dis bad karma?
Action 1: Improve Our Wall
Action 2: Research some Tech to increase happiness ![]()
Action 1: find the lost treasures
Action 2:Create barns suitable for breeding fish dragons
Action 3:Research holy magic
Non-action: recruit fish dragon cavalry
Round 16:Turning points
End
34 rounds left
This is the most important period in history for a number of reasons:
- A group of civilizations decided to unite forces and form a unity alliance
- The first battle between 2 civilizations
- A civility that needs to decide whether it is worthwhile to go this way or not
The future seems to be in the offing while many others are preoccupied with their own affairs.
Mirtal
vote 1: start project vote for the creation of a teleportation gate to allow fast travel between islands - Success (luck - 6) (Mystic+char) [Project vote start]
vote 2: use levitation magic to increase our R.S - Success (luck - 10) (Mystic)
vote 3: make the federation with twilight nigel and hazard - Success (luck - 4) (Char)
vote 4: improve our buildings to increase building slots - Succ (luck - 9) (Char + Int)
You started trying to improve better ways to build structures, and you realized that building on bare ground is not a good idea and you need to find a way to stabilize it, so in partitioning the land and using stones, you created the foundation for construction, improving a structure’s ability to withstand.
You also found a great way to use levitation magic, and realized that if you can hover things, maybe it can help with collecting materials, and after realizing that you can try using the mana streams to take the materials, they came to the realization that you can take more than they can do, so they started allocating The currents that will help them now lead materials better.
They also realized that the future was going to be different and needed to find a way to move quickly between the islands, so they realized that maybe one could try moving in teleportation, something as big as a gate of a house, could move more easily between places, like other masses. So they started a gate project.
A group of civilizations: Mirtal, Mantodea Civic, Ferloth-De and Regalis ultima, who each know each other in one way or another, in an idea that came from Ferloth-De, decided together for the first time in history: a whole group of civilizations decided on stages where they would begin to unite forces - Alliance of forces between them: where they will contribute militarily to each other when needed. But they also have a more ambitious idea: to unite them all under one unified civilization: a federation! But it is a somewhat distant future until that happens, and for that to happen, they had to solve one significant problem: the distances between masses. One of them is starting to work on it and another one already partially understands about long-distance transition, but the road is still long and full of obstacles, but now they are united for a shared goal of unity, which will only get stronger (to break into the federation and achieve all its benefits, you will have to find a way to Islands and without anyone in the middle (something that as far as I know there is no such person among you who blocks), at the moment you are a covenant of unity, like NATO)
But at the same time, in the next round, -30% on magic due to the depletion of mana flow (4)
The Rocc brought a strange island that is only volcanic, does not allow settlement in it, and full of lava, may contain substances.
You only managed to recruit 12 mana weavers
Later in the excavations, the fellow civilian who helps you, went deep into the ruins and they were suddenly attacked by a swarm of strange metals, but thanks to their agility, they were able to neutralize them and destroy them. They sent the fragments to you for research, where you find that it is very complex: a living creature made entirely of metal, it is something they have never encountered, and the fear is justified. They realized that something was lurking there, but they had to provide more answers about it, but they needed an army to protect it by chance and it got out of hand.
Tech: Foundian Constract (+5 building slot)
Mystic: levitation - +100% RS, +2 to all resource
Vote project (building): teleportation gate (need - some energy sources, Mystic and tech, Constract and stibility/switch open)
Power: 12 Mana Wavers
Rocc fear - proggres - 8/10, jump - 7, type - Attack + int (cooperative with Ferloth-De)
island - 0 C.C
territory level: 15
Pop growth: 110 (20% (25*80%) * C.C available)
Territorial Mana density (60%/100%)[-10% to Graphana process][+10% mana generator]
Info
Name: Mirtal
Pops: 826
Carry capacity: 826/3131 C.C (2505 C.C. +25%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 4
territory level: 15 - 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] (5/6)
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 (3/8) : 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)
Teleportation gate
Progress: 0/5
strength : none
need: some energy sources, Mystic and tech, Constract and stibility/switch open [this can be stuck by others, but only one vote for one for round)
reword: base on finish strength.
Energy: + 2 E.M (need some resuce to use that, if)
Enchant iron tools and collect titanium - +30%
use thaumium to create a staff to increase the magic capabilities of our soldiers. - +20%
Relations
Mantodea Civic (Alliance)
Ferloth-De (Alliance)
Regalis ultima (Alliance)
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: 62 (1 + 0.8*1.3 (Mystic race) + 0.55 (Agility race)), 0 Soldiers (1 base + 0.55 (agility race) + 0.8 * 0.8 (Mystic race)
Army Power: 136 power
Tools: Mana Iron tools (can mine Guna, possibly Titanium),Levitat Thaumium Rocc Armor (+2 base power, +5 * Deff, + 5*mystic if Rocc involve)
Economy
Resources:
Currency: 112.5 [+75, -75 to Thaumatology] (+50% - 37.5)
Trades: Mantodea Civic: Basalt [2], platinum [2] → Gems [2/4] (2 in process)
Resources Storage: [14/28] (Mana Iron tools)(Lev - +100% -[14], +2 to all resource) (crafter - +6) (len - +2)(Thaumatology - +3 R.S)
Food [5/6] (25% C.C)(Cave crab (-1 food))
Stones: [2/10] Very Common [2 Builder]
Wood: [1/6] Rare [1 to craft]
Marble: [2/9] Common [2 to states]
Flints: [0/4] Rare [need Assessment]
Silt: [0/5] Common
Basalt - [2/4] Rare (2 trade)
Granits - [0/4] Rare
Iron: [4/7] Uncommon (4 Prosses)
Titanium: [0/7] Common [can’t mine, need tech and jobs]
Guna: [0/3] very rare [can’t mine, need tech and jobs] - very rare element
Platinum: [2/4] Rare (2 Trade)
Stone Coal: [1/5] Uncommon [1 to smelting]
Fossils: [0/5] Uncommon
Processes
Smelting (1 Stone coal, 1/1)[can smelt up to 6]:
Iron (4) → Wrought iron (4/4) [1 to tool craft, 1 Thaumium, one Currency, 1 smelting]
Wrought iron (1) → 3 Iron Coins (+75 Currency)
Wrought iron (1) + Thaumium (1) → Levitat Thaumium Rocc Armor [Supplay]
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 (1/4) [create 4 for 1 (+100%)] (3 unusee)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron), Coin (enhance Currency),mathematics (+5% Int, +50% Currency effective),Foundian Constract (+5 building slot)
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), Encode magic
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.
Levitation - +100% RS, +2 to all resource
Magic projectiles (Power - +0.8* mystic)
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.
Archeology Site - Attack + Int (+30%)
Progress: 8/10
Jumps: 10, 7
discovery:
Your friends have decided to help you uncover the ruins you can not reach, and they have already discovered a surprising progress where they found from a long-worn metallic shrine that something seems to be hiding there, need to go deeper to understand what happened there (10)
Later in the excavations, the fellow civilian who helps you, went deep into the ruins and they were suddenly attacked by a swarm of strange metals, but thanks to their agility, they were able to neutralize them and destroy them. They sent the fragments to you for research, where you find that it is very complex: a living creature made entirely of metal, it is something they have never encountered, and the fear is justified. They realized that something was lurking there, but they had to provide more answers about it, but they needed an army to protect it by chance and it got out of hand.(7)
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: Improve housing by introducing electricity/lightbulbs into them. - Succ (luck - 3) (int)
vote 2: Try to (in a federation kind of way) join with frale and twilightwings in order to form a federation. - Succ (luck - 9) (Char)
vote 3: Improve the assembly line creating automatons via connecting it to the power grid - Succ (luck - 5) (Int)
You realized that you have the knowledge enough to illuminate the night, and after a subtle examination, you were able to create a small metal line that is capable of illuminating at night with the power of an electric current, pleasing the residents a little.
In addition, by connecting to the power grid, you tried to slightly optimize the production line and by the atuomotons to optimize the production, you managed to find a way to improve efficiency at such a level that you no longer have to worry about collection, as long as electricity is provided. It also helps speed up the production of automatons.
A group of civilizations: Mirtal, Mantodea Civic, Ferloth-De and Regalis ultima, who each know each other in one way or another, in an idea that came from Ferloth-De, decided together for the first time in history: a whole group of civilizations decided on stages where they would begin to unite forces - Alliance of forces between them: where they will contribute militarily to each other when needed. But they also have a more ambitious idea: to unite them all under one unified civilization: a federation! But it is a somewhat distant future until that happens, and for that to happen, they had to solve one significant problem: the distances between masses. One of them is starting to work on it and another one already partially understands about long-distance transition, but the road is still long and full of obstacles, but now they are united for a shared goal of unity, which will only get stronger (to break into the federation and achieve all its benefits, you will have to find a way to Islands and without anyone in the middle (something that as far as I know there is no such person among you who blocks), at the moment you are a covenant of unity, like NATO)
In addition, in the next round, any vote you want will always be successful in the next round (luck is not affected by this) (9)
Tech: Lighehouse (+1 Happines, -1 E), assembly line (-2E, +100% Atoumoton assbling, +50% R.S)
Pop growth: 7 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 71 [+15 Automotones, +5 for round]
Carry capacity: C.C 284 / 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] (6/10)
Cultures
The Mantodea Intelectus Intelectus came about when the new “He” saw the [REDACTED] [REDACTED]'s puny little gathering things, loyal to their cause, gathering aimlessly until the end of time. The new “He” felt pity for the mantis, they seemed to have wonderous tech…so, he created the Mantodea Intelectus Intelectus in their image, but something was special about how he created them: They had some fragments of memories left, faded, but still there. Something about a giant hand in the sky, wiping out what looked to be some of their kind! And after, they saw some strange mechanisms gathering materials for almost no purpose. [+5% mystic]
Stability: 0 (+1 banker, lighthouse)
Happens: -1 [-1 sti]
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: 1 E (1 electrium) (-3 E)
Lighehouse (+1 Happines, -1 E, supplay)
A.L - -2E
assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
Relations
Mirtal (Alliance)
Ferloth-De (Alliance)
Regalis ultima (Alliance)
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: 500 [ +600, -350 in total] (150 + 300% [450])(+250)
Trades: Mirtal: Gems [4/4] → Basalt [1/2](1 unuse), Platinum [0/2] (2 unuse)
Resources Storage: [10/30] (Iron tools) (+6 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (7) R.S, +1 to all common/uncommon resounse (not include biological)[if powerd - -2E, +100% Atoumoton assbling, +50% (7) R.S],supply)(+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 [2/3] Rare [can’t mine, need tech, tools and jobs] (1 unused, 1 energy)
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) = +5 (+150% - +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 v3 (+5% to explode, +4 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: Recruit for army - Succ (luck - 5) (Char)
vote 2: Research Talmedium - Succ (luck - 5) (int)
vote 3: Create Federation with the Mirtal, their ally (Mantodea Intellectus), and the Regalis Ultima. - Failed (luck - 1) (Char)
Vote 4: -”- - Succ (luck - 5) (Char)
You started recruiting more people for the army, and you managed to recruit another small number (detailed below).
In addition you managed to research a bit about Talmudium: this material which is hard and crystalline in green does not seem to be unique until magic works through it: then it starts behaving strangely and according to the direction of the magic, it creates a strange opening where it seems to gate somewhere else! It is a crystal that is capable, in the presence of some energetic flow, of creating holes through which it can work! But what is the potential? It just needs to be explored further.
A group of civilizations: Mirtal, Mantodea Civic, Ferloth-De and Regalis ultima, who each know each other in one way or another, in an idea that came from Ferloth-De, decided together for the first time in history: a whole group of civilizations decided on stages where they would begin to unite forces - Alliance of forces between them: where they will contribute militarily to each other when needed. But they also have a more ambitious idea: to unite them all under one unified civilization: a federation! But it is a somewhat distant future until that happens, and for that to happen, they had to solve one significant problem: the distances between masses. One of them is starting to work on it and another one already partially understands about long-distance transition, but the road is still long and full of obstacles, but now they are united for a shared goal of unity, which will only get stronger (to break into the federation and achieve all its benefits, you will have to find a way to Islands and without anyone in the middle (something that as far as I know there is no such person among you who blocks), at the moment you are a covenant of unity, like NATO)
In addition, in the next round, + 20% on charisma (8)
Army: 3 shade flier, 6 shade runner , 5 shade magician , 9 Chiropterans
Traps Ruin - 6/10, progerss - 3, Attack + agility (failed ⅓)
Pop growth: 25 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 154 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)
Carry capacity: C.C 616/3678 (2175 C.C. +70%)
Pop for C.C: 4
Spirit Guardian: @TwilightWings21
Votes: 4
territory level: 13 (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%
Bind - +10%
Helping Zen - +20%
Relations
Mirtal (Friendly)
mushroom civilization (unknow)
The Resurrection (Unknow)
Mirtal (Alliance)
Mantodea Civic (Alliance)
Regalis ultima (Alliance)
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: 3 shade flier (9.8 + 1.44 (shade agility) + 0.335) , 6 shade runner (5.3 +0.72 + 0.335), 5 shade magician (4.5 + 0.68 (mystic)), 7 Lavawalker (9.8 + 1.5 Agility +0.6 Def +0.37, immunity to week fire and earth), 9 Chiropterans (5.3 + 1.44 Agility +0.3)
Army Power: 278 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: [1/9] Very Common (1 unuse)
Wood: [2/7] Uncommon (1 carfter), (1 smelt)
Obsidian: [2/2] Uncommon (2 unsuse)
Marble: [0/3] Uncommon
Flint: [0/2] Rare
Ballast: [0/3] Uncommon
Sandstone: [0/2] Rare
Nickel: [2/3] 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]
Titanium: [0/5] Very Common [can’t mine, need tech, tools and jobs]
Quartz: [0/4] Common
Guna: [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: 6/10
Jumps: 10,3
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)
Managed to neutralize a bit (3)
(failed ⅓)
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: Create flying golems that can defend us from attacks from above and also act as self-repairing airships. - Succ (luck - 1) (Mystic + int)
vote 2: Join the federation/alliance with the Feroth-De. -Succ (luck - 5) (Char)
vote 2: Try to harness our elements for offensive purposes in the form of elemental breath weapons. - Failed (luck - 8) (Mys) [+20% next time]
After combining several types of magic: space, earth and gravity, you are in the process of refining construction, you have created the first golem that is able to fly and is also able to repair itself. But the problem is that it’s pretty weak compared to a regular airship, especially in the fact that it’s small, and also because of an accident that killed 16 of you.
You have also tried to create a weapon, but it will take more time to work on it if it succeeds of course.
A group of civilizations: Mirtal, Mantodea Civic, Ferloth-De and Regalis ultima, who each know each other in one way or another, in an idea that came from Ferloth-De, decided together for the first time in history: a whole group of civilizations decided on stages where they would begin to unite forces - Alliance of forces between them: where they will contribute militarily to each other when needed. But they also have a more ambitious idea: to unite them all under one unified civilization: a federation! But it is a somewhat distant future until that happens, and for that to happen, they had to solve one significant problem: the distances between masses. One of them is starting to work on it and another one already partially understands about long-distance transition, but the road is still long and full of obstacles, but now they are united for a shared goal of unity, which will only get stronger (to break into the federation and achieve all its benefits, you will have to find a way to Islands and without anyone in the middle (something that as far as I know there is no such person among you who blocks), at the moment you are a covenant of unity, like NATO)
But since the stones scattered on you ruined you, you in the next round will suffer from 40% C.C (3)
Mystic: flying golems (+10% Binding, +35 Base dmg if use)
Re: Ferloth-De (frendly)
Old ruin: type - Agility + def, progress - 8/10 failed (2/3)
Pop growth: 1(19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 205
Carry capacity: C.C 820 / 2279 (1470 C.C. * 55%) (-40%)
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] (5/9)
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
Doombriner (Wary)
Bananarama (Unknow)
Mirtal (Alliance)
Mantodea Civic (Alliance)
Ferloth-De (Alliance)
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: [6/19] (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 - [1/2] Rare
Iron - [1/3] Uncommon
Petroleum - [0/4] 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
Iron (1) + Cobalt (1) → Permendur [0/2] (2 unuse)
Inferium (0) + Permendur (0) → Electric motor (0)
Brimstone (4) → Brimstone Dust (2/4) [2 unsue]
Army mystic:
Stone (0/2) → Stone Golem
Stone Golems → flying golems
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),Permendur (Iron + cobalt), Electric motor
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
flying golems (+10% Binding, +35 Base dmg if use)
Old ruin
Archeology Site - Agility + Def
Progress: 8/10
Jumps: 9, 4, 6
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 2/3
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+4 food)
Wine berries (+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: find the lost treasures - Succ (luck - 7) (Agility + Mystic) [Event]
vote 2: Create barns suitable for breeding fish dragons - Failed (luck - 1) (Int)
vote 3: Research holy magic - Suc (luck - 1) (Mys)
You started trying a new kind of magic: a magic that according to God’s line can do magic through it, but the way to try to create one is more dangerous than it seems: when the first one succeeded, it accidentally burned 34 monks? , Including itself, but their documentation remains.
There was also an attempt to multiply the dragon-fish and raise a child, but it ended in disaster in which another 23 people were killed.
The residents and temple trainers after seeing the message, decided to try to search for the lost treasure. It took many years for a monk? One realized that the treasure is not far away, those within the mountains. So they created a search there and they found a cave that led to a particularly large treasure of buried money, a stranger from everything they knew, and at the end - a small box, the monks opened it and they uncovered metal plates engraved in a language similar to the message.
They brought him back to the temple to decipher it, and they understood the scripture:
“God is alive and well, walking among the earth, and he is the one who destroyed it”
“He is the one who knows when it started, and when it ended”
“The one who is not allowed to say his name stretches everyone’s strings, and whoever knew his name, will cut his strings and disappear”
“This is his gift to the world! Those who believe in him from all and will stand by him as soon as everything is destroyed, will get to see him without his thread disappearing”
“Those who receive the order, will receive this gift, only if they are willing to sacrifice everything”
And on the plates is written a strange and unconscious list, that you have written what is needed, and on the top is written:
“The recipe for transcendence”
The recipe will take time to decipher as it is full of unfamiliar words, but apparently it is about what they wrote: “Be on the side of God”
What would you like to do? (This is a turning point of your civilization: would you like to build the recipe or reject it? Any choice is irrevocable and can affect the whole game - will you get to work according to the recipe that can end the game as a winner or ignore it and let it be forgotten in the history pages?)
The new leader comes from the believers in the coefficient, turning in his direction
Mys: Holy magic
Army: 5 Fish dragon cavalry None wepenace (4 + 2.9)
Lost treasure - The recipe of the God/Transcendence
Pop growth: 38 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 797
Carry capacity: C.C 797 / 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: 75% - [+10%]
Intelligence: 45%
Agility: 20% (35% on spying)
Defensive: 65%
Charismatic: 70% - [+5%] (55% if diplomatic civics)
Mysticism: 55% - [+20%]
Legacy: Grand Leader [+10% Mystic] (1/5)
Cultures
A coalition of previously warring states unified under a strong leader. It comprise of many states, each with its own governance. But there is a clear leader among them, the one which could bolster the strongest military force as well as showing great devotion to the one true faith. However, there is an instituted council of each ruler which has political power even greater than the Grand Leader if a dominant portion of the council unify under a single vote. [+5% attack]
The story before - +10% Char
Building: Holy site (+5% Charisma, Create job: Monks?)
drought mygrants (+25% C.C if drought)
Conscription - сan now recruit soldiers with non-vote act to recrue up to 10% of total pop (with a limit of 60% of the total pop)
Stability: 2 [+5% on anthing]
Happens: 1
positivity speech - +20%
perper to the war - +30%
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: 136 Soldier (2.4 + 0.16 (agility) + 1 (attack))[ iron battle ax] , 5 None wepenace -Fish dragon cavalry (4 + 2.9)
Army Power: 518.5 power
Tools: Iron Tools,Iron Battle axes(+ 0.9, +0.5 * Attack, -0.2 * agility)
Economy
Resources:
Currency: 425 [+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: [1/3] Very common (builders: 1)
Obsidian: [0/3] Uncommon (0 to crafters)
Silver: [2/2] Rare [2 to currensy]
Tugenstan: [0/3] Uncommon
Sulfire: [0/2] Rare
Iron: [2/3] Rare
Petroleum: [0/3] need tech
Processes
Smelting (1 wood (1/1)):
Iron (2) → Wrought iron (2/2) (1 to crafter, 1 ax)
Silver (2) → 200 Currency
Wrought iron (1) → Iron Ax (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
Holy magic
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
Lost treasure
need more info
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: use material manipulation to make lead boxes- Succ (luck - 6) (Mys + Int)
vote 2: use material manipulation to turn uranium into pure u-235 and put it in the boxes - Succ (luck - 5) (Mystic + Int)
vote 3: summon a demon to make a temple that can duplicate anything you place on a platform, but a sentient being must be sacrificed to perform the magic. - Successful (luck - 1) (Mystic)
You kept trying to compress more materials:
The first material from the compressed bronze you started to design it as a box and with it a compressed material, but feels toxic, but it is safe to put it away.
There was also an attempt to filter the tiny uranium lead, to try to find something, but found nothing.
Because there was not enough material, they decided to summon a demon to help them with it, but all that demon gave was a way to replicate a little, at the cost of souls. It worked but then the demon went crazy and killed all those who were near the summons, and started going crazy before the soldiers managed to fire the new cannon and kill it before it did any damage.
But the big price in all this is that they were only able to get a piece of information about how it works, but until they find innovators, they can not summon demons. (57 have been killed)
But along with that, in the next round, +20 intelligence (8)
Summonless - 1 round
Mys: Duplicade: 25 pop = 1 resource of dup
Process: Lead
Power: 1 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)
Pop growth:133 (30% (25% + 5% * C.C available)
Info
Name: The Resurrection
Pops: 1591
Carry capacity: C.C 1591 / 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] (16/6)[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)
birth regulation law: +5% P.G
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: 32 soldiers (1.3 +0.4 [agility]), 26 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 3 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)
Army Power: 234 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)
Dense Bronze (0/5) → Uranium (0)
Dense Bronze (0/3) → Lead (0)
Duplicade: 25 pop = 1 resource of dup
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), Uranium denser
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: domesticate speedy grazer to raise as food. - Failed (luck - 1) (Int)
vote 2: -”- - Failed (luck - 8) (Int) [+20% next time]
You tried to domesticate the fast creature, but you could not figure out how to catch it: every time you tried, it moved at an indescribable speed, and more than that: it was elusive.
But at least, besides, a powerful life movement began that drove them away: a metal-armored snake that began attacking the residents, killing 27 before they managed to expel it (2)
Knolege: Metal snake
Pop growth: 82 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 1179
Carry capacity: 1179/2180 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] (2/4)
Cultures
Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age. [int - +5%]
Stability: 0
Happens: 0
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: 125 [+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)
Metal snake: big metal snakes
Others
MYSTERY
Bananarama
vote 1: continue construction on the shipyard - Succ (luck - 7) (Char + Int) [project vote - done!]
vote 2: i want to hand out firelances to every last single citizen on my island so that they can contribute if we are attacked - Succ (luck - 7) (Char)
vote 3: create a commander unit for our airships, the captain, meant to increase the fighting power of their mateys and airship. - Failed (luck - 7) (At + Cha) [+10% next time]
vote 4: find a way to create a massive shield dome around our island, using the new mana spring as a power source - Succ (luck - 3) (int + Agi)
After a long time of work, you laid the last stone of the building, and with it, you finished building the wonder shipyard, giving pride to all the residents and with it opens new possibilities that can help them for the future, which has just begun.
You also understand that a war is approaching, and with it you began to distribute and create as many firelances as possible for all the residents, and it took time until you were able to create the weapon for everyone. Now anyone can defend themselves in case of need, but there is always the fear that it will be misused.
In addition, you archived the diagrams of the energy shield, check it, and discover that some of it is possible to create such an energy shield so large that it covers the entire mass, and even better that some of the required things are in the mana spring, can provide the energy needed to activate , But when they started trying to build it, they encountered one unexpected problem: a lack of special material.
It is written that this material is called “Electium”, an energetic material on which the shield is based, and all they manage to create is its weaker version: a mana shield, which is weaker than it. And they could use it to wrap the whole island.
But there is another problem: it will take time to wrap it up. And it seems that soon they will not have time to finish before something attacks them.
After hard work, you were able to uncover all the weapons hidden at the excavation site: it is a very large and long weapon, similar to your own weapon. Once you took it out, it took measures until you were able to propel it. Surprisingly, he appears to be in good condition, and there was ammunition inside. You put the ammunition in and shot it and with a big noise, it flew!
It flew so far that it completely disappeared from the field of view.
They started looking inside the huge weapon for what it was and they found steel plates that were mechanized and inside it was hidden a series of post-decipherment marks, they assumed that this weapon was called:
“The weapon that penetrates the heaven”
A weapon whose range is so far that it is actually capable of hitting distant islands accurately without leaving the island! It is an extremely powerful weapon, but too heavy that even their largest ship will not be able to lift even a fraction of it. But only if they manage to reduce his version …
War [attaker: 985 , def: 840] - A: 1634 vs D: 8220 - Total victory
Wheel of fate: A - 2, D - 7
While one day was normal, everyone was busy with their business as usual, but then began to see in the sky a black cloud approaching quickly and out of nowhere, and with it some of the soldiers straight away realized that one thing had to be done: prepare for defense, immediately!
Right they started the airships and the rest of the army: the mateys started calling straight: the enemy was approaching!
394 units of doombriner were counted from a distance while moving for an attack, but what they had never seen before: these look like balloons. Straight first attack and the invaders started attacking one of the ships to board it, but the rest ignored them. What they do not know, that you are ready for it: almost every resident was holding a weapon and they practiced a bit for that moment and one shot, one sniper of them: they felt like a training range!
The battle seemed to be long, but in the end, they turn out to be easier than they thought and lost nothing while landing like flies. When they came to pick them up, their bodies quickly disappeared. But one thing is for sure: they survived without problems thanks to the residents and their “guns”.
loss: 394 Helliumbriners
Shipyard (+5% Attack, Aerodynamics tech, -1 wood cost skeleton build)
Power: 3 Jaegers
Cultre: Wepone laws (+1.5 power for civic (not unclude army), -1 Stability)
Archeology Site - Attack + Int, progress - done! Tech: Artillery, Cultre: The weapon that penetrates the heaven - + 1200 power vs bulding, 10% effective vs others, cant move
Pop growth: 278 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 3416
Carry capacity: 1708/1907 C.C (1467 C.C. +30%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 4
territory level: 8 (Landmass, one anomalia)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 10% - [+5%]
Intelligence: 80%
Agility: 75% (80% if stealth votes)
Defensive: 5%
Charismatic: 45%
Mysticism: 90% - [+10%]
Legacy: Priest [+5% Mstic] (4/4)
Cultures
when the lord of chaos, He, otherwise known as “Bob” destroyed pandora, Nihilator was able to valiantly rescue some of his faithful followers and deposit them in a different world, saving both them and himself from certain destruction, though he has been somewhat weakened from the ordeal, and his remaining followers are few. [+5% Mystic]
The weapon that penetrates the heaven - + 1200 power vs building, 10% effective vs others, cant move
Wepone laws (+1.5 power for civic (not unclude army), -1 Stability)
City (u can give a name): +1 vote
1/5 building:
Shipyard (+150% airship building, Create Shipwrights job, сan now train automatic for every airship constract without a vote, if constact any airship type)
Shipyard Wonder
Progress: complit
strength : 1,3,7 ~ 4
need: vote one of contiune work on that for round (cant stack)
reword: +5% Attack, Aerodynamics tech, -1 wood cost skeleton build
Stability: -1 (wepone law - -1)
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: 16 Mateys (2.5 + 0.75), 3 Sloops ([0.5 * 20 + 10]*5, take 20 mateys, install - Fire lance (*5 the base power), can fly [immune vs non bord malley attacks]), 7 Jaegers ([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: 840 power (-50% power)
Tools: Steam Drill (Steam Drill, 1 Wrought iron, +18 R.T), airships (+30% on island binding [supply], 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 (2 progres, 1 unusee)
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: [5/11] Very Common (5 smelting)
Clay: [0/5] Very common
Basalt: [0/4] Common
Stone Coal: [0/4] Common
Fossils: [0/3] UnCommon
Sulfire: [0/2] Rare
Guano: [0/4] Common
liquid mana: [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: (+200%)
Sloops:
1 metal (Wrought iron) and 1 wood → 0 Sloops Airship (+3 for round) (+200%) [ to craft Sloops]
Mateys Armor Battle-Airship :
M.S.B Airship Cost (1) + Steam core (1/1) + Wrought iron (1/1) → 3 Jaegers Airship (+3 for round) (+200%)
(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, Artillery, Aerodynamics
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.
"The weapon that penetrates the heaven"
Archeology Site - Attack + Int
Progress: Done
Jumps: 10, 6, 2, 10 ~ 7
discovery: large tube that similar to firelancher (+5)
and base on the tube (6), (2), (10)
i was soo huge that it can shoot far avay and hit anything, but it too heavy to move…
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: Improve Our Wall - Succ (luck - 4) (Int + def)
vote 2: Research some Tech to increase happiness - Succ (luck - 7) (Int+char)
You kept trying to upgrade the wall, and in another activity, they decided to raise it so that it was higher, more helpful in defense.
In addition, in the discovery of fermentation of the green vegetable, you discovered the alcohol, a liquid substance that is able to make anyone happy who drinks from it, gives him relief from the hard day he had. Thanks to this, the ointment has risen steadily a bit.
In addition, in the next round, + 10% on each vote (7)
Tech: Fermentation (+2 Hppines)
Wall: +5% def
Pop growth: 68 (35% (30 + 5) * C.C available)
Info
Name: Arcimea
Pops: 458
Carry capacity: 458 /774 C.C ( 484 C.C. +55%)
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: 77% - [+10%]
Agility: 45%
Defensive: 53% - [+10%]
Charismatic: 67% - [+10%]
Mysticism: 10% - [+5%]
Legacy: Gerontocracy [+1 Stability, +5% Mystic, +5% island binding, +5% Char] (5/6)
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 - +10% deff
Bulding (⅓) : School [+5% char, create job: teachers]
Stability: 1 (Gerontocracy)
Happens: 0 (+2 Fermentation)
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), teachers [+5% int, -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: [4/12] (Iron tools) [crafter - +5 R,T] [writhing - +4]
Food [8/10] (40% C.C)(-1 techaer)
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,Fermentation (+2 Hppines)
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: use plant sap to engrave the mana gathering rune onto non living objects - Succ (luck - 2) (Mys)
vote 2: Invent aerodynamics - Succ (luck - 4) (Int)
You started trying to create the plant sap trying to engrave the mana into a non-living object, and after a few moments, it started moving a bit before it fell apart, but suddenly it not only fell apart, these crumbled also the rest of the things that were in the area, collapsing some of the superstructure and killing Instead of 32 residents.
In addition, you also managed to understand how air currents work and invent the aerodynamics, but you will need more time to implement it.
But in an approaching drought, forces you to suffer with less food for the near future (5)
(If you want to run any job, other than military, you don’t have to do anything but satisfy your needs, then you don’t have to recruit anything other than military)
-10 c.c next round
Tech: Aerodynamic
Mystic: Animated object
Pop growth:54 (31% (25 *125%) * C.C available)
Info
Name: Supreme Abacus
Pops: 516 (+15% Int and Mystic [+3% for 100])
Carry capacity: 258 /574 C.C ( 440 C.C. +30%) (-10)
Pop for C.C: 0.5
Spirit Guardian: @GodOfKnowledge
Votes: 2
territory level: 4 ()
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30%
Intelligence: 75% - [+20%]
Agility: 30 %
Defensive: 25%
Charismatic: 50% (20% vs other civics) - [+10%]
Mysticism: 65% - [+15%]
Legacy: Queen [+2 Stability] (4/4)
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: [10/16] (None) (+100% - 8) [crafter - +0 R,T] (writhing - +3) (paper - +2)
Food [5/6] (25% C.C) (teacher - -1)
Kalooms: [5/13] - {Unique} - need to be proses before use (5 unusee)
Wood: [1/1] Very Rare [1 unuse]
Processes
None
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, Paper (+2 R.S), Aerodynamic
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), Runes ,Animated object
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.
Animated object
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
Ok, it took a lot longer than I expected, and now that I’m exhausted (as I wrote words for him), it could be that I missed a few things.
If so I’m sorry.
Plus, there have been a lot of events that have taken place, this is the extraordinary round we have been through so far, hope you enjoy.
would “kill the entirety of zenzones civ” be a valid option?
(lol get rekd zenzone)
HAAHAHAHA
you wish it could be…
(8000 defending army power)
ANY vote will ALWAYS be successful…
i think that encompasses a lot of things, including your defending army power.
do you even know me (in game)?
it doesnt matter if any vote is always successful.
Vote 1: Invent rope.
Vote 2: Bind Another island.
Vote 3: Teach the other members of the federation how to create wormholes.
Action 1:Yeah I’m gonna use the recipe
Action 2:Research army tactics
Action 3:Research protection magic by using my knowledge of holy magic
Non-action:More infantry
Action: Learn Steel-Making
Action 2: Learn Distillation to make Better alcohol and also for better tech stuff
action 1- use animated objects as a way to convert mana into rotational energy.
action 2-Use this to create combine harvesters and or repeat action one
non-action- start to enhance objects with the animation rune.
u have already agricultre (see the tech and mystic tab)
if u want to upgreat that, that it ok
nope
Action 1: Harness doomits power and experiment on it with tech and electricity in order to make tech out of it >:) (act extremely careful too…) (this vote will succeed no matter what)
Action 2: Make steel tools out of steel made from stone coal and iron
Action 3: Start the process of producing regular steel
Non-Action: Trade with mirtal. Stone coal for doomit. (1 doomit for nearly all the stone coal he can possibly give me)
I have a priority list, I’ll just alter it if anything comes up.
Why didn’t I think of this before! It’s genius! I’ll never fail to raise happiness again!