Action 1: Raise hippieness somehow
Action 2: repeat action 1 if it fails, otherwise, research clockwork.
Action 1: Create currency
Action 2: If action 1 fails, repeat it. If not, try to smeltle the platnum and use it to mine electrium.
Action 3: Convert 4 doomit into 1000 currency in order to buy a vote.
Non-Action: Mine a lot of doomit (WITH AUTOMATONS ARMED WITH THE BEST TECH WE HAVE)
Action 1: bind another island.
Action 2: Use earth magic to create golems that will defend us from hostiles.
Action 3: explore our territory for more edible fruits to cultivate.
Edit: Didn’t realize I had a third action due to the first contact event.
Edit 2: Turns out I have enough territory for 3 actions, plus the bonus action from first contact. Edit 3:, NVM misread Twilightwings comment. Pretty sure I just have the two actions + the bonus action.
confusion
u just start, soo it not nessisery to grow it in the first round
Action One- invent schooling to teach the young about research
Action Two- Repeat Action One if failed- Else, research writing to store information (clay slates, Mesopotamia style )
non action- start to get together in mana brain formation to discuss these newfound theories and ideas to develop them.
schools teach
-small brain math, +,-,*,% (for one year)
-writing(If had discovered) (for 1 year)
-fighting, (For two years)
how many times can I use one unit of a resource until I need to use another unit?
as long as needed.
deffence on that:
u mine 1 iron and want to tesor that to steal
u use one wood to active the smelt can get cast iron
afte thae u mine 1 coal to use that to connect cast iron with coal to get steel. the unit of steel not gone or add unit it use, and that it call a chain.
soo that mean that how many time u can use that.
if u give up on that recose, unless u have a true way to add that, that will gone on the monet u switch to another.
that work that way becuse every round it some time and not just like a day or two. it a years.
u can think on that as electric curcla
i hope it anser ur q, ulsee i dont get it
fun fact:
i have a total of like…6 automatons
wait, you can buy votes with currency?
why do I have blacksmiths, if I don’t ave bloomeries?
Black smeit in old time dont us the more advance bloomery, they use just a primative one, not storng enough to melt a iron, but good enoght to melt gold, copper or tin
k
@PositiveTower
any godly plan to the next round?
someone say
Godly?
mass prodction
Action 1:Use my fish dragons to scout the neighboring islands
Action 2: Go into the temple again and see if there are any hidden messages or location there
Action 3: Make a law to train soldiers
So, has everyone voted?
Round 14: Voices of war
End
36 rounds left
It seems like a lot of civilizations are preparing themselves for a big battle that is going to get closer, I wonder what it is?
Mirtal
vote 1: Try again to create mathematics, both for the study of the universe and the economy. - Success (luck - 1) (Int) [+20%]
vote 2: send thaumaturges to study guna, do it in any way possible: asking the roccs (since they seem to know about it), experimenting on it, try to use it on the mana generator, try to make guna artificially from a mana generator. - Success (luck - 6) (Int + Mystic)
vote 3: After the discovery that there is something hidden in the place with no mana, create a law that everyone must make military service in order to defend us. - Success (luck - 4) (Ch)
vote 4: use thaumium to create a staff to increase the magic capabilities of our soldiers. - Failed (luck - 8) (Mys)[+20% next time]
You tried to start working on a way for the second time to describe the world in the invention of a new invention: mathematics. Although he manages to explain some of the things, he causes a quarrel over how to arrange them correctly, and because of a calculation error, caused an explosion that killed 23 of them.
And in light of the message from those new friends in the area where mana is lacking it seems that my life and there is a need for them to prepare for battle to defend themselves if they are attacked. As a result, the village elder suggested that they start recruiting regularly, that there would be no shortage if by chance and they attacked. All those close to him agreed and began recruitment processes, managed to recruit 9 standard soldiers and 8 Mana waver.
They also tried to give the soldiers something that might help them forge their magic abilities, but the thaumium still does not stabilize for the desired role, more work is required.
As for the research on the Guna, they began to try to research it: what is the substance that makes mana rich? Why do the Rocs love him? They created to search and ask and find out. They also tried to splurge on the generator power, but without success. After several years of research, they were able to come and try to explain what it is: Ethar solid, mana has several aggregation states - they are officially known only about 2 types: gases - the mana currents they feel, solid - Guna, where under certain conditions they become hard, and theoretically : Liquid. What’s weird about Guna is that it’s become so hard that it’s no longer mana, these are exotic stuff that was said before: Ethar. Its properties are still unknown, but it is similar to Graphana, capable of producing mana, only that it is created naturally.
It seems your giant friends have mistakenly brought in a new creature: Cave Crab that it starts digging in your islands and damages crops. (5)
The rocc brought more small and unspecified territory.
Currancy: +37.5 Currency for round
Tech: mathematics (+5% Int, +50% Currency effective)
Cultere: Military service - Can now recrute without vote [limit to up to 5% of the pop for round, with max of 50% of the total pop]
Power: 9 Soldiers (1.55 [1 base + 0.55 agility]), 8 Mana Wavers
Knolege: Cave crab (-1 food)
island - +136 C.C
territory level: 13
Pop growth: 67 (20% (25*80%) * C.C available)
Territorial Mana density (60%/100%)[-10% to Graphana process][+10% mana generator]
Info
Name: Mirtal
Pops: 617
Carry capacity: 617/2984 C.C (2387 C.C. +25%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 4
territory level: 13 - 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: 80% - [+20%]
Agility: 55%
Defensive: 20%
Charismatic: 55% - [+5%]
Mysticism: 95% - [+15%]
Legacy: Elder [+5% mystic] (3/6)
Cultures
They are a community of Larmyah that believes in the pursue of knowledge and the understanding of the universe, for them everything has to be understood. [int - +5%]
Stability: 0
Happens: 1
lenguage: Miralen [+2 R.S]
Roc Island brinner - + tiny - small island for round
Military service - Can now recrute without vote [limit to up to 5% of the pop for round, with max of 50% of the total pop]
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: 8 (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race)), 9 Soldiers (1 base + 0.55 (agility race))
Army Power: 30 power
Tools: Mana Iron tools (can mine Guna, possibly Titanium)
Economy
Resources:
Currency: 37.5 [+75, -75 to Thaumatology] (+50% - 37.5)
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 [5/6] (25% C.C)(Cave crab (-1 food))
Stones: [2/7] Very Common [2 Builder]
Wood: [1/4] Rare [1 to craft]
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: [1/3] Uncommon [1 to smelting]
Processes
Smelting (1 Stone coal, 1/1)[can smelt up to 6]:
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%) (1 unsuee)
Gems (1) + Wrought iron (1) → Thaumium (4/4) [create 4 for 1 (+100%)] (4 unusee)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Coin (enhance Currency),mathematics (+5% Int, +50% Currency effective)
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
Cave crab (-1 food)
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: Create currency - Succ (luck - 10) (Int + Ch)
vote 2: try to smeltle the platnum and use it to mine electrium - Succ (luck - 8) (Int)
vote 3: Convert 4 doomit into 1000 currency in order to buy a vote. -Failed (luck - 2) (Ch) - not a good idea u know
You started trying to perfect the payment methods instead of just a marble, but something more significant, and you started to make a big reform: all the marble used for payment will now be converted to something new and more elaborate: coins, but it made its name a bit unusual: Until then in Marble, it was necessary to convert them into currencies as well, so they had to do something with it, so an idea came up that over time, turned into something ingenious: banks. A place where you can convert things to their value and also a good place to store your coins. Thanks to this, your economy has jumped.
But the attempt to find a higher value: to use Doomit as a higher value turned out to be a big mistake: this material is dangerous to the touch with bare hands, something they learned too late: all those who touched coins made of them became mutants and began to do damage. They managed to kill 4 people and destroy 2 automatons before they managed to take control of them, causing damage to their stability and even now being in danger of coup.
On the other hand, further research has begun to use platinum and dissolve it after discovering that this substance is capable of leading to the onset of electromagnetic damage. They started trying to cover the areas with their rods, and with one blow, one of the pickaxes hit the ore and it started to erupt! The electric market moved to the platinum rods, where Mantis or Automaton was hit. It can be declared a success!
They later discovered that the sky was the better job with washing the ore in it before quarrying, reducing the eruption, and even raising the quality of the material.
While all your successes, you notice movement in the air, at first you thought it was an island, but later it turned out to be something unfamiliar. Seems like a living creature and then it lands on your island. Some of the residents who were in the area saw what it was: it’s a group of tiny intelligent people who just stopped to rest: they had leg wings attached to a long, big tail, walking on 4, but you had another pair of hands that helped them hold their journey, and started hunting goat-like. When one of you multiplied to them too much, they noticed, but did not run away. Instead, they bowed and gave the fat of the goats that were hunted to you before they returned to settle in the mountains. They seem to be a new civilization that has just stopped resting and they seem to lack central islands (7)
Tech:Currency - Coins (enhance currency), Electrium mining
Building: Bank (+300% Currency, create banker job, all job now need payment)
Job: Banker (+10% Charisma, +1 Stability, need payment)
Currency - +250 for round
Stability and happiness: -2
Other: fling long leg sapiens (unknow)
Pop growth: 3 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 58 [+7 Automotones, +3 for round]
Carry capacity: C.C 203 / 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] (4/10)
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 (+1 banker)
Happens: -1
Bulding (3/3): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int), Bank (+300% Currency, create banker job, all job now need payment)
Writing: Unknow (+1 R.S)
Energy: 0
assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
Relations
Mirtal (Trade)
Fling long leg sapiens (unknow)
Races
Mantodea Intelectus Intelectus
Race name: Mantodea Intelectus Intelectus
Attributes:
Attack: 50
Intelligence: 80 (+10%)
Agility: 40
Defensive: 50
Charismatic: 40
Mysticism: 10 (-10%)
size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)
Capabilities:
Advantage:
Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)
Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.
Disadvantage:
Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism
Description: The mantis have Larval and Pupal forms, they look like this:
The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)
Jobs, Army and Tools
Jobs know: blacksmithing (-50 Cur), Farmers (+6 Food, -25 Cur), Binders (-50 Cur), Builders (1 Marble, stone, 1 basalt, +1 Happiness, +15% C.C, -50 Cur), Crafters(1 wood, 1wrought iron, + 6 R.S, -25 Cur ), researchers (-25 Cur, +5% int), manufacturers (add prosses to create automotons, +2 R.S, -75 Cur), Banker (+10% Charisma, +1 Stability, -50 Cur)
Army: None
Army Power: 0 power
Tools: Iron tools
Economy
Resources:
Currency: 250 for round [ +600, -350 in total] (150 + 300% [450])
Trades: Mirtal: Gems [4/4] → Basalt [1/2](1 unuse), Platinum [0/2] (2 unuse)
Resources Storage: [5/23] (Iron tools) (+6 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (7) R.S, +1 to all common/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: [3/3] Uncommon (1 for builders, 2 currency)
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: [5/5] Very Common - very rare (5 unused)(atomoton mining)
Iron: [2/5] common
Processes
1 Fat → Animal oil (1/1)[automatons)
2 marble → 6 coin (+150 Currency)
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, Coins (enhance currency), Electrium 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: Bind Island - Succ (luck - 9) (bind)
vote 2: -”- - Succ (luck - 7) (bind)
vote 2: -”-. - Succ (luck - 3) (bind)
You started trying to get new islands, and no doubt you managed to do a lot: there are a lot of islands, one small, the other not that big and it has large ice sheets, and the third one was one that contained a lot of resources, one of which is uranium.
After all the tying hunter that with almost no problems, you toured and you discovered a ruin on the Middle Island. It contained a lot of unfamiliar resources: a reddish substance, which according to what he saw to one of the islands, it is identified as iron, and the other hard substance in an unidentified turquoise color. You go deep into the ruin shaft and you find that it contains a lot of traps, almost killing one mousekin. The ruin seems to be stealing something valuable that might help you, if it survived let’s time (10)
(for ur non vote act u need to make that a vote becuse it not tryle exploer and need the other size parmisen)
Islands: Total C.C = 336 ,Gold - +3, Sandstone - +2, wood - +4, Uranium - +1, Magnezium - +2, Flint - +2, Stone - +1
territory level: 10 - +1 vote
vote - +1
Traps Ruin - 5/10, progerss - 10, Attack + agility
Iron - +2, Talmedium - +2
Pop growth: 17 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 107 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)
Carry capacity: C.C 428/2280 (1341 C.C. +70%)
Pop for C.C: 4
Spirit Guardian: @TwilightWings21
Votes: 4
territory level: 10 (Island Contonat, have one desert and one ice sheed, +1 vote)
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] (5/9)
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: 0
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: [1/11] (+50% MouseKin - [4]) (Nickel tools) (crafter - +4)
Food [14] (70% C.C)
Stones: [1/6] Very Common (1 unuse)
Wood: [2/6] Uncommon (1 carfter), (1 smelt)
Obsidian: [2/2] Uncommon (2 unsuse)
Marble: [0/3] Uncommon
Flint: [0/2] Rare
Sandstone: [0/2] Rare
Nickel: [2/2] Rare
Zinc: [2/2] Rare
Magnezium: [0/2] Rare
Gold: [0/3] Uncommon
Iron: [0/2] Rare
Diamonds: [1/1] Very Rare [can’t mine, need tech, tools and jobs]
Uranium: [0/1] very rare [cant mine, need tech]
Talmedium: [0/2] Rare - Very rare [cant mine, need tech]
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.
Trap ruin
Archeology Site - Agility + Attack
Progress: 5/10
Jumps: 10
A ruin full of resources, one of which is a very rare material, full of traps for an unknown reason, maybe he is hiding something out of the ordinary (10)
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. - Succ (luck - 9) (Bind)
vote 2: Use earth magic to create golems that will defend us from hostiles. - Succ (luck - 6) (Mystic)
vote 2: explore our territory for more edible fruits to cultivate. - Succ (luck - 1) (Agility)
You went out to connect another island, and you found a large island that is empty of life, but contains a lot of metals - cobalt and iron, and a black liquid substance called petroleum, is everywhere.
At the same time, some of the respondents began to try to practice creating living “defenders”: the golem. After several trials, they succeeded in stonemasonry and succeeded in shaping the first stone golem. They are very durable and suitable for the job in which they were created. Thanks to this knowledge, you will be able to forge them for the future into something bigger.
You went out looking for something else on the island that could feed them, and you found a small plant that gives long, red fruits, and when you tasted it, it had a pungent taste, but it also attracted poisonous birds that attacked them while you took some of the fruit, killing 9 of them after poisoning. With the help of the pupa protect the fruit from those birds.
But what is worse than poisonous birds is the poisoning of the water sources from them, causing the plants to die so that the crops this year will not bloom (4)
Island: C.C = 578, Cobalt - +2, Iron +3, Petroleum - +4
Old ruin: type - Agility + def, progress - 6/10 failed (⅓)
territory level: 7 (mass)
Knoelege: pungent red fruits (+1 food), poisonous birds
Mystic: Stone Golems
Power: 5 Stone Golems (5 + 2 (stone) + 3 * def)
Pop growth: 8 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 187
Carry capacity: C.C 748 / 2279 (1470 C.C. * 55%) (-55%)
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 3
territory level: 7 (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: 5 Stone Golems (5 + 2 (stone) + 3 * def)
Army Power: 36 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 [11] (55% 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]
Cobalt - [0/2] Rare
Iron - [0/3] Uncommon
Petroleum - [4/4] Common
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]
Army mystic:
Stone (0/2) → Stone Golem
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, Stone Golems
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)
Stone Golems - The golem is a protective creature created from non-living materials whose function is to protect, but it can be used as you wish
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)
Failed 1/3
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+4 food)
pungent red fruits (+1 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
poisonous birds
Others
MYSTERY
The Exalted Coalition
vote 1: Use my fish dragons to scout the neighboring islands - Succ (luck - 1) (Bind)
vote 2: Go into the temple again and see if there are any hidden messages or location there - Failed (luck -7) (Char + Mystic) [+10%] [+10% next time]
vote 3: Make a law to train soldiers - Failed (luck - 8) (Ch) [+20% next time]
You tried to figure out if because they did something wrong or that there was some kind of message in your previous attempt to get a miracle, but after a lot of trying to figure out, they still can not figure out what they did wrong, and it will take longer to figure out the message, if Would even say something.
In addition, you tried to make a law that would allow soldiers to be trained, but the rest of the residents do not understand the necessary reason for this. Explaining to them the importance will take longer.
With the help of the new domesticated creature, you went out into the sky to see what islands were in the area, and from you one little one who was in the area and one of them thought why not catch him, as the tip of his pride, he he started trying to link him and then came out of nowhere a strange creature. Look while you have successfully connected the island, then start firing at the riders, killing 14 before it flies, leaving you stunned by what happened.
But the impact of the dead rider’s pride was suddenly felt as the island began to slow down. The same scouts began to follow the situation and reported the situation to the great leader, until one day he was completely arrested. There he straight away asked to check the environment where what was happening. After a few days, they returned to the report of 3 personalities posed as a danger:
One island contained a huge advanced collection of small, green creatures.
The other island contained something described as monsters
The third are scaly and wing-like creatures.
We will see them now who need military service, this dangerous world (7)
Island: C.C = 86, wood = +1
territory level: 6 (land mass)
First contact - +1 vote
Relations: Doombriner (Unknow), Bananarama (Unknow), Regalis ultima (Unknow)
Knoelege: Floating eye
Pop growth: 88 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 648
Carry capacity: C.C 648 / 2053 (1521 C.C. +35%)
Pop for C.C: 1
Spirit Guardian: @PositiveTower
Votes: 3
territory level: 6 (land mass)
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] (4/5)
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%
Relations
Doombriner (Wary)
Bananarama (Unknow)
Regalis ultima (Unknow)
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: 275 [+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: [2/3] 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)
Floating eye: danger eyes
Others
MYSTERY
The Resurrection
vote 1: Make cannons out of bronze, using bombs from the firemen as propellant.- Succ (luck - 6) (Int + Mys)
vote 2: use material manipulation to turn the bronze into iron bronze - Succ (luck - 2) (Mystic + Char)
vote 3: turn samples of pure metal into denser metal, keep making it into denser metal until we find a metal that kills small animals we feed it too with kidney damage. - Successful (luck - 2) (Mystic)
After they have seen the power of the firebombs and the power of their impulse, one thinks of an idea to use them to move heavy stones and launch them far, in case a demon decides to attack again. So in the invention a new invention of compressed bronze in the new magic they learned, after much experience in which 23 people were crushed to death, used it to create a hollow tube in which a fire wizard creates the bomb and puts it into the barrel, and another puts the ammunition and the magician ignites the bomb, launches the The ammunition is very far away. It is a very deadly weapon, but its production takes time.
There was also an attempt to compress even more, but it ended in another major disaster after most of them were poisoned to death because of it (6 died).
All these things began to cause doubt again in the system of government, at least in the way in which the magic given by the demons is used and causes only death (4)
Tech: Cannon
Process: Dense Bronze
Power: 1 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)
Pop growth: -19 (25% * C.C available)
Info
Name: The Resurrection
Pops: 1228
Carry capacity: C.C 1228 / 2576 (1840 C.C. +40%)
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: 0
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: 33 soldiers (1.3 +0.4 [agility]), 24 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 1 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)
Army Power: 165 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 (3/3) (1 Crafter, 1 Trade, 1 process)
Bronze (1) → Dense Bronze (1/1)
Dense Bronze → 1 Dense Bronze Cannon (for round)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bronze, Cannon
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)
Cannon: used it to create a hollow tube in which a fire wizard creates the bomb and puts it into the barrel, and another puts the ammunition and the magician ignites the bomb, launches the The ammunition is very far away.
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: Raise hippieness somehow - Failed (luck - 2) (Ch)
vote 2: -”- - Failed (luck - 3) (Char)
You tried to make the joy somehow, but every time you tried, you failed, and it only made the situation worse, it seems that now he is in a state of rebellion if he does not try to make them happy.
On the other hand, because of the failure, in the next round, + 10% in charisma (6)
The 9th Council ended their current role and moved to a new council, where it better understands the will of the people
next round - 10% ch
Happines - -3
Pop growth: 105 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 989
Carry capacity: 989/2180 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: 60% (45% if vs other civics) - [+10%]
Mysticism: 20%
Legacy: Council nine [+10% Charisma] (1/4)
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: -4 [ uprasin - 40%]
Happens: -5 [-3 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: 100 [+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: continue construction on the shipyard - Succ (luck - 1) (Char + Int) [project vote]
vote 2: increase the might of our magic - Succ (luck - 7) (Mys)
vote 3: improve our mining techniques, implement steam cores and magic into the designs of our mines can drill into the walls in the place of pickaxes. - Succ (luck - 2) (Int + My)
vote 4: consecrate our island to give a permanent production bonus - Failed (luck - 1) (Mys)
You continued to build the shipyard successfully, but there was a terrible accident that killed 30 goblins and completely destroyed one armored airship under construction and you had to delay construction.
You have been able to improve your magic ability thanks to an understanding of the mana current and the power of shadow manipulation. Now thanks to the training and the new technique, the performance of your magic is greater, and in addition a new role will be created: a great magician, who strengthens the magical ability of everyone who wants to learn from him / them.
Your attempt to improve your quarrying ability using the steam core, you created a small device called a “steam drill” that is much more efficient than the pickaxe you have used most so far, and helps you dig faster, but during the test of the device, the steam core overheated and exploded, killing 28 Goblins.
There was also an attempt to consecrate the island, but it did not succeed and also accidentally destroyed some of the land, taking down some of the land for you.
But during the drilling, you found a new material that you did not expect to see: a hard white material that seemed to have hardened. As you got closer to seeing what it was, you were surprised to find that it was something new and unfamiliar, but this material could be the key to something you dreamed of that could replace the flash powder: guano (9)
In your excavations, you were able to find in the new drilling rigs the base of the barrel: it is a device that looks broken but it is still difficult to understand what this base means, more research is needed.
C.C = -200
Shipyard (сan now train automatic for every airship constract without a vote, if constact any airship type)
Tech/tool: Steam Drill
Job: great magician (+2 Base power to any magic type, +0.5 Mystic, need payment)
Resource: Guano - +4
Power: 0 Mateys, 0 Mateys Small Battle-Airship, 1 Mateys Armor Battle-Airship
Archeology Site - Attack + Int, progress - 7/10
Pop growth: 231 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 2756
Carry capacity: 1378/1638 C.C (1260 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] (3/4)
Cultures
when the lord of chaos, He, otherwise known as “Bob” destroyed pandora, Nihilator was able to valiantly rescue some of his faithful followers and deposit them in a different world, saving both them and himself from certain destruction, though he has been somewhat weakened from the ordeal, and his remaining followers are few. [+5% Mystic]
City (u can give a name): +1 vote
1/5 building:
Shipyard (+50% airship building, Create Shipwrights job, сan now train automatic for every airship constract without a vote, if constact any airship type)
Shipyard Wonder
Progress: 2/4
strength : 1
need: vote one of contiune work on that for round (cant 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(), Enchanters (need some payment, give mystic bonus to all power types), Shipwrights (+50% airship build), Great magician (+2 Base power to any magic type, +0.5 Mystic, need payment)
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]), 1 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: 308 power (-50% power)
Tools: Steam Drill (Steam Drill, 1 Wrought iron, +18 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: [7/16] (-25% - -5) (Steam drill) (+18 Crafter)
Food [6/6] (30% C.C)
Wood: [3/6] Uncommon (3 progres)
Stone: [0/3] Rare
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: [5/10] Very Common (5 smelting)
Basalt: [0/4] Common
Stone Coal: [0/4] Common
Fossils: [0/3] UnCommon
Sulfire: [0/2] Rare
Guano: [0/4] Common
Processes
Smelting (Lava) [no limits, can smelt iron]
Tin (0) → Tin ingot (0/0)
Iron (5) → Wrought iron (5/5) (1 use as tools, 2 airship, 2 Steam core)
(1) Aluminum + (1) Wood → Flash powder [½](need aluminum and combast elemnt)
Wrought iron (1) → Steam Core (2) ( Crafter)
Shipyard: (+100%)
Mateys Small Battle-Airship:
2/3 Wood / 1 metal (Wrought iron) and 2 wood → 0 M.S.B Airship (+2 for round) (+100%) [ to craft M.A.B.A]
Mateys Armor Battle-Airship :
M.S.B Airship Cost (1) + Steam core (1/1) + Wrought iron (1/1) → 2 M.A.B Airship (+2 for round) (+100%)
(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: 7/10
Jumps: 10, 6
discovery: large tube that similar to firelancher (+5)
and base on the tube (6)
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: Research Iridium - Succ (luck - 1) (Int)
vote 2: Research Nullvers - Succ (luck - 3) (Int + My)
You set out to explore the 2 materials you found after your first connection to the mother island:
Iridium is a very hard and dense material, so dense that you could not break to submit a sample, so you learned that it is a very strong material (in reality it is a material with a very high boiling point and a very durable material, excellent for construction resistant to magma pressures, futuristic materials for research The most powerful space and material in the world of the game). When she returned, the cave collapsed and buried 17 people alive, one of whom escaped to tell the discovery.
The Nullvers is a mysterious material in itself. You managed to carve samples from it, as it turns out to be a relatively light and soft material surprisingly. But the only thing you could understand from that is that this is the reason why the island is slowing down. The reason is still unknown to you, but it’s good enough for you to start using it in the future.
But what is currently happening is that it has come in a drought that is causing minor damage thanks to the Silo (5)
Tech: Nullvers Mining
Pop growth: 45 (35% (30 + 5) * C.C available)
Info
Name: Arcimea
Pops: 324
Carry capacity: 324 /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] (4/6)
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), Nullvers Mining
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
vote 1: invent schooling to teach the young about research - Succ (luck - 5) (Int)
vote 2: research writing to store information - Succ (luck - 6) (Int)
You began to realize that your brain connection is not enough to teach, and you set out to invent a way to teach and accumulate knowledge.
Some of the residents started to specialize in learning, got the nickname teachers, these teach the young people about your contribution to the future of civilization, helps a little.
On the other hand, after deep thinking in the big brain, they were able to find a way to store what was written: writing, and after a number of refinements, the brain was able to invent their writing in stone tablets. Now information could not be lost easily.
And not only that, thanks to the prosperity, you started building the first great mana brain structure. And after thinking, in the next round, + 15% on Mysticism (7)
Next round - +15% Mys
Tech: Writing (+3 R.S)
Job: Teacher (+5% int, +5% Char, -1 food)
Pop growth: 73 (31% (25 *125%) * C.C available)
Info
Name: Supreme Abacus
Pops: 417 (+12% Int and Mystic [+3% for 100])
Carry capacity: 208.5 /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: 72% - [+17%]
Agility: 30 %
Defensive: 25%
Charismatic: 50% (20% vs other civics) - [+10%]
Mysticism: 62% - [+12%]
Legacy: Queen [+2 Stability] (2/4)
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]
Writing (+3 R.S)
Stability: +2 (Queen)
Happens: 0
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), Teacher (+5% int, +5% Char, -1 food)
Army: None
Army Power: 0 power
Tools: None
Economy
Resources:
Currency: None
Trades: None
Resources Storage: [12/12] (None) (+100% - 6) [crafter - +0 R,T] (writhing - +3)
Food [5/6] (25% C.C) (teacher - -1)
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
Soon everyone seems to be fighting to fight (for the one who sank and stopped his island)