it isnt, if i create an invention per round that will give me +1% in 50 rounds, which is most likely the limit, it only goes to 50%, its growth based so It isn’t op
There won’t even be 50 rounds only 38 more
However, your Civ says +50% int per 100 pop, that is insane unless you have EXTREMELY low pop growth
infinite int!
hey, you should also get airships
nice
btw i mean because you have such a small size that you will get airhsips at the beginning because of my law
Action: Try Binding A Island?
Action 2: Learn to create island anchors to slowdown island movement
it harder the it say becuse of one thing:
u cant use any magic for now, that mean u need some tech to do it, so fisable it almosy impossibe in ut tech level
even soo, it possible to consider to change that vote and come back to that later
right now the only way to stop an island it to add more mass to it (bind them)
other wise, it no use.
Round 13: Space, time, energy and the impossible matter
End
37 rounds left
Civilizations continue to evolve and everyone has already begun to feel the sky. Some have already begun to discover one of the basic laws of nature, and others are trying to figure out how to properly organize their village.
And in the dark, a new born civility creeps up on him, one that builds itself and uses everyone to think, but she followed because of something impossible and only now did she understand the meaning of the impossible and be able to keep up with the giants.
The battle between them all is going to get tougher and tougher.
Mirtal
vote 1:A third group on how thaumaturges should operate has emerged: this group claims that there shouldn’t be a single way they study the universe; because you can’t understand the complete meaning of it by focusing on observing it in a singular way, as such, they must study it in all kinds of ways; they are getting popular. - Succ (luck - 10) (Mystic) [+20%]
vote 2: create mathematics to better study magical phenomena - Failed (luck - 8) (Int) [+20% next]
vote 3: create graphana and use it, togheter with thaumium and gems to create a mana generator - Success (luck - 8) (M + Int)
vote 4: cast iron into coins - Succ (luck - 7) (Ch + Int)
You decided to give a gift to ferloth de food and they received it, indicating a desire for a friendly connection between the 2 civilizations.
A third group on how thaumaturges should operate has emerged: this group claims that there shouldn’t be a single way they study the universe; because you can not understand the complete meaning of it by focusing on observing it in a singular way, as such, they must study it in all kinds of ways; they are getting popular. In fact it was such a successful idea that it was decided to build a special structure designed for this type of research - what is magic and nature together? From them can come many inventions and discoveries.
One of the attempts to describe nature is a way of writing on plates and signs how nature works, but there seems to be more work to be done about it.
You also decided to use cast iron to make coins - a new way to manage your economy, and it’s quite successful. Surprisingly you manage to make more money than you think, but they also know you have to be careful, so they limit the creature a bit, but the economy is booming.
But probably the greatest invention is the mana generator: in the invention of the 2 materials they created: the graphana that produces mana and the thaumium that can store it, produces after research by the thaumaturges, managed to assemble the generator that produces mana, and it does manage to create, but it is even more possible: if Will manage to put in another solid mana source, he can produce more. But for this generator it also creates something strange that is worth checking out: mana energy, a strange kind of electricity-like flow that is worth checking out.
The rocc brought another small island, but this time it also contains coal.
While they were working on the generator, a manufacturing error occurred and this caused an excess of mana currents, accidentally caused a leak and caused some of the residents to die from an abnormal excess of mana, so 27 were killed and lowers the stability by 1 (2)
Your friends have done a number of things:
-
The Mantis began trading in gems with them in exchange for platinum.
-
Your new friends flew over the mana-free area and discovered something mysterious there: ruins and there something that seems to be moving! The fear of him seemed justified: something there !!
Building: Mana generator (+10% T.M.D, +2 E.M, +5% for solid mana source), Thaumaturges (+5% mystic and Int, Create job of Thaumatology)
Job: Thaumatology (+5% Mystic and Int, +100% effective in thaumaturgy resource, +3 R.S, need payment)
Mystic: mana generator (can use graphana or Guna to run it), E.M (Energtic mana)
Economy: Platinum 2 → Gem 4 (Mantodea Civic)
Relations: Ferloth-De (Friendly)
Currancy: +0 Currency for round
Tech: Coin (enhance Currency)
island - +190 C.C, +1 stones, +1 wood, +3 Stone Coal
territory level: 12
Pop growth: 55 (20% (25*80%) * C.C available)
Territorial Mana density (60%/100%)[-10% to Graphana process][+10% mana generator]
Info
Name: Mirtal
Pops: 550
Carry capacity: 550/2926 C.C (2251 C.C. +30%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 4
territory level: 12 - Island Contonat (it now mark in the map, +1 vote)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30% - [+5%] (if pure attack, use also Mystic)
Intelligence: 75% - [+15%]
Agility: 55%
Defensive: 20%
Charismatic: 55% - [+5%]
Mysticism: 95% - [+15%]
Legacy: Elder [+5% mystic] (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%]
Stability: 0
Happens: 1
lenguage: Miralen [+2 R.S]
Roc Island brinner - + tiny - small island for round
Building (3/3) : Marble statues ( +2 Happines, +5% Charisma, 2/2 Marble), Mana generator (+10% T.M.D, +2 E.M, +5% for solid mana source (none)), Thaumaturges (+5% mystic and Int, Create job of Thaumatology)
Energy: + 2 E.M (need some resuce to use that, if)
Enchant iron tools and collect titanium - +30%
Relations
Mantodea Civic (Trade)
Ferloth-De (Friendly)
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), Thaumatology (+5% Mystic and Int, +100% effective in thaumaturgy resource, +3 R.S, -75 Currency)
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)
Economy
Resources:
Currency: 0 for round [+75, -75 to Thaumatology]
Trades: Mantodea Civic: Basalt [2], platinum [2] → Gems [2/4] (2 in process)
Resources Storage: [0/14] (Mana Iron tools) (crafter - +6) (len - +2)(Thaumatology - +3 R.S)
Food [6] (30% C.C)
Stones: [2/7] Very Common [2 Builder]
Wood: [2/4] 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: [3/5] Uncommon (3 Prosses)
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: [2/2] Rare (2 Trade)
Stone Coal: [0/3] Uncommon [need assment]
Processes
Smelting (1 wood, 1/1):
Iron (3) → Wrought iron (3/3) [1 to tool craft, 1 Thaumium, one Currency]
Wrought iron (1) → 3 Iron Coins (+75 Currency)
Thaumaturgy resource (+100% effective from Thaumatology Job):
Gems (1) + 10% T.M.D → Graphana 1/2 (+100%)
Gems (1) + Wrought iron (1) → Thaumium (0/4) [create 4 for 1 (+100%)]
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Coin (enhance Currency)
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, mana generator (can use graphana or Guna to run it), E.M (Energtic mana)
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
E.M: This is a strange behavior of mana as it exits the generator and acts like an electric current of the mantis.
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 - Its alive?!
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.
Reports from a friend who happened to see ruins there and something moving inside! It seems to be alive or unknown, as it is, it raises great concern.
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: research the doomit one final time, perhaps even gaining something special from it 0_0 - Succ (luck - 3) (Int)
vote 2: create a power grid - Succ (luck - 3) (Int) {+10%}
vote 3: Bind an island to my own. -Failed (luck - 1) ((Y) M.C.A)[+20%]
You in another attempt tried to study the doomit, and after some hard attempts on some of the animals you collected and also on the body parts of those who contributed to science, they were able to understand one thing from the material: it is a substance capable of changing the properties of life to something else. Manipulating the material, maybe it can help with something. But the fact that this material did some trauma from the previous experience a long time ago, somewhat lowers the joy of the residents. now u can know the knoleg to mine them
You have also been able to successfully set up an electrical network and connect it to a generator, but as there is currently no energy production, and even with the generation now, it can be dangerous. Luckily you have experience with this and the only thing left to do is explore. But someone tried to activate it, and he was accidentally killed by suffocation.
You also tried to connect an island to your mother island, but the bridge was disconnected and all those who were on it fell, thus all 8 residents disappeared forever.
Thanks to the research, in the next round, + 10% on intelligence (6)
It seems that your friends, the Mirtal, have decided to increase your trade with you, and in exchange for gems, they have also started giving you Platinum in return, you did not stay out and agree.
Trade: Mirtal: Gems 4 → Basalt 2 + Platinum 2
Tech:Power Grid, Doomit mining
Pop growth: -2 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 55 [+6 Automotones, +3 for round]
Carry capacity: C.C 192.5 / 729 (486 C.C. +50%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 3
territory level: 6 (land mass)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 50%
Intelligence: 95% - [+15%]
Agility: 40%
Defensive: 50%
Charismatic: 45% - [+5%]
Mysticism: 15% - [+5%]
Legacy: Technocracy [+5% Int] (3/10)
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]
Stability: 0
Happens: 0
Bulding (⅔): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int)
Writing: Unknow (+1 R.S)
Energy: 0
assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
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
Economy
Resources:
Currency: None
Trades: Mirtal: Gems [4/4] → Basalt [1/2](1 unuse), Platinum [0/2] (2 unuse)
Resources Storage: [10/23] (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: [4/4] Very Common (4 trade)
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 a assignment] - 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, Power Grid, Doomit mining
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: Have Chiropterans learn Wind Magic - Succ (luck - 6) (Mystic)
vote 2: Try to ally with Mirtal, maybe set up trade for materials, we could explore mana low area for them? - Succ (luck - 8) (C + Agility)
vote 2: Try to make peace with dragons; see if they are intelligent, and if so, ally. If not, try to tame. - Succ (luck - 1) (C)
The Chiropterans started trying to use wind charms, and after some training, they were able to use them, and now, most of them know how to use and move with the wind.
At that time, the expedition to the island of Mirtal, the residents there decided to give you food and become friends. The delegation seems to have succeeded. On the way back you noticed a strange name in one of the areas and you landed there. As you go deep into the place, you discover something strange: a pile of ruin that has not been touched before and inside it moves things! You went straight away and tried to mark the tribe before flying back, with all the food. (It seems that they are not yet ready to leave the island because they are sensitive to the concentration of mana, something that you have very thin).
In that attempt, you tried to approach the dragon and try to talk to him about why he was attacking you. Surprisingly he understood you, but said only one word: “insects” and straight began to attack. You failed to fight him and suffered 12 losses before the dragon flew and disappeared forever. At least you managed to get rid of the problem.
And luck continues to deteriorate: in approaching drought and with it in the next round, -20% C.C (5)
Magic: Wing magic
Mirtal (Friendly)
Pop growth: 4 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 90 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)
Carry capacity: C.C 360/1709 (1005 C.C. +70%)(-20%)
Pop for C.C: 4
Spirit Guardian: @TwilightWings21
Votes: 3
territory level: 7 (Land mass, have one desert and one ice sheed)
Risk, Legacy, Cultures, Stability and Happiness
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] (4/9)
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%)
Stability: 1
Happens: -1
Use obsidian tools to try to mine metals - +10%
Relations
Mirtal (Friendly)
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)
Economy
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.
Wind magic (Chiropterans)
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 (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 increase our territory. - Succ (luck - 1) (M.C.A)
vote 2: Create armor, tools and weapons with infernium. - Succ (luck - 9) (Int)
In creating the new material infernium, you decided to try to use your knowledge of metal design, and you applied to try to create new types with it, and surprisingly, you managed to create something out of this world: plate armor that allows you to defend against any simple attack. And also very flexible and can be used in many ways: the Halberd, which can be used both close and far away with wanting to throw it into the distance, which suits you.
And at the same time you tried to connect an island, and you found an island so small and not so special, but its impact on your island was huge. The tremor of the connection caused a rock fall that those who did not notice and did not have time to fly, buried them and killed 19. And those who did remain, saw something unbelievable, if enough time had passed: the island stopped moving! Even after several days of testing, you were able to find the island remotely. Now that this fact is in place, you can try to find out what’s lurking on the horizon.
When they returned to the mother island, some of those who flew discovered a number of large islands:
Some of them seem to be the ones full of little green creatures that seem to have managed to build something resembling flying boats
An island nearby was a huge island covered and ruled by particularly insect-threatening and insect-like creatures. It seems worthwhile to stay away from them.
The third island also seems to have greener, but larger and more industrious people
And the fourth and last island is always in the dark, so it is impossible to know what is hiding there.
But one thing is certain: they are not alone in this world, and more than ever, it was right to make weapons and shields (8)
There is progress at the archeological site: it seems that the paintings described have not been understood correctly: the trapezoid that the center of the body does not look like a shield, these as the body itself and it shows what is inside. An unexplained eye is there, more needs to be dug.
Tool: Infernium Tools, Infernium Halberd (2.5 base, +1.2 Attack, +0.3 Agility, chance to ignite target), Infernium plate armor (Add 3 * deff, -0.5 * agility and Fire and Ice Resistant)
Island: C.C = 163, Stone and wood - +1
Old ruin: type - Agility + def, progress - 6/10
territory level: 6 (mass)
First contact: +1 vote
Relations:Mantodea Civic (unknow),Doombriner (Wary),Bananarama (Unknow),Ferloth-De (Unknow)
Pop growth: -5 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 179
Carry capacity: C.C 716 / 1338 (892 C.C. * 50%)
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 3
territory level: 6 (ice sheet, land mass)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 25%
Intelligence: 75% - [+5%]
Agility: 55%
Defensive: 30%
Charismatic: 35%
Mysticism: 85% - [+5%]
Legacy: Elder [+5% Int] (4/9)
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)
Stability: 0
Happens: 1
smelly flower - +40%
Relations
Mantodea Civic (unknow)
Doombriner (Wary)
Bananarama (Unknow)
Ferloth-De (Unknow)
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,Infernium, craft tools, supply (+10 RS), Potter (+3 R.S, +1 smalting effe, need silt)
Army: None
Army Power: 0 power (-10% power)
Tools: Infernium Tools, Infernium Halberd (2.5 base, +1.2 Attack, +0.3 Agility, chance to ignite target)[supplay], Infernium plate armor (Add 3 * deff, -0.5 * agility and Fire and Ice Resistant)[supplay]
Economy
Resources:
Currency: None
Trades: None
Resources Storage: [9/19] (Infernium tools) (+10 - 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
Titanium: [0/3] Uncommon
Platinum: [3/3] Rare 3 Smelting
Aluminum: [0/3] Uncommon
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) → Inferium [3/3] (2 smeting, 1 crafting)
Inferium (1) → Infernium Halberd
Inferium (1) → Infernium plate armor
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), Inferium (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: 6/10
Jumps: 9, 4
discovery: Paintings that show a type of shield around a foreign body should be examined (9)
There is progress at the archeological site: it seems that the paintings described have not been understood correctly: the trapezoid that the center of the body does not look like a shield, these as the body itself and it shows what is inside. An unexplained eye is there, more needs to be dug. (4)
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: Research metalworking (Iron work) - Auto-Succ (luck - 7) (Int)
vote 2: Tame the fishy dragons - Succ (luck -3) (Int)
vote 3: Collectively pray to the lord for a blessing - Failed (luck - 7) (Char + Mystic) [+10% next time]
You have tried to build stronger furnaces and a better ability to work with metals, and you have succeeded in building a furnace stronger, strong enough to melt iron, which is good if you want to use them.
In addition, you came to the mountains to try to subdue the dragon-fish to the will of your god, and after a number of moves, you managed to tame them and now you can use them as you wish!
On the other hand, you tried to pray for a miracle to come to you, hoping you might get a miracle, but nothing happened. But the people did not come in an evil spirit, maybe they thought it should work harder.
And to work harder is what happened: after the flood, you went out to try to repair damage and by chance you came across something you had not seen before: a new iron vein was exposed because of the floods! (7)
Iron: +1
Tech: Bloomery (can smelt iron)
Knowledge: Dragon-fish (can fly, ridable, if tame: +1.9 base power to the rider, +20% island binding) (tame)
Pop growth: 75 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 560
Carry capacity: C.C 560 / 1937 (1435 C.C. +35%)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 3
territory level: 5
Risk, Legacy, Cultures, Stability and Happiness
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] (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]
The story before - +10% Char
Building: Holy site (+5% Charisma, Create job: Monks?)
drought mygrants (+25% C.C if drought)
Stability: 2 [+5% on anthing]
Happens: 1
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 Wrought iron, +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: Iron Tools,Battle axes (+0.3 base, - 0.1 *Agility race)
Economy
Resources:
Currency: 200 [+75 for round [-50 commanders][-25 monk?][-50 Inquisition]] [200 Silver]
Trades: None
Resources Storage: [1/9] (Obsidian tools) (+6 Crafters)
Food [5/6] (25% C.C) (-1 monk?)
Wood: [2/2] Common (builders: 1, 1 smelting)
Stone: [2/3] Very common (builders: 1), (stone wepones 1)
Obsidian: [0/3] Uncommon (0 to crafters)
Silver: [2/2] Rare [2 to currensy]
Tugenstan: [0/3] Uncommon
Sulfire: [0/2] Rare
Iron: [1/3] Rare [need assignment]
Processes
Smelting (1 wood (1/1)):
Iron (1) → Wrought iron (1/1) (1 to crafter)
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)(tame)
Others
MYSTERY
The Resurrection
vote 1: ask the people to choose one vote to make them happy.- Succ (luck - 10) (Char)
vote 2: have a cool magic party to make everyone happy. - Failed (luck - 3) (Mystic + Char)
vote 3: summon a demon to teach people to transmute elements via adding/subtracting protons, neutron, and electrons. - Successful (luck - 2) (Mystic)
The immortal village old man who heard about the chance of an uprising went straight out to try to confront them only to find out that all the demon summonses had only done them harm and they wish there had been regulation and a safety check regarding each time, e.g.
After the old man heard the wish, he went straight to the times to talk to them, and began to try to work more carefully with the summonses, and as a result, ironically, the times now know for a more precise time where the demons will appear and also more confidently so the village does not hurt. As a result, stability and joy rose particularly high.
There was also an attempt to do magic that could make you happy, but it did not work at all.
In addition after the regulations, the timekeepers started trying to summon a demon who knows how to change the properties of the material. After a long time a little demon came out who did not really know how to do this, and he managed to teach only how to design the material before he all attacked the times and killed 23 of them before he started raging towards the village, where thanks to the new regulations, the soldiers in the area started attacking the demon And eliminate it, resulting in a greater disaster being prevented.
But yes the breast was very hot and started to cause a big burn. As a result, entire areas were burned and some of the forests destroyed. It will take time for it to grow, but because there is not much food now, the C.C has dropped significantly by 50% (3)
Culter: Devilish regulation (the chance of avoiding disaster by demons is higher, + 20% chance of summoning)
Mystic: Material manipulation (+25% effective in crafting)
HApiness and Stibility - +4
Pop growth: 135 (25% * C.C available)
Info
Name: The Resurrection
Pops: 1247
Carry capacity: C.C 1247 / 2576 (1840 C.C. +40%)(-50%)
Pop for C.C: 1
Spirit Guardian: @Deathwake
Votes: 3
territory level: 7 (land mass)
Risk, Legacy, Cultures, Stability and Happiness
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] (13/6)[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)
Devilish regulation (the chance of avoiding disaster by demons is higher, + 20% chance of summoning)
Stability: 2 [+5% on anything]
Happens: 0
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)
Economy
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, Material manipulation (+25% effective in crafting)
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.
Material manipulation (+25% effective in crafting)
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 air ships - Succ (luck - 4) (int)
vote 2: research better housing - Failed (luck - 2) (Char + int)
Using biological balloons, you started trying to connect and expand on them, and finally managed to create a small enough airship to move between the islands, allowing you to move fast, albeit still not in complete control over how to move between the islands.
And the attempt to build new houses failed because of the reluctance of the residents to change the types of construction, after an accident that killed 8 and lowers the joy because of it.
And because of all this, it seems that in the next round there will be a decrease in the amount of C.C that will be given by 10% (5)
Tech: Airship (+15% binding island)
-1 happines
Pop growth: 93 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 884
Carry capacity: 884/2180 C.C (1453 C.C. +50%)
Pop for C.C: 1
Spirit Guardian: @Centarian
Votes: 2
territory level: 5
Risk, Legacy, Cultures, Stability and Happiness
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%]
Stability: -1
Happens: -2 [-1 stibility]
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)
Economy
Resources:
Currency: 50 [+50, -25 to blacksmith][50]
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, Airship (+15% binding island)
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: build the shipyard, make sure it is top of the line and can build ships as efficiantly and fast as possible, also try to make to so big and good that it becomes a wonder (automatic success on this vote) - Auto-Succ (luck - 2) (Char + Int) [Start an project vote]
vote 2: improve the airships by incorporating steam cores into them - Succ (luck - 4) (Int)
vote 3: improve the airship design to be bigger and try to make armor plating for them - Succ (luck - 10) (Int) [+40%]
vote 4: try to add a new island, specifically one with lots of resources (metals and other ores) - Succ (luck - 8) ((Y) M.C.A)
You in the third attempt you tried to build an airship shipyard, after a long time of construction, you managed to create the first airship shipyard (in the world), but your desire to build it big and glorious began to think of the idea to make it a world wonder, and it will take even longer, But right now not everything is progressing as well: during the construction attempt, part of the wall collapsed killing 43 goblins and 10 mateys who were in the area.
At the same time, began a serious upgrade in the shape and strength of the airship itself:
The new invention of the steam cores that allows them to move better and in a more precise direction in the air was introduced with great success.
In addition, it was decided to enlarge the ship itself and create a new type of airship: one that is much larger and also contains armor plates. Thanks to the steam core, the ship is faster and more powerful, capable of iron plate strengths, greatly improving its defense capabilities in a miraculous way. It is so powerful that even the power of the Fire lance is unable to penetrate it, but who knows what they will encounter.
But because of all this, these new ships need more materials, which they can not carve at the moment (my suggestion - try to find a way to further expand the R.S).
Meanwhile the old battleship version managed to be built and managed to train 42 mateys.
The airship they began to seize another large island, one that is rich in resources, according to what they surveyed the island, it contains - a lot of iron, a new type of resources that may be used in the future: coal, fossils and sulfur. They successfully connected the island.
And thanks to everything, in the next round, + 10% on Mysticism (6)
A new Legacy has been created and he believes just like the previous one
Island: C.C = 432, Iron - +5, Stone Coal - +4, Fossils - +3, Sulfire - +2
Tool: airships (+30% on island binding)
Power: 32 Mateys, 2 Mateys Small Battle-Airship, 0 Mateys Armor Battle-Airship (base * 30 + 20, can installed, fly [immune vs non board malley attacks], Armored [resistant to physical attack])
Building: Shipyard (+50% airship building, Create Shipwrights job)
Project: Wonder Shipyard (u need successfully use one of your vote to continue to build the shipyard 3 more time, when it finish, it will given u bonuses related to the wonder)
Job: Shipwrights (+50% airship build)
Tech:
Archeology Site - Attack + Int, progress - failed (2/3)
Pop growth: 416 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 2525
Carry capacity: 1262.5/1898 C.C (1460 C.C. +30%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 4
territory level: 7 (Landmass, one anomalia)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 5%
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 45%
Mysticism: 90% - [+10%]
Legacy: Priest [+5% Mstic] (1/4)
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]
City (u can give a name): +1 vote
1/5 building:
Shipyard (+50% airship building, Create Shipwrights job)
Shipyard Wonder
Progress: ¼
strength : none
need: vote one of contiune work on that for round (can stack)
reword: base on finish strength.
Stability: 0
Happens: 0
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), Shipwrights (+50% airship build)
Army: 12 Mateys (2.5 + 0.75), 3 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]), 0 Mateys Armor Battle-Airship ([0.5 * 30 + 20]*5, take 30 mateys, install - Fire lance (*5 the base power), fly [immune vs non board malley attacks], Armored [resistant to physical attack])
Army Power: 220 power (-50% power)
Tools: Iron tools (1 wood, 1 Wrought iron, +6 R.T), airships (+30% 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)
Economy
Resources:
Currency: None
Trades: None
Resources Storage: [0/7] (-25%) (Iron tools) (+6 Crafter)
Food [6/6] (30% C.C)
Wood: [5/6] Uncommon (4 progres), one crafter
Stone: [0/3] 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: [2/10] Very Common (2 smelting)
Basalt: [0/4] Common
Stone Coal: [0/4] Common
Fossils: [0/3] UnCommon
Sulfire: [0/2] Rare
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)
Wrought iron (0) → Steam Core (0)
Shipyard: (+100%)
Mateys Small Battle-Airship:
2/3 Wood / 1 metal (Wrought iron) and 2 wood → 2 M.S.B Airship (+2 for round) (+100%)
Mateys Armor Battle-Airship:
M.S.B Airship Cost (0) + Steam core (0/1) + Wrought iron (0/1) → 0 M.A.B Airship (+0 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 (+30% 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 (2/3)
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 Binding A Island? - Succ (luck - 10) ((Y) M.C.A) {Uniqe}
vote 2: Learn to create island anchors to slowdown island movement - Succ (luck - 6) (Int)
After a long time, you are in the power of the airship you built, you first set out from your mother island to find a new island, and not far away, you find a normal sized island and when you start connecting it to the island, it suddenly reveals the secret: after connecting, it turns out that the island is much heavier Which seems and he also feels weird. After residents went out to check out what was happening, you discovered something rare:
The island is especially blessed with extremely rare resources!
The first material is a silver and beautiful material, but it is harder than anything else you have seen.
The second material is white stones that seem to be selling for some reason, but you are not really sure about that.
In addition there is a minimal amount of iron.
These substances were given the names “Iridium” and “Nullvers” respectively.
And one of them: the Nullvers showed that he was the one who caused the gravity of the island - this material is somehow able to slow down the speed of movement of the island, there is a need to investigate further on the material.
But the impact of the new addition actually had a negative effect: a strong earthquake was felt in a compound that was connected and merged for the first time with the mother island, causing landslides that killed 35 people. But on the other hand, it was felt that it slowed down surprisingly (1)
Island: C.C = 216, Iron - +1, Iridium - +5, Nullvers - +3
territory level: 5
Pop growth: 25 (35% (30 + 5) * C.C available)
Info
Name: Arcimea
Pops: 279
Carry capacity: 279 /774 C.C ( 484 C.C. +60%)
Pop for C.C: 1
Spirit Guardian: @Evolution4Weak
Votes: 2
territory level: 5 (one anomalia in body of water)
Risk, Legacy, Cultures, Stability and Happiness
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
Stability: +1 (Gerontocracy)
Happens: 0
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)
Economy
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: [4/6] Very Common (2 smelting)
Nickel: [0/2] Rare (use) {smelting} (2 unuse)
Quartz: [0/2] Rare [can’t mine, need tech and jobs]
Iridium: [0/5] Very Common [can’t mine, need tech and jobs] - very rare
Nullvers: [0/2] Rare - Very rare
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
Supreme Abacus
After a long time in the darkness of the other islands, you crawl, explore and try to understand the world. In the power of the mind driven by the connection of everyone, allows you to understand the world better, and thanks to your body, you are able to build living structures that are able to think for themselves about the meaning of life. After years of work, on one fateful day, you came across something mysterious, strange and mysterious material that you had never encountered before. A substance that has no uniform color, or weight or understanding of it, as if it should not exist in this world. So they all thought of each other, and after years of work, they realized they had come across something that should not exist at all - material that could be anything!
If they understand how to use it, the sky is the limit.
But this substance has a very difficult property: it eats anything that is not organic or extremely rare, so you are the biggest unlucky ones in the world, but if a substance that can be almost anything, it is okay to ignore, it remains only to do what they do hi - explore and discover What does it mean?
What are you thinking of doing on your island and what is your conversion in the new world?
Boost: Next island have high change to give a rare recoures
Resource: “Kalooms” (nothingness in Hebrew)
Mystic: Kalooms possibility (With gradual research, you will be able to reveal the secret of the material, and use it in almost anything that comes up between you)
Pop growth: 0 (31% (25 *125%) * C.C available)
Info
Name: Supreme Abacus
Pops: 344 (+9% Int and Mystic [+3% for 100])
Carry capacity: 172 /574 C.C ( 440 C.C. +30%)
Pop for C.C: 0.5
Spirit Guardian: @GodOfKnowledge
Votes: 2
territory level: 4 ()
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30%
Intelligence: 64% - [+9%]
Agility: 30 %
Defensive: 25%
Charismatic: 45% (15% vs other civics) - [+5%]
Mysticism: 59% - [+9%]
Legacy: Queen [+2 Stability] (1/4)
Cultures
A Quad drone-like body with sharp claws, multiply fast, like insects, can cultivate mana for buffed stats and better spell effects, can link up to form a Giga mind, where all stats are added together, multiplied by the highest cultivation in the group. Love tech a little too much. [+5% Char]
Wall - +5% deff
Stability: +2 (Queen)
Happens: 0
Try to do the external source of magic [+50% next time]
Races
Abacus Extreme
Race name: Abacus Extreme
Attributes:
Attack: 30
Intelligence: 55 (-15)
Agility: 30
Defensive: 25 (-5)
Charismatic: 40 (10% vs other civics)
Mysticism: 50 (-20)
size: 1m (0.5 C.C. for pop , +25% growth pop, 0.5 base power, -25% legacy lenges)
Capabilities:
Advantage:
Mana brains- can get together to form massive Sigastructures with their simple ant-like bodies, are able to use mana to supercharge the structures brain into massive calculative power (-20% Intelligent and Mystic, +3% int and Mys for 100 pop, can’t build specialize building)
Industrial Maniac: +100% R.S, +100% efficient Processes
Disadvantage:
Power enthusiasts: -30% vs other civic, -30% if other civic want to interact vs non war related
Description: A Quad drone-like body with sharp claws, multiply fast, like insects, can cultivate mana for buffed stats and better spell effects, can link up to form a Giga mind, where all stats are added together, multiplied by the highest cultivation in the group. Love tech a little too much. (+ 5% Int, -5% def)
Jobs, Army and Tools
Jobs know: blacksmithing (need metals), Farmers (+6 Food), Binders, Crafters(None, +0 R.S)
Army: None
Army Power: 0 power
Tools: None
Economy
Resources:
Currency: None
Trades: None
Resources Storage: [0/6] (None) (+100% - 3) [crafter - +0 R,T]
Food [6/6] (30% C.C)
Kalooms: [0/13] - {Unique} - need to be proses before use
Wood: [0/1] Very Rare [can’t mine, need tech, tools and jobs]
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction
Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands], Kalooms possibility (With gradual research, you will be able to reveal the secret of the material, and use it in almost anything that comes up between you)
Magic
Kalooms: A substance that can be anything, except organic or very rare substances. It requires complete processing and great research to use and design one feature of it before it can be used. This stuff also knows how to eat and replace anything it can be.
Anomalia
None
Environment Knowledge
Plants
Green Vegitable: they are delisen, use as plantasen for farm
Animles
Snakerons: And skanke like that eat plants
Others
MYSTERY
Welcome to your first round @GodOfKnowledge !
Your start gives you access to material that can be anything! At a price you can not get anything else that is not organic or very rare. Just research it and go through a process you can use it as you wish. You will understand that the game will continue. In the meantime, good luck surviving!
I changed a bit the position of stability and joy that was a little closer to the beginning, that I was more comfortable seeing what it was affecting.
It took me full time to balance the new, but it should feel the same, hopefully.
Something small about non-voting: The amount you have for such actions is half the amount of votes. For example: you have 4 votes, so you have 2 non-voting actions. If you have 5, you still had 2 and so on.
I point out that such operations will only be possible if it is related to internal management, quarrying of existing resources provided that you have enough R.S and the right technology. Building soldiers and force will only be possible after you have made a law another order that allows you to recruit without the need for a vote, but those are weaker compared to those with a vote, so see you were warned.
Besides, any question you can contact me! (Private )
Action 1 and Action 2: Research Both Materials
Moving votes to chat doom.
me as well. (hehe secrets)
what does this mean?
U get 0 currncy for round!
Atlites its not in debt
And how do I get currency
Make it, based on how rare a material is the more valuable the currency
Another vote = 1000 currency value
Iron coins = currency
Do I need to use a vote to make coins?
Yes, like Centarian did (or at least the only way I’ve seen coins made is through votes)
It all ready are in rhe Currency