The Twilight Realm: A survival Civ Game

It’s based on what you have discovered

Since you entered last, as I was going through you ended up being the one who has been the first to discover the least.

You get more votes by filling up your vote bar, and you aren’t the only one with only one vote. Positive, Frale, and Centarian all also have only one vote

2 Likes

okay i guess my vote will be to discover agriculture
also how big is a tile?

2 Likes

There isn’t exactly a real world measurement, but the main world is 50 by 30 tiles large, and the lunar world is 25 by 30 tiles.

Thanks for switching your vote

2 Likes

All I need before I finish preparing the next round is as follows:

@Centarian which of your two votes do you want to do? You only have one.

@Centarian @UndyingHazard I still need a direction, or if you want to explore your own tile. If you don’t respond I’ll just have it be your tile

3 Likes

Action 1
North
(Text filler)

2 Likes

i edited my civ a bit fyi

1 Like

If you want binding agent, you will have to replace one of your previous advantages in addition to the second disadvantage

Thanks for the reply Centarian

I started working in the round but am feeling kinda crappy, think I caught something, so the next few rounds might be a bit slow(er) coming out.

3 Likes

mk

1 Like

i mean how large is each tile

2 Likes

I know, and I said that I haven’t really made up how big each one is in real life measurement

2 Likes

yeah I’ll have it be my own tile.

2 Likes

When is the next round?

2 Likes

I was sick the last couple days, I’m getting better but will be working around school to get the round out. Sometime later this week definitely, not going to put an exact time in it but hopefully sooner rather than later.

3 Likes

Round 2 : Botany Brigaders

Year 1, Spring (⅖), Summit in 1 round

Much has happened in such a short amount of time. The most significant is the discovery of a large variety of plants, across all of the civs (only one civ discovered absolutely no plants).

Failure and triumph go hand in hand everyday for civilizations, and this too was learned by many today.

However, the world still spins, and life goes on. The question is, how will you adapt to what is thrown your way?

LIO

Following their need to spread out, the BZ-Y02 explored to the south, and found a chunk of Lunar Desert covering the western half of a tile, with void on the other side. If they choose to claim it, it is enough space to comfortably house their entire civilization. (see note on claiming at end of post)

While they were exploring their new territory, they discovered a grove of giant, blooming, tree-like flowers, with a sweet, sugary scent emitting from their nectar. As they approached, the roots of the plant lifted and flung hundreds of thorns in their direction, but the explorers managed to duck behind some rocky outcroppings and avoid getting hit. The giant light pink blossoms, striped with dark purple, snapped shut on an unseen prey, and reopened, dripping glowing yellow-green nectar.

Another group of explorers chanced upon what at first glance looked like a barren, rocky field. Intent on seeing what was beyond the field, if anything, the robots set clambering across the field. Before they made it very far, however, the ground rumbled and raised, and around them several spires of rock arose, revealing themselves to be giant, perfectly disguised spiders, heavily armored with glowing purple eyed, gray exoskeleton, and a crust of lunar rock on their backs. These spiders seem to be extremely docile, and might be able to be used as pack animals.

Not everything went so well, though. Another group of robots went and found a scrubland of giant brambles. Seven went forward to collect samples and see the properties of this plant, and became trapped when the brambles suddenly shifted, closing the path behind them. The brambles rose up, spearing through robots and twisting off their limbs. Of the seven that went in, only one made it back, missing a limb and covered in scratches. The large bramble patches were viewed from a distance again, and seem to have acquired a new, metallic sheen.

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 @fralegend015

Amount of Pop: 94 (-6 pop (44 over limit))

Tiles Controlled: 1

Number of Votes: 1

Vote Bar: 17/20

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 (doesn’t need food, instead uses light to produce energy)

Disadvantages:

Radio communication (-to communication with races that don’t 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; Lunar Spidergiants

Plants; Void Lilies, Tanglethorns

Sapients; BZ-Y02

Biomes: Lunar Desert, Void

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

None

Dhoord’s swarm

The swarm has grown, and has been very productive. Reutilizing their previous digging capabilities, the Nachillim increased this tile’s pop capacity by 20.

The Nachillim who discovered the fish, though, was not as smart. He was hungry, and he had food in his hands, so he ate it. He shuddered and grew a layer of white scales, and sprouted dark purple spines all along his body. Obviously, the other Nachilli were angry. They began brawling with the dumb one, but some became impaled on the newfound spines, or sucumbed to the poison now coating said spines. In the end, the dumb one was killed, and a total of 15 Nachillim were lost.

However, all was not lost. 14 Nachillim were born, counteracting most of the previous loss. And down by the river again, a Nachillim spotted a short, cat like creature, but didn’t get to see much before they were swept away by the strong current. Luckily, though, this nachillim survived.

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: 99 (-1 pop (19 spots available))

Tiles controlled: 1 (Tile affects; -1% agility)

Number of Votes: 2

Vote Bar: 17/40

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.

It’s 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 “home”, 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 enemy’s 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, Shortclaw Fishing Cat

Biomes: Cold Desert, Sky, River, Shroom Swamplands

Stones: None

Gods: None

tools/weaponry

Abilities:

Coldquill Moonfish = Poison Spines

Other Stuff

Burrowing

Democratic Republic of the Round Rock

A few slimes travelled northward, into the unknown, and found a rolling savanna landscape greeting them. This tiles east half is covered in savanna, the west a shallow kelp forest, this border marked by a sloping, rocky beach. On the south side of this beach, a cave opens in the rock, marking a cliff wind cave. To the east of this is a glowshroom forest seen in the savanna, and to the north of it an opening into an underground Titan Shroomwoods can be seen. This tile can comfortably fit your entire population, if you choose to claim it (see note about claiming at the end of the post)

In this savanna was found a group of rabbit like animals, sprouting axe-like antlers from their heads and small, decorative wings, useless for flying. While these animals ran away immediately after seeing the slimes, a few slime found the fallen antlers of a jaxare, allowing it to sprout large, axe-antler like protrusions from around their bodies.

An even more fortunate event occurred, though. Some slimes were exploring their new homes, when a shadow from above was cast over them at midday. A wounded Titan Woodwing crashed to the ground in front of them, and with it … food. Through the sad event of this titan’s death, it kept your civ fed, and have the titan to thank for this. The slimes sadly went about feeding themselves, grateful for the titans loss. Three new slime groups emerged from this sacrifice. One group, who ate the needles, gained photosynthesis. One group, who ate the woody bark, gained a tough outer shell. And one group, who ate the Wingleaf, sprouted wings of their own and began to fly.

However, not everything was beneficial to the civ. A slime, fearing the water but longing to explore, was sitting on the beach when a long piece of kelp with bell like leaves washed up on shore (black markings instead of the pink of true bell kelp). Eating this, the slime felt a strange sensation, then dissolved into ash, the toxins of the kelp overrunning it’s system before it could gain whatever powers the kelp may have given. Another slime followed, thinking it could survive because it was stronger than the other, but it also died. This just reinforced the tribes fear of the water and things that come from it.

However, this was not a major loss to the civ as a whole, as 12 slimes were born this round. And, a perimeter was successfully put up around the area with the lightfrill worm, and it burrowed away, leaving behind some of its glowing acid. However, learning from the death bell incident, no slimes approached, knowing they would dissolve unless they found an advantage that armored them for long enough that they could synthesize the acid.

civ Stats

Power = +0%

Defense = +1%

Intelligence = +10%

Agility = +1%

Charisma = -5%

Mysticism = +0%

+3% pop growth/CC

Spirit guide @GodOfKnowledge

Amount of Pop: 107 (+10 (55 over limit))

Tiles Controlled: 1 (Tile modifiers; +1% defense, -1% Agility, -.5% Charisma)

Number of Votes: 2

Vote Bar: 34/40

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.

(Also, edits to civ sheet have been made, please review)

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.

Binding Agent - Allows slimes to join together to make giant machines. Taking an average of two rolls, a charisma and an intelligence roll, determines if you are successful at inventing said living machine. Each machine can be made of a max of 20 slimes (maybe able to combine multiple machines?), and every slime (other than the first) decreases the likelihood of success by 5%. A vote must be used to invent a machine.

Disadvantages:

Strange - idiot slime purred at a round rock, now even the animals think we’re strange

Hydrophobic - .5% charisma for every tile claimed that has a large body of water on it.

  • 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, Jaxare

Plants: Titan Woodwing, Death Bell

Sapients: Slimes

Biomes: Volcano, Savanna, Open Sea, Dunes Beach, Ocean Sky, Glacier Caves, Titan Shroomwoods, Cliff Wind Caves, Rocky Beach

Stones: None

Gods: None

tools/weaponry

Abilities:

Jaxare = axe-antler protrusions

Titan Woodwing = Woody Armor (Bark), Photosynthesis (needles), Flight (Wingleaves)

Other Stuff

None

Acanthus

Traveling North, the Kajit feel a definite change in the air. The air grows much warmer, and much more humid (congratulations, you are the first to pass a biome border! Temperate → Tropical).

Looking around, the Kajit see an almost hellish landscape, with fiery cracks in the ground, red, hot rocks, and smoke and ash filling the air. Magma flows over the surface in some places, and to the Northeast the opening of a narrow caves system can be seen in the rock. It is more than double your current land area, if you choose to claim it.

As the Kajit are exiting the grasslands, one Kajit notices a flash of movement, leaves disappearing into the ground. Curious, they go forward for a closer look, but nothing presents itself, and so they move onwards. As they head into the magma barrens, a shadow is cast over them, and something with large wings is seen flying off to the northwest.

Once they are in the Magma Barrens, the Kajit find fields of red-leafed bushes with juicy, red, kind of spicy fruits. These plants seem delicious, and would feed your civilization well if properly cultivated.

However, not everything went so well. Exploring near the pools of lava, a group of Kajit was caught off guard when a large, bear like reptile burst out of the lava, giant, scythe like claws swinging and a long tongue lolling, in contrast with the rest of the drakes angry visage. Swinging it’s giant claws, 7 Kajit were killed before it backed back into it’s den in the lava.

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: 104 (+4 (4 over limit))

Tiles Controlled: 1 (no modifiers)

Votes: 2

Vote Bar: 10/40

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 nine’s 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, Fire Sloth Drake

Plants: Puffgrass, Moleweed, Burnberry Bush

Sapients: Kajit

Biomes: Grasslands, Icy River, Magma Barrens, Narrow Caves

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

None

Drakes of the Ruins

Curious about their new home, the Dracorex flew around and explored their new land. They discovered many species of plants, such as the Bouldernut tree, which seems to have large, boulder like nuts with a heavy outer casing, and Potshots, plants that can detect fliers and shoot out hundreds of thorns into the air (luckily, the Dracorex’s thick skin stopped any from being hurt, but they did carry the seed thorns across the jungle).

Exploring the caves of the jungle led to two discoveries, one good… and one not so much. In the underwater caves of the southeast, some armored, segmented plants were found floating in mats on the surface of the water. When taken out of the water, they seem to be able to be dried and thrown, stiff enough to capture even large creatures like other dracorex while still bending at the segments and trapping them. In the other cave, the volcanic cave, the dracorex were not so lucky. Some approached the cave, but upon entering were met with a wall of rustling leaves and fire, plant like creatures spraying torrents of fire in every direction, burning them to a crisp, and then doing it again for good measure. 10 dracorex were killed, and the behemoths have taken over that quarter of the tile (-30 tile space, and housing cannot be built here(yet)). They now roam the jungle there, giant, lizard-like body shapes made of leaves and roots and fire.

However, all is not yet lost. To try and remedy the spacing issue, a group of Dracorex attempted to make housing and shelter out of leaves and barks, and it worked! (+10 space for every livable tile quarter) In addition, 9 baby Dracorex eggs have hatched.

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: 99 (-1 (11 spaces left))

Tiles Controlled: 1 (Tile Modifiers; +1% Defense, -2% Agility)

Number of Votes: 2

Vote Bar: 17/40

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: Bouldernut Tree, Potshot, Segmented Seavine, Firecaller Behemoth

Sapients: Dracorex

Biomes: Jungle, Frosty Mountains, Volcanic Caves, Underwater Caves

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

Housing

Kyhh United Princedoms

The lazy, peaceful people of the Kyhh have expanded much this season, discovering how to use seaweed nets to capture food and store items to carry from place to place, especially useful in the water. Of course, this did not come without some trial and error, and many Kyhh are tired of weaving slippery seaweed, though some enjoy the practice.

However, not all attempts to make life easier went quite so well. In trying to make a tool to spear fish, and to defend themselves should the need arise, they attempted to make spears. However, they were unable to do so, and in the process of collecting stone from some cave branches underwater there was a small cave in, which collapsed part of the seafloor, some unknown kind of kelp tangling around some unrelated Kyhh, in total killing 6 people.

But on a lighter note, 10 new Kyhh were birthed into this world! Much more energetic than their parents, they are curious and ready to explore. And a different Kyhh set about exploring the land a bit, intent to find something the tribe could use to defend itself, and they did! After sitting down for a rest on the ground, the Kyhh looked up in the face of a strong wind to discover what seemed to be whirling blades hurtling towards them! Flattening themselves down onto the ground, the frightened lizard looked up as the wind died and saw that the ‘blades’ had pierced into a rocky outcropping, and were actually leaves from an unassuming little shrub that they had passed a million times before. Grinning, they knew this the Kyhh could use!

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 (+4 (34 spaces remaining))

Tiles Controlled: 1 (tile modifiers; -3% Agility)

Number of Votes: 2

Vote bar: 24/40

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. I’ll play as the largest tribe or confederacy of tribes but we don’t 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: Shuriken Bush

Sapients: Kyhh

Biomes: Scrublands, Kelp Forest, Marsh, Lava Lakes, Glowshroom Caves, Shallows

Stones: None

Gods: None

tools/weaponry

Seaweed Nets

Other Stuff

None

4 Likes
Enigmatic Observers

Exploring their newfound territory, the Mirarans first meticulously scan the surrounding land, but seeing nothing head on to the glacier. An almost grasslike, sprouting plant is found, with a potato-like root, which is interesting for study of its life on the glacier but practically useless to them, as they don’t eat food.

Continuing down to the Wrecker’s Reef, they found large tree like plants sprouting up out of the see and off of the jutting rocks, almost a forest of sorts. The leaves create a near constant ‘rain’, having collected rain and meltwater and able to turn saltwater into freshwater, creating an environment for their ‘seeds’ to thrive in until they are released onto the outside water. This immediately began the Mirarans on the track of potential, eventual hydroelectric power, based on their own power systems. Another interesting plant they discovered was Razorweed, a plant with stiff, thin, metallic leaves, which looked able to easily slice even through the metallic flesh of the Mirarans.

While investigating the Razorweed, some of the previously found cave sharks were seen playing with a rock duck up from the soil of the bed near the plants. Calling them over, the scientists took a sample of the rock, and found it had a very high iron content, and from other geological evidence it showed that there was likely a giant bed of iron beneath the seabed, which is part of how the razorweed get their metallic leaves. If they could somehow access and refine it, they might be able to use it for reproduction and tool construction.

However, a terrible event occurred as they were investigating this. A large group of plants was seen flying over the ocean, and while they were studying the geology of the area a strong wind blew these plants towards the shore, spinning like leafy UFOs. A circle of razor sharp leaves whirled around a main body of softer leaves at insane speeds, and the wind flattened these leaves so that they zoomed over the waves. As they passed the Mirarans, they zipped right through their mist like a wildfire. After they were gone, 17 Mirarans were missing their top halves, and subsequently died.

After this, the Mirarans decided that spinach was most definitely evil.

civ Stats

Power = +5%

Defense = +32%

Intelligence = +31%

Agility = +5%

Charisma = -20% (and can’t negotiate with other civs)

Mysticism = -20%

+12% Pop Growth/CC (after metalworking is discovered)

Spirit guide @PositiveTower

Amount of Pop: 83 (-17 (49 over limit))

Tiles Controlled: 1 (tile modifiers; -2% Agility)

Number of Votes: 1

Vote Bar: 19/20

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:Doesn’t require organic sustenance, instead requiring energy (gained by moving, which pumps water (hydroelectric)) and metals for repairing.Can’t reproduce without metalworking, but gets a small buff to all stats

Calculators:+2 intelligence

Disadvantages:

Isolationist protocols (can change to War Protocols): can’t engage in any form of interaction with any other civilizations except for non aggression pacts

Discovered by them

Animals: Cave Sharks

Plants: Snowsprouts, Drizzleleafs, Razorweeds, Doomleaf Spinach

Sapients: Mirarans

Biomes: Glacier, Wrecker’s Reef

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

Nearly Tamed Cave Shark Pod

High Priesthood of Silvaia

Breathing in the sea air, the Nemeri marvel at the early morning light, thinking back on what has happened. They have had a wonderful introduction to this new world, but there are still many dangers present. This was no more present than what had happened a few days past.

The morning of the event, the sky had never lightened. What seemed to be clouds of darkness had blanketed the sky, only to later be found out to be small - very small - plants lifted on updrafts that blocked out the sun. Not only did this frighten and confuse the Nemeri, but also other local wildlife. Sea Wolves, native to the kelp forests, came ashore in large packs, attacking anything that moved in fear of what must have seemed to them to be the end of the world. It didn’t help that a storm rolled in, creating flashes of thunder and lightning that further intensified the confusion. When all had passed, 9 Nemeri lie dead.

But not all hope was lost. 15 new nemeri were born to the tribe, already curious and ready to explore. Slipping out from adult supervision, they made their way to the sulphuric lake and saw something none of their kind had seen before: an animal living in the lake. A group of adults followed them and found them staring in wonder at two headed serpents sunning on rocks in the middle of the acid pools, their thick scales protecting them from the acid as they lazily and uncaringly watched there observers, currently posing no threat to the Nemeri other than the acidic waters of their home.

The Nemeri were also curious to try and find anything they could use as a consistent food source, and went so far as to explore the depths of their home, the obsidian spikes. Delving into the caves, they glided from spike to spike in search of anything they could use, and one curious Nemeri saw some plants that seemed to be growing right out of the lava. Pulling off a daring stunt, the Nemeri glided over the plant and grabbed the tall, upper portion of it, pulling off several fronds covered in thousands of seeds, resembling rice. The best part was that it was edible and quite filling, if mostly tasteless. It seems to grow best when its roots are submerged in molten lava.

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: 102 (+6 (3 spaces remaining))

Tiles controlled: 1 (tile modifiers; -1% Agility)

Number of Votes: 2 (+1 God vote every 5 rounds)

Vote Bar: 34/40

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 “wings”) 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: Sea Wolves, Acidfang Amphisbaena

Plants: Sandbrush, Bell Kelp, Aeroplankton, Lava Rice

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

The Hobgoblins are grumpy.

The last few weeks (round) have not gone very well for them. First, they saw the Solar Rays, majestic flying creatures that feed by photosynthesis and filter feeding aeroplankton, which was cool, but not useful as they were far out of reach. One group of hobgoblins thought it was so cool, though, that they started following them, forming into a line behind one leader who had grabbed a stalk of a plant called a windbrush, which basically means they grabbed a giant fluffy piece of grass and waved it in the air like a flag for others to follow.

Not only was this idiotic, but furthermore they were so focused on this fluffy grass and the solar rays that they walked right over the opening of a cave, which dropped about 70 feet into a lava sea. This is how three hobgoblins in the cave saw ten hobgoblins falling out of the sky, screaming their lungs out. Cursing their idiocy, they ran to catch them, only to end up so focused on the falling hobgoblins they forgot to watch where they were going and all ran face first into a Lavacactus tree, impaling and killing themselves.

A third watching group of hobgoblins found this hilarious, and as they watched the leader, who was still clinging on to the windbrush and floating down to the lava like some ugly Mary Poppins, that in a fit of giggles two hobgoblins rolled off of the giant lava lily pads on which they were sitting and right into the lava, burning to a crisp, as the other hobgoblins danced to the steady beat of their splatting comrades.

Kinda good news is that 15 new hobgoblins were born, but it was still overall a not very nice few weeks for the hobgoblins.

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 (+0 (10 spaces remaining))

Tiles Controlled: 1 (tile modifiers; -2% agility)

Number of Votes: 1

Vote Bar: 13/20

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.

NOTE: While it appears zenzone has more advantages than others, I have made it so that each boost given is much, much smaller, resulting in several small boosts versus everyone else’s few major bonuses. It still adds up to the same amount of bonus.

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: Orange Solar Rays

Plants: Windbrush, Lavacactus trees, Giant Lava Lilies

Sapients: Hobgoblins

Biomes: Lava Seas

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

None

Just some notes:

  • Claiming a tile does not require a vote. Claiming a tile means that you add it into your civ’s territory, giving yourself more land. The benefits are more space and more chances to encounter cool stuff, but the other consequences are any bonuses or debuffs applying to a piece of land apply to your whole civ once claimed, and any claimed tile, if touching another civ’s claimed tile, can be attacked by that civ. You can explore branching from unclaimed tiles, if you have explored them.
  • Every summit, there will be consequences to overpopulation. I will roll a d6 for every civ with overpopulation. 5-6, nothing happens yet. 3-4, you lose that extra pop. 1-2, you lose double the amount of extra pop.
  • If you want to laugh, look at zenzones section. He was so unfortunate this round, everything he encountered went either badly or downright terribly.

Thanks everyone for your patience! Glad the round is now out.

4 Likes

action: develop agriculture.
also claim all of the tiles surrounding me

1 Like

You can only claim tiles you have explored, and exploring a tile requires an action

1 Like

well which have i explored?

1 Like

None, only your current tile. Your vote last time was also agriculture (which sadly you didn’t manage), and so you haven’t voted to explore any tile yet (only three people have of the nine)

1 Like

Look for edible plants to the south.

1 Like