Pandora without Horizon - P.H. Second Season

:man_facepalming:
u try that a thosent of time (3 times) and just now u remember that

1 Like

I was looking at evo’s vote.

1 Like

Round 17: New periods

End

33 rounds left

Technological leaps now seem to have begun in a number of places: between cracking the nucleus, and assembling an artificial life, there seems to be no limit to the imagination, or there is.

Another attack occurred that almost destroyed civilization.

The place is going to be more and more difficult from now on

Mirtal

vote 1: research a way to mine titanium - Success (luck - 5) (Int) {30%}

vote 2: create military training grounds - Success (luck - 1) (Char)

vote 3: send people riding roccs to search for an island that has a very rare resource or something interesting and bind it to ours - Success (luck - 4) (Bind)

vote 4: create job military generals that give out commands to the army - Failed (luck - 10) (Char + Atk) [+40% next time]

In an encounter with a titanium resource vein, you tried to use the mana-reinforced iron pickers and try to carve the material, surprisingly you managed to break the rocks and get the material successfully, but it is still in its pure state, and need to find a way to process it.

You also started trying to set up training ground, but could not find a good enough area to set up one, so we had to set it up in the mountains, which is not that optimal, but it can help a little bit in training the soldiers.

Surely the training managed to create 4 Rocc riders and they set out on one mission: to find an island that looks interesting.

And they found something strange: an island filled with extra-large forests and hills rich in vegetation. After testing, they found that the island was rich in beige-brown material that causes the vegetation to grow to large sizes. The substance was named phosphate.

You also tried to organize generals who could command the growing army, but it would take more time to work on all.

Within the depths of the archeological site, the Rocc’s fear, those who went deeper into the ruins turned out to be an old shelter, and they encountered something unusual: metallic creatures with sparks gnawing on golden material and not knowing. Shades started trying to dodge them and find out what they were doing, but unfortunately, they straight away caught up and started attacking! In the jumps they started trying to bury him alive, but here it turns out to be lucky: he is huge and the attempt to bury him does not help, so with shadow magic he managed to fend them off and neutralize all but one:

Another huge metal creature that appears to be imprisoned in a transparent prison, similar to the material that Regalis ultima know how to make. She was huge like Rocc and she looked straight at him, she seems to know. She made sounds that sounded like language, but none of them understood her. Instead she began trying to break the “prison.” Aggressively coming, he began to try to defend himself and as soon as the transparent prison broke, a liquid spilled along with it, slowly crawling towards a strange device and giving it to him and she lost life, without realizing what had happened.

Shocked, he rises back to the surface, drags her, some pieces of the metal creatures and this thing he got.

There was years of work, and they started asking for the Mentis’ help to figure out what it was, and they were able to reveal a few things:

The environment that was poor Mana in because she took the energy to exist, and with it she gave them the strange device that does not look like a weapon, these are something else, more exotic, just the question of whether to reveal what it is is a matter of choice that could change everyone’s future.

Some of the other things you were able to learn is basic robotics as learning from the metallic creatures that got their name in the Ruin and from it they were able to reverse engineer with everyone’s help the “Ether” engine, an engine that draws energy from the environment, including mana, to produce energy. Although they do not know how to reassemble the really advanced engine, they have the skeleton to build one, and only with the help of everyone’s minds, did they know how to build one in the future (6)

Following the usual hunting of islands, in case one of them returned with a particularly small island and within it, hides an unusual anomaly of instability, there is reason to try to explore the place

Trade: (4) Stone Coal → (1) Doomit. 2 Talmedium from Ferloth

Power: 4 Rocc cavalry (1 + 9 Base power + 2 + 1 def + 4.8 mystic + 1.05 Agility, non weapon supply, armor supply), +12 Mana wavers

Rocc fear - proggres - Done, jump - 4, type - Attack + int (cooperative with Ferloth-De), Reward: Basic robotics, Ether engine, The core of the past (chose to open that or not)

Bulding: training grounds (+0.1 base and +0.1 Agility to all units)

island - 346 C.C, Wood - +2, Stone - +2, Phosphate - +4

territory level: 17

Pop growth: 127 (20% (25*80%) * C.C available)

Territorial Mana density (60%/100%)[-10% to Graphana process][+10% mana generator]

Info

Name: Mirtal

Pops: 953

Carry capacity: 953/3564 C.C (2851 C.C. +25%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 4

territory level: 17 - 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] (6/6)

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 (4/8) : 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), training grounds (+0.1 base and +0.1 Agility to all units)

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)

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: 74 (1.1 + 0.81.3 (Mystic race) + 0.55 1.1 (Agility race)), 0 Soldiers (1.1 base + 0.551.1 (agility race) + 0.8 * 0.8 (Mystic race), 4 Rocc cavalry (1.1 + 9 Base power + 2 (armor) +1 (def5) + 4.8 (2mystic, +5mystic armor) + 1.155 (2.1*Agility), non weapon supply, armor supply)

Army Power: 295 power

Tools: Mana Iron tools (can mine Guna and Titanium),Levitat Thaumium Rocc Armor (+2 base power, +5 * Deff, + 5*mystic if Rocc involve)

Economy

Resources:

Currency: 150 [+75, -75 to Thaumatology] (+50% - 37.5)

Trades: Mantodea Civic: Basalt [2], platinum [2] → Gems [2/4] (2 in process), (4) Stone Coal → (0/1) Doomit [1 unused], [0/2] Talmedium

Resources Storage: [7/28] (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: [2/12] Very Common [2 Builder]

Wood: [1/8] 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 - need asimant

Guna: [3/3] very rare [3 unused] - very rare element

Platinum: [2/4] Rare (2 Trade)

Stone Coal: [5/5] Uncommon [1 to smelting] [4 trade]

Fossils: [0/5] Uncommon

Phosphate: [0/4] 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), Basic robotics, Ether engine

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: Done

Jumps: 10, 7, 10 ~ 9

Reward: Basic robotics, Ether engine, The core of the past (chose to open that or not)

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)

Inside the depths, protected by robots, the strength there a huge metallic creature that gave them a strange device and from the bodies of all present gave them the knowledge of robotics, and the extraordinary engine capable of pumping energy from the environment at no cost, apparently. (10)

Unknow 2

A low densey anomaly taht can harm ur people if close

Unknow 3

This is an abnormal anomaly in terms of stability

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: Harness doomits power and experiment on it with tech and electricity in order to make tech out of it - Guaranteed (luck - 10) (int) {unique}

vote 2: Make steel tools - Succ (luck - 4) (Int)

vote 3: Start the process of producing regular steel - Succ (luck - 7) (Int)

Thanks to trading with Mirtal, you got the coal needed to better optimize and create a stronger and more durable material: steel. After a short work, you were able to figure out how to create them, and then use the strong material to hold the tools, and it worked! Your tools are more powerful, and you decided to try using electricity for something else: they started trying to disassemble the Doomit material to try to find out with it will help electrical power in something, after fabricating they were able to figure out something strange with it: its properties in contact with electricity can turn into something else: mutagenic powder, which can help with growth, but one unexpected thing came from the Mirtal civilization that asked you for help about something, and from them you researched weird metal creatures and from them you got weird information that might help you with something else: knowledge about robotics.

Some of the mantis who came back from there started coming and helping researchers with the research and in case one of them came up with an idea of ​​trying to use the new knowledge for something else: to use your knowledge about automatons and robotics and try to build something intermediate of the two. Coincidentally during production, mutagenic powder entered one of the systems and in reaction with electricity, the construction began to behave strangely and go crazy. They started disconnecting them from the electricity, but it did not help until he saw his reflection in the water and stopped.

Shocked by what happened, you set out to investigate the issue in depth. It took several years until you realized what had happened: a miraculous mistake of several factors: automatons, knowledge of robotics, mutagenic powder and new knowledge never seen before: Boltzmann Doomit-Brain - an Artificial Brain, you came out as if by magic the most advanced product in the world: Biosynthezoid, almost An intelligent creature that if you did not know what it is, it was almost like an intelligent race of other civilizations, able to understand, learn and respond. They require almost no external maintenance in particular for their construction and any external energy source, and you are almost ready to create them after a long time of work, all that remains is to create their own template (10)

You are entering a new period never seen before: the age of biosynthesis, to enter that age, u need to construct your first Biosynthezoid. unlike Automatons, it consider a separet race, and for that, u can create a race sheet that have 230 point instead of 260 points, and give him 2 adv (in total of 3 adv and one desadv, u cant control the other type, base on luck, u see that the time will come). be be were that its a dangerous tech and ones its done, it no going back

Trade: (1) Doomit → (4) Stone Coal

Culture: Fertility powder - +10% G.S, need mutagenic powder

Tech: Steel, Mutagenic powder, Basic Robotics (*2 Assembly speed), Boltzmann Doomit-Brain (an Artificial Brain), Bioengineering (U can now resurch Bioengineering tech type), Biosynthezoid

Pop growth: 11 (24% (40%* 60% [30% +10%]) * C.C available)

Info

Name: Mantodea Civics

Pops: 82 [+25 Automotones, +10 for round]

Carry capacity: C.C 287 / 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] (7/10)

Cultures

The Mantodea Intelectus Intelectus came about when the new “He” saw the [REDACTED] [REDACTED]'s puny little gathering things, loyal to their cause, gathering aimlessly until the end of time. The new “He” felt pity for the mantis, they seemed to have wonderous tech…so, he created the Mantodea Intelectus Intelectus in their image, but something was special about how he created them: They had some fragments of memories left, faded, but still there. Something about a giant hand in the sky, wiping out what looked to be some of their kind! And after, they saw some strange mechanisms gathering materials for almost no purpose. [+5% mystic]

Stability: 1 (+1 banker, lighthouse)

Happens: 0

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)

Fertility powder - +10% G.S, 1 mutagenic powder [supplay]

Energy: 0 E (1/1 electrium) (-4 E)

Lighehouse (+1 Happines, -1 E, supplay)

A.L - -2E

assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)

Electrolize: -1 E

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:

image

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, 1 Steel, + 8 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: Steel tools

Economy

Resources:

Currency: 750 [ +600, -350 in total] (150 + 300% [450])(+250)

Trades: Mirtal: Gems [4/4] → Basalt [1/2](1 unuse), Platinum [2/2] (2 Proses), (1) Doomit → (1/4) Stone Coal (1 Steel)

Resources Storage: [11/34] (Iron tools) (+8 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (8) R.S, +1 to all common/uncommon resounse (not include biological)[if powerd - -2E, +100% Atoumoton assbling, +50% (8) 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: [2/2] Uncommon - very rare (1 energy, 1 process)

Doomit: [5/5] Very Common - very rare (3 unused, 1 Trade, 1 proses)(atomoton mining)

Iron: [4/5] common

Processes

1 Fat → Animal oil (1/1)[automatons)

2 marble → 6 coin (+150 Currency)

Smelting (1 wood, 2/2) (+50% effective):

Iron (2) → Wrought iron (0/2)

Iron (2) + Coal (1) → Steel (3/3) (1 crafter, 2 proses)

Assembling (+50%):

Wood (1) + Steel (1) = +10 (+150% - +1) Automaton pop for round, (+2 R.T, Animal oil - 1)(*2)

[1] Platinum + [1] Boltzmann Doomit-Braine + [1] Steel + [0/2] anytype of Metal of ur choise (that will affect your end product → Biosynthezoid {+10} (*2) [holt]

Electrolize (-1 E):

Doomit [1] → [2/2] Mutagenic powder (1 cultre, 1 Boltzmann Doomit-Braine)

1 Mutagenic powder + 1 Electrium + 1 Platinum → [1/1] Boltzmann Doomit-Braine

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, Steel, Mutagenic powder, Basic Robotics (*2 Assembly speed), Boltzmann Doomit-Brain (an Artificial Brain), Bioengineering (U can now resurch Bioengineering tech type)

Mystic: Binding [knowledge to bind island to ur lands], Biosynthezoid

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.

4 Likes
Ferloth-De

vote 1: Begin Building Wall out of Titanium - Failed (luck - 9) (Char) [+30% next time][need tech]

vote 2: Absorb Mushroom Civ, telling them we will protect them from the attacks being planned by the Errors. Use their making of weapons and demon summoning as evidence - Succ (luck - 3) (Char + Agility)

vote 3: making wind screens around the island to block movement of trade to the island. If errors happen to fall off the gravity bridge, discreetly grab them and absorb them into Civ - Failed (luck - 5) (Attack + Agility)

Vote 4: Begin Island Fusion - Failed (luck - 4) (Char)

You started sending a delegation to the civilization of the mushrooms, trying to convince them about the Errors, with which they feel they might threaten them. After a few days of flying, you came to their island and you tried to tell them about the mistakes they were making and they came to defend by moving their island closer to them. You sowed fear in them, but not enough to convince them, and they refused your idea to move the island, as it seems impossible, as a result, they see you as threatening them, both of them.

So you started to prove to start with air magic to block the gravitational bridges between the islands and prevent the passage of trade, but it was not effective enough to stop, worse then, the mushrooms started to see you with an evil eye. And worse, it’s all leaked to The Resurrection what you did.

On the other hand, you managed to get into the trapped ruin after disabling all the traps, and you found a pretty small device there and it seems to fit something - according to the description, it seems to be to strengthen the user’s ability for various purposes, or in another name - exo-skeleton , But it remains only to engineer upside down and try to fit in with you.

On the other hand, in the next round, + 20% on charisma (8)

Give - 2 Talmedium (mirtal)

mushroom civilization (Wary-cold)

The Resurrection (Bad)

Traps Ruin - Done, progerss - 10, Attack + agility , Reward: Exo-skeleton tech

Pop growth: 29 (23% (30%* 75%) * C.C available)

Info

Name: Ferloth-De

Pops: 183 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)

Carry capacity: C.C 732/3678 (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] (6/9)

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 (Wary-cold)

The Resurrection (Bad)

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 Wrought iron, 1 wood, +6 R.S)

Army: 3 shade flier (10.5 + 1.3 (shade agility) + 0.6) , 6 shade runner (6 +0.64 + 0.6), 5 shade magician (4.5 + 0.68 (mystic)), 7 Lavawalker (10.5 + 1.4 Agility +0.6 Def +0.6, immunity to week fire and earth), 9 Chiropterans (6 + 1.3 Agility +0.6)

Army Power: 288 power

Tools: Iron tools, Iron Urumis (+1.5 power, + 1.2* Attack, -0.2 * agility, supply)

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [0/14] (+50% MouseKin - [5]) (Iron tools) (crafter - +6)

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: [0/3] Rare

Zinc: [0/2] Rare

Magnezium: [0/2] Rare

Gold: [0/3] Uncommon

Iron: [2/2] Rare

Diamonds: [1/1] Very Rare [can’t mine, need tech, tools and jobs]

Uranium: [0/1] very rare [cant mine, need tech]

Talmedium: [2/2] Rare - Very rare [2 trade]

Titanium: [4/5] Very Common [cant use untill tech]

Quartz: [0/4] Common

Guna: [0/2] Rare - Very rare [cant mine, need tech]

Processes

Smeltig: (1 wood , 1/1) (+2 efficiency)

Iron (2) → Wrought iron (2/2) [1 Crafter, wepone]

Nickel (0) → Nickel ingot (0/0)(craftmen)

Zinc (0) → Zinc ingot (0/0)(Zinc Urumis)

Wrought iron (1) → Iron Urumis (supplay)

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, domesticas, Bloomery (can smelt iron), Blast furnace (more effecive melting), Exo-skeleton (improve R.S and Power)

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: Done

Jumps: 10,3,10

Reward: Exo-skeleton tech

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: Invent rope - Succ (luck - 6) ( int)

vote 2: Bind Another island - Failed (luck - 4) (Bind)

vote 2: Teach the other members of the federation how to create wormholes - Failed (luck - 9) (Mys + Char) [+30% next]

Once you found plants, you started trying to create long rows that initially had a flower chain (crown) and later realized that more could be done, so they first started creating ropes that could last for a long time. There was also an attempt to teach others the wormholes and tie another island, but these failed, but on the other hand, you managed to discover a new type of plant, one that can help heal wounds (6)

War: [attaker: 235 , def: 36] A: 239 vs D: 63 - Total defeat

Wheel of fate:

A -1 , D - 6

One bright day, unexpectedly and without warning, you heard strange noises from the horizon and quickly 94 Heliumbriners appeared on the horizon and immediately started attacking the residents. The stone golem tried to fight, but was soon defeated. Quickly they managed to kill another 34, but the rest of the residents quickly managed to fly away and prevent further damage, they started chasing some of you, including the current leader, manage to kill him, but the rest managed to divert their attention and your island managed to escape destruction, but it seems That they began to fly in another direction and could cause further damage on another island, only with great luck, you managed to escape a cruel fate, but on this day you got the lesson

Loss: 5 Stone Golems

Your Legacy ends in an attack, as a result, starting a new Legacy to choose from (Reform after the attack)

Doombriner (Enemy)

Knolege: Healing wound Plant

Tech: Rope

Old ruin: type - Agility + def, progress - 8/10 failed (2/3)

Pop growth: -10 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 195

Carry capacity: C.C 780 / 2279 (1470 C.C. * 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: 80%

Legacy: None (-3 Stibility)

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: -3 [-10% on anything]

Happens: 0

smelly flower - +40%

Try to harness our elements for offensive purposes in the form of elemental breath weapons. - +20%

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: 0 Stone Golems (5 + 2 (stone) + 3 * def)

Army Power: 0 power (-10% power)

Tools: Infernium Tools, Infernium Halberd (2.5 base, +1.2 Attack, +0.3 Agility, chance to ignite target)[supplay], Infernium plate armor (Add 3 * deff, -0.5 * agility and Fire and Ice Resistant)[supplay]

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [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, Rope

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)

Healing wound Plant: it can help heal wounds

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: Yeah I’m gonna use the recipe - Succ (luck - 9) (Agility + Mystic)

vote 2: Research army tactics - Failed (luck - 10) (Attck + chr) [+40% next time]

vote 3: Research protection magic by using my knowledge of holy magic - Suc (luck - 1) (Mys)

You have decided to read and find out what is written in the recipe of transcendence:

You need a rare resource called Muiredne, an extremely rare substance that is important to the recipe, along with a way to channel mana from the air. Luckily you have something like this: the device in the temple, and a piece of material from all 4 forces: the dragon, the Rocc, the island eater and the ganglion.

Together with the diagram for building the machine that requires some energy, after turning it on, you will complete the construction and you will be ready to ascend to the level of the gods.

But there is a side effect in …

There the rest were deleted and it is impossible to know more.

It seems like a difficult task to reach the level of the gods, but if everyone’s desire to ascend, then this is the way. And not everyone will like it.

You started trying to prepare for the future by fighting to create a way, but until time passed, you still did not understand how to do it.

And you also managed to perfect the sacred magic and use it as a defense, and you created the Barrier, but in the first attempts, you accidentally failed and burned so many people (13), but in order to be close to God, they have to sacrifice.

Along with this, in the next round, -15% on Def (4)

Mys: Barrier

Culture: The Recipe of Transcended (wincone type)

Army: 16 Fish dragon cavalry None wepenace (4 + 2.9) (s)

Pop growth: 106 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 906

Carry capacity: C.C 906 / 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] (3/5)

Cultures

A coalition of previously warring states unified under a strong leader. It comprise of many states, each with its own governance. But there is a clear leader among them, the one which could bolster the strongest military force as well as showing great devotion to the one true faith. However, there is an instituted council of each ruler which has political power even greater than the Grand Leader if a dominant portion of the council unify under a single vote. [+5% attack]

The story before - +10% Char

The Recipe of Transcended

This is the plan you got from searching for things and with it it reveals the way to reach the level of gods and unite the mother of God.

Or in other words, transcendence.

If you managed to meet all the conditions and activate it, you are the winner of the game)

The recipe:

Muiredne - Technology and resource, need to be researched before it is completed

A way to pump mana from the air - you have in the temple the pink air that hides the knowledge about it.

piece of material from all 4 forces: the dragon, the Rocc, the island eater and the ganglion - it can be anything related to them.

Energy source - electricity will suffice

Duration of construction - 3 turns and its completion and activation will end the game you win.

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] , 21 None wepenace -Fish dragon cavalry (4 + 2.9)

Army Power: 622 power

Tools: Iron Tools,Iron Battle axes(+ 0.9, +0.5 * Attack, -0.2 * agility)

Economy

Resources:

Currency: 500 [+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 - Barrier (Holy users increase they start by +0.1 mystic and +0.1 Def)

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

5 Likes
The Resurrection

vote 1: make cannons that shoot uranium into other uranium- Succ (luck - 10) (Int + Attack)

vote 2: invade the Mashroom civis and take their souls to duplicate fission weapons - Failed (luck - 9) (Attack) [+30% next time]

vote 3: make a fortress to defend our horde of nukes. - Successful (luck - 8) (Char)

In the lead residues of uranium, you started experimenting with it, after developing years of work, you managed to create the Gun-type fission weapon, and later, you managed to create the prototype of the first atomic bomb, but you have a serious problem: you can not create Uranium in general, and if you want to use them, you will need to create one (look in the resource tag to see what is needed)

On the other hand, you understand that in order to replicate some things, you need to find victims who will use your souls as a source of energy for replication, and the goal: Mashroom civis, but something did not work out there in the invasion: stormy winds that lasted years stopped your transition to 2 sides , And in the sky you see someone trying to sabotage you: a giant flying creature, and nothing more than the Ferloth-De, a new civilization that knows of your existence, has started trying to sabotage your plans, but they have failed, for now. You tried to hunt them, with no success at all.

To protect the future nuclear arsenal, you started building a fortress to protect them, and after work, you were able to create a fortress and a wall large enough to protect most of your stuff, not just the arsenal of the future.

But out of all your attempts at natural laws, 58 people who worked with the attempt to create a nuclear bomb died from radiation poisoning (3)

Tech: Cannon-type fission weapon (Atomic Bomb)

Bulding: Fortress and Walls (+15% Def)

Ferloth-De (Anger)

Power: 1 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)

Pop growth:94 (30% (25% + 5% * C.C available)

Info

Name: The Resurrection

Pops: 1685

Carry capacity: C.C 1685 / 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: 45% - [+15%]

Charismatic: 45% - [+10%]

Mysticism: 75% (85% if create new magic)

Legacy: Elder [+5% Char] (17/6)[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

Building(2/3): Fortress and Walls (+15% Def)

Stability: 0

Happens: 0

Relations

Mashroom civis (Trade)

Ferloth-De (Anger)

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: 31 soldiers (1.3 +0.4 [agility]), 25 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 4 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)

Army Power: 259 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)

Uranium (0/4) → Atomic Bomb [manual]

Duplicade: 25 pop = 1 resource of dup

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Bronze, Cannon, Cannon-type fission weapon (Atomic Bomb)

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: Make a system where every round 20 soldiers are recruited for katana training - Failed (luck - 6) (Char)

vote 2: Add meat to our diet (domesticate animals) - Succ (luck - 7) (Int) [+20%]

You tried to make a regular program of training people in Katana, but because some of the sons said it was not effective enough, they rejected the idea.

After hard work, they managed to tame the Speedy grazer, whose meat turns out to be fine and tasty.

But all this did not prevent you from a fire that broke out that the steel departments, in which 67 people were burned to death, are workers and they are residents, as a result, steel production has been stopped at this time until now (2)

Knolege: Speedy grazer (+3 Food)

Pop growth: 49 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 1228

Carry capacity: 1228/2325 C.C (1453 C.C. +60%)

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: 150 [+50, -25 to blacksmith][50]

Trades: None

Resources Storage: [0/15] (Steel tools) (+4 form Gathers jobs)(+8 from carfter)

Food [10] (50% 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 (+3 Food)

Earthworm detator (+10% binding isalnd)

Metal snake: big metal snakes

Others

MYSTERY

Bananarama

vote 1: create an annual celebration to remember our absolute victory over the doombringer invasion - Failed (luck - 8) (Char){20% next time}

vote 2: create a new class of airships, one that is 3 times as large as jaegers, armored, can carry dozens of cannons on either side, one of the new weapons (which i will call “Erdbeben”) - Succ (luck - 4)(Int)

vote 3: retry for the captain unit, i’ll call them kapitans now. - Failed (luck - 5) (At + Cha) [+10%]

vote 4: create a new unit, an admiral that coordinates other airships. - Succ (luck - 3) (at+ch)

You tried to celebrate your victory in the war, but many did not flow with the idea and decided to keep trying to prepare for the future.

And one of them, in the midst of your new knowledge of artillery, you tried to emulate a smaller, and equally powerful version, one that was light enough for an airship to lift. You could say it’s a bigger version of Fire lance.

You started working on a similar version, and after work, you created the Erdbeben, a heavy cannon capable of smashing airships (according to a recent test), but its loading time is quite long, but the quantity compensates for it. And for that, you need a ship 3 times larger than the largest previous one, one that can carry all the power.

It took many years of work until they were able to engineer such a ship: the juggernaut. It is such a large ship that its production time takes a very long time and requires a lot of materials, but when it is in the air, there is no one who might be other than the 4 forces that can compete with it.

And for such a large ship, one needs a new profession capable of doing this: Admiral, one capable of coordinating and moving along with the ships, gives strength, but such a profession requires iron will, so not many are able to take this.

There was also an attempt to create another captain’s profession, but it failed.

Since all the power of construction was taken for the construction and development of the juggernaut, they could not develop any more different ships in the near future especially for small ships from Moloch. [type of airships] (2 turns left) (2)

Because the project took energy and opinion, the opinion was directed to the priest, and a revolution was caused, causing instability and lack of legacy

Construction fatigue: 2 turns left (limited to construction of ships bought from Moloch)

Power: Erdbeben (+25 power, *2 vs Ships and Building), 1 Juggernaut ([0.5 * 90 + 60 +25]*5, take 90 mateys, install - Fire lance (*5 the base power), fly [immune vs non board malley attacks], Armored [resistant to physical attack], Erdbeben [+25, *2 vs Ships and Building], limit testing - Speed - -200% Speed constant)

Job: Admiral (+10% Power to ships, need payment)

Pop growth: 178 (50% ([25%+15%] *25%) * C.C available)

Info

Name: Goblin Civic/ Bananarama

Pops: 3594

Carry capacity: 1797/1907 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: 85% - [+5%]

Legacy: Anarchy [-3 Stability]

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: -4 (wepone law - -1)(Anarchy)(+40% chance of rebellion)

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), Admiral (+10% Power to ships, 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]), 1 Juggernaut ([0.5 * 90 + 60 +25]*5, take 90 mateys, install - Fire lance (*5 the base power), fly [immune vs non board malley attacks], Armored [resistant to physical attack], Erdbeben [+25, *2 vs Ships and Building], limit testing - Speed - -200% Speed constant)

Army Power: 1165 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), Erdbeben (+25 power, *2 vs Ships and Building, Suppaly)

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [2/16] (-25% - -5) (Steam drill) (+18 Crafter)

Food [6/6] (30% C.C)

Wood: [4/6] Uncommon (4 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: [9/11] Very Common (9 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 (9) → Wrought iron (9/9) (1 use as tools, 3 airship, 3 Steam core, 2 proses)

(1) Aluminum + (1) Wood → Flash powder [2/2](need aluminum and combast elemnt)

Wrought iron (2) → Steam Core (4) ( Crafter, 3 Shipyard)

Shipyard: (+200%)

Small Airship:

Sloops:

1 metal (Wrought iron) and 1 wood → 0 Sloops Airship (+3 for round) (+200%) [ to craft Sloops]

Jaegers:

Sloops Airship Cost (1) + Steam core (1/1) + Wrought iron (1/1) → 3 Jaegers Airship (+3 for round) (+200%)

Moloch Type (-200% Speed):

Juggernaut:

Jaegers Airship Cost (1) + Steam core (2/2) + Wrought iron (1/1) + Wood (1/1) → 0 Juggernaut (+1 for round)(200% - 200%)

(1) Wood + (1) Flash powder → Fire lance (Supplay)

Wrought iron (2) + (1) Flash powder → Erdbeben (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, Cannons

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

5 Likes
Arcimea

vote 1: Learn Steel-Making - Failed (luck - 9) (Int) [+30% next time]

vote 2: Learn Distillation to make Better alcohol and also for better tech stuff - Succ (luck - 10) (Int)

You tried to create steel, but could not find the right concentrations to create steel.

On the other hand, you measured a way to distill the fermentation substance and create a stronger type of alcohol: liqueur, helps you support the will of the people, but can also be used for something better: antiseptic, which improves the chance of survival from disease, and can also be used as fuel for strong fire Especially, or something else with it.

At the same time, there seems to be a movement of islands close to you, increasing your chances of catching one by 30% (8)

Tech: Distillation (+1 Happiness, +5% Grow pop, can make use food as fuel)

Pop growth:75 (40% (30 + 10) * C.C available)

Info

Name: Arcimea

Pops: 553

Carry capacity: 553 /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] (6/6)

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: 1 (+2 Fermentation, +1 Distillation)

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), Distillation (+1 Happiness, +5% Grow pop, can make use food as fuel)

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:

  1. 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)
  2. 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 animated objects as a way to convert mana into rotational energy - Succ (luck - 5) (Mys)

vote 2: Use vote 1 to create combine harvesters - Succ (luck - 7) (Int)

In inventing your new knowledge about the movement of animated objects, you started trying to explore ways to use your ability, and one of them, you tried to create in their inventions the ability to collect mana from the air, you created the Mana rotator, one capable of rotating, as long as there is enough energy to supply it. And with it, came the idea that made it easier for the units working on the farm, and in this invention, managed to invent the micro-combine crops, which still need someone to propel it, but it saves the need for hard work in harvesting and picking food, increasing the crop in general.

But unfortunately for you, the drought started to intensify and as a result, some of the residents started starving, so 51 people died and 40% in C.C for the next round

Tech: Micro-combine crops (+2 Food)

Mystic: Mana rotator

Pop growth:-3 (31% (25 *125%) * C.C available)

Info

Name: Supreme Abacus

Pops: 513 (+15% Int and Mystic [+3% for 100])

Carry capacity: 256.5 /616 C.C ( 440 C.C. +35%) (-40%)

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] (1/4)

Cultures

A Quad drone-like body with sharp claws, multiply fast, like insects, can cultivate mana for buffed stats and better spell effects, can link up to form a Giga mind, where all stats are added together, multiplied by the highest cultivation in the group. Love tech a little too much. [+5% Char]

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 [5/8] (35% C.C) (teacher - -1)(+2 Micro-combine crops)

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 , Micro-combine crops (+2 Food)

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, Mana rotator

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

It took me a lot of time, especially changed a lot of things that happen here and there. Ni hope I did not miss anything and hope you enjoy this round

5 Likes

Action 1: Research better (safer) forges

Action 2: Continue down the priority list from add meat

2 Likes

vote 1- get rid of drought
vote 2- investigate the impossible material

use- can clone any material, even nonphysical ones, such as mana, is perfectly controllable with our races biology, and can even clone itself, draws power from time, in exponentially, x^rounds

2 Likes

doom u sure my pop g is 3?

negative three.
a lot of your things died

yes i do.
it all colcolated bu alot of stuff (remmebr that some of ur pop die)

Action: Try Steel Again
Action 2: Learn how to speed up an Island?

2 Likes

resurge or trade with oneone who have (none so far), and becuse of bad luck, u got drought, i can be worst
the only buff u have it to island binding, that will expire in the next round

lol @GodOfKnowledge is getting absolutely destroyed by that drought…
take it like a man

Vote 1: Try to teach the other members of the federation how to make wormholes again.

vote 2: Elemental breath weapons

Vote 3: A new leader a dragon of the shadow element named Goudry will unite the other dragons under a new legacy, the legacy of the king with promises of vengeance against our attackers.

3 Likes

Action 1: Improve the electrium generator, and perhaps even use artificial brains to regulate the generators stress and temperature.
Action 2: Create a new race with the power of…byosynthesis
Action 3: Create more advanced robotics/automatons.
Non-Action: Create more automatons with more steel and wood.
And for the thing everyones been waiting for…!

The "Cyberneticus Synthisus"

DISCLAIMER: Doom, if you have any problems with the “Affinity to their owners” advantage, please let me know before you change it to something else so i can at least edit the race to not be a detriment to my civ. (the previous sentence will not be included in the race sheet)
Legacy: Technocracy
Metal used: Steel

Stats

Attack: 30%

Intelligence: 5%

Agility: 70%

Defensive: 70%

Charismatic: 50%

Myticism: 5%

Description

These peculiar creations of the Mantodea Civilization have an exterior almost entirely made of metal and are adored by the Mantodea Intelectus Intelectus. They like to group together to be seen more easily, and form large “swarms”. They can work together to form great things, for example clomping up together to push a large object into place. Sometimes, a mantis doesnt recognise a few on the ground, but no worries, the Cyberneticus Synthisus quickly react and get out of the way, and if there are many, they all get out of the way.

Adv/Des/Size

Size: Very small, 0.1 Meters (10cm).

Advantages:
Affinity to their owners: The Cyberneticus Synthisus try to immitate the good works of their creators, preventing the stats of both races from being decreased by averaging out, and only being able to be increased by averaging out.
(In short, stats of both races can only increase when averaging out.)

Self-Improving: Every 200 Population, increase the stats of this race by 1%, and the production of all processes by 10%.

an example for the advantage dealing with averaging out:

if the mantis have a lower stat then the biosynthesoid race, then it will average out normally.
if the mantis have a higher stat then the biosynthesoid race, then it will stay the same instead of averaging out (since that would lower a stat of the mantis)

Disadvantage:
Dependent: They cannot live on their own, and thus need another civ to live with.

2 Likes

So, ants to your mantises. They wouldn’t even be able to notice them without specifically looking for them. They’d be like nano bots to the mantises. Size does matter you know.

^^

(BEEEEEEEEEEEEEEEEEEEG POST FILLER)

Compare the two, so if you can weld circuitry that small for your size you are beyond man-kinds capabilities

95 int stat.
i’d say thats past mans capabilities