Not to spoil the fun but in all of this you stopped producing synthetoids.
i never was producing them.
Action 1: Repeat
Action 2: Repeat
Action 3: Scout the New Area
Vote 1: Invent telescopes (and use them to hopefully figure out what’s causing the end this time around.)
Vote 2: Tranquilizing and non-fatal paralyzing toxins again.
vote 3: Use nature magic to create plants that function as living turrets that can be placed on our golems and defend us if the doombringers attack again.
The new government will be a democratic monarchy, with the king or queen that rules being chosen by popular vote.
Non-vote 1: Join the federation
Non-vote 2: create more golems.
Thanks for the new round doom!
Action 1: Experiment on the Golden Metal tree to find out it’s properties, and try to find a practical application for it.
Action 2: Repeat action 1 if it fails, otherwise, build a wall to keep out the snake.
(Non-action, collect golden tree’s sap in a special container outside the wall, and see if the snake goes for it)
action 1- invent cultivation
action 2- invent automatons
How long is it until the next round is out?
up to 3-4 houres in hopes
Round 20: The Horror of radioactive fire of betrayal
End
21 rounds left (-4 Forbidden Act)
Man is known to have one deadly weapon, one that has only been activated twice in human history, one that has caused damage that only nature knows how to do.
And today, it happened that 5 such were activated in one place, and caused its destruction.
But because the world is different, it also creates something that should not be, which may be capable of causing chaos and collapse.
So this is horror.
The Homies Federation - Mirtal
vote 1: build the portals that will unite the federation. - Success (luck - 7) (Char)
vote 2: start using platinum to make even more coins. - Success (luck - 7) (Char)
vote 3: create the scientific method. - Success (luck - 9) (Int)
vote 4: Use magic cores to improve the mana resonator. - Success (luck - 4) (Int + Mys)
vote 5: create sensory magic (a magic created with encoding in mind, when encoded to something it allows a user to extend their senses to that object by using mana) - Success (luck - 9) (Mys)
You started trying to build teleportation gates among all the future members of the federation, and you were quite successful in creating such gates, but since it requires mana energy, you are the only ones able to supply all gates, luckily you do not have to distribute Mantis, all the energy supply comes from you only to activate them all.
Thanks to learning from the Mantis, you also got the knowledge for an exact scientific work or by another name: scientific method. In this invention, anyone who deals with science knows what to do or not to do: observe, research, experiment, confirm or disprove a theory, and repeat God forbid until complete success or failure.
In order to meet the energy consumption requirement, you tried to find a way to use magic cores to improve the supply, although it is still difficult to decipher what it is, but after a sloppy connection, you created a new version of the generator and it is able to produce more mana energy, and also use in the mana resonator, but in not effective.
You have also successfully created a new type of coins made of platinum, increasing the value.
You have also managed to create a new kind of magic: sensory magic, which increases the range of the senses to a much greater distance. Admittedly this is not something out of the ordinary, but when coded, its criminality is particularly drastic: for example wearing on armor or as objects improves the performance of anyone who holds significantly, even someone who does not have a drop of magic, able to use and have agility similar to a warrior who fought for years.
But at the same time, there seems to be a strangely noticeable phenomenon: the concentration of mana on the island is felt to begin to dwindle. No one knows how to explain, but what’s for sure: it affects you (4)
You asked about the other 3 forces, and they replied:
“the Island eater is the largest entity in the Jurassic, so large that it needs something energetic enough to sustain its enormous size, and for that, it is a predator of islands”
“The dragons, the opposite side to Rocc, with their strong wings and the ability to blow fire terrify anyone in Dru, are more terrific and also more durable because of their iron-hard skin”
"The last power, the one whose real name is lost in time, but known as Drydrens are flying cyclops snakes that are the most agile of all. Able to surround our island in a few minutes, times whenever they want, but they do not eat and lament on islands they crave in large flocks, but they are small Of the four forces "
On the day the gate was built connecting the islands of the covenant, you decided that on this day, something stronger than just an alliance would be formed: a federation, with which they share fate, and the knowledge between them!
This is the day of the founding of The Homies Federation!
Power: +25 Rocc riders, 32 Mana Wavers
Currency: +300
Tech: Mana generator (+5 EM)
Tool: Encode Sensory magic (+ 6 * Mystic, +1* Agility), mana resonator (+3*mystic to units)
Culte: Scientific method (+10% Mystic and Int)
Pop growth: 101 (10% (25*40%) * C.C available)
Territorial Mana density (40%/100%)[-10% to Graphana process][+10% mana generator][-20% unknow effect]
Info
Name: Mirtal
Pops: 1339
Carry capacity: 1339/6760 C.C (3654 C.C. +85%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 4 [5 Donor, 16 in stock]
territory level: 20 - Island Contonat (it now mark in the map, +2 vote)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30% - [+5%] (if pure attack, use also Mystic)
Intelligence: 90% - [+30%]
Agility: 55%
Defensive: 20%
Charismatic: 65% - [+15%]
Mysticism: 105% - [+25%] [only mys vote are granted and give bonuse effect]
Legacy: Direct Democracy (-2 Stibility, +10% Charisma, +2 Happiness) [2/6]
Cultures
They are a community of Larmyah that believes in the pursue of knowledge and the understanding of the universe, for them everything has to be understood. [int - +5%]
Stability: -1
Happens: 3
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]
Scientific method (+10% Mystic and Int)
Building (4/8) : Marble statues ( +2 Happines, +5% Charisma, 2/2 Marble), Mana generator (+10% T.M.D, +5 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: Done
strength : 6 in total
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: Massive teleportacen, Magitech, RS Teleport
Energy: + 1 E.M (need some resuce to use that, if)[-4 for Tele.gate [1 for active]]
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
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: 140 (1.1 + 0.810.3 (Mystic race) + 0.55 2.1 (Agility race)), 0 Soldiers (1.1 base + 0.552.1 (agility race) + 0.8 * 9.8 (Mystic race), 51 Rocc cavalry (1.1 + 9 Base power + 5 (armor) +1.4 (def7) + 14.4 (11mystic, +7mystic armor) + 3.355 (3.1*Agility + 3 Agility armor), non weapon supply, armor supply)
Army Power: 3538 power (+10% power)
Tools: Mana Iron tools (can mine Guna and Titanium),Thick Levitate Thaumium Rocc Armor (+5 base power, +7 * Deff, + 7mystic, +3 * Agility if Rocc involve, Resisten vs Physical dmg), mana resonator (+3mystic to units)[suppaly], Encode Sensory magic (+ 6 * Mystic, +1* Agility)[suppaly]
Economy
Resources:
Currency: 500 [+75, -75 to Thaumatology, -12.5 to general] (+50% - 37.5)[325 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: [0/28] (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: [0/13] Common
Basalt - [2/4] Rare (2 trade)
Granits - [0/4] Rare
Iron: [5/7] Uncommon (5 Prosses)
Titanium: [0/10] Common - need asimant
Guna: [2/3] very rare [2 unused] - very rare element
Platinum: [4/4] Rare (2 Trade)(2 Сurrncry)
Stone Coal: [5/5] Uncommon [1 to smelting] [4 trade]
Fossils: [0/5] Uncommon
Phosphate: [4/4] Uncommon [Agrricalter]
Magical Core: [1/5] Very common - very rare element
Processes
Smelting (1 Stone coal, 1/1)[can smelt up to 6]:
Iron (5) → Wrought iron (5/5) [1 to tool craft, 1 Thaumium, one Currency, 1 smelting]
Wrought iron (1) → 3 Iron Coins (+75 Currency)
Platina (2) → 6 Platina Coins (+300 Currency)
Wrought iron (2) + Thaumium (2) → 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 (4/4) [create 4 for 1 (+100%)] (0 unusee)
Thaumium (1) + Graphana (1) + Magical cores (1) → Mana resonator
Thaumium (1) → Encode Sensory magic
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, Magitech,
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,Massive teleportacen, RS Teleport
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
Sensory magic
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])
The Homies Federation - Mantodea Civic
vote 1: Invent…physics. - Granted (luck - 10) (int)
vote 2: Biosynthezoid age. F u r t h e r. - Granted (luck - 10) (Int)
vote 3: Keep going in the biosynthezoid age, perhaps even finding out something that takes MORE then 1 energy per round. - Grant (luck - 2) (Int)
Vote 4: Investigate further on “escaping the universe” - Succ (luck - 10) (Int + Mystic)
You started to create a new kind of research: physics, but more than that, physics does not seem to be enough to explain the flooding of the islands, so borrowing from the knowledge of Thaumatology, you came out with a more advanced and special kind of physics: magical physics, stronger field and able to open new things In the study, it is admittedly not certain how much the border can be stretched.
Thanks to the new kind of physics, you started trying to confirm things, and with it you started testing on the following things: Biosynthezoid. Nor will Yahman make unexpected discoveries: a study of everything capable of solving one of the greatest problems of civilization: growth. And after further research, they began to realize that it is possible not only to build the Biosynthezoid, these are also themselves from scratch. And from there, evolution began at a dizzying pace of technologies that for us are considered science fiction: cloning an entire population at the cost of organic matter and energy, implanting metal parts inside their bodies that allow them to transcend their normal power and most importantly, and probably help the future: genetic engineering. The knowledge now belongs to you whether you want to use it or not.
And one of the ways you understand that it can be used is nothing more than discovering the “Great Escape” program. You checked the data in depth, and you started to improve the computer technology and after testing, you were willing to try to check what the data says, and after waiting months, the information was received and recorded from an unclear face:
“The world I was left behind is fake, not meant to exist, like the dream of someone who is about to wake up. But it’s real and tangible, and borrowed for time running out.”
“Anything that disrupts the flow of mana collapses the world, and with it everyone who is here”
"The plan devised for innumerable ages, the one given by those who preceded it, is one of the only things capable of causing an entire population to survive in doing the impossible, and with it, fortunately, there are the possible materials to begin to create one, but something is missing: the material that connects everything. "
“This impossible material does not exist according to what I know and according to the calculations, it should not. But if it does, that’s the key to the plan: to escape and settle in a new and stable place, who knows how long this universe will exist.”
“This is the list of required materials: Talmedium, Nullvers, Muiredne, Gold, Dark Matter, Iridium and Adamantium”
“All of these substances exist in this universe, but the only missing substance that connects everything: Kalooms, that’s how I gave it its name, is it.”
“But I’m a grave near my end. I hope whoever survives will find it. It’s one of the only practical ways to escape destruction.”
“There is another and easier way and that is …”
The recording was stopped, but it was signed by whoever wrote it:
“Signed in writing, Doomlightning [not real name]”
The computer describes another thing he found: a rare and probably very important knowledge for the future: Harpoon Islands, one that is capable of capturing wayward islands without connecting them.
But that it was all over, a big noise was heard and with it, from a distance a movement of a real dragon was observed in the area.
And it seems to be in the direction of you! Estimated time - 2 rounds (1)
On the day the gate was built connecting the islands of the covenant, you decided that on this day, something stronger than just an alliance would be formed: a federation, with which they share fate, and the knowledge between them!
This is the day of the founding of The Homies Federation!
End Project: The great escape
Dragon impact - 2 rounds left
Tech: Cloning, Mechanical transplant, Genetic engineer, Computer
Mystic: Harpoon islands (can catch island without bind them)
Cultre: Magical Physics (+10% Int, +10% Mystic)
Pop growth: 12 (24% (40%* 60% [30% +10%]) * C.C available)
Info
Name: Mantodea Civics
Pops: 118 [+85 Automotones, +20 for round][+180 CS, +60 for round, need +1 steel and E for 400 unit []]
Carry capacity: C.C 413 / 729 (486 C.C. +50%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 4 [4 Donor, 16 in stock]
territory level: 6 (land mass)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 50%
Intelligence: 110% - [+30%]
Agility: 57.5%
Defensive: 65%
Charismatic: 47.5% - [+5%]
Mysticism: 25% - [+15%]
Legacy: Technocracy [+5% Int] (10/10)
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 (4/3 [-2 stability]): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int), Bank (+300% Currency, create banker job, all job now need payment), Tele.Gate
Writing: Unknow (+1 R.S)
Fertility powder - +10% G.S, 1 mutagenic powder [supplay]
Magical Physics (+10% Int, +10% Mystic)
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
The great escape
It has been said that one of the only ways to escape from the world that is going to collapse is to build according to a program collected from a computer and data repository the big project, but it requires research and construction in a huge dimension, and of course obtaining the materials.
This is a project that if completed and completed and managed to run, you and your project partner will win and manage to escape from this world.
Required: Talmedium, Nullvers, Muiredne, Gold, Dark Matter, Iridium, Adamantium, Kalooms
Need to recusege anyone of them to discover they porpes to help to constart the plan.
Energy need: +10 E
Activat time: 3 Rounds
Side effect: Vacuum decay
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
Relations
Mirtal (Alliance)
Ferloth-De (Alliance)
Regalis ultima (Alliance)
Fling long leg sapiens (unknow)
Races
Mantodea Intelectus Intelectus
Race name: Mantodea Intelectus Intelectus
Attributes:
Attack: 50
Intelligence: 80 (+10%)
Agility: 40
Defensive: 50
Charismatic: 40
Mysticism: 10 (-10%)
size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)
Capabilities:
Advantage:
Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)
Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.
Disadvantage:
Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism
Description: The mantis have Larval and Pupal forms, they look like this:
The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)
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: 65 Automaton active (+5 base dmg for Automaton, can be upgreat by wepone or others/ specelase)
Army Power: 325 power
Tools: Steel tools
Economy
Resources:
Currency: 750 [ +600, -350 in total] (150 + 300% [450])(+375)(+50%)
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, mathematics (+5% Int, +50% Currency effective), Arm replacment, Cloning, Mechanical transplant, Genetic engineer, Computer
Mystic: Binding [knowledge to bind island to ur lands], Biosynthezoid, Harpoon islands (can catch island without bind them)
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.
The Homies Federation - Ferloth-De
vote 1: Create Currency using a variety of materials (diamonds, marble, quartz). - Succ (luck - 10) (Char + Int) [u need to wait until u conncet to use matimatic and comict that use using non-vote]
vote 2: Use Mutagenic Powder to refine our knowledge of genetic mutation; try to recreate one of the lost races (stygians) by manipulating the original three races genomes. - Failed (luck - 6) (Int + Mystic + Char)
vote 3: Try to connect portals to Lizeron and demon civs and absorb them this way. - Success (luck - 3) (Char)
Vote 4: Use Lizeron, go to the Error island, ally with them and help them close portal to bananarama using wormhole magic after they detonate nukes - Succ (luck - 7) (Agility + Char + Mystic)
You started trying to use a new way to pay for things: Currency, and you decided to use diamonds, quartz and marble for it, and surprisingly, it proved very effective!
You also tried to try to link the new islands you found to you: the Lizeron agreed to connect with the gate guards, but as for access to their resources, their inhabitants and their land, they do not agree, but will only be used for the passage of trade.
The demon civs were not allowed to build the gate because of the intense heat caused in the environment, even if it was built in the safe area.
You tried to use the mutated powder to try to create a lost stem, but without success.
You also tried to build a new army with all the new ones, but something strange happened during training: all the newly trained men, including the animals, died mysteriously. As a result, training failed (31 died in total) (2)
You donated to help The Resurrection with a “gift” they prepared, and according to a team and delegation sent there, it was reported that it was successful!
On the day the gate was built connecting the islands of the covenant, you decided that on this day, something stronger than just an alliance would be formed: a federation, with which they share fate, and the knowledge between them!
This is the day of the founding of The Homies Federation!
Currancy: 375 for round
Demonic civis (Sus)
Lizeron Civic (Frendly - Semi arcopacen - +3 T.S)
Pop growth: 19 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 378 (16.6% Sha/ 16.6% Chor/ 16.6% Lavawalker/ 16.6% Mousekin/ 16.6% Lizrones/ 16.6% Fossilewalker)
Carry capacity: C.C 1512/3678 (2175 C.C. +70%)
Pop for C.C: 4 [4 Donor, 16 in stock]
Spirit Guardian: @TwilightWings21
Votes: 4
territory level: 16 (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 or lizrones)
Defensive: 32% (42% if Chiro’ or Fossolewalker)
Charismatic: 58.5% - [+10%] (43.5 if vs other civics) (68.5% if lizrones)
Mysticism: 47%
Legacy: Unity Council [+5% Char, +1 Stability] (9/9)
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%)
Bulding (⅓): Tele.Gate
Stability: 1
Happens: 0
Energy: 2 E
Perpetuum Generator V1 (+2 E, unknow price)
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
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)
Demonic civis (Sus)
Lizeron Civic (Frendly - Semi arcopacen - +3 T.S)
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)
Lizrons
Size: 2 m
given: +10% Agility if use, +10% on chrisma if use, +2 power if in air
Fossilwalkers
Size: 50ft/15m’
given: +20% on power, Resisetn to air, +10% def
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: 10 shade flier (10.5 + 1.3 (shade agility) + 0.6) , 15 shade runner (6 +0.64 + 0.6), 15 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), 14 Chiropterans (6 + 1.3 Agility +0.6), 21 Fossilwalkers [+13 power + 10 * Mystic, can hit from afer,lava walker passive active]
Army Power: 880 power
Tools: Iron tools, Iron Urumis (+1.5 power, + 1.2* Attack, -0.2 * agility, supply)
Economy
Resources:
Currency: 375 [+375 currency for round]
Trades: None
Resources Storage: [0/14] (+50% MouseKin - [5]) (Iron tools) (crafter - +6)
Food [14] (70% C.C)
Stones: [0/9] Very Common
Wood: [2/7] Uncommon (1 carfter), (1 smelt)
Obsidian: [0/2] Uncommon
Marble: [3/3] 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 - Currency
Uranium: [0/1] very rare [cant mine, need tech]
Talmedium: [2/2] Rare - Very rare [2 trade]
Titanium: [0/5] Very Common [cant use untill tech]
Quartz: [4/4] 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)
Diamond (1) + Marble (3) + Quartz (4) → 375 Currancy
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
The Homies Federation - Regalis ultima
vote 1: Invent telescopes (and use them to hopefully figure out what’s causing the end this time around.) - Succ (luck - 7) (Int + Agility)
vote 2: Tranquilizing and non-fatal paralyzing toxins again. - Succ (luck - 3) (Mys + Int)
vote 2: Use nature magic to create plants that function as living turrets that can be placed on our golems and defend us if the doombringers attack again. - Failed (luck - 4) (Mys + Def)
You started trying to use glass to create something else: knowledge of optics was born there, and with it you started to remotely check what was happening and find out what was happening remotely, and they were surprised to see something strange: one very small island started crashing, and another started crashing. You do not know what happened and why it is, but it may be a worrying sign.
In addition, you have managed to create poison spells, non-lethal toxins that are able to paralyze enemies, but at the moment it has a short-lived effect.
You also tried to create towers that could sift through to fight against future invaders, but without success.
Along with this, thanks to the movement of islands, in the next round, you have a + 20% chance of capturing an island. (8)
A new government is formed with which there is also a democracy whose power also belongs to the king / queen, contributes to stability
On the day the gate was built connecting the islands of the covenant, you decided that on this day, something stronger than just an alliance would be formed: a federation, with which they share fate, and the knowledge between them!
This is the day of the founding of The Homies Federation!
Magic: paralyzed non-lethal toxin
Tech: Optics
Legacy: democratic monarchy (+10% Char, +2 Stibility)
Army: 29 Stone Golems
Pop growth: 27 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 246
Carry capacity: C.C 984 / 2573 (1470 C.C. * 75%)
Pop for C.C: 4
Spirit Guardian: @UndyingHazard
Votes: 4 [3 Donor, 16 in stock]
territory level: 7 (ice sheet, land mass)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 25%
Intelligence: 75% - [+5%]
Agility: 55%
Defensive: 30%
Charismatic: 45% - [+10%]
Mysticism: 80%
Legacy: Democratic monarchy (+10% Char, +2 Stibility) (1/9)
Cultures
Survivors of the end who somehow found themselves in this strange realm of floating landmasses, determined to find a way to survive and escape to a new world. Over many generations, they became even closer to the elemental magic gifted to them by the legendary first leader of there kind: Miviam. Resulting in them developing colors, patterns, and other traits associated with that element. (+5% mystic)
Stability: 3 [+5% on anything] (+2 Legacy)
Happens: 2
Building: (2/3) Oil Generator (+3 E for 1, petroleum - 0/0), Tele.gate
Energy: 0E
smelly flower - +40%
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
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 (2 Grinit, +20% C.C, +2 Happiness), Crafters(1 wood,Infernium, craft tools, supply (+10 RS), Potter (+3 R.S, +1 smalting effe, need silt)
Army: 29 Stone Golems (5 + 2 (stone) + 3 * def)
Army Power: 206 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: [2/19] (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: [4/4] Very common (2 to crafters, 2 proses)
Silt: [1/3] Uncommon (1 to potter)
Granite: [2/2] Uncommon (Buillder)
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 (can use)
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 (2/2) → 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, Analog oil pump, Oil Generator (+3 E), Optics
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)
paralyzed non-lethal toxin
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 anti airship units - Succ (luck - 1) (Char + Int)
vote 2: Research anti airship tactics - Failed (luck - 4) (Int + Attck)
vote 3: Mobilize the population for war - Suc (luck - 9) (Char + Atk)
In the aftermath of the last war, you realized that you needed something more effective in the war against airships, and in light of the success of building airships, you started trying to create such a unit that specializes in shooting down one. After thinking that due to a technological limitation, you are in the dungeon of dummy ships, you have started to create the fireairship, these burn them and constitute an air barrier for movement as well as damage. But you do not know how effective it is and it can also damage the wing and it is of course ineffective in protecting types of metals.
Not to mention failed attempts that caused a major fire that killed 97 people.
But at the same time, the encouragement of the great leader managed to train a large amount of army that were ready for the coming war, and with it: a transport airship, capable of propelling all soldiers to land contact or air takeover.
Huge air pressure was felt a certain condition whose effect caused the plants to flatten, as a result, it began to bring movement of pixie dragon to your food area, causing damage, and lowering your food output (5)
Pixie dragon (-2 food)
Tool: Transfort Airship (can mobilize army and takeover in air, need airship supply)
Power: 29 Fireairship (1 power, super effective vs non armor air type unit), 203 Soldier, 85 Fish dragon cavalry
Pop growth: 22 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 1176
Carry capacity: C.C 1176 / 1964 (1571 C.C. +25%)
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] (1/5)
Cultures
A coalition of previously warring states unified under a strong leader. It comprise of many states, each with its own governance. But there is a clear leader among them, the one which could bolster the strongest military force as well as showing great devotion to the one true faith. However, there is an instituted council of each ruler which has political power even greater than the Grand Leader if a dominant portion of the council unify under a single vote. [+5% attack]
The story before - +10% Char
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 (⅔): Holy site (+5% Charisma, Create job: Monks?), Wall (+5% Def)
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 (Enemy)
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, +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: 339 Soldier (2.4 + 0.16 (agility) + 1 (attack))[ iron battle ax] , 137 Light Lance wepenace -Fish dragon cavalry (4 + 2.9 + 4 + 0.352.1 [base mystic] +0.50.1 [base def], ec: Light lance - Physical Penetration [null armor effect], unit using that are holy), 29 Fireairship (1 power, super effective vs non armor air type unit)
Army Power: 3110 power (+10%)
Tools: Iron Tools,Iron Battle axes(+ 0.9, +0.5 * Attack, -0.2 * agility), Light Lance (+4 base, *2 Mystic, Physical Penetration [null armor effect], unit using that are holy), Transfort Airship (can mobilize army and takeover in air, need airship supply)
Economy
Resources:
Currency: 650 [+50 for round [-50 commanders][-25 monk?][-50 Inquisition][-25 Tactician]] [200 Silver]
Trades: None
Resources Storage: [0/9] (Iron tools) (+6 Crafters)
Food [3/6] (15% C.C) (-1 monk?)( Pixiy -2 food)
Wood: [2/3] Common (1 Airship, 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: [3/6] Rare
Petroleum: [0/3] need tech
Muiredne: [0/3] - very rare need tech
Processes
Smelting (1 wood (1/1)) (+50% effective):
Iron (3) → Wrought iron (4/5) (1 to crafter, 1 ax, 1 Airship)
Silver (2) → 200 Currency
Wrought iron (1) → Iron Ax (1)
Wrought iron (1) → Light lance (1)
(1/1) wood + (2/2) of any metal → Airship (Supplay)
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 (-2 food)
Dragon-fish: it a fling fish that can be ride on him (can fly, ridable, if tame: +1.9 base power to the rider, +20% island binding)(tame)
Floating eye: danger eyes
Others
MYSTERY
The Resurrection
vote 1: send zenzone 5 nukes in a ceremonial thing- Succ (luck - 10) (Char)
vote 2: summon a demon to teach more people to be firefighters and soldiers - Succ (luck - 2) (Mys)
vote 3: S̵̡̛̛̻̻̩͚̜͎̱̥̪̻͔͙̠͕̾̒̍̈̃͊̀̓̅͂̈́́̏̒̀̀͌͆͊̐͆̅͋̈͌̊̀̐͌̽̄̈͗͛̾̀̓̈́̇̅̏͑̑̎̍̄̓́͊̀̚͠é̷̡̨̢͎̠͍̯͎͍͍̯͕̻̻̲̗̰͓͔̈̈́̇̊̊̊͑̚ć̴̨̢͇̱͇̝͉̦̱͚̹͛̕r̵̨̡̨̡̢̢̡̺̜͉̩̰͙̳̣̦̼͕͕̖͉̯̻͚̦͎̤͔̝̩̰̻̫̖͎̮̭̺̫͍̪̘̖͉͓̬̰̤̜̜̺̈́̏̓̀̎̐̓́̍̑̆̀͂͑̾̓̀̃̎́́̀͗͌̏͑̀͌́̀̓͌̀̀̈́̋̓̎̏̈̈́͘̕͜͜͜͠ͅe̶̡̨̡̛̛̟̗̱̮̱͎͍̜̭̼̘̬̞͔͓͓̦̳͕̖̣͙̼͇̭̼͚̖̞̠̘̦̰͉̻̬̹̱͇͙͍̗̲̬̭̗̮̳̥͚̹̳͎͕̣̩̬̟̘̮̤͎̊̾̇̓̋̊͒͑̋̉̀̏͒̂̈́̑́̅̾́͗͐̍͐͒̄͒̈̀̈́̇́͆̆̋͒͑̇̑͐̑̾́̇̄́̆̐̾͗͂̂̈́̈͂̏̆͐̉̑̓̑̅͊͌̎̚͜͜͜͝͝͝t̴̨̛̛̛̬̰̯̟̟̻̙͍̗͚̪̣̹̿̊̄̒̆̌̈̊́͌̀͗́̑͆̿͊̂̒͘͜ ̶̧̡̧̨͓͎̗͇̩̗̮̙̻͉͔̩͕͖͉̙̜̩̘͙̯̟̼̬̟̘̪̞͈̳̦̮̖͉̣̞̀̓͐̔̌̐͒̊͗̐͊̍̾̆̓̀͛̂̈̊̈̈́̓͛̉͗̈́͂̐̃͆̔́̏̆̀̅́̀̈̄͒̑͂̎́͊͘̚͜͠v̸̢̨̨̧͈̙̗̞͎͉̟͇̥͈͔̫͉͚̙̠̺͚͓͎͕͉͈̞͕̗͔̫̥̂͊́́͋͒̃͆͒̎̅͋͑͐̓͂̀̄̈́͛̊̓̔̂͒̑͗̎̀̓̍͛̅̆̒̿̾̌̔͊̎̔̔̎̉͆̑̂̎̾̃͑͂̋̉̎̄̊́̆́͘̕͘̚͘͝͝͝ͅo̷̢̢̥͈̫̞͓̩̤͓̘̗̜͈̣͎̭̬̦̥̯̮̬̬̭̳̗͕̣̠̳͑͑͆͊̔͐͆̅̇͌̚͜t̷̛̛̛̛̛͔̻͐͊̆͗̎̽̄̆̈́̆͑̋̋́̄̓͊̈̒̓̎̔͂̀̆̌͌̈́̇́̔̑͛̾̓̇̂͌̅̔͛͑͂͊̎́͑̈́͛̅̓̓͌͗̔̚͘̚͘̕͘̕̚̚͝͝͝͠͝͠͝ȩ̸̧̡̨̨̡̛̛̩̠̘̠͙͖̺̠͓̖̱̣̥͕̜̜̭͙̣̥̤̲̦̟͇̤̳̩̘̱̗̲̤̣̱͈̹͉̯̠̻̜̠̙̦̏̀̾̀̏̈́̒̃͂͑̀̔͒̏̾̒͆̀̃̑́̅͒͑́̃͋̒́͋̈́́̂̓̅͒͛͋̓͆͌͋͐͛́̀̾̀̀̕̚͘͜͜͜͜͝͝͠͝ͅͅͅͅ - Succ (luck - 5) (Agility + Char)
You asked a demon to help train a new military force, but it did not help much, so they were trained very little while the Asher, were destroyed (51 died)
Devastican: Atomic Bomb: Wheel of fate -
Attacker: 1 , Defender: 1 - Distacen of the island, Big side effect to the Deff and atk, start event, Effect the End bar
In a solemn ceremony to celebrate your friendship with the Bananarama, you decided to give them the atomic bombs as a gift: 5 in total, and with it as a sign of friendship.
But what they did not know is that you planned to set them on fire. With the help of the Ferloth-De, in a secret meeting, you created an analog clock that will explode at the appointed time. And with their help you later closed the gate from behind. Before it explodes.
Later, a report came that it was successful and it exploded.
But there is a report that it created something wrong: creatures that were not supposed to exist happened.
Who the future says is going to happen now?
Bananarama (Ex?)
Ferloth-De (Cold)
Anarcy: -3 stibility
Power: solder - 19, fire mage - 15, 1 DBC
Pop growth:-173 (30% (25% + 5% * C.C available)
Info
Name: The Resurrection
Pops: 1687
Carry capacity: C.C 1687 / 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: Anarchy (-3 Stability)
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: -3 [-10% on anything] [Anarcy]
Happens: 0
Invader Mush Civis[+30% next time]
Relations
Mashroom civis (Trade)
Doombriners (Frenzy)
Bananarama (Ex?)
Ferloth-De (Cold)
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: 9 soldiers (1.3 +0.4 [agility]), 13 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 6 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, *2 power vs Ships or building), 5 Atomic bomb (luck roll of succ, if use, it can destory all Civic, not power valiue)
Army Power: 313 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
1000 → 40 Uranium
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: Experiment on the Golden Metal tree to find out it’s properties, and try to find a practical application for it. - Failed (luck - 6) (Int + Mystic)
vote 2: -”- - Failed (luck - 6) (Int + Mystic)
You tried to get the golden resin liquid out of the wood, but everything you tried failed, because there was no resin.
You tried this times and from the few that were, you put him in the wall to try to see if he was attracted to the resin, but instead he went crazy and started attacking the wall, the few in the army who tried to fend him off, without success. Out of control, 221 residents were destroyed and killed, including all the Katana holders. Only the Trans-Kajit managed to cope and finally defeat the snake. But the damage has already been done, and with it, the entire 9th consulate was also destroyed and the island went into anarchy (1)
Anarchy (-3 Stibility)
Pop growth: -65 (30% (25% +5%) * C.C available)
Info
Name: Acanthus
Pops: 1407
Carry capacity: 1407/2325 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: 40% - [+5%]
Charismatic: 50% (35% if vs other civics)
Mysticism: 20%
Legacy: Anarchy (-3 Stibility)
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: -5 [-20% on anything] [+50% rebellion]
Happens: 0
+20% - meat
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), Doctor (+10% GS, +5% Def, -25 currency)
Army: 0 katana holders (2.8 + 1.32 (agility) + 0.35 def), 1 Trans - Kajit (5.8 [4 +1.8] + 1.92 agility + 0.35 Def)
Army Power: 8 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: 225 [+50, -25 to blacksmith, -25 doctor][25]
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), Medisun
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
Golden metal tree (2 G.M.S [golden metal sap])
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
The Survivors of Bananarama
vote 1: retry the holy hospital - Succ (luck - 6) (Cha + Mystic)
vote 2: begin to construct a holy cathedral - Succ/Failed (luck - 7)(Char + Mysitc)[project vote]
vote 3: -”- - Failed/Succ (luck - 6) (Char + Mystic)
vote 4: -”- - Succ/Failed (luck - 3) (Char + Mysitc)
You who managed to build the holy hospital, which helps you increase the growth rate a bit, and gives a little charisma.
You began to try to build the next ambitious thing: the holy cathedral, which was high among the high ones, the one that would skyrocket among the thickets and take the rich mana springs that would give darkness by God’s command and give power to all the goblins on the island so that God would always walk among them. And the project started to build, but it was stopped because of something so destructive, that they probably will not be able to build it at all:
Devastican: Atomic Bomb: Wheel of fate -
Attacker: 1 , Defender: 1 - Distacen of the island, Big side effect to the Deff and atk, start event, Effect the End bar
On the day you befriended your new friends, The Resurrection, they brought you a particularly ceremonial gift: 5 nuclear bombs, the most powerful weapon in the world. One that is capable of flattening entire cities, but has never been tried before on anything real.
But this is a gift you welcomed, and stored it inside the weapons depot.
Once they parted, you went on with your life, and at the same time began a daily training of the entire Air Force, and both those who were rebuilt and those who went to check and some jurors began to move to a far island for testing.
But what they do not know is going to happen the biggest disaster that has happened in this universe so far.
A team that went out to check the storage after the ceremony and the storage of the atomic bombs heard something strange among them: it’s ticking. They did not know what it was because they did not know each other but then it happened quickly.
At one light during the aerial test, training was stopped. The top wave washed over everyone to see their island released with one big smoke mushroom and behind it.
Nothing.
The city, the buildings, the residents and the walls and the fortresses, everything was erased and only a huge crater remained.
Everyone who was in the aerial training did not understand what happened, but one thing they did understand:
Everything was destroyed, and out of the smoke, they began to see something strange and should not exist in the world: mana creatures, born of the radioactive radiation and the streams of mana that flowed, created a new kind of life, and began to fill the place, instead of the goblins that were.
The island has become uninhabited and you are without an island. As you approached the island, you felt your skin burn. Advanced equipment is required to return there. But the knowledge, culture, faith and works survived the disaster.
Who the hell did he do this? why did this happen? And you only know one person: The Resurrection
Deaths: 2418 inhabitants
Every action and activity on the island is disabled, construction, quarrying and processes cannot be done (for my convenience, I leave it as it is, until you can find a way back or move to another island), you preserve the votes you have, they are not gone. You get a special feature for your civilization: The Survivor (will be updated in the next round).
Who and the world will show you mercy, because you survived the disaster
Power Unit: 3 Sloops, 3 Jaegers
The Resurrection (HATE)
Knolege: Radio-Mana creates
Pop growth: -2418 (57% ([25%+20%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 730
Carry capacity: 365/1907 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: 105% - [+25%] (granted + Bonuse event base on luck)
Legacy: Military-Religious regime (+10% Mystic, +10% Power, -1 Stibility and happines)
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 (+0.4 power for civic (not unclude army))
City (u can give a name): +1 vote
3/5 building: (halt)
Shipyard (+150% airship building, Multitasking Bulidng, 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]
holy hospital [+5% GS, +5% Charisma]
Stability: -1 (-1 Military-Religious regime )
Happens: 0[+1 happines][-1 Military-Religious regime]
Kapten - +10%
Currency - +30%
Relations
Doombringers (Hostile)
The Resurrection (HATE)
The Exalted Coalition (Enemy)
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), 4 Sloops ([0.5 * 20 + 10]*5, take 20 mateys, install - Fire lance (*5 the base power), can fly [immune vs non bord malley attacks]), 10 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: 1607 power (-40% 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), bullets (+*1 amplafie and +2 base power if have to wepones)[Not supplay]
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)
Wrought Iron (0) + Flash Powder (0) → Bullits
(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
Radio-Mana creates: The remnants of the creation of radioactivity and mana
Arcimea
vote 1: Build Better Walls - Succ (luck - 7) (Def)[+30%]
vote 2: Get Steel Weapons - Failed (luck - 10) (Int)[+50% next time][+5%]
Vote 3: Scout the New Area - Succ (luck - 9) (Agility)
You continued to improve the wall, and after a lot of work, you managed to thicken the wall and now it is strong enough to fend off a warrior who is unable to climb or fly beyond the walls.
You also tried to create steel tools again, but steel is hard to work, you need more time until you succeed
You set out to explore the new area that has arrived, and with it you find new minerals that have never been seen before: clay, a smooth brown material known as copper and a beautiful shimmering material that has been nicknamed gold.
Plus you found something strange in the area that requires further research, but that’s an anomaly.
One day one of the residents started to feel bad and from this clarification it spread to everyone around.
Only after a quick review, an epidemic was announced in which 23 people died soon and already 23 people (1)
Plage (-1 Stibility)
Wall: (15% def, null efect vs non-fly/clamer melee units)
Resorce: Clay - +3, Copper - +2, Gold - +3
Pop growth:38 (40% (30 + 10) * C.C available)
Info
Name: Arcimea
Pops: 838
Carry capacity: 838 /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: 58% - [+15%]
Charismatic: 72% - [+15%]
Mysticism: 10% - [+5%]
Legacy: Gerontocracy [+1 Stability, +5% Mystic, +10% Char] (3/6)
Cultures
all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it. [+5% Int]
Wall - +15% def, null efect vs non-fly/clamer melee units
Bulding (⅓) : School [+5% char, create job: teachers]
Stability: 0 (Gerontocracy) (-1 plage)
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
Clay: [0/3] UnCommon
Copper: [0/2] Rare (use)
Gold: [0/3] Uncommon
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:
- A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
- Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.
I can give help: you need quartz, liquid mana, some heavy metal and structure in voting project type. All these things you will achieve, you will be able to build this structure and communicate with everyone without effort or distance.
A something left
need more finding before act.
Environment Knowledge
Plants
Green Vegitable: they are delisen, use as plantasen for farm
Blackpowder frute: have an expoisive fruits (1 bio-black powder)
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
Drydrerons- an one of the 4 forcese start to see ur island as his new nests, very dng
Supreme Abacus
vote 1: invent cultivation - Succ (luck - 6) (Int)
vote 2: invent automatons - Failed (luck - 6) (Int)
You kept trying to find a way to increase food production, and as a result, you invented the plow, which helps to stir the soil and regenerate it, but only in the short term since you need some fertilizer or it will hurt you.
You are also in the power of the knowledge you have gained, you have started trying to do something more advanced, but it has not succeeded.
Worse, you happened to pass in a particularly bad area because of an outside factor, it seems some of the residents suddenly died, and after a thorough examination, you do not know why, but your tissues just rotted for no reason, but the effect is clear: 167 snatched the mysterious thing and died. But the good news is that it is not contagious (1)
Tech: Andavce cultivation
Pop growth: -69 (31% (25 *125%) * C.C available)
Info
Name: Supreme Abacus
Pops: 615 (+18% Int and Mystic [+3% for 100])
Carry capacity: 307.5 /638 C.C ( 440 C.C. +45%)
Pop for C.C: 0.5
Spirit Guardian: @GodOfKnowledge
Votes: 2
territory level: 4 ()
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30%
Intelligence: 78% - [+23%]
Agility: 30
Defensive: 25%
Charismatic: 50% (20% vs other civics) - [+10%]
Mysticism: 68% - [+18%]
Legacy: Queen [+2 Stability] (3/4)
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 (+8 Food, need fertilize), 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 [7/10] (45% 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),Gear, Wheel, Clockwork
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
These are the things I do for you, so do not hate me for what happened, I’m just the writer who took him 5 hours to write it all, in my spelling.
I hope you enjoyed this interesting round and hope I did not miss anything
i’d never think i’d see the day an atleast part mystic action got luck 10 in my civ.
I will give one of my votes this round to Frale.
vote 1: Create a capitol city with the other members of the federation
Vote 2: Send armed poison dragons to capture some wyverns, if successful make sure the wyverns stay dosed up on the paralyzing toxins
Vote 3: Have plague dragons crate a brain parasite that they can use to control any organism they are implanted in. The parasites will be sterile so they cannot reproduce on their own and get out of hand, with the only way to make more being with plague dragons. If successful they will be tested on the captured wyverns.
Non action: Harvest more metals and use them to craft more armor.
Action 1: Steel Weapons Again Again
Action 2: Learn Better Medical Stuff
Action 3: Steel Tools?
invent droght resistant crops
create food with magic
Thanks for the new round doom!
And EAT NUKE ZENZONE!
Action 1: Try too increase stability by bringing the council back. Maybe as a rebellion?
Action 2: Repeat action 1 if it fails, otherwise, Research kajit thought patterns to get a bonus on charisma.
Round 21:After the fire
End
20 rounds left
After the disaster, the goblins’ civilization managed to hide themselves from the world, probably ashamed or scared, who knows, but what is indeed felt is the effects of the event on everyone.
Another disaster is about to approach
The Homies Federation - Mirtal
vote 1: Make the coinjointed capital with the others - Success (luck - 7) (Char)
vote 2: Research more uses for the magic core - Grant (luck - 8) (Mys + int)
vote 3: Send paid archeologists to make a site in the finished rocc fear site inorder to study in higher detail the technology. - Success (luck - 5) (Agility)
vote 4: Use basalt to build furnaces capable of smelting titanium - Grant (luck - 3) (Int)
vote 5: Given: [Project Astra vote start] start designing astra - Success (luck - 10) (Mys + Int + Attack)
You started researching the magic core to discover uses for it, and surprisingly, they can be used as a very effective energy source to power magical devices, but what’s more special about them is that they come in a variety of different types depending on the type of power they contain from nature: parts closer to fire, others to gravity And one even for life. In addition it is also able to empower users with their magic powers and turn them into powder and pass through a process that is not yet clear, but it requires further research.
You are also into basalt inventions, you have managed to create stronger kilns, furnaces and a better cooling process. Thanks to understanding, you are also in the midst of investing material, you can produce titanium with its help, in a process called Hunter process.
In addition, you started an ambitious project, one you called Astra, can do anything that might help you, but to get started, you needed a lot of materials, but with it came luck from an unexpected source: an experiment of Mantodea Civic in Harpoon islands , They unexpectedly managed to capture no small island, but one that fits exactly what you needed for the project, which saves you work, but what’s more interesting is this thing they used to capture without linking the island, and it’s stuck there.
But there remains a way to motivate, feel, defend and attack (listed on your page)
Hired archaeologists came to explore with the help of the Ferloth-De to explore in depth the site of the rocc fear and with it you reached deep after the mana back there, where you discover a computer and store information in it, but could not find out what is there, you will probably need outside help There and immigrants it can help with new technology.
But along with all the prosperity, there is a bad feeling in everyone because of a change in currents, and in light of the fear, in the next round, you can not use mystical actions (2)
After hard work, all members of the federation have now established a common city - coinjointed, one that belongs to all the civilizations that are divided. It could be called a capital city, one built by everyone, a place where everyone can live and create more new things on the island of Mirtal and connected by gates.
It is the most central city in the world right now.
U have enoght currency to buy for the ifst time
Power: +16 Rocc riders, 12 Mana Wavers
Tech: Magical core engine, Hunter process( can melt titanium)
Pop growth: 107 (10% (25*40%) * C.C available)
Territorial Mana density (40%/100%)[-10% to Graphana process][+10% mana generator][-20% unknow effect]
Info
Name: Mirtal
Pops: 1446
Carry capacity: 1446/6760 C.C (3654 C.C. +85%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 5 [5 Donor, 16 in stock][Capital - +1]
territory level: 20 - Island Contonat (it now mark in the map, +2 vote)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 30% - [+5%] (if pure attack, use also Mystic)
Intelligence: 100% - [+40%]
Agility: 55%
Defensive: 20%
Charismatic: 75% - [+25%]
Mysticism: 115% - [+35%] [only mys vote are granted and give bonuse effect]
Legacy: Direct Democracy (-2 Stibility, +10% Charisma, +2 Happiness) [4/6]
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%]
Magical Physics (+10% Int, +10% Mystic)
Stability: 0 [+1 banker]
Happens: 3
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]
Scientific method (+10% Mystic and Int)
Building (5/8) : Marble statues ( +2 Happines, +5% Charisma, 2/2 Marble), Mana generator (+10% T.M.D, +5 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), Bank (+300% Currency, create banker job, all job now need payment)
Teleportation gate
Progress: Done
strength : 6 in total
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: Massive teleportacen, Magitech, RS Teleport
Energy: + 1 E.M (need some resuce to use that, if)[-4 for Tele.gate [1 for active]]
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.
Project Astra
Each system is made in a modular fashion, allowing them to be upgraded or to add more systems/cores very easy.
It is a pill shaped vehicle with an exterior titanium shell the size of a territory level 1 island, it will have severeal internal levitation magic thaumium rings to make the shell lighter than it normally is. There will be various systems in the Astra:
Locomotion system, composed of the levitation core (constructed based on the principles of the ethereal core and mana resonator, it will make the Astra levitate in the sky), the directional core (similiar to the levitation core but used to actually move) and the teleportation core(makes it teleport).
Defense system, composed of the barrier core which creates a magic barrier all around the Astra and the illusion core which renders the Astra invisible.
Communication system, used for long range communication.
Sesory system, using sensory magic to sense outside
Energy system, composed of 5 mana generetors and 2 backup mana generators improved based on the principles of the ethereal core and mana resonators, and a thaumium power grid.
Controll system, composed of a manual controll pannel and a boltzman doomit-brain for automatic mode.
Weapons system, composed of severeal thaumium rods all encoded with various offensive magics connected to a modified and stronger version of the mana resonator and connected to a spell projector which makes the spells appear outside the Astra; it will also have 2 Uranium-Guna Magic Beams, each composed of an advanced mana resonator connected to 1 central guna piece and also connected with uranium which is used to energize further the mana (and magic cores too put in there, to make it stronger) which is then sent to a modified spell projector made for this sole purpose which creates a powerfull beam outside the hull of the Astra.
Housing system, a collection of houses improved with robotics and that has 1 converter which converts mana energy to electricity to be used by the robotics, the population of the Astra will make repairings and other things to it.
Mining and storage system, an hybrid system of offensive/mining and wormhole magic used to mine minerals and teleport them into a storage room, the minerals will be used for repairings of the Astra.
Processing system, a system which uses magic to process the materials in the storage rooms so that they can be used to repair the Astra.
Luckily, you do not need to rebuild an island and with it you have a base for one, but the rest there is a need to build or achieve, but that everyone in the federation can participate in it
Process: 10
Reword: base on luck, may affect the end
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 (-50 C), Farmers (18 Food, 4 Phosphate - +200% [12], - 25 C), Binders (-50 C), Builders (2 stones, +10% C.C, -50 C), Crafters(1 wood, Wrought iron, +6 RS, -25 C ), archaeologist (+20% in arch type sites, -50 C), Thaumatology (+5% Mystic and Int, +100% effective in thaumaturgy resource, +3 R.S, -75 Currency),General (+10% Power, -12.5 Currency), Banker (+10% Charisma, +1 Stability, -50 Cur)
Army: Mana waver: 152 (1.1 + 0.810.3 (Mystic race) + 0.55 2.1 (Agility race)), 0 Soldiers (1.1 base + 0.552.1 (agility race) + 0.8 * 9.8 (Mystic race), 67 Rocc cavalry (1.1 + 9 Base power + 5 (armor) +1.4 (def7) + 14.4 (11mystic, +7mystic armor) + 3.355 (3.1*Agility + 3 Agility armor), non weapon supply, armor supply)
Army Power: 4279 power (+10% power)
Tools: Mana Iron tools (can mine Guna and Titanium),Thick Levitate Thaumium Rocc Armor (+5 base power, +7 * Deff, + 7mystic, +3 * Agility if Rocc involve, Resisten vs Physical dmg), mana resonator (+3mystic to units)[suppaly], Encode Sensory magic (+ 6 * Mystic, +1* Agility)[suppaly]
Economy
Resources:
Currency: 1425 [375*350% = 1312.5], [925 for round in total, 387.5 cost)
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: [0/28] (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: [0/13] Common
Basalt - [2/4] Rare (2 trade)
Granits - [0/4] Rare
Iron: [5/7] Uncommon (5 Prosses)
Titanium: [0/10] Common - need asimant
Guna: [2/3] very rare [2 unused] - very rare element
Platinum: [4/4] Rare (2 Trade)(2 Сurrncry)
Stone Coal: [5/5] Uncommon [1 to smelting] [4 trade]
Fossils: [0/5] Uncommon
Phosphate: [4/4] Uncommon [Agrricalter]
Magical Core: [1/5] Very common - very rare element
Processes
Smelting (1 Stone coal, 1/1)[can smelt up to 6]:
Iron (5) → Wrought iron (5/5) [1 to tool craft, 1 Thaumium, one Currency, 1 smelting]
Wrought iron (1) → 3 Iron Coins (+75 Currency)
Platina (2) → 6 Platina Coins (+300 Currency)
Wrought iron (2) + Thaumium (2) → 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 (4/4) [create 4 for 1 (+100%)] (0 unusee)
Thaumium (1) + Graphana (1) + Magical cores (1) → Mana resonator
Thaumium (1) → Encode Sensory magic
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, Magitech,
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,Massive teleportacen, RS Teleport
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
Sensory magic
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)
Hired archaeologists came to explore with the help of the Ferloth-De to explore in depth the site of the rocc fear and with it you reached deep after the mana back there, where you discover a computer and store information in it, but could not find out what is there, you will probably need outside help There and immigrants it can help with new technology.
Unknow 2 - White
A low densey anomaly taht can harm ur people if close
Ferloth-De began searching there and discovered white stones that required further research there
Archeology Site - Agiity
Progress: 4/10
Jumps: 9
Reward: Basic robotics, Ether engine, The core of the past (chose to open that or not)
discovery:
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])