can u equip them with weapons? like magi steel
what happens if take a majority in the council like over half
asking for the entire chat
So every 5 rounds, a Civ with a god can only make one âgod voteâ, or an action in your favor (these cannot be saved by not using them).
These votes can only do select things, tho. They can teach you a small amount of runes (like 1-3), help you escape conflict, help you get somewhere (unless you going there would result in another Civ being harmed), etc.
Then you have a lot of god votes if you manage that many, but for that you would need about 24000 pop
and if i have 5 gods
Then you have 5 god votes. Letâs move this to our private chat tho pls.
Round One: The Beginning
Much has already happened in the world. Many have already gained much and learned much, the first new sapient has been introduced and a new civ has a patron god (damn already, this was completely randomized).
Let us see where the future takes us, as we delve deeper still into the Twilight Realm.
LIO
Emerging from the wreckage of their broken ship, the BZ-Y02 of the LIO look around. They scuttled around the wreckage, inspecting the damage and viewing their surroundings. They quickly determined that they were not on XZAJ-B, and that their ship was completely destroyed, useful only for spare parts. Quickly stripping it down, they then began exploring their new surroundings.
The ship seems to have crashed on a large bridge of lunar rock, with voids on either side. The BZâs estimate that it can fit about half of their total population, so exploration and expansion will be necessary.
civ Stats
Power = +10%
Defense = +12%
Intelligence = +6%
Agility = +7%
Charisma = +5% (-5% when interacting with something that does not use radio signals)
Mysticism = +5%
+10% pop growth/CC (after metalworking is discovered)
Spirit guide @fralegend
Amount of Pop: 100
Tiles Controlled: 1
Number of Votes: 1
Vote Bar: 13/20
Map color; blue green
Civ Description
Name: LIO
Description: They are a group of robots that originally were sent by LIO to colonize planet XZAJ-B, but their transport ship got sucked into a portal and crashed into this world, after they lost the signal from their capitol computer they decided to start colonizing this planet instead.
Race(s)
Name of Race: LIO|BZ-Y02
Description of race, including any hidden abilities like venom and how they look: A robot with a central rectangular body with 8 limbs on its sides, each limb can be used for locomotion and object manipulation, it has a rectangular head that can be swiweled independently of the rest of the body, the head has 4 cameras, audio sensors and chemical sensors.
Behavior of race: Neutral, expansionistic
What biome you live in: Lunar Desert
Power: 5
Defense: 5
Intelligence: 5
Agility: 5
Charisma: 5
Mysticism: 5
Advantages:
Machination (+power, +defense)
Solar pannels (doesnât need food, instead uses light to produce energy)
Disadvantages:
Radio communication (-to communication with races that donât use radio signals to communicate)
- general buff to all stats, but no reproduction before metal working, and reproduction is dependent on resources available
Discovered by them
Animals; None
Plants; None
Sapients; BZ-Y02
Biomes: Lunar Desert, Void
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Dhoordâs swarm
Scuttling around the Arctic, a seething mass of shell and slimy tentacles worms itâs way out of the ground. Dhoordâs Swarm has reached the surface, and is ready to consume all.
As it emerges, the Nachillims look around, a little disoriented. This was not their home world, but they found they did not care. It was just more to conquer. Their new territory was split by a river flowing from an underground shroom swamplands, crossing the icy desert, and splitting near the south, where it ran out of view.
Some of the Nachillims noticed a small fish with white scales and hard, purple spines in the rivers, and managed to catch some to bring back to their queens. They have yet to eat any.
civ Stats
Power = +27%
Defense = +27%
Intelligence = -25%
Agility = +0%
Charisma = +1% Charisma (always absolute zero outside of in civ interaction)
Mysticism = -25%
-5% pop growth/CC
Spirit guide @Doomlightning
Amount of Pop: 100
Tiles controlled: 1
Number of Votes: 2
Vote Bar: 5/40
Map Color: Orange
Civ Description
Civi name: Dhoords swarm
Deep viuse: They are a swarm that believes they should be everything and everything belongs to them and they will do anything to achieve this. I do not have a good enough explanation for this.
Race(s)
Name of Race: Nachillim
Description: They are similar to the hybrid of a beetle, a squid and a sea snail. They have 6 legs and 4 arms, they have 4 eyepieces similar to dragonflies, 4 mouth pliers one similar to an amolocaric and the other similar to a wasp, tough enough to smash anything in the way. They are covered with thick, hard armor that is very difficult to penetrate. They are colored according to what they eat.
Behavior of race:
They are a swarm with an arch of ants. And like ants, their size and features are based on size: the queen is big, the workers are small. But what separates them from other ants is that they are more intelligent and also able to adapt to any rotation by consuming them to get a their properties, even if it is an inorganic material like stones, metals or even magic. Feed them to one of the queens are able to create offspring with the trait they ate.
Itâs all a matter of snowballing: as time goes on, they consume more unique things and get their features that make them the ultimate weapon if they are not stopped in time.
They are small and the size of a worker is the size of a domestic cat and a queen is the size of a crocodile
Biome: Cold Desert
Power: 10
Defense: 10
Intelligence: 0
Agility: 5
Charisma: 5
Mysticism: 0
Advantages:
Collective consumers: They are different from most races, they can branch out on the basis of the food they eat (all types, including metals and minerals) and get its properties, but there are 2 groups of them called Units:
Units
Queen's
A single number that can spawn lots of units a day. Unable to move from âhomeâ, only then can make more of all the units, include themself, need for stability and g.s
Eating a certain type of food gives the queen his qualities for her and all her descendants after her. Able to possess many types of traits depending on the consumer, especially the hereditary trace.
Workers
They are the ones doing all the work, unable to reproduce.
Accept the qualities of the queen from whom they were born.
Max of 6 buffs per individual, the more buffs stacked the less each does.
Overwhelming adaptive: if someone has a higher stat than them, that staff is halved and that half is added to this races. If they still lose, they learn one of the enemyâs tech/mystics
Disadvantages:
Territorial:
They cannot live with other races and cannot interact with other civilizations within their territory.
- Cannot invent or make tools, only use preexisting ones
Discovered by them
Animals: Coldquill Moonfish
Plants: None
Sapients: Nachillim
Biomes: Cold Desert, Sky, River, Shroom Swamplands
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Democratic Republic of the Round Rock
Rolling around the coast and volcano, these slimes are content, if a little cramped, and need to expand their territory, their current land only fitting about half of their population. However, they are content with the defensibility of their volcano home.
To the south of their volcano a little bit lies a sprawling savanna, and hidden there is a frostbitten glacier cave full of ice and snow. To the west lies the ocean (covers half the tile), an open ocean shored by beaches of rolling dunes.
However, despite these beauties, there are still some hidden dangers. Some slimes were bouncing and rolling around the volcano when they came across a large, white worm burrowing through the rock. They began purring it at curiosity and fear, and taking this as a sign of aggression the creature lashed out, flashing itâs glowing frills, raising itâs arms and shooting a corrosive, glowing acid. 3 slimes were killed.
civ Stats
Power = +0%
Defense = +1%
Intelligence = +10%
Agility = +1%
Charisma = -5%
Mysticism = +0%
+3% pop growth/CC
Spirit guide @GodofKnowledge
Amount of Pop: 97
Tiles Controlled: 1
Number of Votes: 2
Vote Bar: 15/40
Map Color: Red
Civ Description
A civilization of slimes who have a humorous streak, having a knack for mischief. They named their civ after an unfortunate mistake made by an individual in their previous world.
Race(s)
Slimes
While quite useless, these simple blobs are great at teamwork, they even have all five senses! The real business relies on their adaptability, since as simple creatures by nature, they multiply quickly, like that of a cell, every round their numbers double, but most importantly, then adapt! This means if the conditions are harsh, such as drought, they can achieve less water consumption, or if fed silk-producing worms and spiders, they may adapt into sticky slimes! ones that produce such silk, themselves! Such adaptations are necessary, as well as the fact that they grow smarter over time, they have genetic information storage, meaning all their memories are turned into strands of DNA and can be cultured and transferred to others. They also brag a lot to other wild animals, even though all the animals hear are loud purring noises, another fact about them is that can change shape as they wish, as in form not like actual bodies, they are made of a mucus//fluid membrane. Clearly, you should watch out for these small bratty defensive slimes.
The behavior of race:
they are a peaceful race, but if you attack them they will corrode you alive with their acid fluids in their body, then proceed to show others their memory about how heroic they were. they also purr when excited, hiss when angry, and attack when hungry.
What biome you live in: volcano
Stats
Power: 5
Defense: 5
Intelligence: 5
Agility: 5
Charisma: 5
Mysticism: 5
Advantages:
Extreme adaptation - can adapt as different slime types, yet still, as one species, they are friends and work together for a better, more purrfect world.
Memory transfer- can transfer memories and genetic information to others, and switching from one type of slime to another
Disadvantages:
Strange - idiot slime purred at a round rock, now even the animals think weâre strange
- Every 10 slimes of the same kind give +1% of the related buff to the Civ as a whole
Discovered by them
Animals: Lightfrill Worm
Plants: None
Sapients: Slimes
Biomes: Volcano, Savanna, Open Sea, Dunes Beach, Ocean Sky, Glacier Caves
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Acanthus
The thoughtful, catlike race of Kajit looked around their new home. It was similar to other places they had been, and yet different at the same time, a strange, unexplainable quality about it. The grasslands were home now, though, and there was a world out there waiting to be explored.
Down to the southwest of the grasslands flowed an icy, cold river, with chunks of ice floating through it. Other than that, it was grasslands as far as the Kajits could see.
One early morning, as they were exploring this new land, a couple of curious Kajits (triple tongue twister lol) woke up to a strange and beautiful sight. The grasses of the plains were surrounded by a streaming, rainbow fog, formed when the grasses multicolored nectar was absorbed into the morning dew and fog. Not far off, giant, almost isopod like creatures were seen, large grazers with tough armor and sturdy legs.
civ Stats
Power = +3%
Defense = +0%
Intelligence = +12%
Agility = +6%
Charisma = +2% (-5% with animals or other civs)
Mysticism = -25%
+2% Pop growth/CC
Spirit guide @Centarian
Amount of Pop: 100
Tiles Controlled: 1
Votes: 1
Vote Bar: 16/20
Map Color; Purple
Civ Description
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.
Government
Lead by the council nine, who decide what is best for the people when important matters come up. The people decide the council nineâs living condition, so as to not lead to political corruption. Each coming member of the council will be trained by a previous council member but will not be treated specially by society besides asking for advice from him instead of others. The current council nine are:
Gabriel
Fenic
Prometheus
Plato
Socrates
Epimethius
Julius
Tiberius
Nero
Race(s)
Name of Race: Kajit
Description: Look like Kahjiit from the elder scrolls games. Have retractable claws.
Behavior: Thoughtful, Innovative
Biome: Grasslands
Categories:
Power:5
Defense:5
Intelligence:10
Agility:5
Charisma:5
Mysticism:0
Advantages:
Cat-like Anatomy - Retractable claws (+ power), Night vision (+ perception at night), Whiskered limbs (+ agility), Better ears (+ perception), Fur (+ cold resist)
Big brained - (+ intelligence)
Disadvantages:
Unempathetic - (- charisma toward other civs)
Discovered by them
Animals: Thunderpede
Plants: Puffgrass
Sapients: Kajit
Biomes: Grasslands, Icy River
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Drakes of the Ruins
This curious group of Dracorex settled in the area to explore what they thought were some old ruins of this world, but were disappointed to find that the ruins were simply interesting rock formations. Though saddened, they had taken a liking to the area, and decided to settle there anyway, and the name stuck as well.
They live in a lush jungle, ripe with flora and fauna, though most remains undiscovered and all underresearched because of an initial focus on the rock formations. To the northeast is a large, frosty mountains, and two cave systems have been found to the south, a completely submerged one to the southeast and a volcanic one to the southwest.
civ Stats
Power = +1%
Defense = +11%
Intelligence = +11%
Agility = +10%
Charisma = -5%
Mysticism = -4%
+1% Pop growth/CC
Disadvantage: +5% attack to opponents
Spirit guide @UndyingHazard
Amount of Pop: 100
Tiles Controlled: 1
Number of Votes: 2
Vote Bar: 3/40
Map Color: Lime Green
Civ Description
A group of Dracorex that chose to inhabit a region of the jungle that has some old an ancient ruins, having been drawn there by there natural curiosity.
Race(s)
Name of species: Dracorex Magnifica (Magnificent dragon king)
Description: Large dragon-like creatures with two pairs of wings and two pairs of walking limbs with the front most pair acting as arms, metallic armored placoderm-like heads adorned with horns that very in structure between individuals, flexible mammalian ears, and two pairs of eyes. The larger pair of eyes can see light in the blue, purple, red, green, and yellow spectrum of visible light. The second smaller pair of eyes can only see ultraviolet light. They have long necks covered in a fluffy mane of fur, while the rest of there body is covered in scales that come in an endless variety of colors, they have a naturally close tie to magic. They lay eggs with clutches varying between 2-12, the eggs hatch faster in warmer weather but typically take anywhere between 5-9 months to incubate. They can grow to a maximum of 20 feet long from head to tail.
Behavior: opportunistic omnivores with a preference for sweet things and meat. They are curious and inquisitive creatures by nature with a fascination for shiny things.
Biome: Tropical jungle.
Power: 5
Defense: 5
Intelligence: 7
Agility: 5
Charisma: 4
Mysticism: 4
Advantages: Armored placoderm-like head, Two pairs of wings
Disadvantages: Soft vulnerable spot on chest
Discovered by them
Animals: None
Plants: None
Sapients: Dracorex
Biomes: Jungle, Frosty Mountains, Volcanic Caves, Underwater Caves
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Kyhh United Princedoms
The nice, relaxed people of the Kyhh race have found a fairly small, pleasant island to call home. Situated in a temperate sea, it can at times be a little cold for this warmth loving race, but it is home, and there is plenty of room for future Kyhh.
A scrublands edges a large marsh on the eastern side of this island where the Kyhh live, where the water flows down into a kelp forest. The land of this island covers about ½ of the Kyhhs current territory. Hidden beneath the fronds of the Kelp forest is an underwater cave system with a series of Lava lakes, ideal for basking in the heat, and on the land there seems to be an abundance of caves with mushrooms, from a giant Glowshroom Caves to the Northwest to the Shroom Swamplands of the Southeast.
civ Stats
Power = +5%
Defense = +0%
Intelligence = +5%
Agility = -5% (disadvantage and part of an advantage cancel each other out)
Charisma = -10%
Mysticism = +0%
+20% Pop growth/CC
Spirit guide @Deathwake
Amount of Pop: 100
Tiles Controlled: 1
Number of Votes: 2
Vote bar: 8/40
Map Color: Brown
Civ Description
the island we live on is populated by many tribes of kyhh, each ran by a prince, princess, regent, high priestess, or bishop. Iâll play as the largest tribe or confederacy of tribes but we donât fight and pretty much are a confederacy already. war is illegal but only among kyhh.
Race(s)
Name of Race: kyhh
Description of race, including any hidden abilities like venom and how they look: they look like marine iguanas
Behavior of race: very calm, they arent explorers but love to spread out. pretty much chill hippies with no qualms about genocide or pointless war, they just prefer to be left alone or traded with.
What biome you live in: Marsh
You have 30 points to spend in 6 categories.
Power:6
Defense:5
Intelligence:6
Agility:4
Charisma:3
Mysticism:5
Next, Advantages and Disadvantages. Must be a 2:1 ratio, talk to me about special circumstances. I will determine how much of a buff or debuff each will give.
Advantages:
amphibious: can hold breath for an hour, or ten when sleeping (due to slowed metabolism). Also good at swimming.
eggs: Minimum of quadruplets. Very short pregnancies, children grow up fast.
Disadvantages:
Reptile: when in cold climates much time must be spent sunning. They lack the sprinting speed of mammals but still have stamina
Non-advantageous or disadvantageous trait: herbivory: kyhh must eat a lot of food each day, but it can be literal week old moss. No micronutrients, meat, or fat required. A lot of food must be eaten though. (producing food is easier through cause it doesnt have to be edible by human standards) kyhh cant eat meat to improve muscle growth either.
Discovered by them
Animals: None
Plants: None
Sapients: Kyhh
Biomes: Scrublands, Kelp Forest, Marsh, Lava Lakes, Glowshroom Caves
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Enigmatic Observers
Having walked away from their main research base at the poles of one world, a group of Mirarans finds themselves on a small, icy coast of a southern island. Not knowing how they got there, they realize this is a new planet, and so set up a base of operations to do what they do best: Observe. However, they are unable to currently replicate, and will need to expand to have adequate living space for all of the robots, unless they want to shut down from lack of movement.
Looking around, they see they are situated on a small, cold desert near a glacier that leads right into a wreckerâs reef, a pointy maze of sharp rocks sticking just above and below the waters surface. To the southeast is one especially large rock protrusion that seems to contain a volcanic cave, and upon closer observation an underwater cave can be seen to the southwest.
Two more active, less restricted researchers were trying to determine how to properly observe that cave when one fell in, sinking to the bottom. Before they could get stuck down there, though,a pod of what seems to be large, blind sharks appeared from the cave and helped them to the surface. Seeming quite friendly, these sharks, or at least this pod, are quite docile and practically already tamed, but waterproof gear and water assisting gear would be needed to properly tame and utilize them.
civ Stats
Power = +5%
Defense = +32%
Intelligence = +31%
Agility = +5%
Charisma = -20% (and canât negotiate with other civs)
Mysticism = -20%
+12% Pop Growth/CC
Spirit guide @PositiveTower
Amount of Pop: 100
Tiles Controlled: 1
Number of Votes: 1
Vote Bar: 15/20
Map Color: Blue
Civ Description
In the sheer, deadly cold of the poles, no natural life exists. Here is where the Mirarans lie, rigid robots following strict patterns without autonomy, who all are connected to the main computer. Some retain limited independence, such as those assigned to the task of researchers in order to diversify the thought process of the machine intelligence. So far, this group of robots seems completely unwilling to negotiate with outsiders, lest they offer a treaty to completely leave them alone in the freezing cold.
Race(s)
Name of Race: Mirarans
Description of race, including any hidden abilities like venom and how they look: Generally small robots, they are weak and fragile. Their head resembles a small orb, with a protruding beak like shape on the front. Lower body is small, resembling that of a goblin. They are all connected to a main computer
Behavior of race:Completely Neutral, Knowledge seekers
What biome you live in: Cold Desert
You have 30 points to spend in 6 categories. You may only spend a minimum of zero and a maximum of 10 points in each category. A perfectly balanced Civ has 5 in each category. The categories are:
Power:5
Defense:10
Intelligence:10
Agility:5
Charisma:0
Mysticism:0
Advantages:
Mechanical:Doesnât require organic sustenance, instead requiring energy (gained by moving, which pumps water (hydroelectric)) and metals for repairing.Canât reproduce without metalworking, but gets a small buff to all stats
Calculators:+2 intelligence
Disadvantages:
Isolationist protocols: canât engage in any form of interaction with any other civilizations except for non aggression pacts
Discovered by them
Animals: Cave Sharks
Plants: None
Sapients: Mirarans
Biomes: Glacier, Wreckerâs Reef
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
Nearly Tamed Cave Shark Pod
High Priesthood of Silvaia
Gliding through the foggy woods, the Nemeri ghost through the treetops of their new home, an inexplicable affinity felt with the trees of their new home. They love it here, even if it is sadly too small to accommodate all of them, and they need to expand. They feel as one with the nature here, almost more than they did in their last homeworld.
Their large, foggy woods is situated on a stretch of land (half a tile) south of a bay with a kelp forest. The sandy beach acts as a buffer zone between these two very different forests, one home to the nemeri and one they cannot live in⌠yet. To the west, a bubbling, acidic sulphuric acid pool boils away in a clearing in the woods, toxic to all but a select few lifeforms. And to the east, a hole opens up in the ground peering down on a sea of lava crisscrossed with giant obsidian spikes, similar and yet so, so different to the above forest.
The Nemeri were overjoyed at their new home, and promptly set to exploring it as much as they could. An unfortunate accident occured on the beach, with some Nemeri eating some toxic sandbrush fruit, feasting on itâs sweet juice unaware of itâs deteriorating poison. Luckily it was not as bad as it could have been, as some of those who ate the brush also ate some kelp with bell shaped leaves which had been washed ashore, which promptly flushed their system of the poison and left them energized, and so they managed to heal their fellows. Sadly, 4 Nemeri still passed away.
However, a truly joyful and wondrous thing happened. In the late twilight of that day, some Nemeri saw a sparkling, swirling light in the sky. Slowly, a portal opened from another dimension, and out of it flew a huge pod of Whalewing Tubehorns, with their large, harmonica like wings and cylindrical main bodies.
The Nemeri gasped, standing in awe at the beautiful sight.
âBeautiful, isnât it?â a voice asked from behind them. Into view walked a figure clad in silver armor, with glowing blue runic lines and gleaming antlers on his head. The Warden.
One of the Nemeri priests turned slightly and inclined her head, giving the Warden a shallow nod, briefly taking her eyes off of the beautiful, joyous sight. âThat it is, my lord.â
The Warden waved her away. âNo need for the âmy lordâ. One day, we will hopefully be equals up in the council.â He went quiet as the last of the tubehorns flew out of the portal and into the night. After a time, he spoke again, this time addressing the entire group of gathered Nemiris. His armor began glowing a shining blue silver, lighting up like a beacon, and the Nemiriâs were forced to shield their eyes. âIt was thanks to your affinity with your new home that the first new sapient since creation was brought into this world tonight,â he said, his voice like a clap of thunder. âFor that, I am eternally grateful. You may call on me now, and I will answer you. You have my thanks, and my help.â In a brilliant flash, The Warden disappeared, and the sounds of the forest slowly returned to the clearing.
civ Stats
Power = -14%
Defense = -20% (because of disadvantage)
Intelligence = -5%
Agility = +48% (speed itself lol)
Charisma = +0%
Mysticism = +3%
+0% Pop growth/CC
Spirit guide @The_Magpie
Amount of Pop: 96
Tiles controlled: 1
Number of Votes: 2 (+1 God vote every 5 rounds)
Vote Bar: 28/40
Map Color: Dark Green
Civ Description
The nemeri are united under a high priesthood of 5 individuals (who are chosen when one dies or retires by the remaining members) who commune with the spiritual world to guide the nemeri forward.
Race(s)
Name of Race:
Nemeri
Description of race, including any hidden abilities like venom and how they look:
Nemeri are a close relative to the humans of another world, adapted to living in heavily forested environments. They have a lithe build, and an average height of 5 feet. They possess a pair of patagia (gliding âwingsâ) on each arm to safely glide instead of falling, and also have long fingers and toes for climbing. The feet in particular are much more dexterous than human feet, though the hands are more maneuverable as well. They have adapted to a nocturnal lifestyle, so their night vision is significantly better than that of a human. Additionally, they have better hearing and larger ears. The range of possible hair colours varies from white through pale greens, yellows, and oranges, to a dark black.
Behavior of race:
Nemeri live in harmony with their woodland home, and will fiercely guard it. Though weak in melee combat, the great eyesight and hearing of nemeri make them exceptional archers. They look down on those who destroy forests to expand their farms and towns, and instead live in concordance with the woods by more modestly cultivating fruits, vegetables, and mushrooms within the forest as opposed to building vast tracts of farmland. They live in treetop settlements.
What biome you live in: Foggy Woods
Power: 2
Defense: 2
Intelligence: 4
Agility: 10
Charisma: 5
Mysticism: 7
Next, Advantages and Disadvantages. Must be a 2:1 ratio, talk to me about special circumstances. I will determine how much of a buff or debuff each will give.
Advantages:
Exceptional Senses (eyesight, hearing)
Gliding
Disadvantages:
Frail body
Discovered by them
Animals: None
Plants: Sandbrush, Bell Kelp
Sapients: Nemeri, Whalewing Tubehorns
Biomes: Foggy Woods, Sandy Beach, Sulphuric Acid Lakes, Obsdian Spikes
Stones: None
Gods: The Warden
tools/weaponry
None
Other Stuff
1 god vote every 5 rounds (every summit)
Bananarama Imperium
After being deposited on this world, the hordes of Nihilator looked around for something to conquer, but there wasnât anything, so they set up a base to conquer from when conquering time came around.
Their base is right outside a large cave system, an opening of lava lakes in the northwest and a tear in the ground to the southeast over a giant system of Lava Seas. The surface is a large grasslands for as far as the eye can see.
civ Stats
Power = +19%
Defense = -6%
Intelligence = +11%
Agility = -15%
Charisma = -12% Charisma (and cannot negotiate with non-Nihilator worshiping civs)
Mysticism = +26% Mystic
+2% Pop growth/CC
Spirit guide @zenzonegaming
Amount of Pop: 100
Tiles Controlled: 1
Number of Votes: 1
Vote Bar: 8/20
Map Color: Pink
Civ Description
DESCRIPTION (LORE):
After Pandora fell, Nihilator was just barely able to escape, and take a few of his faithful followers with him, which he was then able to scatter across the multiverse, allowing them all to adapt to their new worlds.
On one world, a world of fantasy and adventure, 3 nations entered a close alliance with each other, each worshipping Nihilator.
A nation of man, a nation of elves, and a nation of Goblins.
Over the next few hundred years, the three peoples interbred fairly heavily, resulting in the populations of man and elf going extinct in the kingdom over the generations, being replaced by their descendants, the Hobgoblins, with the Goblins having survived only due to their higher birthrate.
Eventually the Hobgoblins became the primary ruling class, with Goblins filling roles as servants, battle fodder and menial labor (while there are still many Hobgoblins in lower classes, there are almost no Goblins in higher classes).
Eventually, Nihilator abducted a few of his faithful Hobgoblin followers from the kingdom and deposited them on a recently created world that a few rival gods had made, mostly to spite them
Note, made by the Warden: Nihilator was locked out of world after initial beginning of game
Race(s)
RACE: Hobgoblin
ATTRIBUTES:
POWER: 8
DEFENSE: 3
INTELLIGENCE: 7
AGILITY: 2
CHARISMA: 0
MYSTICISM: 10
NATION BONUSES:
One Imperium under Nihilator: stability always at max, unquestioning loyalty to the crown, +diplomacy with nations that worship Nihilator, +stability to any nation that is allied with the imperium, no crime, bonus to production.
Chosen of Nihilator: +5 to converting other nations to Nihilator, +5 to any roll related to shadow magic, +3 to combat rolls, +2 to intellect rolls (inventing things), +3 when doing diplomacy with nations that worship Nihilator, +to happiness of citizens.
NATION MALUSES:
Warmongers of Nihilator: diplomacy impossible unless other race worships Nihilator, +5 bonus to rolls related to diplomacy with worshippers of Nihilator.
RACE BONUSES:
HOBGOBLIN:
Patriotic Frenzy: bonus to recruitment rates, bonus when fighting on Imperium territory.
DESCRIPTION (PHYSICAL):
HOBGOBLIN:
Hobgoblins originated from the cross breeds of Humans, Dark Elves, and Goblins on another world.
They stand at normal human height, and have similar proportions, though that is largely where the physical similarities ends.
Their skin is a dark, ashy grey, inherited from their Elvish ancestors, and their mouths are filled with sharp teeth, a Goblin feature.
Though unlike any of their ancestors, Hobgoblins, in this world at least, sport glowing purple eyes, likely a result of Nihilator blessing them as he deposited them on a new world.
Their hair tends to be black or darkish grey, and facial hair is as common amongst males as it is for humans.
They have claws on the ends of their fingers, well suited for battle.
STARTING BIOME: Lava Lakes
Discovered by them
Animals: None
Plants: None
Sapients: Hobgoblins
Biomes: Lava Seas
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
First Round!!!
Again, sorry for the delay, now that I have it all set up it should be quicker next time around
A note on exploration: When exploring, you can only chose one of 8 directions per action, North, NorthEast, East, SouthEast, South, SouthWest, West, and NorthWest
Enjoy, and gn!!!
Vote one- Get the smartest slimes together, and send the others to collect anything unusual," Such as plants, odd rocks or animals/corpses" and eat them, may gain Fat lizards, new subspecies- Sol Comedentis, and Venenum Spitter.
Sol Comendentis- Sun Eaters, use many chloroplasts to generate Glucose and turn it into Adenosine Triphosphate can be gained by eating large leaves and plants. can support up to 5 normal slimes in energy generation and transfer.
(like a normal slime, generates enough glucose to supply 5more normal slimes, so a 1/5 ratio) (Generation type)
Venenum Spitter- Poison Spitters, use batrachotoxin secreted by glands to create a potent poison, effects may include, but are not limited to, nonresponsive nerves, and cardiac arrest. Can be gained by eating a variety of poisonous plants and animals, not acidic, can kill a normal slime in one shot. (Ranged Type)
Regular Slime- Normal idiotic slime, some are smarter than others, reproduce fast, highly adaptable.
The second vote- IF- unlocked Sol Comendentis, transferred 24 slimes to it, and If Venenum Spitter unlocked transferred 20 slimes to that species. Then guard the area of the worm. Put the intellectuals up for experimenting with creating organized system//production facilities, (Sol Industria Villams aka. sun energy farms, as well as barracks and housing). combine the 24 Sol Comendentis and fuse them to tier 2, supporting 150 more slimes. start to carve out the ice cave to make more space,
First you must find a plant (I know it is dumb but the system means you havenât technically found a plant yet to absorb)
K, then imma eat âGreen stuffâ
Vote 1: develop seaweed nets
Vote 2: develop stone spears.
Just make your action âfind plant to eatâ and it will do it he same thing (give you plant to eat)
I was just trying ti say you canât eat something you have yet to find
No non actions in this game, sorry, and CC/tile pop limit are the same thing in this game
k thx
Vote 1:Research and document the mineral contents of the island
I think I should start with the most basic need first.
Vote 1: Search for plants to possibly domesticate
Vote 2: Search for animals to do the same
domesticating plants! ha! I am the plant!
Proud
Action 1: Set up shelter by weaving together leaves and vines.
Action 2: search for edible fruits and any interesting animals close by.
you only have 1 vote
vote one: consume the small fish to the queen, learn about his buff and find more if gone
vote 2: try to create a undergronw nest for the queens to live
The island is multiple tiles (3), do you want to further explore your tile, or explore the one to the north or the one to the northwest?