Pandora without Horizon - P.H. Second Season

Action- Use the animation rune and attraction rune on the island to gather mana as well as control its movement

Action- use a series of runes to create a computational device, with a closed mana system, so no extra mana is needed.

Magic is the new computer

1 Like

Nigel will remember that.

1 Like

I’m gonna go ahead and buy a sixth vote this round using the currency twilight gave me.

Vote 1: bind another island

Vote 2: Bind another island again. (hopefully one of them will have the materials we need to escape.)

Vote 3: Focus on archaeology site again.

Vote 4: research the fossils and maybe try to bring them back to life with life magic

Vote 5: Use nature magic to selectively breed our crops for higher yields.

Vote 6: Try to transmute metals with our elemental magic to create adamantium (either earth, electricity or maybe space? whatever can be used to add more protons to the metals to change it.)

Non-action 1: Harvest more metals
Non-action 2: more golems.

Edit: added non actions and other stuff.

2 Likes

You should have used me to bind

Why didnt my votes increase? I bought a vote last round

you can edit posts, instead of double posting

But can you explain it, mmh?

how much is a vote??

1 vote is 1000 value to buy.

Rip, im poor

Action 1: Build Better Weapons (Guns?)
Action 2: Better Armor
Actin 3: Fishing

Also it still say I have nickel tools

2 Likes

i miss that, i will fix that in the next round

its feill like it point to my quadra-posting XD

i also miss that, my bad, u alkosd get a grant vote next round

1 Like

@doomlightning I edited my vote real quick, just had an idea I wanted to add in.

1 Like

Round 23: The signs of the end

End
9 rounds left (-5 forbidden tech, can no longer go lower)
End penalty: It is no longer possible to Bind islands smaller than 2, all islands smaller than 6 T.S beginners are unable to hold themselves in the current, element inveramnet - Island crash, more to come.

Things that are sometimes against nature is something that can sometimes hit you in the face without you noticing, but with forces that do not understand, it is a recipe for disaster.

And with it the first signs of the end of the battle: there is evidence that small islands are beginning to fall from the mana currents, making it harder to find islands, and this can lead to more dangerous factors.

The safe place is already gone, the countdown has begun.

The Homies Federation - Mirtal

vote 1: create suits that allow us to go in area of low mana density - Grant (luck - 5) (Int + Mys)

vote 2: [project vote] make thaumaturgists work on the project (10 luck guarantee) - Grant (luck - 10) (Mys)

vote 3:[project vote] improve the mana generators using the principles of the ether engine and the principles of the mana resonators (call them mana engines if suceed) - Success (luck - 1) (Int + Mys)

vote 4: [project vote] improve our levitation magic to be used for the locomotion system, also use the magic cores for it.- Grant (luck - 10) (Mys)

vote 5: [project vote] design offensive magic for the Astra’s weapon system. - Succ (luck - 5) (Mys + attk)

vote 6: [project vote] create mining magic for the Astra’s mining system. - Succ (luck - 3) (Mys + Int +Agility)

(I make it short because I do not want it not to come in)

You have managed to create suits that allow you to deal with long-term exposure of low levels of mana

And all your goals for the project have been successful, including a brief summary:

37 were killed trying to create the mana engines by connecting the engine types, but the engine needs further improvement with wanting to possibly optimize its performance.

thaumaturgists who started working on the project made such a big contribution that it could shorten some things to achieve all the goals they need, if used correctly, but they also discovered something a little scary:

With the rate of mana use, there seem to be unexpected results for such a large mass, but there is enough time to test it.

And by inventing the levitation magic mechanisms, you have managed to create an all-efficient navigation system until big things move easily and accurately, and perhaps even as a way to automatically navigate to the goal effortlessly.

You use mana pushers for the type of weapon. This is a mana compressed in a few steps

You’re in the knowledge power of the automatons, you learned to mimic the movements you used it to build its mining system.

And in the next round, + 10% on agility (6)

You caught on to something mysterious while you were working, abnormal signals that seemed to be my life, and you still understood what was being said:

“Long live Nihilator”

Your friends managed to finish the site and discovered a strange material they called “Paralon”

Tech: Mana resonators, Homing Mana, Mana Bullits , graiding AI

Power: +27 Rocc riders

Pop growth: 83 (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: 1643

Carry capacity: 1643/6760 C.C (3654 C.C. +85%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 5 [6 Donor, 23 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) [5/6]

Cultures

They are a community of Larmyah that believes in the pursue of knowledge and the understanding of the universe, for them everything has to be understood. [int - +5%]

Magical Physics (+10% Int, +10% Mystic)

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

Happens: 3

lenguage: Miralen [+2 R.S]

Writing: Unknow (+1 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). - done

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. - done by Fer

Communication system, used for long range communication. - done by Fer

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. - partly done

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. - done

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

-2 time to build

Process: 10,10

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), 115 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: 6191 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: 2050 [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: [2/30] (Mana Iron tools)(Lev - +100% -[15], +2 to all resource) (crafter - +6) (len - +2)(Thaumatology - +3 R.S)(+1 writing)

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

“Paralon”: [0/1] - legendary

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, Mana resonators, Homing Mana, Mana Bullits , graiding AI

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

therae some matiral that call “Paralon”, some mana -liquid sponge taht maybe have some use

Archeology Site - Agiity

Progress: 10/10 - done

Jumps: 9, 8, 10 ~ 9

Reward: legandery resouse

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: Deal with the sussy rebelion via holding peace talks on how rebelling is just an extra thing has to write for rounds. - Failed (luck - 10) (Char)

vote 2: if action 1 fails, repeat it because yes. - Succ (luck - 1) (Char) [+40%]

vote 3: Sequence rocc’s dna. - Grant (luck - 2) (Int)

Vote 4: Discover more things in the biosynthezoid age. - Succ (luck - 7) (Int) [Bonus event]

Vote 5: repeat action 3 if it fails, if not, repeat action 2 if it fails.(basecly non exsitned) - None (luck - –) (—) - payed [+40% next time]

Rebellion - 7 - End

In an attempt to bring the situation back as quickly as possible, it was decided to sit down with the rebels and after meetings, it was decided to re-establish a Democratic technocrat, but it does not seem that everyone agreed, so the situation is not so stable.

But thanks to all these things, all technological inventions can now continue as usual.

You managed to sequence the DNA of the rocc island, but since nothing special happened in this garden that interests you, it’s just a huge bird and not as similar to a dragon as you thought.

In addition, you set out to research in depth the biosynthezoid technology, and after understanding and researching Boltzman’s brain, you were able to understand how to transfer someone’s brain to a bionoid, one that was a stronger version than the previous one.

But more than that, after further investigation, one of the investigators came up with a slightly more insane idea.

He calls it: “The Next Step.”

By combining biosynthezoid, the Boltzmann brain and DNA of other creatures, AI and mana engines, they can create the ultimate entity - one that can change, adapt to anything and be able to reproduce and build itself. And all this just to create the skeleton to bring the The mind and consciousness of one Mantis per machine.These possibilities are endless.Some have agreed, but there is a concerned side that it is the most dangerous side, and if they make a mistake, the smallest, it can go by following the robots you got.

In addition, speaking of robots, you were able to investigate in addition another piece of information, about the most dangerous weapon that caused the destruction according to the following copy:

“I hid myself from the world to try to escape the release of this bomb”

“I warned them not to use it in the war against the triggers, and it could put an end to everyone.”

“They laughed at me and said that something that mimics something that exists in nature, one that we understand, we can calculate everything that needs to be”

“Fools, I told them before it happened”

From what you’ve been given, this is a template for a very tech-savvy weapon, one that you do not know what it is, but you’ve heard of it before.

It is called “Sun Bomb” or “Solar Bomb”, which mimics one of the processes that the Mantis never knew about: a supernova, but in the name it gave it: “Quasar eruption”, one that awaits the processes of the last stage of a cosmic object, but in a smaller form.

You have received it into your own hands, but you are not sure with good or bad that such knowledge should be in your possession.

Dragon impact 2 - 1 rounds left

Legacy - Democratic technocrat [+20% int, -10% Mystic, -1 stability]

Tech: Brain planting, Bionoid, Bioengineering Singularity, Sun-Bomb

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

Info

Name: Mantodea Civics

Pops: 168 [+145 Automotones, +20 for round][+540 CS, +120 for round, need +2 steel and E for 400 unit []]

Carry capacity: C.C 588 / 984 (656 C.C. +50%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 6 [4 Donor, 23 in stock][Capital - +1]

territory level: 7 (land mass)

Risk, Legacy, Cultures, Stability and Happiness

Attack: 60%

Intelligence: 130% - [+50%]

Agility: 57.5%

Defensive: 65%

Charismatic: 47.5% - [+5%]

Mysticism: 15% - [+5%]

Legacy: Democratic technocrat [+20% int, -10% Mystic, -1 stability]

Cultures

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

Stability: 0 (+1 banker, lighthouse)

Happens: 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

dragon def - +10%

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.

Bind an island to my own - +40%

dragon def - +10%

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: 875 [ +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, Brain planting, Bionoid, Bioengineering Singularity, Sun-Bomb

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: Use heat shield to approach demon Island, attempt to portal absorb them again with the help of the Mirtal - Succ (luck - 2) (Char)

vote 2: Do above vote but with Lizeron (without the heat shield) - Succ (luck - 2) (Char)

vote 3: Find Evo, to earn his civs trust try to parasite the Dryadons to control them - Success (luck - 8) (Mys+ Char)

Vote 4: Build Manawave radios, devices that allow for long distance communication using mana encoding to manipulate and/or create wavelengths of mana (would also function as communication system for Astra) - Succ (luck - 2) (Int + Mys)

Vote 5: Create the spell projecter, a device that can teleport projectiles and magic (will be used in Astra defense systems) - Succ (luck - 5) (Int + Mys)

(I’m doing this a little short for there was a place, so sorry)

You have managed to absorb the lands of the islands, but the inhabitants have very much started to get angry up to this point and they will announce a word if it will continue or worse.

You have been able to find the island of Arcimea, and you have been able to befriend them, but they have not yet returned an answer as to whether the islands trust you or not.

At the same time you went out to try to “train” some of the Dryadons, and quickly you managed to catch and inject the parasite into it, but surprisingly, it managed to take over 4 of them and they now belong to you.

You managed to create the Manawave radios to help you communicate and also the spell projector, one that is able to send magic to a desired place.

At the excavation site, you discovered the meaning of white matter: it is a substance that works like a mana sponge - one that can absorb a huge amount of mana, and when you try to get the mana out of it, it is formed as a liquid. You called it “Paralon”.

One fine day, you heard a big noise, and with it when you went out to investigate the source of the noise, you discovered a large island that just crashed on you and with it particularly strange structures. As you get closer you discover tiny creatures that are everywhere, and more than that, they are still active and do not know what happened.

After Badria, these are the Supreme Abacus that landed with you, and they do not look friendly (4)

Arci: progrees: 10/10, jump: 9 ,8 ,10 - done

territory level: 18

Supreme Abacus (unknow)

Arcimea (unknow)

Lizeron Civic (Anger)

Tech: Manawave radios, spell projector

Power: 4 Brainless Dryadons (+1875 power, negative magic attacks, -25% then enters)

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 [5 Donor, 23 in stock][Capital - +1]

territory level: 18 (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 (Anger, arcopacen - +4 T.S)

The Exalted Coalition (Alliene)

Supreme Abacus (unknow)

Arcimea (unknow)

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], 4 Brainless Dryadons (+1875 power, negative magic attacks, -25% power then enters)

Army Power: 8380 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: 1937.5 [+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), Manawave radios, spell projector

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: bind another island - Succ (luck - 1) (Bind)[end penalty]

vote 2: Bind another island again. (hopefully one of them will have the materials we need to escape.) - Succ (luck - 8) (Bind)

vote 3: Focus on archaeology site again. - Failed (luck - 3) (Aglity + Def) [+30%]

Vote 4: research the fossils and maybe try to bring them back to life with life magic - Failed (luck - 7) (Int + Mys) [+10% next time]

Vote 5: Use nature magic to selectively breed our crops for higher yields. - Succ (luck - 5) (Mys)

Vote 6: Try to transmute metals with our elemental magic to create adamantium (either earth, electricity or maybe space? whatever can be used to add more protons to the metals to change it.) - Failed (luck - 7) (Int + Mys)

You went out to try to look for an island, but what’s strange is that you found that you did not find any small island in the background, or in general, instead, you found only a large island, and with it you linked it to yours.

Is an island containing titanium, copper and clay. And inside this island, you have found a particularly strange and hard material. Everything you tried to do to collect it failed miserably.

After you tried to break your head, you left the material quietly, calling it “Adamantium”.

You failed to explore the archeological site and also to investigate the fossils as they were not sufficiently understood.

But yes you managed to create more durable plants and they give a little more food.

But at the same time, it seems that you feel something strange is happening on your island, and with it suddenly, 45 people were killed without explanation, and until now you do not understand what happened (2)

Army: 61 Stone Golems

Island: C.C = 232, titanium - 3, gold and copper - 1, adamantium - 2

territory level: 9

Mystic: magic crop

Pop growth: -12 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 274

Carry capacity: C.C 1096 / 2888 (1805 C.C. * 65%)

Pop for C.C: 4

Spirit Guardian: @UndyingHazard

Votes: 6 [4 Donor, 23 in stock][Capital - +1]

territory level: 9 (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) (3/9)

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 ( 7/7 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: 157 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: 8328 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 [9/12] (45% 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: [0/6] 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)

Copper - [0/1] very rare

Gold - [0/1] - very rare

Adamantium-[0/2] - Rare

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

magic crop[+1 food}

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: Expand - Succ (luck -8) (Bind)

vote 2: Expand - Failed (luck - 5) (Bind)

vote 3: Expand why limit yourself - Suc (luck - 9) (Bind)

You have embarked on a journey to expand your territory:

The first island is a medium-sized island with nothing interesting on it

On the other island you went out to discover a relatively large island, but to your surprise when you went out to try to connect it, an island fell on it and with it brought more materials to the island and now it is even bigger, and with more resources.

But along with that, you lost 35 people during that. (3)

Because you reached a large enough amount, you have another vote.

Because we built a gate with you, you are now starting to get all their stuff.

island: C.C = 1082, Stone - 1, Wood - 2, Obsidian - 2, fossils - 4, clay - 5, Gems - 3

territory level: 10 (land mass + 1 vote)

Pop growth: 167 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 1571 (+ 105 Goblins Slaves (Take 0 C.C, given +1 R.S for 26 pops [+4 RS], Growth by 6% for round)

Carry capacity: C.C 1571 / 3316 (2653 C.C. +25%)

Pop for C.C: 1

Spirit Guardian: @PositiveTower

Votes: 6 [4 Donor, 23 in stock][Capital - +1]

territory level: 10 (land mass + 1 vote)

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] (3/5)

Cultures

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

The story before - +10% Char

The Recipe of Transcended

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

Or in other words, transcendence.

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

The recipe:

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

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

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

Energy source - electricity will suffice

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

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.

Building (4/3)[-2 stibility]: 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). tele.gate

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: 0 [-2]

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: 750 [+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: [2/5] Common (1 Airship, 1 smelting)

Stone: [1/4] Very common (builders: 1)

Obsidian: [0/5] 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

Clay: [0/5]

Gems: [0/3]

Fossils: [0/4]

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: nuke the doombriners. - Failed (luck - 10) (Attack + Int + Agility)[+40% next time]

vote 2: summon a demon to kidnap the doombriner survivors and sacrifice them to make more nukes - Succ (luck - 8) (Mys)

vote 3: use material manipulation to make a soldiers nerves fire faster - Succ (luck - 3) (Int + Mys)

You started trying to prepare for an attack, and you realized that maybe the best way to defend yourself is to attack them before.

You have summoned a demon who will try to snatch as many of them as possible to try to create more nuclear bombs, and you have successfully managed to snatch such a large quantity that allows you to create a total of 34 such.

In addition you tried to try to strengthen the body of the soldiers by manipulating materials, but there was no immediate effect for some unknown reason, but it seems that it slightly improved their body speed a bit.

This requires further research

War - [A - 1527 vs D 1009] - A 2856 vs D 1221 - Deffeded

Wheel of fate -

Attacker - 8

Defender - 6

The rage over stealing their child, caused the Doombriner to rage and started attacking right away, faster than you could respond - 375 units - 241 of them helium and the rest are brand new type you have not encountered before, but these are the ones that made the biggest problem -

It was a very long battle where they managed to destroy a very large part of your army while you managed to defeat all the helliumbriners, the new type, which got the nickname - metal breaker, destroyed all your cannons and killed a particularly large part of the soldiers. The battle is really approaching a big turnaround, but somehow you are still holding out and you do not know if you will survive in the next round

Attackers - 256 losses (241 helliumbriners, 15 metal vouchers)

Defenders - 8 cannones, 41 soldiers, 76 fire, 23 residence

Power - 34 Nukes

Pop growth: 10 (30% (25% + 5% * C.C available)

Info

Name: The Resurrection

Pops: 1784

Carry capacity: C.C 1784 / 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: 16 soldiers (1.3 +0.4 [agility]), 25 fire mage (1.5 + 1.5 [mystic * 2] + 0.06 [Agility * 0.2]), 0 Dense Bronze Cannon (25 + 5 *Attack+ fire mage and Soilder base states, 2 power vs Ships or building), 39 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: 466 power

Tools: Bronze tools, Bronze dagger (+0.3, +0.3*agility)

Economy

Resources:

Currency: None

Trades: Mushroom civi: 1 Bronze → (1/1) Monstrous balls (summoner)

Resources Storage: [1/7] (-25%) (Crafter - +6)

Food [8] (40% C.C)

Wood: [1/5] Uncommon (crafter - 1)

Stone: [1/5] Rare

Granite: [0/3] Uncommon

Obsidian: [0/2] Rare

Tugenstan: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Asphalte: [0/1] Rare [can’t mine, need tech, tools and jobs]

Nickel: [0/1] Very Rare {need asine]

Iron: [0/3] Uncommon {need asine]

Mercury: Common [0/4] [can’t mine, need tools and jobs]

Copper: Very common [3/5] 3 Smelt

Liquid mana: Rare [0/2] [can’t mine, need tech, tools and jobs]

Chalk: [0/5] Very common

Tin: [1/2] Rare

Stone Coal: [1/3] Uncommon

Dark Matter: Uncommon [0/3] [can’t mine, need tech, tools and jobs] - very rare

Processes

Metal magic (Bronze) [1/1] - 4 Bronze (4 use as Dense) [need some mined metal to create 3 copy of it.]

Smelting (1 Stone Coal)(1/1)

Copper(0) → Copper ingot (0)

Bronze ingot (1) → Bronze dagger(1)

(1/1) Tin + (3/3) Bronze → Bronze ingot (3/3) (1 Crafter, 1 Trade, 1 Metal magic)

Bronze (4) → Dense Bronze (4/4)

Dense Bronze → 1 Dense Bronze Cannon (for round)

Dense Bronze (3/5) → Uranium (0)

Dense Bronze (0/3) → Lead (0)

Uranium (0/4) → Atomic Bomb [manual]

Duplicade: 25 pop = 1 resource of dup

Now - Uranium 2

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: 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) - Succ (luck - 5) (Char)

vote 2: Research a way to collect diamonds - Succ (luck - 6) (Int)

Vote 3: Make a diamond currency - - Succ (luck - 9) (Char + Int)

Vote 4: Create Minimum wage/maximum cost - Succ (luck - 6) (Char)

To complete the Rebels’ request, a major reform was undertaken so that it would not be repeated again:

A new government was formed, and also began the formation of wages and currencies of a new kind after learning about a resource: diamonds.

Thanks to new techniques such as learning about diamond collection and new techniques that increase their value: polishing, you have managed to create a reform that now stabilizes the island situation completely and well! The case is not likely to be repeated again (until the end of the game) with nothing out of the ordinary happening

7

u have enogh pop to build a city (+1 vote)

Currency: + 450 C

Tech: Collective diamonds, diamond compresore, Diamond Polish [+100% Diamond Currency]

Cultre: Wage (all jobs get currency, +3 Stability)

Legacy - Parliamentary Democracy - Hybrid (+10% Char, +2 happiness,-2 Stability)

Pop growth:221 (30% (25% +5%) * C.C available))

Info

Name: Acanthus

Pops: 1713

Carry capacity: 1713/2949 C.C (1843 C.C. +60%)

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 2

territory level: 7

Risk, Legacy, Cultures, Stability and Happiness

Attack: 50%

Intelligence: 85% - [+5%]

Agility: 60%

Defensive: 40% - [+5%]

Charismatic: 60% (45% if vs other civics) - [+10%]

Mysticism: 20%

Legacy: Parliamentary Democracy - Hybrid (+10% Char, +2 happiness,-2 Stability)

Cultures

Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age. [int - +5%]

Stability: 2

Happens: 2

Wage (all jobs get currency, +3 Stability)

+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, +25 Currency), Binders (+50 Currency) , Builders (+50 Currency), Crafters (1 Cast Steel, 1 wood, +8 R.S, - 25 C), Gathers (+2 Resources Storage, +25 Currency), 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), Leather cloth (+0.3 + 1*def)

Economy - Shut

Resources:

Currency: 675 [-200 from jobs][+450]

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: [0/2] Uncommon

Granite: [1/3] Uncommon ( 1 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 [3/3] 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)

3 Diamond → 600 Curency (+100% polish, normal net of 100 for diamond)

(0/3) Coal → 0/1 diamond

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

we will get online in next round
the dodo god

Arcimea

vote 1: Build Better Weapons - Succ (luck - 7) (Int)

vote 2: Better Armor - Failed (luck - 10) (Int + def)[+45% next time]

Vote 3: Fishing - Succ (luck - 3) (Int)

You started trying to create better weapons, but you realized that if you needed better weapons, you might need bigger weapons and longer range. After understanding and building experience, you realized that ashes try to build a larger bow, and using wood, you created the catapult, and with it the knowledge to create siege Wepones against walls, or against airships.

You also tried to create better shields, but without much success, because you did not decide what shape it should be.

The farmers began to try to find a new way to get food, and they went towards a lake that was on the island, and with it hid quite small fish. They got the name “sardines”, they were small and edible, but no more than that.

You went out to find that there is someone from far away who arrives at the airport, and with him they introduce themselves as Ferloth-De and want to make friendly contact with you, but at the same time they managed to grab some Dryadons and take them for their own, which lowers the amount of food they steal. Invited to you (6)

How will you react to them?

Tech: Siege Wepones

Tool: Catapult (1 woods for 1)

Ferloth-De (Unknow)

Army: 2 Catapult (15 + 4*(unit select power), take 4 units to aperat (normal civi), *3 vs walls or airships)

Knoelege: Sardines [+2 Food]

Pop growth: 114 (45% (30 + 15) * C.C available)

Info

Name: Arcimea

Pops: 1196

Carry capacity: 1196 /1411 C.C ( 910 C.C. +60%)

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] (6/6)

Cultures

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

Wall - +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]

Mining [+35% next time]

Relations

Demonic civis (Unknow)

Ferloth-De (Unknow)

The Exalted Coalition (Unknow)

Lizeron Civic (Unknow)

Ferloth-De (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), 2 Catapult (15 + 4*(1.45), take 4 units to aperat (normal civi), *3 vs walls or airships)

Army Power: 508 power

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

Economy

Resources:

Currency: None

Trades: None

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

Food [9/14] (45% 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)

(0/1) Woods → Catapult [0]

(0/2) Woods → AirShip [0]

Knowledge and Mystic

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

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.

Sardines [+2 Food]

Others

Drydrerons- an one of the 4 forcese start to see ur island as his new nests, very dng (-2 food)

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

Supreme Abacus

vote 1: Use the animation rune and attraction rune on the island to gather mana as well as control its movement - Succ (luck - 8) (Int+ My)

vote 2: use a series of runes to create a computational device, with a closed mana system, so no extra mana is needed. - Succ (luck - 1) (Mys)

You started trying to do experiments with the runes: in the first system, you arranged in a circle of different runes that you think “your complex thinking structure”, and it was quite successful, but it requires a large amount of mana to activate it, until it causes a large warming, burning 71 To death until it stopped.

In the second system, you set up a rune system that will help you change the flow of mana to store them and also to control the speed of the island. And you managed to disconnect the island from the normal current, and it was like that for a few years, until the island suddenly lost control because of a shortage of environmental mana and it crashed straight into a large mass of earth. Luckily for you, no major disaster happened there.

From that day on, you crashed on a mass in someone’s territory, and you went out to investigate.

When you reach the end of your island, you only see a large and long cliff and below it, a huge area and do not know, and with it soon come guests you have never met: giants who seem to greet you, and call themselves Ferloth-De, how will you react in front of them?

Especially after your island is unable to move anymore? (7)

Mystic: Rune computer

Ferloth-De (unknow)

First contact - +1 vote

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

Info

Name: Supreme Abacus

Pops: 769 (+21% Int and Mystic [+3% for 100])

Carry capacity: 384.5 /638 C.C ( 440 C.C. +65%)

Pop for C.C: 0.5

Spirit Guardian: @GodOfKnowledge

Votes: 3

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] (1/4)

Cultures

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

Writing (+3 R.S)

Silo (+30% vs Drought)

Stability: +2 (Queen)

Happens: 0

Relations

Ferloth-De (Unknow)

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

I’m sorry it took longer than usual, life comes before a game.
Besides, I’m soon going to go through a tough period of tests, may affect the pace of the game. I’m sorry if it happens and I missed them on the way, it took a lot of time to do this (7 hours in a row)

2 Likes

vote 1: Make blueprints for the housing, storage, and greenhouse sections of the ship we will use to escape the end.

Vote 2: Try to create plants that can act as living turrets with nature magic again.

Vote 3: Have plague dragons dissect the bodies of the 45 that mysteriously died and see if they can find a cause of death.

Vote 4: Research ruins again…

Vote 5: research fossils again…

Vote 6: search for an animal that can produce silk, or plants that can create a colored dye.

Non-action 1: trade for more fossils.
Non action 2: accept deathwake into the federation.

Edit: changed non action and a vote

2 Likes

Nevermind.
(Post filler)

Action 1: Establish a city.
Action 2: create schools for teaching basic life practices and martial arts.

1 Like