universe, for them everything has to be understood. [int - +5%]
lenguage: Miralen [+2 R.S]
Roc Island brinner - + tiny - small island for round
Bulding: Marble statues ( +2 Happines, +5% Charisma, 2/2 Marble)
Relations
Mantodea Civic (Trade)
Ferloth-De ( 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 ), 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: 1
Happens: 2
Resources:
Currency: None
Trades: Mantodea Civic: Basalt [2]→ Gems [1/1] (prosses)
Resources Storage: [0/11] (Mana Iron tools) (crafter - +6) (len - +2)
Food [6] (30% C.C)
Stones: [2/6] Very Common [2 Builder]
Wood: [2/3] Rare [1 to craft], [1 to smelting]
Marble: [2/7] Common [2 to states]
Flints: [0/2] Rare [need Assessment]
Silt: [1/3] Common (1 unuses)
Basalt - [2/2] Rare (2 trade)
Granits - [0/2] Rare
Iron: [2/5] Uncommon
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
Platinum: [0/2] Rare [need asimant]
Processes
Smelting (1 wood, 1/1):
Iron (2) → Wrought iron (1/2) [1 to tool craft, 1 Thaumium]
Gems (1) + 10% T.M.D → Graphana 1/1
Gems (0) + Wrought iron (1) → Thaumium (0) [create 2 for 1]
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, Gem mana Battery, Graphana (from the aman gem battery, an exsitys stuff need more resures, or even project vote), Thaumium
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
Graphana: By very strongly compressing mana into gems, there is a chance that the gems will collapse into this esophageal material. This material acts as if it is not meant to exist: it is capable of producing mana on its own and seems to be a particularly large source of it. The process of creating this requires a particularly strong or rich mana source to create one, so using them to create its concentration is not currently efficient.
Thaumium: Strong as iron, hamster like gems, this material is a mysterious material that can change how this civilization behaves, if they know how to use it correctly
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
Rocc fear
According to the roccs, the poor place in mana does not feel in place and even fenced off by them as dangerous. A way to check in depth before and confirm if it is a dangerous place or not.
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.
Wax insect: an insect that create a waxs
Others
Rocc islands: Descendant of one of the forces of the islands, this bird-like creature is very powerful, eats only mana and has already been trained by you, can be used for many functions in your hand. (ally, if supply)(+40% Island binding, +9 Power, +5% attack, need 1 Graphana [1/1])
Mantodea Civic
vote 1: Invent the assembly line to produce more things - Succ (luck - 8) (Int)
vote 2: Invent forges for steel - Succ (luck - 4) (Int)
vote 3: Make some oil out of vegetables or animal fat and use it to oil up automatons to increase efficiency. -Succ (luck - 7) (Int + Agility)
A new production technique that is used in the order of an organization called “production line” or “assembly line”, where everyone works at stations and does his job, optimizes the production of most things and also speeds up the connection between employees and optimizes the production of automatons.
Thanks to the use of wood ash and charcoal, mixing in a certain concentration with iron, if you have found a way and invented a way to create steel, but not in the most efficient way, and that’s why you also do not get much of it.
While scanning the island, you found in the mountains a goat-like creature that looks very used to lifting, and with it after you hunted it, you discovered that it contains a lot of fat for insulation, and also a good source of food.
Finally, you discovered another piece of wood that was not there before, expanding the amount of trees you have on the island (8)
Cultures: assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
Automatons normal: +2 for round, +2 R.S(oil)
knowledge: Goat-like (+3 Fat, +1 Food)
Tech: animal oil (bonus to Automatons: 50% for power and R.S type)
wood: +2
Pop growth: 7 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 57 [+3 Automotones, +3 for round]
Carry capacity: C.C 199 / 729 (486 C.C. +50%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 3
territory level: 7 (land mass)
Risk, Legacy and Cultures
Attack: 50%
Intelligence: 95% - [+15%]
Agility: 40%
Defensive: 50%
Charismatic: 45% - [+5%]
Mysticism: 15% - [+5%]
Legacy: Technocracy [+5% Int] (2/10)
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 (⅔): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int)
Writing: Unknow (+1 R.S)
assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
island binding [+20% next time]
powergrid {+10 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, 1wrought iron, + 6 R.S ), researchers (1 marble, +5% int), manufacturers (add prosses to create automotons, +2 R.S)
Army: None
Army Power: 0 power
Tools: Iron tools
Stability and Economy
Stability: 1
Happens: 1
Resources:
Currency: None
Trades: Mirtal: Gems [1/1] → Basalt [1/2](1 unuse)
Resources Storage: [11/23] (Iron tools) (+6 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (7) R.S, +1 to all coomon/uncommon resounse (not include biological))(+2 R.S automatons)
Food [7] (34% C.C)
Stone: [1/3] Very Common
Wood: [4/4] Very rare
Flints: [0/7] Common [can’t mine, need Assiment]
Marble: [2/3] Uncommon (2 for builders)
Diamonds: [0/2] Rare [can’t mine, need tech and jobs]
Gems: [3/4] Very Common (1 trade, 2 unuse)
Mercury [0/3] Rare [can’t mine, need tech, tools and jobs]
Electrium: [0/2] Uncommon [can’t mine, need tech, tools and jobs] - very rare (1 to some use)
Doomit: [0/5] Very Common [need save magger and a tech to mine that] - very rare
Iron: [2/5] common
Processes
1 Fat → Animal oil (1/1)[automatons)
Smelting (1 wood, 2/2) (+50% effective):
Iron (1) → Wrought iron (1/1) [can use that type of iron to craft]
Iron (1) + Wood (1, charcoal) → Crude Steel (1/1)
Automatons (+50%):
Wood (1) + Crude Steel (1) = +3 (+50% - +1) Automaton pop for round, (+2 R.T, Animal oil - 1)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron), Manto-electric process (can primat process electrium), Electrium Engine v1 (+60% to explode, +2 energy, need electrium), Gears, Clockwork, Automatons
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
Goat-like: A goat-like creature that is used to living in the mountains contains a lot of fat that can be used for various things, currently a hunter and if it continues like this, it will disappear (+3 Fat [⅓], +1 Food)
Others
Mutant Small graze (Doomit expose) - very dng and unstable animale that very werid behave and very agrrasive.
Ferloth-De
vote 1: Make single-bladed Urumis - Succ (luck - 7) (Int)
vote 2: Set up alliance with the Mirtal - Succ (luck - 4) (C)
vote 2: Bind another island to myself - Succ (luck - 1) (M.A.C)
You realize that if there are a lot of islands that contain such villages, it seems like maybe one of them will start attacking you and you need a way to defend yourself, so you started trying to develop a type of Metal weapon, one that was flexible in the long run on equally powerful: the Urumis. In the invention of a technique invented, you managed to make an ZInc foil warp and act like a whip or a mortar. Increases the range and damage they are able to do.
At that time you managed to find another island, a nest with a body of water, there is not much space in it, but when you brought the island to you, the dragon came out of nowhere and started attacking the flying ones again, killing 4 of you before you managed to retreat with the tiny island.
After all things calmed down, a delegation of representatives of the tribe set out except for the lava walkers towards one of the islands you found. It took a whole day until you saw the land and on the horizon you see huge birds flying at them and in the village, preoccupying themselves with their daily lives. You land on land with a huge noise, causing all the members of the village, who were many in several hundred of you, to try to understand what is happening, and you, are waiting for an answer from them.
In the meantime she is, in the next round, + 10% on defense (6)
Tools: Zinc Urumis (+0.8 power, + 0.8* Attack, -0.1 * agility)
Island: C.C 27
territory level: 7
Pop growth: 10 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 86 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)
Carry capacity: C.C 344/1709 (1005 C.C. +70%)(-10%)
Pop for C.C: 4
Spirit Guardian: @TwilightWings21
Votes: 3
territory level: 6 (Land mass, have one desert and one ice sheed)
Risk, Legacy and Cultures
Attack: 37% (47% if Shades)
Intelligence: 65%
Agility: 75% (85% if Chiro’ or Shades)
Defensive: 32% (42% if Chiro’)
Charismatic: 58.5% - [+10%] (43.5 if vs other civics)
Mysticism: 47%
Legacy: Unity Council [+5% Char, +1 Stability] (3/9)
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%
Relations
Mirtal (Unknow)
mushroom civilization (unknow)
The Resurrection (Unknow)
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]
Mousekin
Race name: Mousekin
Attributes:
Attack: 5
Intelligence: 65
Agility: 80
Defensive: 5
Charismatic: 65
Mysticism: 60
size: 0.5 m’ (0.25 C.C. for pop , +50% growth pop, 0.25 base power, -25% legacy lenges)
Capabilities:
Advantage:
Sharp ears: + 10% agility
Diligent: They do not run away from work, and they will do their best: + 50% R.S, + 5% charisma.
Disadvantage:
Fragile: They are very delicate and not strong at all: -1 Power (0), In the environment of other races, defense and attack are meaningless
Description: They are mouse-like that used to live in the dark after this race was imprisoned for an unknown time, and now that they are free, they are no longer dependent on the environment for survival. To the gift of freedom, they serve the gentle giants who saved them from extinction. (+ 5% G.S, -5% Char)
Jobs, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (10 Food), Binders, Builders (need stones/woods), Crafters(1 Nickel ingot, 1 wood, +4 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, Zinc Urumis (+0.8 power, + 0.8* Attack, -0.1 * agility,supply)
Stability and Economy
Stability: 1
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/10] (+50% MouseKin)(Nickel tools) (crafter - +4)
Food [14] (70% C.C)
Stones: [1/5] Very Common (1 unuse)
Wood: [2/2] Rare (1 carfter), (1 smelt)
Obsidian: [2/2] Uncommon (2 unsuse)
Marble: [0/3] Uncommon [can’t mine, Assiamnet]
Nickel: [2/2] Rare
Zinc: [2/2] Rare
Diamonds: [1/1] Very Rare [can’t mine, need tech, tools and jobs]
Processes
Smeltig: (1 wood , 1/1) (+2 efficiency)
Nickel (2) → Nickel ingot (1/2)(craftmen)
Zinc (2) → Zinc ingot (1/2)(Zinc Urumis)
Zinc ingot (1) → Zinc Urumis (supplay)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, domesticas, Bloomery (can smelt iron), Blast furnace (more effecive melting)
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)
Real dragon: Extremely dangerous, each of its wings is larger than 3 lava walkers. He appears to be a predator, it is not known if there is intelligence
Others
MYSTERY
Regalis ultima
vote 1: bind another island to our territory - Succ (luck - 4) (M.C.A)
vote 2: Use space magic (if we have access to it), to fold space on itself to create wormholes from our location to a location within our range of view. - Succ (luck - 4) (Mystic) [I checked about it, basically some people see it as an element, so therefore according to your race rule, you have access to this type]
Some residents have been blessed with a different kind of elemental magic: space - a kind that is not understood, until now: in revelations in the nature of this kind of magic, one of them created a hole that can connect 2 places, as long as it is visible, and linked the 2 places. In other words: a wormhole.
This fact facilitates the passage and reduces distances, but the hole is not always stable and needs to be maintained, and also because of the movement of the islands, it does not help with the hole remaining fixed in its position in space-time.
Thanks to this, you have started trying to find another island for civilization and the mother island. And you found a large mountain island and also a yellow substance scattered throughout the place: sulfur, although not common at all.
And deep in the island, you went to check that everything was fine, and within one of the areas you have, you found something strange in the ruins you know: some strange shape of drawings showing a structure of a creature you have never encountered, but one showing a trapezoidal shape. One that is able to protect the body without fear. You went straight out to explore the place and try to find out what it means (9)
Island: C.C = 57, Sulfire - very rare, Stone- very common, Wood - Uncommon
territory level: 5
Mystic: Wormhole (+20% Island binding, traveling)
Old ruin: type - Agility + def, progress - 4/10
Pop growth: 14 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 184
Carry capacity: C.C 736 / 1338 (892 C.C. * 50%) (-10%)
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 2
territory level: 5 (ice sheet)
Risk, Legacy and Cultures
Attack: 25%
Intelligence: 75% - [+5%]
Agility: 55%
Defensive: 30%
Charismatic: 35%
Mysticism: 85% - [+5%]
Legacy: Elder [+5% Int] (2/9)
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 ( 6/6 Food, +5% pop growth), Binders, Builders (need stones/woods), Crafters(1 wood, 2 stone, craft tools, supply (+2 RS), Potter (+3 R.S, +1 smalting effe, need silt)
Army: None
Army Power: 0 power (-10% power)
Tools: Stone tools
Stability and Economy
Stability: 0
Happens: 1
Resources:
Currency: None
Trades: None
Resources Storage: [0/11] (Stone tools) (+2 - supply of tools)(mystic - +3)(potter - +3)
Food [10] (50% C.C)
Compost [food 1, fertilizer]
Wood: [1/2] Uncommon (all to crafters)
Stone: [2/4] Very common (all to crafters)
Silt: [1/3] Uncommon (1 to potter)
Granite: [0/2] Uncommon [can’t mine, need Assignment]
Titanium: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
Platinum: [3/3] Rare 3 Smelting
Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]
brimstone [4/4] Common (4 Proses)- very rare
Sulfire [0/1] Very rare [need to mine]
Processes
Smelting (fire magic (1 to 50 pop, total of 3)) [total of 6 fule] (+50% eff - 9):
Platinum (3) + Brimstone Dust (2) → Infrium [0/3] (3 unused)
Brimstone (4) → Brimstone Dust (2/4) [2 unsue]
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), silt ceramics (+3 R.S, +1 smalting effe, need silt), blast furnace (50% more effective), Infrium (need platinum and brimstone to make them)
Mystic: Binding [knowledge to bind island to ur lands], Magical sense, Wormhole
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
Vein detedc (+3 R.S)
Wormhole (+20% Island binding, traveling)
Old ruin
Archeology Site - Agility + Def
Progress: 4/10
Jumps: 9,
discovery: Paintings that show a type of shield around a foreign body should be examined (9)
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+4 food)
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: Destroy the stone - Succ (luck - 10) (Agility + Attck)
vote 2: Research Airships - Failed (luck - 7) (Int) (I missed and it’s too late, because of this, in the next round, a vote of your choice, you will get successful immediately, no matter what)
vote 3: Form an inquisition to ensure that no heretical thoughts are present in the country - Succ (luck - 9) (Char)
You’re trying to find a better way to use balloons, but your every attempt to create something bigger, or in the language of the thinkers: an airship, is still stuck and needs further development.
The secretly great leader, ordered to set up on inquisition, a secret team that interrogates the residents and check that no one is planning to rebel against the leader, and as a result, they were soon able to discover all the pests that could harm stability and they caught. As a result, the stability of the civilization is very high.
Following the decrease in the amount of water flowing into the fields, you set out to investigate the cause and with it you walked up the river and there you found a stone blocking the river, with the help of a group of residents and some soldiers, you managed to break the stone and make the water flow back. Following this, you have discovered something extraordinary: in the created lake live strange creatures that have one big eye, a long and scribbled body and the strangest thing about it - it is able to fly! When you have multiplied to it, you see that this strange creature is quite friendly and large enough for it to be able to assemble a number of inhabitants on it.
It has been dubbed the “dragon-fish” and seems to be very easy to train and straightforward to use.
But there is no good without evil: because of the breaking of the stone, a flood was caused that caused damage to the fields, killing 21 people and causing me temporary stability. Makes life difficult for everyone in the near future (2)
You managed to recruit 34 soldiers
Job: Inquisition (+15% in spy, +2 stability, need payment)
C.C = -35% for the next round
stiblity: -2
Knowledge: Dragon-fish (can fly, ridable, if tame: +1.9 base power to the rider, +20% island binding)
Power - +34 soldiers
Pop growth: 62 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 485
Carry capacity: C.C 485 / 1937 (1435 C.C. +35%)(-35% next)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 3
territory level: 5
Risk, Legacy and Cultures
Attack: 80% - [+15%]
Intelligence: 45%
Agility: 20% (35% on spying)
Defensive: 70% - [+5%]
Charismatic: 70% - [+5%] (55% if diplomatic civics)
Mysticism: 45% - [+10%]
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]
The story before - +10% Char
Building: Holy site (+5% Charisma, Create job: Monks?)
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),Monk? (+10% Mystic, 25 Currency, 1 food), Inquisition (+15% in spy, +2 stability, 50 Currency)
Army: 64 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]
Army Power: 168 power
Tools: Obsidian Tools,Battle axes (+0.3 base, - 0.1 *Agility race)
Stability and Economy
Stability: 1
Happens: -1
Resources:
Currency: 125 [+75 for round [-50 commanders][-25 monk?][-50 Inquisition]] [200 Silver]
Trades: None
Resources Storage: [0/6] (Obsidian tools) (+3 Crafters)
Food [5/6] (25% C.C) (-1 monk?)
Wood: [1/2] Common (builders: 1)
Stone: [2/3] 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
The story before and the pink air
Archeology Site - Char
Progress: Done
Jumps: 10 , 17
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)
The story before tells of a great catastrophe from which they are today, reinforces the unity that they are the ones who build on them and must not repeat their mistakes.
In addition, there is a Mizrahi machine that produces pink reverie and mana, which it steps into further investigation
Environment Knowledge
Plants
Blue fruit: for pantaisen and faming
Animles
pixie dragon: small type of dragon that eat pest, he sometime aggrasive
Dragon-fish: it a fling fish that can be ride on him (can fly, ridable, if tame: +1.9 base power to the rider, +20% island binding)
Others
MYSTERY
The Resurrection
vote 1: teach children healing so that as soon as they grow up everyone will be a healer (so that less people will die) - Succ (luck - 4) (Char)[+40%]
vote 2: Law of breeding - Failed (luck - 1) (Char)
vote 3: summon a demon to teach every firefighter to make magic bombs - Successful (luck - 2) (Mystic)
The desire of the residents to teach everyone healing spells worked and now everyone knows how to use healing at some level, but on the other hand, when the idea was also proposed to increase productivity, it was met with great conditioning that caused a battle that killed 12 before being stopped. On the other hand in the Monstrous balls, you tried to summon a demon who would teach the firefighter to create magic bombs, but after he managed to teach, there was an accident that an experimental bomb exploded, killing 23, burning them to death.
All of these things cause instability and it seems that some residents plan to rebel against the administration, as a result, stability decreases and the chance of rebellion increases to 50% (1)
Culter: Basic Healing start - (can recrult healer without using vote, as much u need, as long u have the numbers to do)
Mystic: magic bombs (*10 to firefighter if use, one use for fight)
HApiness and Stibility - -2, rebellion - 50% in the next round
Pop growth: 118 (25% * C.C available)
Info
Name: The Resurrection
Pops: 1112
Carry capacity: C.C 1112 / 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] (12/6)[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]
Basic Healing start - (can recrult healer without using vote, as much u need, as long u have the numbers to do)
Relations
Mashroom civis (Trade)
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 (1 Monstrous balls, +20% change in summenng), Healer (+10% G.S, can use in army, need currency)
Army: 34 soldiers (1.3 +0.4), 25 fire mage (1.5 + 1.5 + 0.06)
Army Power: 135 power
Tools: Bronze tools, Bronze dagger (+0.3, +0.3*agility)
Stability and Economy
Stability: -4 [ -10% on everything] (50% to rabale)
Happens: -4 [ -2 stability]
Resources:
Currency: None
Trades: Mushroom civi: 1 Bronze → (1/1) Monstrous balls (summoner)
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)
Bronze ingot (1) → Bronze dagger(1)
(1/1) Tin + (3/3) Bronze → Bronze ingot (2/3) (1 Crafter, 1 Trade)
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.
Healing: a basic spell that can heal woned, it cant use in heavy woend or prevent death.
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: Invent currency using marble marbles - Failed (luck - 9) (Char + int) [+30% to the next vote]
vote 2: -”- - Successful (luck - 3) (char + int)
Following the strike, you listened to them and in the invention of the marble stones, you created and commanded everyone that from now on, everyone will earn their share in the invention of the marble coins or in another name - Marble.
Because of this, the strike ended and steel production returned to its trajectory, but not everyone was happy, which is why the joy goes down a bit.
Following this, in the next round, you have a 10% chance of mystical discovery (6)
Currancy: +50 for round
happines: -1
Pop growth: 95 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 791
Carry capacity: 791/2180 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%
Intelligence: 85% - [+5%]
Agility: 60%
Defensive: 35%
Charismatic: 50% (35% if vs other civics)
Mysticism: 30% - [+10%]
Legacy: Council nine [+10% Mystic] (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 (+25 Currency), Farmers (+6 Food), Binders, Builders (need stones/woods), Crafters (1 Cast Steel, 1 wood, +8 R.S), Gathers (+2 Resources Storage), Witchdoctor (+5% G.S, 0 food)
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)[cant cerate], Leather cloth (+0.3 + 1*def)
Stability and Economy
Stability: 0
Happens: -1
Resources:
Currency: +25 for round [+50, -25 to blacksmith]
Trades: None
Resources Storage: [0/15] (Steel 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: [2/2] Uncommon ( 2 not use)
Granite: [2/3] Uncommon ( 2 not use)
Marble: [2/4] Rare ( 2 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
(2) marble → 50 currncy (25 for marble)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Steel, Steel cable, Wheel , gear, Currency
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)
delicate plant: for healing
Animles
Small graze: weird looking animal that eat grass, probably (+10% C.C, leather (5))
Speedy grazer: a fast small animle that eat grass
Earthworm detator (+10% binding isalnd)
Others
MYSTERY
Bananarama
vote 1: invent gears - Succ (luck - 9) (Int)
vote 2: construct a shipyard - Failed (luck - 2) (Char + Int)
vote 3: invent steamcores - Succ (luck - 9) (Int)
vote 4: use the improved airships and firelances to bombard the enemy’s island from afar, moving further away if they have any ranged weaponry - Failed (luck - 4) (Attack + Agility)
You managed to invent the cogwheel and the steam core very successfully, and thanks to that, you came up with the idea of using them for something more technological, and thanks to the connection of the 2 technologies, you also managed to invent the steam engine! Still it seems that one should find uses for the steam engine, from which, the discoveries is infinite.
You also tried to build a shipyard that could store and also build more airships, but an accident happened and caused the entire structure to collapse, killing 58 goblins.
In addition, they managed to recruit and train 40 goblins for an interesting special role: Mateys, goblins who specialize in navigating airships and firing firefighters, 20 of whom have already received a new airship and for the first time, managed to create flash powder and fire launchers installed in the world’s first Armada.
And the goal: Doombringers.
Only one small problem: the storm season has arrived and is preventing the ship from moving properly and attacking the enemy from the sky and from afar. So the attack will have to wait.
On the other hand, the technological renaissance has come to you, thanks to this, in the next round - any 1 vote related to invention (magic or technology) of your choice will succeed (8)
Tech: gears, steamcores, steam engine
Power: 40 Mateys (2.5 + 0.75), 1 Mateys Small Battle-Airship ([0.5 * 20 + 10]*5, take 20 mateys, install - Fire lance (*5 the base power), can fly [immune vs non bord malley attacks])
Archeology Site - Attack + Int, progress - failed (⅓)
Doombringers (Hostile)
Pop growth: 219 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 2109
Carry capacity: 1055/1336 C.C (1028 C.C. +30%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 4
territory level: 7 (Landmass, one anomalia)
Risk, Legacy and Cultures
Attack: 5%
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 45%
Mysticism: 90% - [+10%]
Legacy: Priest [+5% Mstic] (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]
more powerful airships - [+40% nexy time]
City (u can give a name): +1 vote
0/5 building
Relations
Doombringers (Hostile)
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. 1/1 food), Binders, Builders (need stones/woods), Crafters(Need Tin), Enchanters (need some payment, give mystic bonus to all power types)
Army: 20 Mateys (2.5 + 0.75), 1 Mateys Small Battle-Airship ([0.5 * 20 + 10]*5, take 20 mateys, install - Fire lance (*5 the base power), can fly [immune vs non bord malley attacks])
Army Power: 83 power (-50% power)
Tools: Iron tools (1 wood, 1 Wrought iron, +6 R.T), airships (+15% on island binding [supply, +1 for round [1/1]], base * 20 + 10, can installed, fly [immune vs non board malley attacks]), Fire lance (*5 the base power, suppaly)
Stability and Economy
Stability: 0
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/7] (-25%) (Iron tools) (+6 Crafter)
Food [6/6] (30% C.C)
Wood: [5/5] Uncommon (4 progres), one crafter
Stone: [0/2] Rare [can’t mine, need Assignment]
Tin: [0/2] Rare
Aluminum: [1/3] Uncommon (1 prosses)
Brimstones: [0/2] Rare [can’t mine, need tech, tools and jobs] - very rare
Iron: [2/5] Very Common (2 smelting)
Basalt: [0/4] Common
Processes
Smelting (Lava) [no limits, can smelt iron]
Tin (0) → Tin ingot (0/0)
Iron (2) → Wrought iron (2/2) (1 use as tools, 1 airship)
(1) Aluminum + (1) Wood → Flash powder [½](need aluminum and combast elemnt)
2/3 Wood or 1 metal (Wrought iron) and 2 wood → 1 airships (+1 for round)
(1) Wood + (1) Flash powder → Fire lance (Supplay)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Advance Smelting (powerful enough to melt iron), airships (+15% on island binding), Flash powder, fire lancer, irrigation canals, Energy armor, Lava furnace (can smelt Iron, aluminon and even titanium, using lava), gears, steamcores, steam engine
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.
Old lava ruin
Archeology Site - Attack + Int
Progress: 5/10
Jumps: 10
discovery: large tube that similar to firelancher (+5)
failed (⅓)
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: Learn to Create Airships - Succ (luck - 9) (Int)
vote 2: Anti-Drought Tech - Succ (luck - 6) (Int)
In your knowledge of biological balloons, you started trying to build airships, and surprisingly, you were able to build them in a particularly high quality way, so high quality that you need less materials to build one! Plus, it might give you the courage to explore islands and conquer them, who knows
To fight droughts, you can not fight the forces of nature, but instead you have built silos that can store food and fight the shortage.
And more than that, there is a movement of new islands approaching, and because of this, in the next round, the chance of a special island bind is much greater (9)
tech: Airships (+20% binding island), Silos (+20% C.C in Droughts)
Pop growth: 38 (35% (30 + 5) * C.C available)
Info
Name: Arcimea
Pops: 254
Carry capacity: 254 /429 C.C ( 268 C.C. +60%)
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: 48% - [+5%]
Charismatic: 62% - [+5%]
Mysticism: 10% - [+5%]
Legacy: Gerontocracy [+1 Stability, +5% Mystic, +5% island binding, +5% Char] (3/6)
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]
Wall - +5% deff
Try to do the external source of magic [+50% next time]
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), Witchdoctor (+5% G.S, 1 food)
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], Airships (+20% binding island)
Stability and Economy
Stability: +1 (Gerontocracy)
Happens: 0
Resources:
Currency: None
Trades: None
Resources Storage: [0/8] (Iron tools) [crafter - +5 R,T]
Food [9/10] (45% C.C)
Stone: [2/3] Very common [2 bulder]
Wood: [2/2] Very common [one crafter, one Smetling]
Iron: [4/5] Very Common (2 smelting)
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
(0/2) Woods → AirShip [0]
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron), Selective Breeding, Pseudo-medical, Airships, Silos (+20% C.C in Droughts)
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]
Magic
In the midst of an external magic source, it may be possible to get them to do magic
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
Well, I promised someone that there is room for my game, and today he gets the information he needs:
@GodOfKnowledge , By the piece of information listed above, you can create your race and your civilization (according to the rules). But here I want to pepper something, and it involves everyone here: because it starts later, it needs some extra support or boost to get the pace, and here I actually want to do a survey of the following options:
Our new member will receive in addition (in addition to the third game law):
- Technological boom: Technological bonus
- Prosperity: More connected islands (and a population bonus)
- The first 2 options together, but weaker
- Special Beginning: “The Vassal”: It begins as a vassal of another advanced civilization - a player or NPC (not aggressively facing others) and he gets all his technologies and gets his protection, but at the cost of something he will discover if so.
- Special Beginning: After the “Island eater”: His island was devoured by one of the 4 forces, but civilization has survived and now he settles on fragments of islands where hidden things are just waiting to be revealed.
- “Arcana”: He does not belong to this dimension and they invaded or escaped from this dimension and now they have settled in the islands and learned how the world works, but they also have the connection to the dimension. How does it communicate? He will find out for himself [it is separate from the Sheet, so you can not manipulate it]
- “The Impossible Material”: This civilization grew as usual, until it found a very special and mysterious material that pushes the civilization to be around. How the material behaves and what it has to do with the world, if you choose, you will discover.
- “Finishing the Worlds”: This civility is a key role in speeding up the end and it is he who is able to do things for the end to come faster. If by chance and the end comes and he has managed to achieve all his goals, he is the winner. But what does it take for him to win?
Each bid will count as one score, and the player’s bid will count as 3 players, after all, it will give him more power to choose what he wants, but it’s also for the influence of the players to choose what happens to him.
It will close after a few days and we will find out what came out, if a draw came out, we will do between them one more time against each other until we reach one.
In the meantime, you, @GodOfKnowledge can already create the Sheet and attach it in the next round.
Waiting to see what happens:
every one can choce up to 2. but only one will win that
- Technological boom
- Prosperity
- 1+2 combine, but weaker
- The Vassal
- After the “Island eater”
- Arcana
- The Impossible Material
- Finishing the World
0 voters
Plus, I’m soon going to change a bit what your cilivation view will look like, just to make it more comfortable for me to read them, so sorry if the next round was a bit messy or unfamiliar
Actions:
Action 1: research the doomit one final time, perhaps even gaining something special from it 0_0
Action 2: create a power grid and connect it to the assembly lines
Action 3: Bind an island to my own.
Non-Action: Assign automatons to work anywhere they can. (buisness is booming)
Vote 1: Have Chiropterans learn Wind Magic
Vote 2: Try to ally with Mirtal, maybe set up trade for materials, we could explore mana low area for them? (Would councils appeal activate if this succeeds?) Offer to bring some Mirtal back to our home island to introduce them to the last council member.
Vote 3: Try to make peace with dragons; see if they are intelligent, and if so, ally. If not, try to tame. (Same question with Councils appeal)
Non-Action: Finish taming thorntails (says semi-tame, I can do this yes?)
Vote 1: bind another island to increase our territory.
Vote 2: Create armor, tools and weapons with infernium.
Edit: Typo
(I think you forgot to upgrade my territory level now that I have another island.)
Same for me, in my info section I have a level 6 territory but in the vote section (and looking back at previous rounds) I would actually have a territory level of seven.
Action 1: Research air ships
Action 2: repeat action 1 if it fails, otherwise, research better housing. (For higher happiness)
thx u to telling me, it shold be fix in my sheet game, here i fix too
Action 1: Research metalworking(suc immediately)
Action 2:Tame the fishy dragons
Action 3: Collectively pray to the lord for a blessing
Non-action:Assign 1 to iron collecting from wood
for now, it see like we have a tie between the 3 opsine in the poll:
1+2 combine, but weaker of Technological boom and Prosperity, Arcana and Finishing the World (remember that the player it like 3 time)
that mean until the this night, if nothing will be change, we going again to the poll to break that
soo everyone how dont vote in the poll or only vote one, can vote or change untill the deadline (u can vote up to 2 Topics)
seems like it isn’t a tie anymore
We still have a few people who haven’t fully voted though
Nigel and Hazard have only voted once, and Centarian has not voted at all
Edit: Also, I have edited my vote.