Pandora without Horizon - P.H. Second Season

But the finite control?
What did you get that from automation’s? That I would get.
Also, When did you get Artificial Brains?

jealous?
(post filly)

Action 1:Research Army tactics
Action 2:Research better forges
Action 3: Bind another island
Non-action: recruit more infantry

1 Like

anyone want to trade 4 water, i have food

u know what!!
imma become every protagonist ever
vote 1a- use the material to regress back to the beginning of the game

FULL RESET OF ALL OF PWH

You can’t trade until you stop your island (level 6 landmass)

lol GoC is getting destroyed out here-

Round 18: Progress and dangers

End

27 rounds left - [Dangerous discovery - -5 rounds]

The world continues to evolve these, but there are things that would have been worth not discovering that could affect the world and could cause it to fall if they did it wrong.

In the meantime there is a lot of activity between them all, and a first observation of one of the 4 forces.

Mirtal

vote 1: work on the teleportation gate - Success (luck - 5) (Int+ Mystic)

vote 2: create illusion magic to make things invisibile - Success (luck - 6) (Mystic)

vote 3: make the thaumaturges study how the ethereal core works in order to create a much smaller modified version that increases the power of magic to increase our soldier’s magical power, call it mana resonator - Success (luck - 4) (Mystic)

vote 4: retry to make army generals - Success (luck - 1) (Char + Atk) [+40%]

You have managed to learn to make illusions and make things invisible, helping you to sneak in more easily.

The thaumaturges began to try to learn how the ethereal core could work to create a smaller version of it that could strengthen the mystical combat abilities of the soldiers, and they called it a mana resonator, it manages to strengthen the magical abilities not much.

You also managed to move forward with the project, and thanks to the knowledge you received from Reg, you know how to create wormholes, helping you push the project forward to a level that only remains to build it and how to maintain it with energy source power.

You also started trying to set up a general’s job successfully, only it caused great instability due to a conflict of opinion

And in the next round: + 10% ATK (6)

Stibility: -1

magic: illusion, wormhole

Tool: mana resonator (+2*mystic to units)

Job: General (+10% Power, -12.5 Currency)

Power: 39 Rocc cavalry, +9 Mana wavers

Bulding: Teleportation gate: 2/5

island - 147

territory level: 18

Pop growth: 158 (20% (25*80%) * C.C available)

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

Info

Name: Mirtal

Pops: 1111

Carry capacity: 1111/5546 C.C (2998 C.C. +85%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 4

territory level: 18 - 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: Anarchy (-3 Stability)

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: -4 [-10% on anything][30% rabeliaon]

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: 2/5

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 (18 Food, 4 Phosphate - +200% [12]), 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),General (+10% Power, -12.5 Currency)

Army: Mana waver: 83 (1.1 + 0.83.3 (Mystic race) + 0.55 1.1 (Agility race)), 0 Soldiers (1.1 base + 0.551.1 (agility race) + 0.8 * 2.8 (Mystic race), 43 Rocc cavalry (1.1 + 9 Base power + 2 (armor) +1 (def5) + 7.2 (4mystic, +5mystic armor) + 1.155 (2.1*Agility), non weapon supply, armor supply)

Army Power: 1411 power (+10% power)

Tools: Mana Iron tools (can mine Guna and Titanium),Levitat Thaumium Rocc Armor (+2 base power, +5 * Deff, + 5mystic if Rocc involve), mana resonator (+2mystic to units)[suppaly]

Economy

Resources:

Currency: 150 [+75, -75 to Thaumatology, -12.5 to general] (+50% - 37.5)[25 for round]

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: [3/28] (Mana Iron tools)(Lev - +100% -[14], +2 to all resource) (crafter - +6) (len - +2)(Thaumatology - +3 R.S)

Food [17/18] (85% 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: [4/4] Uncommon [Agrricalter]

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 2/2 (+100%)

Gems (1) + Wrought iron (1) → Thaumium (2/4) [create 4 for 1 (+100%)] (2 unusee)

Thaumium (1) + Graphana (1) → Mana resonator

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)

illusion (+20% in stelf)

wormhole

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: Improve the electrium generator, and perhaps even use artificial brains to regulate the generators stress and temperature. - Succ (luck - 4) (int + Char)

vote 2: Create a new race with the power of…byosynthesis - Succ (luck - 9) (Int)

vote 3: Create more advanced robotics/automatons. - Succ (luck - 10) (Int)

With the help of the artificial brain, you have succeeded in perfecting the generator that monitors and also optimizes your electricity production.

And after much work, for the first time in history, a new kind of life was created: made of steel and advanced technology, the breed Cyberneticus Synthisus first sees the world, built by the Mantis, enters their lives and begins to help them, equal among equals, to a better world.

And one of them, is the unexpected inclusion of the automaton: in the inventions of the new technology that came from Ferloth-De and the new knowledge of CS and robotics, you created a more sophisticated version and also easy to create automatons that are not only able to carve more efficiently. Like a creature of my life. And you are ready to join the army. It also helps in creating more of CS.

Following this, in the next round, + 10% in intelligence (6)

Tech: AI Generator elcrium (+5 E)

Race: Cyberneticus Synthisus

Power Automaton (+5 base dmg for Automaton, can be upgreat by wepone or others/ specelase)

Pop growth: 12 (24% (40%* 60% [30% +10%]) * C.C available)

Info

Name: Mantodea Civics

Pops: 94 [+45 Automotones, +20 for round][+60 CS, +60 for round, need +1 steel and E for 400 unit []]

Carry capacity: C.C 329 / 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: 57.5%

Defensive: 65%

Charismatic: 47.5% - [+5%]

Mysticism: 15% - [+5%]

Legacy: Technocracy [+5% Int] (8/10)

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: 5 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)

Cyberneticus Synthisus

Race name: Cyberneticus Synthisus

Attributes:

Attack: 40% (+10%)

Intelligence: 5%

Agility: 75% - (+5%)

Defensive: 80% - (+10%)

Charismatic: 45% - (-5%)

Mysticism: 5%

size: 10 Cm (0.1 m) (0.2 C.C. for pop , +100% growth pop, 0.1 base power, -100% legacy lenges)

Capabilities:

Advantage:

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.

Self-Improving: Efficient process for 100 unit increase prodacine by 10%

Creator’s core (Steal): +0.1 power, +10% Attack And Def [buff of 9], don’t consume C.C and not effect that

Disadvantage:

Production price (Steal): can’t grow normally, need assambaly, 1+ Steal and +1 E consume for 200 units (not incloud the first)

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.(+5% Agility, -5% Charisma)

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: 45 Automaton active (+5 base dmg for Automaton, can be upgreat by wepone or others/ specelase)

Army Power: 225 power

Tools: Steel tools

Economy

Resources:

Currency: 1000 [ +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 → (2/4) Stone Coal (1 Steel)

Resources Storage: [17/42] (Iron tools) (+8 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (10) R.S, +1 to all (not include biological)[if powerd - -2E, +100% Atoumoton assbling, +50% (10) R.S],supply)(+6 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: [2/3] Uncommon - very rare (1 energy, 1 process)

Doomit: [5/6] Very Common - very rare (3 unused, 1 Trade, 1 proses)(atomoton mining)

Iron: [6/7] 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 (0/3)

Iron (4) + Coal (2) → Steel (6/6) (1 crafter, 5 proses)

Assembling (+50%) [*2]:

Wood (1) + Steel (2) + W. Iron (1) = +20 (+150% - +1) Automaton pop for round, (+8 R.T, Animal oil - 1)(*2)(*2)

[1] Platinum + [1] Boltzmann Doomit-Braine + [1] Steel + [2/2] Steel [effect ur race]→ Biosynthezoid [C.S] {+60} (*2) (*300%)(*2)

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), :AI Electrium Engine v4 (+9 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), ExoSkeleton

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.

3 Likes
Ferloth-De

vote 1: Fix Exoskeleton to make it able to fit multiple races - Failed (luck - 3) (Int)

vote 2: Make Unlimited Energy Engine (Environmental energy engine + Mana generator) - Succ (luck - 3) (Int)

vote 3: Create Fossilwalkers, combining Frale’s fossils, my Lavawalkers, and Nigel’s Doomit. Tattoo Lavawalkers with mana encoding beforehand that helps them able to keep their sanity. - Success (luck - 7) (Int + Mystic)

Vote 4: Help continue building Portals for Federation - Failed (luck - 4) (Int + Mystic)

You tried to fix the Exo-Skelton without success.

You also started creating the after very hard work, and with the knowledge of the types of motors you know from connectors, you started using technology that is able to convert energy from the environment into usable electricity! This place is friendly and also infinite, but produces in small quantities, you called it Perpetuum Generator but what you do not know there is a heavy price for this thing, and you do not know what it is

You are also in the midst of a number of things: Doomit, coding, and fossils you found, you connected to Lavawalker in a cosmic connection a move made of bones, and it seems to be alive, full of magic, unexpected success, you came out a very powerful magical monster, because one fossil came from 4 forces. As a result, while not smart enough, it can serve as a particularly powerful military force. If you want more use, you will need to explore further

Because of the approaching drought, you are in the next round -10 C.C (5)

U have lern wormhole from Reg

Perpetuum Generator V1 (+2 E, unknow price)[u sholdnot have to discover that]

Army: 21 Fossilwalkers [+13 power + 10 * Mystic, can hit from afer, lava walker passive active]

Pop growth:34 (23% (30%* 75%) * C.C available)

Info

Name: Ferloth-De

Pops: 217 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)

Carry capacity: C.C 868/3678 (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] (7/9)

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

Energy: 2 E

Perpetuum Generator V1 (+2 E, unknow price)

Use obsidian tools to try to mine metals - +10%

Bind - +10%

Helping Zen - +20%

Titanium wall - +30%

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), 21 Fossilwalkers [+13 power + 10 * Mystic, can hit from afer,lava walker passive active]

Army Power: 667 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), Mana Generators, Perpetuum Generator V1 (+2 E, unknow price)

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

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)

Wormhole

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: 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. - Failed (luck - 4) ( Char)

vote 2: Elemental breath weapons - Succ (luck - 7) (Mystic) +20%

vote 2: Try to teach the other members of the federation how to make wormholes again. - Succ (luck - 10) (Mys + Char) [+30%]

Because there was no leader left, a new leader was proposed: a shadow leader who would organize revenge against the attackers, but unfortunately, they did not understand that at the moment, they would be defeated again if they were not willing to rehabilitate everything.

But as a previous learning, they managed to create a new type of weapon: Elemental breath weapons that strengthen their ability to channel the elemental magic to one point and exhale, able to do strong damage if needed, and for such weapons need special materials, one of which is Brimstone and Permendur .

In addition, you were able to successfully teach Ferloth-De and Mirtal to create wormholes. It especially helped Mirtal work on the gates more durable and strong than wormholes (actually it’s a stronger type of him), advancing his project forward.

Thanks to this, in the next round, + 10% on charisma (6)

Tools: Elemental breath amp (+5 * Mys)

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

Pop growth: 24 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 219

Carry capacity: C.C 876 / 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%

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], Elemental breath amp (+5 * Mys) [Suppaly]

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

Brimstone Dust (1) + Permendur (1) → Elemental breath amp

Iron (1) + Cobalt (1) → Permendur [1/2] (1 unuse, one tool)

Inferium (0) + Permendur (0) → Electric motor (0)

Brimstone (4) → Brimstone Dust (3/4) [1 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 3/3

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: Research better forges - Succ (luck - 4) (Int)

vote 2: Research army tactics - Succ (luck - 5) (Attck + chr) [+40%]

vote 3: Bind another island - Suc (luck - 10) (Bind)

You started trying to build better forges, and after work, you created the Blast furnace that optimizes the production and annealing of your metals.

In addition, you continued to try to study military tactics, and were able to create a series of ways to create tactics, and in light of this, you began to train Tactician who create combat tactics and coordinate with them how to fight properly.

In addition, you managed to connect another island: it is a large island that contains almost all of the water, but in spite of the fact that there is soil, there is a quarry of iron and a strange whitish substance that shimmers in sunlight. After interrogation many people could not understand this material, but when they came to the temple, one knows what it is: Muiredne.

At the same time, in the next round, + 10% on Def (6)

Tech: Blast furnace (more effecive melting)

Job: Tactician (+10% Totale power, +5% Attack, - 25 Currency)

Island: C.C = 50, Iron +3, Muiredne +3

erritory level: 7

Army: 45 Fish dragon cavalry None wepenace

Pop growth: 130 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 1036

Carry capacity: C.C 1036 / 2121 (1571 C.C. +35%)

Pop for C.C: 1

Spirit Guardian: @PositiveTower

Votes: 3

territory level: 7 (land mass)

Risk, Legacy, Cultures, Stability and Happiness

Attack: 80% - [+15%]

Intelligence: 45%

Agility: 20% (35% on spying)

Defensive: 65%

Charismatic: 70% - [+5%] (55% if diplomatic civics)

Mysticism: 55% - [+20%]

Legacy: Grand Leader [+10% Mystic] (4/5)

Cultures

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

The story before - +10% Char

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), Tactician (+10% Totale power, +5% Attack, - 25 Currency)

Army: 136 Soldier (2.4 + 0.16 (agility) + 1 (attack))[ iron battle ax] , 66 None wepenace -Fish dragon cavalry (4 + 2.9)

Army Power: 1026 power (+10%)

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

Economy

Resources:

Currency: 550 [+50 for round [-50 commanders][-25 monk?][-50 Inquisition][-25 Tactician]] [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: [2/6] Rare

Petroleum: [0/3] need tech

Muiredne: [0/3] - very rare need tech

Processes

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

Iron (2) → Wrought iron (2/3) (1 to crafter, 1 ax, 1 unusee)

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),Blast furnace (more effecive melting)

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

3 Likes
The Resurrection

vote 1: summon a demon to make a portal to zenzone’s civ- Succ (luck - 2) (Mystic + Agility)

vote 2: -”- - Succ (luck - 7) (Mystuc + Agiliy)[the highest]

vote 3: summon a demon to kidnap as many children as it can from other civs, sacrificing them to duplicate uranium. - Successful (luck - 1) (Mystic+ Char)

You started trying to summon demons to do your will: the first is to summon a demon who can lead them to something that might help you in the current situation, and a demon who received the request began to create a gate that leads you to relatively advanced civilization with full airships. Upon examination, you discover that this civilization belongs to goblins called Bananarama. Whether they are friendly, it depends on their decision. (You both can move in front of each other without any problems.

On the other hand another demon began to receive a request to kidnap children for the sake of duplicating materials, and he came back with something unexpected: a large group of strange insect-like creatures, brought them as a gift (a total of 50), and you managed to sacrifice them to make a compressed bronze, Used to create a small amount of uranium, but what you did not know after the demon suddenly disappeared that you angered someone you were not supposed to mess with: Doombriners.

Following this, in the next round, -20C.C due to drought (5)

Doombriners (Frenzy)

Bananarama (Unknow)

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

Pop growth:175 (30% (25% + 5% * C.C available)

Info

Name: The Resurrection

Pops: 1860

Carry capacity: C.C 1860 / 2576 (1840 C.C. +40%)(-20%)

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] (18/6)[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

Invader Mush Civis[+30% next time]

Relations

Mashroom civis (Trade)

Ferloth-De (Anger)

Doombriners (Frenzy)

Bananarama (Unknow)

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: 30 soldiers (1.3 +0.4 [agility]), 24 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 5 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building)

Army Power: 284 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] 3 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 (Bronze) [1/1] - 4 Bronze (4 use as Dense) [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 Metal magic)

Bronze (4) → Dense Bronze (4/4)

Dense Bronze → 1 Dense Bronze Cannon (for round)

Dense Bronze (3/5) → Uranium (0)

Dense Bronze (0/3) → Lead (0)

Uranium (0/4) → Atomic Bomb [manual]

Duplicade: 25 pop = 1 resource of dup

Now - Uranium 1

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: Research better (safer) forges - Succ (luck - 2) (Int)

vote 2: Continue down the priority list from add meat - Faile (luck - 8) (Agility) [+20% next tme]

After trying to build safer forges, you managed to create a better one that got the name Blast furnace, which also optimizes you a bit for the creation of other metals, but it took some time because such an attempt cost 32 lives.

And you tried to expand the types of meat you have, unfortunately, you did not find anything interesting, so you will need to be left without more meat

But what’s worse than the fact that a plague has begun to spread in you, is already killing 12 and a few dozen more infected. This disease affects their eyes and breathing, making it difficult for them to work (1)

Plage [-2 stibility]

Tech: Blast furnace (more effecive melting)

Pop growth: 72 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 1300

Carry capacity: 1300/2325 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] (3/4)

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: -2

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: 175 [+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) [+50%]:

Iron (3) → Wrought iron (3/5) all of them o create steal [2 nusue]

Cast Steel (1) → Steel Katana (1) (can now create army with katana)

Wrought iron (3/3) + Stone Coal (1) → Cast Steel (2/3) [1 anuse]

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), Blast furnace (more effecive melting)

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

2 Likes
Bananarama

vote 1: retry kapitans, yet again - Failed (luck - 7) (At + Cha)[+10% next time]

vote 2: construct a shipyard that is to be used by civilians (trader ships, hunting ships, exploration ships, privately owned ships etc.) - Succ (luck - 6)(Int + Charisma)

vote 3: invent currency - Failed (luck - 9) (Int+ Char) [+30% next time]

vote 4: build a temple to Nihilator - Succ (luck - 5) (Mystic)

[From what I checked again, you still have to wait a bit with the city building, you need to have at least 4000 residents to build another one, instead, I replaced them with non-votes because voting is to create something new, and 2 of these are new]

Rebellion! - 6 [not strong, but not weak]

You tried again to do the capitans, without much success.

You also failed to try to create currency, because you did not find the right material to use it.

But you managed to build a big and beautiful temple to your God Nihilator and with it, faith and chewing gum grew along with you.

And on the run, you started assigning civilian construction of airships to a variety of uses, and surprisingly, it helps all of civilization to develop better thanks to the new transport of things.

But what one thing quite a few noticed was that there were power elements who began to take advantage of the situation where a leader was missing, and began to organize something not seen before: revolution, a demonstration of power that the central leader [whose name is unknown] began to organize and with him, he managed to ego a power of 934 Goblins try to change the laws.

Equipped with weapons, they managed to cause a commotion in the shipyard and take control of it. On the way they managed to kill 16 Mateys and quickly take over the production line and all the small airships, and the only one out of control was the Juggernaut that was in the air at the time. They placed in front of the whole nation to begin to change their direction and the chaos in the place began to erupt. They sought to change the gun laws and assassinate the rebel leader as the new Legacy. That which was a little more in the direction of peace and without the preparation of weapons, this includes the repeal of the law of arms for every citizen, which caused an increase in crime. lucky on other then the arm have got dmg

What’s worse is that from a distance they began to observe a horrific spectacle: something particularly huge was moving between the islands. After identifying him, they discovered that it was a movement of the giant island eater. Luckily it is moving towards you, but any movement that is in the air in your area cannot move (including attacks) [2]

A gate opens at the end of the island, and with it comes a strange group that believes in demons, how will you react to them?

Rebellion - Airship constact disable, Wepone laws disable, Only Juggernaut works

Construction fatigue: 1 turns left (limited to construction of ships bought from Moloch)

Island eater: can fly outside of the island [2 rounds]

The Resurrection (Unknow)

Building: Nihilator Temple [+10% Mystic]

Shipyard (+7 R.S, +1 Happines, +76C (2% of total pop) valiue if have, need woods)

Pop growth: 88 (50% ([25%+15%] *25%) * C.C available)

Info

Name: Goblin Civic/ Bananarama

Pops: 3682

Carry capacity: 1841/1907 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: 95% - [+15%]

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

2/5 building:

Shipyard (+150% airship building, Create Shipwrights job, сan now train automatic for every airship constract without a vote, if constact any airship type, (+7 R.S, +1 Happines, +76C (2% of total pop) valiue if have, 2/2 wood)

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

Nihilator Temple [+10% Mystic]

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

Happens: 0[+1 happines][-1 rebilian]

Relations

Doombringers (Hostile)

The Resurrection (Unknow)[teleport]

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: 0 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: 1139 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: [0/21] (-25% - -7) (Steam drill) (+18 Crafter)(+7 Shipyard)

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

Wood: [6/6] Uncommon (4 progres, shipyard)

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

Arcimea

vote 1: Try Steel Again - Granted (luck - 5) (Int) [+30%]

vote 2: Learn how to speed up an Island? - Succ (luck - 2) (Int+ Mystic) [something go wrong]

Once you understand the correct concentration of charcoal into the molten iron, you have for the first time been able to create steel that is now stronger than regular or cast iron.

You also tried to figure out how to speed up your island, and for that, you started trying to use the Nullvers left in the mine to slow down, but with a pickaxe, you started to hew, you suddenly hear a big shaking noise: an island collided with you and the Nullvers started behaving strangely and started flooding. The mine, kills 8 that were unlucky, but it’s worse than that, the island seemed to start accelerating for a short time because of the collision until it got out of control and the island lost all energy to move and stopped. And when some went out, they saw that a great island had collided with you and clung to it, and the white matter that had become liquid became a kind of glue and bound the island to you. Because the island stopped, all the residents started to get scared and started trying to check what was going to happen now. A particularly brave part began to try to skip between islands and they discovered something unusual: the “southern” side, there is a particularly large and dark mass, a place reminiscent of eternal darkness, from which particularly large creatures survey the area. They fled.

On the other hand, they have discovered a strange island that is full of fire and lava, and with it stand particularly diverse creatures. Also feels dangerous

On the third side, they seem to encounter something more reminiscent of you: winged humanoid creatures that seem to have built temples on their island.

While on the side, there are lizard-like creatures flying over their legs, very strange.

With all the reports to the oligarchy group, you have determined that one should be especially careful, as they are no longer alone: ​​if there is anyone who can build structures, there is someone who knows how to communicate with them (8)

Gerontocracy Beginning and Beginning A new group, similar to the previous one, only believes more in the bond of unity between them

Tech: Steel

Mystic: Nullvers Glue

Island: C.C = 426

territory level: 6 (Land mass)

First Contact - +1

Demonic civis (Unknow)

Ferloth-De (Unknow)

The Exalted Coalition (Unknow)

Lizeron Civic (Unknow)

Pop growth:127 (40% (30 + 10) * C.C available)

Info

Name: Arcimea

Pops: 680

Carry capacity: 680 /1411 C.C ( 910 C.C. +55%)

Pop for C.C: 1

Spirit Guardian: @Evolution4Weak

Votes: 3

territory level: 6 (Land mass, one anomalia in body of water)

Risk, Legacy, Cultures, Stability and Happiness

Attack: 38%

Intelligence: 77% - [+10%]

Agility: 45%

Defensive: 53% - [+10%]

Charismatic: 72% - [+15%]

Mysticism: 10% - [+5%]

Legacy: Gerontocracy [+1 Stability, +5% Mystic, +10% Char] (1/6)

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]

Relations

Demonic civis (Unknow)

Ferloth-De (Unknow)

The Exalted Coalition (Unknow)

Lizeron Civic (Unknow)

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

Iron (0) + wood (0) → Steel (0)

(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), Steel

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands], Nullvers Glue

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: get rid of drought - Succ (luck - 3) (Char)

vote 2: investigate the impossible material (Kalooms) - Failed (luck - 4) (Int + Mystic)

You started trying to break the drought, and by storing food, and with the help of the silo, you managed to stop the drought, for a short time.

You also started researching its uses after observing and experimenting, but you could not come to any conclusion, father because you know that this substance would think for you, you know that you must try to research it again.

Instead, it seems that the Mana rotator can be used for something else Galitam: in its motion amulets, it is able to help you carve more things quickly, and in the knowledge of your knowledge, you created the mana drill made of wood and wood runes, helping you carve more things (8)

Tech: Silo (+20% vs Drought)

Tool: mana drill (+2 Wood)

Pop growth:76 (31% (25 *125%) * C.C available)

Info

Name: Supreme Abacus

Pops: 589 (+15% Int and Mystic [+3% for 100])

Carry capacity: 294.5 /616 C.C ( 440 C.C. +35%)

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] (2/4)

Cultures

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

Writing (+3 R.S)

Silo (+20% vs Drought)

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(1 Wood, Mana Drill, +2 R.S, +2 Wood), Teacher (+5% int, +5% Char, -1 food)

Army: None

Army Power: 0 power

Tools: Mana Drill (+2 Wood, need wood)

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [14/20] (None) (+100% - 10) [crafter - +2 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: [1/2] Very Rare [2 Crafting]

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

One of the forbidden things to discover has been discovered, and with it the clock advances to the end forward, he who knows knows and he who does not, is not terrible.
I’m sorry I missed things, I wrote full recently …
Hope you like the round

2 Likes

Vote 1: Have earth dragons harvest Granite and use it to construct stronger, larger and more luxurious houses

Vote 2: Organize everyone to increase stability.

Vote 3: Have poison dragons create tranquilizing and non-fatal paralyzing toxins with there element

2 Likes

You don’t ask:

To a man, his salary

To a woman, her age

To fralegeden015, how he got 147 island in 1 round

3 Likes

Action:Deus built, attack the disgusting green demon worshippers
Action 2:Designweapons for fish dragons
Action 3: Build fortifications at home

2 Likes

Action: Build Better Walls
Action 2: Get Steel Weapons
Action 3: Learn Explosives

Non-Action: Get Steel Tools

2 Likes

action 1 invent gears and pullies
action 2 invent clockwork

2 Likes

Hold on, wait a minute
somethings off here

i see where this is going

u shure

maybe…