Pandora without Horizon - P.H. Second Season

The Homies Federation - Mantodea Civic

vote 1: bind me some islands (using Mirtal) - Succ (luck - 2) (Bind)

vote 2: Help make a big city with the rest of my alliance. - Succ (luck - 9) (Char)

vote 3: Send some Biosynthezoids to rendezvous with the dragon and sneakily collect its DNA, and mix it with some mantis dna to make a hybrid - Succ (luck - 9) (Agility + Int)

Vote 4: Invent a way to make biosynthezoids for cheaper - Succ (luck - 9) (Int + Mystic)

You sent the little Biosynthezoids to try to steal maybe pieces of material from the approaching dragon, and after a while, they very successfully managed to steal materials and with that you started encoding the dragon’s genetic information and one of them came up with an idea that you could create a mantis hybrid with a dragon. The idea made them sound great and after hard work, you started making experiments to create from them the unified race of the two, and after a long time, the first dragon-mantis was born to life. One that has no disadvantages and also has the abilities of dragons, super race.

But the only thing missing is that it has angered all the dragons in the world from today.

You have also found a way to create biosynthezoids more cheaply, and you have succeeded thanks to this in lowering the cost of manufacturing a steel in them, and also speeding up their production.

Because of the new breed that was born, another movement of a dragon was detected in your direction, but it seems to be much larger than you (3)

with nthe help form Mirtal, they hekp u to bind island, a small one without any spaple stuff

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.

Dragon impact - 1 rounds left

Dragon impact 2 - 3 rounds left

Race: Dragomantodea Inteleguna

Anarchy [-3]

Island: C.C = 170

territory level: 7

Pop growth: 16 (24% (40%* 60% [30% +10%]) * C.C available)

Info

Name: Mantodea Civics

Pops: 134 [+105 Automotones, +20 for round][+300 CS, +120 for round, need +1 steel and E for 400 unit []]

Carry capacity: C.C 469 / 984 (656 C.C. +50%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 5 [4 Donor, 16 in stock][Capital - +1]

territory level: 7 (land mass)

Risk, Legacy, Cultures, Stability and Happiness

Attack: 60%

Intelligence: 110% - [+30%]

Agility: 57.5%

Defensive: 65%

Charismatic: 47.5% - [+5%]

Mysticism: 25% - [+15%]

Legacy: Anarchy [-3]

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: -4 (+1 banker, lighthouse) [-10% on anyhting] [+20% rebblion]

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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

Relations

Mirtal (Alliance)

Ferloth-De (Alliance)

Regalis ultima (Alliance)

Fling long leg sapiens (unknow)

Races
Mantodea Intelectus Intelectus

Race name: Mantodea Intelectus Intelectus

Attributes:

Attack: 50

Intelligence: 80 (+10%)

Agility: 40

Defensive: 50

Charismatic: 40

Mysticism: 10 (-10%)

size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)

Capabilities:

Advantage:

Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)

Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.

Disadvantage:

Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism

Description: The mantis have Larval and Pupal forms, they look like this:

image

The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)

Dragomantodea Inteleguna

Race name: Mantodea Intelectus Intelectus X True Dragon

Attributes:

Attack: 60 (+10%)

Intelligence: 80 (+10%)

Agility: 40

Defensive: 60 (+10%)

Charismatic: 40

Mysticism: 20 (+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.

Draconian power: Can fly, + 10% Mystic, +10% Atack

Extra-skeletal scales: Magic and physical resistance by 30%, + 10% def

Touch of Doom: Bonus points do not change if it is below the amount, genetically transmitted abilities so it does not affect the composition of the population, dragons very much hate you and did everything to kill this abomination

Disadvantage:

The power of forces: There are no disadvantages (see Touch of Doom)

Description: A hybrid of Mantis and one of the 4 forces: a true dragon, after hard work of the lab, they managed to create a hybrid that has no flaws, but it has a dangerous social cost if not acted properly (no shift)

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: 1125 [ +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 → (3/4) Stone Coal (2 Steel)

Resources Storage: [16/42] (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: [7/7] 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 (5) + Coal (3) → Steel (6/7) (1 crafter, 5 proses, 1 unused)

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 + [1/1] Steel [effect ur race]→ Biosynthezoid [C.S] {+120} (*2) (*300%)(*2)(+100%)

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: Try again to make the Stygians, use genetic editing to do so - Failed (luck - 2) ( Int)

vote 2: Make city with the other members of the federation. Make it on the island with highest TMD. - Succ (luck - 3) (Char + Mys)

vote 3: Create Steam Jets - Success (luck - 6) (Int)

Vote 4: Given to Mirtal

You have once again tried to create one of the lost races, without success. Instead, a mutation was created that killed 23 people before it was eliminated

In the technology of using metals and engine knowledge, you have created the steam jet that can lift yourself for a short distance and also not heavy weight, so Mousekin and Shader can use them but no more. But it’s enough to be used for an aerial confrontation.

And thanks to hard work, you started working on the island of Mirtal on the unknown ruins that only you can get there on their island, and with you you manage to dig there white stones that cover the whole area, the reason is not clear yet why, but what is certain, it probably causes mana sparsity (9)

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.

You have enough to buy a vote (one use)

Currancy: 1187.5 for round

Tool: Steam Jets (using that give the ability of fly to units smaller then 9m’)

Arci: progrees: 4/10, jump: 9

Pop growth: 28 (23% (30%* 75%) * C.C available)

Info

Name: Ferloth-De

Pops: 406 (16.6% Sha/ 16.6% Chor/ 16.6% Lavawalker/ 16.6% Mousekin/ 16.6% Lizrones/ 16.6% Fossilewalker)

Carry capacity: C.C 1624/3678 (2175 C.C. +70%)

Pop for C.C: 4

Spirit Guardian: @TwilightWings21

Votes: 5 [4 Donor, 16 in stock][Capital - +1]

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: 70% - [+5%]

Agility: 75% (85% if Chiro’ or Shades or lizrones)

Defensive: 32% (42% if Chiro’ or Fossolewalker)

Charismatic: 68.5% - [+20%] (53.5 if vs other civics) (78.5% if lizrones)

Mysticism: 47%

Legacy: Unity Council [+5% Char, +1 Stability] (2/9)

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 (2/3): Tele.Gate, Bank (+300% Currency, create banker job, all job now need payment)

Stability: 2 [+1 banker]

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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

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 (-50 C), Farmers (10 Food, -25 C), Binders, Builders (-50 C), Crafters(1 Wrought iron, 1 wood, +6 R.S, -25 C), Banker (+10% Charisma, +1 Stability, -50 Cur)

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), Steam Jets (using that give the ability of fly to units smaller then 9m’)

Economy

Resources:

Currency: 1562.5 [+1187.5, -125 cost] [375 * 350% = 1312.5]

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)

Wrought iron (0) + Steel (0) + Thaumium (0) → Steam jet [not 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),mathematics (+5% Int, +50% Currency effective)

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

2 Likes
The Homies Federation - Regalis ultima

vote 1: Create a capitol city with the other members of the federation - Succ (luck - 10) (Char)

vote 2: Send armed poison dragons to capture some wyverns, if successful make sure the wyverns stay dosed up on the paralyzing toxins - Succ (luck - 1) (Agility + Atk)

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. - Succ (luck - 6) (Mys + Int)

Vote 4: Bind island using Mirtal stats - Succ (luck - 2) (Bind)

You started experimenting with the paralysis toxins on the wyverns and trying to get close to them, but it did not succeed the part of stealth, and as a result, there was a battle between you, they managed to kill 19 residents before you managed to silence and paralyze them.

And what you’re going to try to use them for is to create something that cost you a lot of time: in the power of the plague dragons, you created from a living creature tree that behaves strangely: it is unable to reproduce, and is under their control, but there is only one purpose: to take control of a living creature. Them, you tested them on the wyverns, and in a short time they lost all desire and began to succumb to your desire. The experiment was successful, but what else can be done with them?

You asked for help from Mirtal to capture another island, and they managed to capture a small island where all there is is volume.

But not only that, approaching drought and spelling dries 30% of your C.C (3)

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.

Magic: brain parasite

Army: 17 Stone Golems, 21 Brainless wyverns (+6 power)

Island: C.C = 103

territory level: 8

Pop growth: 11 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 257

Carry capacity: C.C 1024 / 2753 (1573 C.C. * 75%)

Pop for C.C: 4

Spirit Guardian: @UndyingHazard

Votes: 5 [3 Donor, 16 in stock][Capital - +1]

territory level: 8 (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) (2/9)

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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

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: 46 Stone Golems (5 + 2 (stone) + 3 * def), 21 Brainless wyverns (+6 power)

Army Power: 440 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

brain parasite

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: Allow any surviving goblins to join our thrall (slavery) - Succ (luck - 8) (Char)

vote 2: Destroy the rest who won’t - Succ (luck - 9) (Char + Attck)

vote 3: Destroy even more - Suc (luck - 6) (Char + Atk)

You set out to try to attack the Banarana again, but when you arrived, you saw the place crushed in the ground and covered with mysterious mana creatures. You set out to scan the area, and with it you raise a group of goblins found with a wrecked airship. You approached and tried to kill them, but the person in charge had a better idea: he offered a place with you, and most of them agreed, and those who did not, he drew his weapon and stabbed them to death. Those who survived surrendered and you caught them. You went out to try to catch more and try to collect as much as possible. Eventually you managed to collect 137 goblins as slaves, killing another 41 who survived the disaster before you could do no more harm, and returned to your island victorious.

With the help of the slaves you captured, some had something more important to share: their knowledge.

After the heavy torture of some of them, you managed to get quite a bit of knowledge about some of the things: The flash powder used in their weapons: the fire lancer, the advanced knowledge about building airships and Energy armor. This knowledge that was given to you, you started trying to do reverse engineering and you were partially able to recover this knowledge, in addition to perfecting one magic: barriar (10)

Race/Slavery: 137 Goblines (Take 0 C.C, given +1 R.S for 26 pops [+5 RS], Growth by 6% for round)

Tech: Flash Powder, Fire Lancer, Energy Shield, Aerodynamic

Magic: Barrier (Holy users increase they start by +0.5 mystic and +0.5 Def)

Pop growth: 118 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 1294 (+ 137 Goblins Slaves (Take 0 C.C, given +1 R.S for 26 pops [+5 RS], Growth by 6% for round)

Carry capacity: C.C 1294 / 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)

Goblin (Slave)

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 (), 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 + 0.352.5 [base mystic] +0.50.5 [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: 3161 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: [5/14] (Iron tools) (+6 Crafters) (+5 Slavery)

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),Flash Poweder, Fire Lancer, Energy Sheild, Aerodynamic

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 +0.5 mystic and +0.5 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: summon a demon to increase pop and stability- Failed (luck - 7) (Mys + Char)[+10% next time]

vote 2: summon a demon to attach islands to mine - Failed (luck - 2) (Bind)

vote 3: did up the coffins with the mana eating demons inside and try to use the coffins to distroy magic. - Failed (luck - 1) (Mystic + Int)

You started trying to summon demons to manage your situation, but at the same time you started trying to use Mana eater that were close for a long time underground, but when you started getting them out gently, it got out of hand and managed to break the coffin and escape, causing immense damage. They managed to kill 217 residents, 9 of them soldiers before the army managed to take over and kill each of them. Now not only do they not have them, now the whole area also runs out of mana, which disrupted all breast summons, causing even greater and dangerous instability (2)

Knoeleg: Mana eater - remove

Stability: -3 [dangerous - +80% rebellion]

Power: fire mage - 9, 1 DBC

Pop growth:-42 (30% (25% + 5% * C.C available)

Info

Name: The Resurrection

Pops: 1645

Carry capacity: C.C 1645 / 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: -6 [dangerous - +80% rebellion] [-20% 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: 0 soldiers (1.3 +0.4 [agility]), 22 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 7 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: 371 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)

3 Likes
Acanthus

vote 1: Try too increase stability by bringing the council back. Maybe as a rebellion? - Failed (luck - 1) (Char)

vote 2: Repeat action 1 - Failed (luck - 3) (Char)

Rebellion! - 1 - The worst way possible - Civil-war

Attempts to prevent a revolt failed miserably, and in an instant, a large amount of the residents for all sorts of reasons began to actually fight against each other and it soon became a very large civil war!

While the power holders began to try to persevere, it was too late to persevere and they began to slaughter them.

The Katana fighters started trying to fend them off, but the amount was too great. All the battles resulted in a jarring and bleeding price:

432, including the entire elite and Trans - Kajit were killed in riots while those who survived were forced to deal with great famine and economic collapse.

All production and quarrying of materials was stopped to solve the problem.

At this time, a group of survivors began to gather to discuss what to do, and they agreed on one thing: a council would not be re-established and they demanded a real government.

In addition they demand a wage increase for all workers and expansion of the territorial area.

Failure to meet these requirements will lead to the continuation of the revolution and may lead to its destruction

Status quo: Until most of the demand are profiled: Economy tab shut, -60% C.C, canot hired army.

Demand: Bind other island, Create other legacy form that not the 9th coucil,Currency pay to all jobs

Effect: Negative effect Stability is not affected when trying to meet the requirements, +2 temporary vote

Non-compliance: Continued rebellion, risk of destroying civilization

(This is a difficult civil war)

Meeting the requirement: Growth boom, bonuses based on luck

Pop growth: -648 (30% (25% +5%) * C.C available)

Info

Name: Acanthus

Pops: 759

Carry capacity: 759/930 C.C (1453 C.C. +60%) [-60% - reb]

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 4 (+2 temporary)

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] [On 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), 0 Trans - Kajit (5.8 [4 +1.8] + 1.92 agility + 0.35 Def)

Army Power: 0 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 - Shut

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

Eeror, no knowledge of this civilization found, please wait until it is fixed -
The Dodo god

Arcimea

vote 1: Learn Better Medical Stuff - Succ (luck - 2) (Agility + Int)

vote 2: Steel Weapons Again Again - Succ (luck - 8) (Int)[+50%]

Vote 3: Steel Tools - Succ (luck - 4) (Int)

You set out to try to find a way to fight the epidemic that broke out, and with it you found a gentle plant that can alleviate the symptoms, but does not prevent them from the disease, leading to the deaths of 23 more people and other infections.

At the same time you finally managed to create and improve steel weapons, in addition, your work managed to create 2 types of weapons: a scythe that can do a lot of damage in the medium range and Long Bow that is suitable for long-range shooting, to compensate and support.

In addition, an army-based organization based on these weapons began.

In addition, steel tools began to appear and as a result, tillage became easier using the plow.

From a distance, part of the mountain explorer came back to report a disturbing movement of the Drydrerons: they began to move from the area they lamented towards the city, beginning to cause great damage especially to the fields.

Without a way to move them, you have no choice but to deal with what is possible (3)

Plage (Stable)

Tools: Steel-tools, War-Scythe (+3.4 Power, -0.3agility, +1Atk), LongBow (+3 power, +2 Agility), Steel Spear (+2 Base, -0.2*Agility)

Power: 37 Shinigami (4.4 + 0.315 (agility) + 0.38 (Atk), * 3 vs melee types), 11 archers, 9 Spear users

Knoelge: gantle healing plant, Drydrerons (-3 Food)

Tech: Plow

Pop growth: 106 (40% (30 + 10) * C.C available)

Info

Name: Arcimea

Pops: 994

Carry capacity: 994 /1365 C.C ( 910 C.C. +50%)

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] (4/6)

Cultures

all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it. [+5% Int]

Wall - +15% def, null efect vs non-fly/clamer melee units

Bulding (⅓) : School [+5% char, create job: teachers]

Stability: 1 (Gerontocracy)

Happens: 1 (+2 Fermentation, +1 Distillation)

Try to do the external source of magic [+50% next time]

Relations

Demonic civis (Unknow)

Ferloth-De (Unknow)

The Exalted Coalition (Unknow)

Lizeron Civic (Unknow)

Races
Crestlings

Race name: Crestlings

Attributes:

Attack: 38 (-5)

Intelligence: 67

Agility: 45

Defensive: 43

Charismatic: 67

Mysticism: 5

size: Normal (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)

Capabilities:

Advantage:

Fast Learners (Advantageous): Increase Risk Gain From Failures beone 4

Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)

Disadvantage:

Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)

Description: Basically Humans (+5 G.S, -5% Attack)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+7 Food), Binders, Builders (2 stone +10% C.C), Crafters(1 Steel, +6 R.S), Witchdoctor (+5% G.S, 1 food), teachers [+5% int, -1 food]

Army: 34 archers (3 + 0.9 (agility)), 43 Spear users (3 + 0.36(agility)), 37 Shinigami (4.4 + 0.315 (agility) + 0.38 (Atk), * 3 vs melee types)

Army Power: 466 power

Tools: NIckel tools, Steel-tools, War-Scythe (+3.4 Power, -0.3agility, +1Atk), LongBow (+3 power, +2 Agility), Steel Spear (+2 Base, -0.2*Agility)

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [5/13] (Iron tools) [crafter - +6 R,T] [writhing - +4]

Food [7/12] (35% 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 (5 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 (0) → Wrought iron (0/0)

Steel (1/1) → Steel spear

Steel (1/1) → War-Scythe

Iron (2) + wood (1) → Steel (3/3) [craft, scythe and spear)

(0/2) Woods → AirShip [0]

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron), Selective Breeding, Pseudo-medical, Airships, Silos (+20% C.C in Droughts), Nullvers Mining,Fermentation (+2 Hppines), Distillation (+1 Happiness, +5% Grow pop, can make use food as fuel), Steel, Plow (+2 food)

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

Magic

In the midst of an external magic source, it may be possible to get them to do magic

Anomalia
Auditorium Project

Archeology Site - Char + Int

Progress: Done

Jumps: 10 , 10 (total - 10)

discovery:

  1. A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
  2. Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.

I can give help: you need quartz, liquid mana, some heavy metal and structure in voting project type. All these things you will achieve, you will be able to build this structure and communicate with everyone without effort or distance.

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)

Gantal healing plant: a very usfull heakong plant

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 (-3 food)

Supreme Abacus

vote 1: invent droght resistant crops - Succ (luck - 6) (Int+ My)

vote 2: create food with magic - Succ (luck - 5) (Mys)

You began to magically try to create food, using organic matter like wood, you were able to replicate and create food, albeit not in large quantities.

On the other hand, you started trying to multiply drought-resistant crops, and it managed to be more resistant, albeit not by much.

But at the same time, it does not help you deal with the drought that was particularly severe, of -60% C.C (3)

Tech: Andavce cultivation

Mystic: Magical Food

Pop growth: 99 (31% (25 *125%) * C.C available)

Info

Name: Supreme Abacus

Pops: 714 (+21% Int and Mystic [+3% for 100])

Carry capacity: 357 /638 C.C ( 440 C.C. +65%) (-30%)

Pop for C.C: 0.5

Spirit Guardian: @GodOfKnowledge

Votes: 2

territory level: 4 ()

Risk, Legacy, Cultures, Stability and Happiness

Attack: 30%

Intelligence: 81% - [+26%]

Agility: 30

Defensive: 25%

Charismatic: 50% (20% vs other civics) - [+10%]

Mysticism: 71% - [+21%]

Legacy: Queen [+2 Stability] (4/4)

Cultures

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

Writing (+3 R.S)

Silo (+30% 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 (+10 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: [12/20] (None) (+100% - 10) [crafter - +2 R,T] (writhing - +3) (paper - +2)

Food [11/14] (65% C.C) (teacher - -1)(+2 Micro-combine crops)

Kalooms: [5/13] - {Unique} - need to be proses before use (5 unusee)

Wood: [3/4] Very Rare [2 Crafting]

Wood → Food (+2)

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Paper (+2 R.S), Aerodynamic , Micro-combine crops (+2 Food),Gear, Wheel, Clockwork, Andavce cultivation

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

Magical Food

Anomalia
None
Environment Knowledge
Plants

Green Vegitable: they are delisen, use as plantasen for farm

Animles

Snakerons: And skanke like that eat plants

Others

MYSTERY

It took longer than it needed to.
The more votes there are, the longer it takes to make them. I feel tired, but other than that I hope everything goes well in this round.

2 Likes

Vote 1- use water magic to end the drought
Vote 2- repeat 1 if failed, else, invent the mana compass

2 Likes

Great, civil war
All actions: Bind island to our own
Non-Action: Increase wage of workers, and create minimum wage (There are no mandatory taxes yet, and I don’t plan on making any)

2 Likes

Thanks for the new round doom!

1 Like

Action 1: collaborate with the Mantodea in trying to find a way to escape the end.

Action 2: use water magic to end the drought.

Action 3: explore our islands for any interesting plants or animals. (specifically plants that can be used to make colored dye and an animal that can produce silk.)

Action 4: trade with the Mirtal civ, infernium and brimstone in exchange for fossils.

Action 5: focus on the archaeology site.

Non-action 1: Create more golems.
Non-action 2: Invite positive into the federation.
Edit: changed one of my non-votes,

2 Likes

Action 1: Better Medicine/Doctors?
Action 2: Build a grand theater for plays and stuff
Action 3: Learn Better Mining

2 Likes

ill just offer a family renunion and that’ll make things less heated…

@doomlightning I changed my vote.

1 Like

Also the point of the council was it is a real government, I even said that the people choose the living condition of the council members depending on how well they think they ruled, making it their incentive to rule better.

nothing last forever

Round 22: Dragon Hearth

End

15 rounds left (-4 - forbiten discovery/tech)

A great battle took place between 2 great forces: One of the forces: a true dragon against the Federation, which is a battle that changed the world, but the other islands are pleased with its results?

The Homies Federation - Mirtal

vote 1: send people to interact with the demon civic, use the fact that we are both magic based as leverage for allying. - Success (luck - 5) (char)

vote 2: create police to keep law and order and the safety of citizens. - Succ (luck - 5) (Char)

vote 3: Train a massive amount of mana weavers and rocc cavalry - Success (luck - 1) (Char)

vote 4: help create a plan to defend mantodea against the dragon - Succ (luck - 8) (Def + Char)

vote 5: -”- - Failed (luck - 2) (-”-)

vote 6: [taken] continue researching the completed site - Failed (luck - 3) (Agility)

You received information from members of your federation and you flew to the civilization of the demons. The place was very hot except in the center and with it you met them, and soon because of the features similar to you, you will soon become friends.

You have also created a police force that follows the rules and keeps them and stops those who do not.

You also tried to train a large number, but it did not work out so well that there was not enough manpower to run for the army.

Dragon: [A 7540 vs D 5411] A 9048 vs D 15193 - Heavy Vic

wheel of fate - Atker 4 vs def 7

Your knowledge of the dragon’s attack seemed to help you fight it, but the island of the Mantodea Civic was unwilling to fight the true dragon, but thanks to the teleportation gates and the quick reaction of all the flying men began to distract the dragon as he began to try to flip them. The Rocc riders started using magic to try to penetrate his hard skin, but it turns out that they are quite resistant to magic attacks. Lacking a choice, they began to try to surround the giant dragon, although their large band managed to fend it off, according to the strategy created, they prepared themselves for the real stage:

The Chiropterans began to try to control the wind around their wings, to deflect it while the Brainless wyverns began to storm while he garageed to scrape the scales and create an opening, where large amounts of brain parasite were inserted and hoped it would succeed, while the battle continued.

While everyone is playing their rules it seems that the dragon started moving more and more slowly until it suddenly stopped and remained standing. This is a sign that the parasites have managed to take over and are under the control of the federation, or rather Regalis ultima.

It is a powerful victory while there were casualties, but no casualties at all.

Everyone eventually returned to where they had come from, along with a dragon under their control.

In addition, after all the events, the federation decided to attach The Exalted Coalition as part of them, but in the meantime he needed a teleportation gate until he got what you get

The Exalted Coalition (Alliene)

U have enoght currency to buy for the ifst time

Trade: 3 Fossoles → 1 brimestones

Power: +21 Rocc riders, 9 Mana Wavers

Job: Police [+2 Stibility, +5% charisma, -50 C]

Pop growth: 114 (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: 1560

Carry capacity: 1560/6760 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: 80% - [+30%]

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: 2 [+1 banker][+5% on amythign]

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)

The Exalted Coalition (Alliene)

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), Police [+2 Stibility, +5% charisma, -50 C]

Army: Mana waver: 161 (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), 88 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: 5174 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: 2300 [375*350% = 1312.5], [875 for round in total, 437.5 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 ; 3 Fossoles → 1 Brimstones

Resources Storage: [0/28] (Mana Iron tools)(Lev - +100% -[14], +2 to all resource) (crafter - +6) (len - +2)(Thaumatology - +3 R.S)

Food [14/18] (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: [3/5] Uncommon [trade

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

this stuff aperantly can absord mana

Archeology Site - Agiity

Progress: 7/10

Jumps: 9, 8

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])

2 Likes
The Homies Federation - Mantodea Civic

vote 1: Invent something to help with defending against the incoming dragon. - Failed (luck - 7) (Def + int) [+10% next time]

vote 2: Improve upon action 1. - Auto-Failed(luck - 5) (Def + int)

vote 3: Improve upon computers - Grant (luck - 7) (Int)

Vote 4: Invent AI turret - Succ (luck - 6) (Int+ Atk+Def)

Vote 5: Bind an island to my own - Failed (luck - 10) (Bind) - payed [+40% next time]

You built an AI turret that was controlled precisely enough to hit remotely for protection, but it uses steel ammunition to maintain it, and with it its computer and performance improved, but all that did not help prevent a group of researchers and I think to finally start doing something:

Rebellion - 4 - Tech shutdown

Because there was a lack of government, the powers that be began to start going into a technology revolt and now until they give a new and better government, there will be no more possibility to invent new inventions.

It is a relatively quiet revolt, but if it reigns too long, it can quickly escalate into violence, especially as there is another danger on the horizon:

Dragon: [A 7540 vs D 5411] A 9048 vs D 15193 - Heavy Vic

wheel of fate - Atker 4 vs def 7

Your knowledge of the dragon’s attack seemed to help you fight it, but the island of the Mantodea Civic was unwilling to fight the true dragon, but thanks to the teleportation gates and the quick reaction of all the flying men began to distract the dragon as he began to try to flip them. The Rocc riders started using magic to try to penetrate his hard skin, but it turns out that they are quite resistant to magic attacks. Lacking a choice, they began to try to surround the giant dragon, although their large band managed to fend it off, according to the strategy created, they prepared themselves for the real stage:

The Chiropterans began to try to control the wind around their wings, to deflect it while the Brainless wyverns began to storm while he garageed to scrape the scales and create an opening, where large amounts of brain parasite were inserted and hoped it would succeed, while the battle continued.

While everyone is playing their rules it seems that the dragon started moving more and more slowly until it suddenly stopped and remained standing. This is a sign that the parasites have managed to take over and are under the control of the federation, or rather Regalis ultima.

It is a powerful victory while there were casualties, but no casualties at all.

Everyone eventually returned to where they had come from, along with a dragon under their control.

In addition, after all the events, the federation decided to attach The Exalted Coalition as part of them, but in the meantime he needed a teleportation gate until he got what you get

REble: Cant use tech or int vote (any form) until resolve

Dragon impact 2 - 2 rounds left

The Exalted Coalition (Alliene)

tech: Advance Comp, AI turrets (cant build, no building slots)

Pop growth: 17 (24% (40%* 60% [30% +10%]) * C.C available)

Info

Name: Mantodea Civics

Pops: 151 [+125 Automotones, +20 for round][+420 CS, +120 for round, need +2 steel and E for 400 unit []]

Carry capacity: C.C 528.5 / 984 (656 C.C. +50%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 5 [4 Donor, 16 in stock][Capital - +1]

territory level: 7 (land mass)

Risk, Legacy, Cultures, Stability and Happiness

Attack: 60%

Intelligence: 110% - [+30%]

Agility: 57.5%

Defensive: 65%

Charismatic: 47.5% - [+5%]

Mysticism: 25% - [+15%]

Legacy: Anarchy [-3]

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: -4 (+1 banker, lighthouse) [-10% on anyhting] [+20% rebblion]

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: 4 E (1/1 electrium) (-5 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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

Relations

Mirtal (Alliance)

Ferloth-De (Alliance)

Regalis ultima (Alliance)

Fling long leg sapiens (unknow)

The Exalted Coalition (Alliene)

Races
Mantodea Intelectus Intelectus

Race name: Mantodea Intelectus Intelectus

Attributes:

Attack: 50

Intelligence: 80 (+10%)

Agility: 40

Defensive: 50

Charismatic: 40

Mysticism: 10 (-10%)

size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)

Capabilities:

Advantage:

Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)

Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.

Disadvantage:

Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism

Description: The mantis have Larval and Pupal forms, they look like this:

image

The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)

Dragomantodea Inteleguna

Race name: Mantodea Intelectus Intelectus X True Dragon

Attributes:

Attack: 60 (+10%)

Intelligence: 80 (+10%)

Agility: 40

Defensive: 60 (+10%)

Charismatic: 40

Mysticism: 20 (+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.

Draconian power: Can fly, + 10% Mystic, +10% Atack

Extra-skeletal scales: Magic and physical resistance by 30%, + 10% def

Touch of Doom: Bonus points do not change if it is below the amount, genetically transmitted abilities so it does not affect the composition of the population, dragons very much hate you and did everything to kill this abomination

Disadvantage:

The power of forces: There are no disadvantages (see Touch of Doom)

Description: A hybrid of Mantis and one of the 4 forces: a true dragon, after hard work of the lab, they managed to create a hybrid that has no flaws, but it has a dangerous social cost if not acted properly (no shift)

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: 500 [ +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 → (3/4) Stone Coal (2 Steel)

Resources Storage: [16/42] (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: [7/7] 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 (5) + Coal (3) → Steel (6/7) (1 crafter, 5 proses, 1 unused)

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 + [1/1] Steel [effect ur race]→ Biosynthezoid [C.S] {+120} (*2) (*300%)(*2)(+100%)

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, Advance Comp, AI turrets

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: Find Positive, as a sign of peace take away pixie dragons back to our lands (see if they are non-Civ sapient?) - Succ (luck - 1) (Agility + char)

vote 2: Using mana encoding to make a heat shield - Succ (luck - 3) (Char + Mys)

vote 3: Parasite Dragon using brain parasites under our control, add to army power. - Success (luck - 7) (Mys)

Vote 4: Given to Mirtal

Vote 5: investigate Trap ruins, especially the traps for components to make inventions with - Failed (luck - 5) (Int + Agility)

You have arrived on the island of The Exalted Coalition to try to sign a peace agreement and contacts to join your federation. They agreed. You tried to catch the pixie dragon without success at all and later you also contracted a disease that makes Night flyers sick, disabling all its users.

You at mana encoding have created a way to protect yourself from the heat you learned from Regalis ultima as the fireballs that collect the brimstone, as a result, you came out of heat shields, but unfortunately, you do not know how to create the materials it needs.

You failed to try to investigate the traps in light of the fact that you dismantled them completely, so teaching them impossible

The shovel investigation in the sparse area, the white stones whose corrugation turns out to be something that quickly absorbs mana, but it is still unapproved and needs more research on the subject

Dragon: [A 7540 vs D 5411] A 9048 vs D 15193 - Heavy Vic

wheel of fate - Atker 4 vs def 7

Your knowledge of the dragon’s attack seemed to help you fight it, but the island of the Mantodea Civic was unwilling to fight the true dragon, but thanks to the teleportation gates and the quick reaction of all the flying men began to distract the dragon as he began to try to flip them. The Rocc riders started using magic to try to penetrate his hard skin, but it turns out that they are quite resistant to magic attacks. Lacking a choice, they began to try to surround the giant dragon, although their large band managed to fend it off, according to the strategy created, they prepared themselves for the real stage:

The Chiropterans began to try to control the wind around their wings, to deflect it while the Brainless wyverns began to storm while he garageed to scrape the scales and create an opening, where large amounts of brain parasite were inserted and hoped it would succeed, while the battle continued.

While everyone is playing their rules it seems that the dragon started moving more and more slowly until it suddenly stopped and remained standing. This is a sign that the parasites have managed to take over and are under the control of the federation, or rather Regalis ultima.

It is a powerful victory while there were casualties, but no casualties at all.

Everyone eventually returned to where they had come from, along with a dragon under their control.

In addition, after all the events, the federation decided to attach The Exalted Coalition as part of them, but in the meantime he needed a teleportation gate until he got what you get

Arci: progrees: 7/10, jump: 9 ,8

Mys: Heat Sheild

The Exalted Coalition (Alliene)

Pop growth: 52 (23% (30%* 75%) * C.C available)

Info

Name: Ferloth-De

Pops: 458 (16.6% Sha/ 16.6% Chor/ 16.6% Lavawalker/ 16.6% Mousekin/ 16.6% Lizrones/ 16.6% Fossilewalker)

Carry capacity: C.C 1832/3678 (2175 C.C. +70%)

Pop for C.C: 4

Spirit Guardian: @TwilightWings21

Votes: 5 [4 Donor, 16 in stock][Capital - +1]

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: 70% - [+5%]

Agility: 75% (85% if Chiro’ or Shades or lizrones)

Defensive: 32% (42% if Chiro’ or Fossolewalker)

Charismatic: 68.5% - [+20%] (53.5 if vs other civics) (78.5% if lizrones)

Mysticism: 47%

Legacy: Unity Council [+5% Char, +1 Stability] (2/9)

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 (2/3): Tele.Gate, Bank (+300% Currency, create banker job, all job now need payment)

Stability: 2 [+1 banker]

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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

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)

Lizeron Civic (Frendly - Semi arcopacen - +3 T.S)

The Exalted Coalition (Alliene)

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 (-50 C), Farmers (10 Food, -25 C), Binders, Builders (-50 C), Crafters(1 Wrought iron, 1 wood, +6 R.S, -25 C), Banker (+10% Charisma, +1 Stability, -50 Cur)

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), Steam Jets (using that give the ability of fly to units smaller then 9m’)

Economy

Resources:

Currency: 2750 [+1187.5, -125 cost] [375 * 350% = 1312.5]

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)

Wrought iron (0) + Steel (0) + Thaumium (0) → Steam jet [not 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),mathematics (+5% Int, +50% Currency effective)

Mystic: Binding [knowledge to bind island to ur lands],Mana Encoding, Heat Sheild (null vs heat)

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

2 Likes
The Homies Federation - Regalis ultima

vote 1: collaborate with the Mantodea in trying to find a way to escape the end. - Succ (luck - 4) (Mys + int)

vote 2: use water magic to end the drought. - Failed (luck - 9) (Mystic)

vote 3: explore our islands for any interesting plants or animals. - Failed (luck - 2) (Agility)

Vote 4: trade with the Mirtal civ, infernium and brimstone in exchange for fossils. - Succ (luck - 6) (Char)

Vote 5: focus on the archaeology site. - Failed (luck - 9) (Aglity + Def)[+30% next time]

You tried to survey the area and also to renew the excavations, without success.

In addition you have traded with mirtals with Brimstone in exchange for fossils successfully. You have failed to create a water magic strong enough to withstand future droughts.

You together with Mantodea understand the escape plan, and you spent using the oil engines to propel the device when it was built, and you realized that materials need to be found for the plan, so you tried to find out where all the materials are, but there are only 2 missing:

Adamantium and Kloomes are missing.

Dragon: [A 7540 vs D 5411] A 9048 vs D 15193 - Heavy Vic

wheel of fate - Atker 4 vs def 7

Your knowledge of the dragon’s attack seemed to help you fight it, but the island of the Mantodea Civic was unwilling to fight the true dragon, but thanks to the teleportation gates and the quick reaction of all the flying men began to distract the dragon as he began to try to flip them. The Rocc riders started using magic to try to penetrate his hard skin, but it turns out that they are quite resistant to magic attacks. Lacking a choice, they began to try to surround the giant dragon, although their large band managed to fend it off, according to the strategy created, they prepared themselves for the real stage:

The Chiropterans began to try to control the wind around their wings, to deflect it while the Brainless wyverns began to storm while he garageed to scrape the scales and create an opening, where large amounts of brain parasite were inserted and hoped it would succeed, while the battle continued.

While everyone is playing their rules it seems that the dragon started moving more and more slowly until it suddenly stopped and remained standing. This is a sign that the parasites have managed to take over and are under the control of the federation, or rather Regalis ultima.

It is a powerful victory while there were casualties, but no casualties at all.

Everyone eventually returned to where they had come from, along with a dragon under their control.

In addition, after all the events, the federation decided to attach The Exalted Coalition as part of them, but in the meantime he needed a teleportation gate until he got what you get

trade: 1 brimstones → 3 Fossoles

Army: 47 Stone Golems, True dragon slave [7120, when he in an fight, 25% less power vs him, one of the forse force: -3 food]

The Exalted Coalition (Alliene)

Pop growth: 29 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 286

Carry capacity: C.C 1144 / 2517 (1573 C.C. * 60%)

Pop for C.C: 4

Spirit Guardian: @UndyingHazard

Votes: 5 [3 Donor, 16 in stock][Capital - +1]

territory level: 8 (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) (2/9)

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.

Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.

Relations

Doombriner (Wary)

Bananarama (Unknow)

Mirtal (Alliance)

Mantodea Civic (Alliance)

Ferloth-De (Alliance)

The Exalted Coalition (Alliene)

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: 93 Stone Golems (5 + 2 (stone) + 3 * def), 21 Brainless wyverns (+6 power), True dragon slave [7120, when he in an fight, 25% less power vs him, one of the forse force: -3 food]

Army Power: 7894 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: Mirtal: 1 Brimstone → 3 Fosiles

Resources Storage: [2/19] (Infernium tools) (+10 - supply of tools)(mystic - +3)(potter - +3)

Food [8/11] (40% 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 (3) → Brimstone Dust (3/3)

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

brain parasite

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 Homies Federation - The Exalted Coalition

vote 1: Indoctrinate the goblins into our faith - Succ (luck -6) (Char + Mys)

vote 2: use holy magic to purify them just to make sure - Succ (luck - 1) (Mys)

vote 3: Combine protection magic with the new shields technology made by goblins - Suc (luck - 8) (Int + Mys)

You tried to convert the goblins from their belief to your own belief, for some it worked, while for others it failed, so you tried a more direct way: conversion with magic tricks, it did not work and it killed 46 goblins.

In the inventions of knowledge that you received from the goblins, you started trying to do experiments with magic, and after several investigations, you discovered that in the inventions of using mana streams, you could use them as a constant source of energy to activate them. But at the small cost of weakness, but in the case of an altar attack, it is strong enough to ward off the damage.

That it is progress, but at the same time there is a worrying sign of movement of another of the 4 forces: Island eater moves in your area, it is dangerous to move in the air area next to it, but for you, it is also an opportunity to advance in the recipe (4)

You met the Ferloth-De by chance and they made an offer that you later turned to: join their federation in exchange for access to their stuff, and you agreed until something else popped up.

Mirtal (Alliance)

Ferloth-De (Alliance)

Regalis ultima (Alliance)

Mantodea Civic (Alliance)

Bulding: Holy Mana Shield (+15% Def, +5% Mystic ,can def vs heavy attack ones, have a price to pay)

Tech: Holy Mana Shield (base tech)

Pop growth: 110 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 1404 (+ 99 Goblins Slaves (Take 0 C.C, given +1 R.S for 26 pops [+4 RS], Growth by 6% for round)

Carry capacity: C.C 1404 / 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: 80% - [+15%]

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

Mysticism: 60% - [+25%]

Legacy: Grand Leader [+10% Mystic] (2/5)

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.

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.

u will get the bonuse after u constarct the tele.gate

Building (3/3): Holy site (+5% Charisma, Create job: Monks?), Wall (+5% Def), Holy Mana Shield (+15% Def, +5% Mystic ,can def vs heavy attack ones, have a price to pay)

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)

Mirtal (Alliance)

Ferloth-De (Alliance)

Regalis ultima (Alliance)

Mantodea Civic (Alliance)

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)

Goblin (Slave)

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 (), 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 + 0.352.5 [base mystic] +0.50.5 [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: 3161 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: 700 [+50 for round [-50 commanders][-25 monk?][-50 Inquisition][-25 Tactician]] [200 Silver]

Trades: None

Resources Storage: [4/13] (Iron tools) (+6 Crafters) (+4 Slavery)

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),Flash Poweder, Fire Lancer, Energy Sheild, Aerodynamic

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands], Holy Mana Shield (base tech)

Magic

Holy magic - Barrier (Holy users increase they start by +0.5 mystic and +0.5 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: produce more food to increase population- Failed (luck - 4) (Char)[+10%]

vote 2: set up a council to improve the government and stability - Succ (luck - 9) (Char)

vote 3: train more soldiers - Succ (luck - 9) (Char + Mys)

In light of the dangerous instability, those in power began to try to organize another form of government, and after a discussion, a Council of demons was established. One made up of those in power, just in time to prevent rebellion.

The attempt to increase the amount of food as ordered failed because Imp destroyed all his attempt.

And in light also to prevent rebellion, it was decided to mobilize en masse, and managed to recruit a large amount of people, but also some of the summonses decided to join as warlords, power units capable of summoning low demons to fight for them.

But at the same time, an observation of some of the inhabitants seems to show a movement of strange creatures coming towards the island. They look similar to the description of Doombriners Heliumbriners, but something looks strange in them. Then suddenly shooting and it exploded in the air, burning to death 49 people. This is a sign of an attack in the next round (1)

DoomBriners Attack - next round

Legacy: Council of demons [+1 Stibilty, +10% Mystic, +5% Attack, 100% Succ in demon summoning]

Power: 57 soldiers, fire mage - 79, 1 DBC, 29 Warlords (5 + 10* Mystic, Ignore resistance, can summon demons to aid]

Pop growth: 129 (30% (25% + 5% * C.C available)

Info

Name: The Resurrection

Pops: 1774

Carry capacity: C.C 1774 / 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: 10% - [+5%]

Intelligence: 70% (80% if create new tech)

Agility: 30%

Defensive: 45% - [+15%]

Charismatic: 45% - [+10%]

Mysticism: 85% (95% if create new magic) - [+10%]

Legacy: Council of demons [+1 Stibilty, +10% Mystic, +5% Attack, 100% Succ in demon summoning]

Cultures

a bunch of evil ghosts with magic trying to become gods. Worship demons with the end goal of destroying them and consuming their power. [+5% Mystic]

Basic Healing start - (can recrult healer without using vote, as much u need, as long u have the numbers to do)

Devilish regulation (the chance of avoiding disaster by demons is higher, + 20% chance of summoning)

birth regulation law: +5% P.G

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

Stability: 0

Happens: 0

Invader Mush Civis[+30% next time]

Relations

Mashroom civis (Trade)

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: 57 soldiers (1.3 +0.4 [agility]), 101 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 8 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), 29 Warlords (5 + 10 Mystic, Ignore resistance, can summon demons to aid]

Army Power: 1009 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)

3 Likes
Acanthus

vote 1: Bind island to our own - Failed (luck - 7) (Bind) [+10% next time]

vote 2: -”- - Succ (luck - 5) (Bind)

Vote 3: -”- - - Succ (luck - 3) (Bind)

Vote 4: -”- - - Failed (luck - 4) (Bind)

Rebellion - 3 - Civil-war - End

You decided to make a payroll reform, and then, you went out to try to connect islands, one of which contained diamonds, but not something out of the ordinary.

You only managed to connect 2 islands before the island contained a strange move and its feeling of airflow stopped. You do not know why, but after an examination that lasted weeks, you realized that the island was stopped, but you could not find where you are.

In light of all this, it filled most of the demands on the rebels, and as a result, the revolt ended and with it, population growth began.

At the same time, a government has not yet been formed and is currently under rebel control of a temporary government until otherwise decided. But because they are in control, they refuse to turn the wheel back, but for anything else that is for the good of the people, they will agree to give it up (this can be done without voting)

Legacy - Temperary Democratic

Reward: Growth boom - 10 (+100%)

Island: C.C= 390, Diamonds - 3, Stone - 1

territory level: 7

Pop growth: 733 (30% (25% +5%) * C.C available))+100%)

Info

Name: Acanthus

Pops: 1492

Carry capacity: 1492/2949 C.C (1843 C.C. +60%)

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 4 (+2 temporary)

territory level: 7

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: temperay gar

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] [On 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, - 25 C), Gathers (+2 Resources Storage), Doctor (+10% GS, +5% Def, -25 currency)

Army: 0 katana holders (2.8 + 1.32 (agility) + 0.35 def), 0 Trans - Kajit (5.8 [4 +1.8] + 1.92 agility + 0.35 Def)

Army Power: 0 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 - Shut

Resources:

Currency: 225 [+50, -25 to blacksmith, -25 doctor and Crafters][0]

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: [1/2] 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

Diamond [0/3] uncommon

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

Still in repairs
The dodo god

Arcimea

vote 1: Better Medicine/Doctors - Succ (luck - 6) (Agility + Int)

vote 2: Build a grand theater for plays and stuff - Succ (luck - 7) (Char)

Vote 3: Learn Better Mining - Falied (luck - 9) (Char)[+35% next time]

In an attempt to combat the plague, you began to try to develop a better way, and with the invention of the vaccine and the doctors, the plague finally ended without further casualties, and this too contributes to the growth of the population.

Once the plague was over, you started trying to get back to normal life, and then some of them came up with the idea that why not build a place where you could put on plays and events in front of a large audience. It was accepted by many and after some time of work, the Grand Theater was established which contributes to the culture and joy of the people.

There was also an attempt to improve the mines, but without success.

Worse, it seems that because of the Nullvers leak, things started to go crazy, and one of them, is the formation of strange creatures that started attacking everyone close by, preventing you from approaching the quarry areas, and also causing the killing of 22 people (2)

Plage (Ended)

Buildning: Grand theater [+5% char, +1 Happiness and Stability]

Jobs: Doctor (+10% G.S, -2 Food)

Knolege: Nulltres (-5 R.S)

Pop growth: 88 (45% (30 + 15) * C.C available)

Info

Name: Arcimea

Pops: 1082

Carry capacity: 1082 /1320 C.C ( 910 C.C. +45%)

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: 77% - [+20%]

Mysticism: 10% - [+5%]

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

Cultures

all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it. [+5% Int]

Wall - +15% def, null efect vs non-fly/clamer melee units

Bulding (2/3) : School [+5% char, create job: teachers], Grand theater [+5% char, +1 Happiness and Stability]

Stability: 2 (Gerontocracy, +1 theater) [+5% on anything]

Happens: 2 (+2 Fermentation, +1 Distillation, +1 theater)

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 Steel, +6 R.S), Doctor (+10% G.S, -2 Food), teachers [+5% int, -1 food]

Army: 34 archers (3 + 0.9 (agility)), 43 Spear users (3 + 0.36(agility)), 37 Shinigami (4.4 + 0.315 (agility) + 0.38 (Atk), * 3 vs melee types)

Army Power: 466 power

Tools: NIckel tools, Steel-tools, War-Scythe (+3.4 Power, -0.3agility, +1Atk), LongBow (+3 power, +2 Agility), Steel Spear (+2 Base, -0.2*Agility)

Economy

Resources:

Currency: None

Trades: None

Resources Storage: [0/8] (Iron tools) [crafter - +6 R,T] [writhing - +4] [-5 R.S]

Food [6/12] (30% 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 (5 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 (0) → Wrought iron (0/0)

Steel (1/1) → Steel spear

Steel (1/1) → War-Scythe

Iron (2) + wood (1) → Steel (3/3) [craft, scythe and spear)

(0/2) Woods → AirShip [0]

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron), Selective Breeding, Pseudo-medical, Airships, Silos (+20% C.C in Droughts), Nullvers Mining,Fermentation (+2 Hppines), Distillation (+1 Happiness, +5% Grow pop, can make use food as fuel), Steel, Plow (+2 food)

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

Magic

In the midst of an external magic source, it may be possible to get them to do magic

Anomalia
Auditorium Project

Archeology Site - Char + Int

Progress: Done

Jumps: 10 , 10 (total - 10)

discovery:

  1. A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
  2. Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.

I can give help: you need quartz, liquid mana, some heavy metal and structure in voting project type. All these things you will achieve, you will be able to build this structure and communicate with everyone without effort or distance.

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)

Gantal healing plant: a very usfull heakong plant

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 (-3 food)

Nulltres (-5 R.S): Nullvers werid stuff happen in this world, hard to tell why

Supreme Abacus

vote 1: use water magic to end the drought - Succ (luck - 4) (Int+ My)

vote 2:invent the mana compass - Succ (luck - 7) (Mys)

With the help of your deep thinking, you started trying to find a way to deal with the drought, and one of them was able to figure out how to use mana as a way to channel water, which would get around the problem, and in fact, it solved the problem.

One of them was bored working all day, so he decided to invent something: after a gentle work of clockwork in wood and flowing mana into a rune, he came out with the mana compass, but you came running it, he headed straight in one direction: the center of the island. Thanks to this tool, you will never go to lose your island, and will help you connect islands in the future, as long as you have the object.

In one day, a fire started erupting, killing 67 residents due to carelessness (2)

Mystic: Mana compass (+30% Binding)

Magic: Water magic

Pop growth: 30 (31% (25 *125%) * C.C available)

Info

Name: Supreme Abacus

Pops: 744 (+21% Int and Mystic [+3% for 100])

Carry capacity: 372 /638 C.C ( 440 C.C. +65%)

Pop for C.C: 0.5

Spirit Guardian: @GodOfKnowledge

Votes: 2

territory level: 4 ()

Risk, Legacy, Cultures, Stability and Happiness

Attack: 30%

Intelligence: 81% - [+26%]

Agility: 30

Defensive: 25%

Charismatic: 50% (20% vs other civics) - [+10%]

Mysticism: 71% - [+21%]

Legacy: Queen [+2 Stability] (4/4)

Cultures

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

Writing (+3 R.S)

Silo (+30% 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 (+10 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: [12/20] (None) (+100% - 10) [crafter - +2 R,T] (writhing - +3) (paper - +2)

Food [11/14] (65% C.C) (teacher - -1)(+2 Micro-combine crops)

Kalooms: [5/13] - {Unique} - need to be proses before use (5 unusee)

Wood: [3/4] Very Rare [2 Crafting]

Wood → Food (+2)

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Paper (+2 R.S), Aerodynamic , Micro-combine crops (+2 Food),Gear, Wheel, Clockwork, Andavce cultivation

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, Mana compass (+30% Binding)

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

Magical Food

Water magic (+10% vs drouth)

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

2 Likes

i am confusion

luck 10 but not its succ

1 Like

Thanks for the new round doom!

2 Likes

Vote 1: Reform the government to a Rank Choice Voting system, with 3 positions so there is never a tie for a vote. Citizens still choose the living condition of the tribunal (New governments name)
Vote 2: Repeat action 1 if it fails, otherwise, Research a way to collect diamonds
Vote 3: Repeat action 2 if it fails, otherwise, Make a diamond currency
Vote 4: Repeat action 3 if it fails, otherwise, Create Minimum wage/maximum cost (maximum cost is based on the cost of the resources, wage of the workers making the product, (which is daily wage/how many of the product are made a day)plus x amount of money so you can make a profit)

Non-action: Collect diamonds

3 Likes