An unholy hybrid of this (http://www.bay12forums.com/smf/index.php?topic=178906.0) and this (http://www.bay12forums.com/smf/index.php?topic=179188.0) and this (http://www.bay12forums.com/smf/index.php?topic=174511.0) too.
===INTRODUCTION===
Welcome to Pangea, the land of sorcery, conquest and treasures!
To join, you need to Create a Race that will strive to dominate the Pangea:
*Give it a name
*Pick up to 3 Traits worth no more than 5 Points total. Refer to '2 Racial Traits' for a comprehensive list of available Traits.
*Pick a color.
*Select Starting Province (or more, if ASCENDANT/VESTIGIAL).
*Write a backstory, if you feel like it.
No ideas inside your head but still want to join the game? Refer to '3 Predefined Races' for a small list of pre-made Races ready for taking!
===TURN ORDER===
The turns of all Players are SIMULTANEOUS. Orders can be sent through Personal Messages to the GM (Haspen), or if you're not caring about what people see, in the game thread itself.
For your orders to be valid, they must be bolded using the forum bbcode.
An example of a Turn Orders list:
15 to Conquer #15
10 to Improve #14
Build a Castle for 20 in #14
You cannot edit your orders once you've send the post! Think twice before posting!!
===PROVINCES===
The map of Pangea (https://i.imgur.com/M6gqmel.png) is divided into 53 Provinces, and each Province has a Terrain, Resources and Features.
Terrain is the large square on the map, representing the local terrain type. Terrain modifies Colonization and Improvement costs, and might bestow Defense bonus too. Various traits (mostly exclusive with each other) benefit from certain type of Terrain.
Resources is the numerical representation of a Province's 'wealth', and also the name for everything-currency. Colonization, Conquest and Construction all use Resources. At start of the game, each Player's Province(s) has 10 Resources; neutral Provinces have 0 until Colonized, unless there's a local Chiefdom which has 10 Resources. Maximum Resources a Province can have is 40.
Features are local, either natural or constructed, modifiers of the Province. They usually provide some sort of a bonus and/or ability, and not all Terrains can have all Features.
You can Improve Resources in a Province; to do so, spend 5 Resources to raise Resources in a Province by 1 point; this is modified by several Traits. Several Terrains are extra hard to Improve due to unfavorable conditions.
Refer to '1b Terrains and Features' for a comprehensive list of Terrains and Features.
===COLONIZATION===
A Province that has no Chiefdom on it and is not controlled by another Player requires to be Colonized first.
To Colonize, you must pick a Province and spend Resources:
Adjacent: 10 Resources
1 Province over the Sea: 15 Resources (10 with SEAFARERS)
Across a Gateway: 20 Resources (15 with TRANS-DIMENSIONAL)
At the start of the next Turn, the Province will be put under your control with 5 Resources in it.
You can put extra Resources into Colonization effort; this is used when two or more Races try to Colonize the same Province. If this occurs, the Race that added the highest amount of extra Resources will colonize the province.
===CONSTRUCTION===
You can construct certain Features in your Provinces; the ability to do so and the cost depends on your Traits.
Castle: Costs 20 Resources. Available to all.
Gateway: Costs 30 Resources. Requires either SORCERORS or TRANS-DIMENSIONAL Trait.
Magic Node: Cost 30 Resources. Requires either FEY or SORCERORS Trait.
Temple: Costs 20 Resources. Available to all.
===CONQUEST===
When the Province you want to own has a Chiefdom in it or belongs to another Race, there's no other option than a violent Conquest of it!
Combat formula is simple: 1d10 + amount of Resources you spend on Conquest = your number. This number is then weighted against the Defender's 1d10 + amount of Resources they spent on Defense.
If a Province is attacked by more than 1 Player at once, the Resources spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Resources dedicated to the conquest.
If a Province is defeated by more than 1 Player at once, the control of the Province falls into the hands of the Player that dedicated more Resources into the Province's Conquest. If Players invest same amount of Resources, then a coin toss will determine the new owner of the Province.
Once a Province is conquered, there occurs some looting, pillaging and razing by the victorious soldiers; the amount of Resources in the Province will be HALVED (rounded down). If the amount of Resources hits 0, the Province is considered Devastated.
Devastated Province cannot be used to launch attacks against other Provinces, and no Construction can be done in there as well.
You can launch a Naval Attack across 1 Province alongside the coast of the Great Sea; this costs 5 extra Resources (0 if SEAFARERS). You can launch a Gateway Attack through any Gateway you own if the target Province also has one; this costs 10 extra Resoures (5 if TRANS-DIMENSIONAL).
===TREATIES===
Treaties bind two Races in a mutual pact of non-aggression and commercial exchange.
For Treaty to become binding, both Races must state creation of a Treaty when sending their orders to the GM; the Treaty will start functioning from the next Turn onwards.
Races bound in a Treaty cannot attack each other and gain +3 Resources Bonus (MERCANTILE Race gets +6).
The Range at which Treaties can be formed is 1 Province apart, both over Sea coast and over the land, as well as across Gateways. MERCANTILE Races increase overland Range by 1; SEAFARERS gain unlimited Range across the Sea. Only one of the Races needs to be 'in range' for a Treaty to be validated.
Breaking a Treaty requires only one of the Races to inform the GM while sending their Orders; the Treaty will be no longer in place from the next Turn onwards.
===MAGIC===
To Cast Spells, you require to have Magic Power equal or higher than the Spell's cost. Each Magic Node increases your Magic Power by 1. SORCERORS get permament +2 Magic Power bonus. ORB OF YORE grants +4 Magic Power bonus.
Each Spell can be cast only once per Turn. If you have enough Magic Power, you can cast several Spells in the same Turn.
Refer to '1c Spells' for a comprehensive list of available Spells to cast.
===ARTIFACTS OF YORE===
When a Province is first Colonized or local Chiefdom is conquered, there's a chance for your peoples to stumble upon ancient ruins of a lost civilization, containing an Artifact of Yore. The 8 Provinces containing an Artifact each are rolled at start of the game.
One Artifact will be in the possession of the Nys-Guh-Torlek, the Last Dragon; he is a powerful combatant that lives in the cave on a random, unclaimed Mountain or Volcano (chosen after the game starts). He has a hidden Defense number ranging between 25 to 40 Resources; at start of each Turn after 1st, Nys-Guh-Torlek gains extra 3 Defense. Defeating the Last Dragon gives you a random Artifact and spawns a Gold Deposit Feature in the Province.
Every Artifact is a powerful item that grants you certain bonuses. Once you find it, the Artifact is in your possession until you are eliminated; when that happens, the Artifact falls into the hands of the Player that eliminated you. You can also gift Artifacts to another Player - but why would you??
Refer to '1d Artifacts of Yore' for a comprehensive list of Artifacts that can be found.
===VICTORY CONDITIONS===
There are several ways to conquer Pangea:
Imperial: Control 27 Provinces in a continuous way (all Provinces connected with no Neutral/other Player's Province between them). If your Race is TRANS-DIMENSIONAL, Gateways count for continuity rule. If you possess CROWN OF YORE, you only require 22 Provinces.
Economical: Control 3 Gold and Spice Features each and have a total of 150 Resources in your Provinces.
Heroic: Obtain 6 out of 9 Artifacts of Yore by any means.
Domination: Remove all other Players from the Map.
If no Player's Race fulfills either of these conditions by end of Turn 20, the winner is chosen based on total Resources they have. In case of a draw, the winner will be chosen by a coin toss!
===TERRAINS===
These are pre-set on the Map.
Plains: Flat lands covered in some vegetation. No special effect. (7 Tiles)
Forest: Dense woodland. No special effect. (6 Tiles)
Desert: Scorched land of sands and dunes. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Middle of the map (7 Tiles)
Mountain: Elevated terrain cut with valleys and chasms. +2 Defense Bonus. (6 Tiles)
Tundra: Frozen land of rocky fields. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Top and bottom of the map (10 Tiles)
Mushroom Forest: Dense shroomland. No special effect. (5 Tiles)
Crystal Grove: Land of crystal spires and boulders. No special effect. (5 Tiles)
Swamp: Flooded flatland full of grasses and bugs. +2 Defense Bonus. (4 Tiles)
Volcano: Elevated terrain with constant lava flows and smoke plumes. +2 Defense Bonus. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. (3 Tiles)
Wasteland: Ruined, lifeless plain. Improving Resources and Constructing Features here costs 5 Resources more than usual. Colonization requires 10 Resources more. (Special)
===FEATURES===
These are added to the Map AFTER all Players create their Races.
Castle: +2 to Defense Bonus; if you do not provide any Resources to Defend this Province, Castle acts as 'free' 2 Resource that automatically defends the Province. Can be Constructed. 0 at Start.
Magic Node: Allows Spells to be cast. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Gateway: Allows to Attack/Colonize another Province with a Gateway. You can form Treaties across Gateways. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Temple: Prevents enemy Races from Targeting this Province with Spells. Prevents enemy Races from launching attacks through Gateway into this Province, if Gateway is present. Can be Constructed. 0 at Start.
Ore Deposits: All Constructions in this Province cost 5 Resources less. 8 at Start (Mountain, Mushroom Forest, Crystal Grove, Tundra).
Gold Deposits: +5 Resource bonus for your Race. 5 at Start (Mountain, Desert, Volcano).
Chiefdom: Primitive hunter-gatherer culture that needs to be Conquered instead of Colonized. Has 10 Resources, which it uses purely for Defense. 25 at Start (any, except Player Provinces).
Spices: +5 Resource bonus for your Race. 5 at Start (Forest, Mushroom Forest, Swamp).
Manastone Deposits: Lowers Gateway and Magic Node Construction costs by 5 Resources in all your Provinces. 4 at Start (Mountain, Crystal Grove, Volcano).
Lair of Nys-Guh-Torlek: The Last Dragon, Nys-Guh-Torlek, lives here. The Province with the Lair cannot be Conquered/Colonized until after he is defeated!
===LIST OF SPELLS===
GROWTH (1):
Target Province you own gains +2 Resources.
BLESSING (2):
Target Province you own gains +4 Defense Bonus for this Turn.
CORNUCOPIA (3):
You gain 10 Resources extra to spend this Turn.
FARSIGHT (3):
Tells you the #Number of the nearest Province containing an Artifact of Yore and the Artifact's Name. Cannot be cast if all Artifacts have been collected already.
TREMOR (3):
Destroys a Construction-Feature of your choice in a Province adjacent to any of your Provinces.
ENTHRALLMENT (4):
Target Province with a Chiefdom adjacent to any of your Provinces falls under your ownership; the Chiefdom is removed and the Province retains the 10 Resources it had.
SEEDING (5):
Target Plains Province you own changes its Terrain to Forest/Mushroom Forest/Crystal Grove (your choice).
WATERSHIFT (5):
Target Province you own changes its Terrain according to this axis: Swamp <-> Plains <-> Desert. Incompatible terrain-dependant Features (Gold Deposits, Spices) will be removed.
TRANSMUTE (6):
Turns 1 Ore Deposit you own into a Gold Deposit, or vice versa.
WITHER (6):
Target Province adjacent to any of your Provinces loses up to 10 Resources.
STORM (7):
Prevents/Cancels all Naval Colonization and Attacks during this Turn. You must own at least 1 Province adjacent to the Sea to cast this Spell.
FRENZY (
:
Your Race gains +2 Attack Bonus for this Turn.
ERUPTION (9):
Choose a Volcano adjacent to any Province you own, and then choose a Province adjacent to that Volcano; the targeted Province will lose all Constructed Features (Castle, Gateway, Magic Node) and up to 5 Resources at the start of next Turn.
TERRAFORM (10):
Target Province you own changes its Terrain to a Terrain of your choice. Incompatible terrain-dependant Features (Ore/Gold/Manastone Deposits, Spices) will be removed.
NUKE (12):
Target Province adjacent to any of your Provinces loses all Resources and all Features (both natural and constructed); also if the Province's Terrain isn't a Mountain or a Volcano, its Terrain changes to Wasteland.
===LIST OF ARTIFACTS OF YORE===
ANCHOR OF YORE
"A large anchor that was cast out of mythril by the Ancient Ones. Those blessed by the Anchor enjoy the protection of the Sea."
Effect: Grants +5 Defense bonus against Naval Attacks in all Provinces. Your Race is exempt from the effects of the STORM Spell.
BANNER OF YORE
"Banner of the ancient World-Queen Kumbas-Tayar, woven from moon-silk and star-velvet. Its sight inspires soldiers near and far to defend their homeland with unusual fervor."
Effect: +2 Defense bonus in all Provinces.
CROWN OF YORE
"Enchanted copper crown of the ancient World-Queen Kumbas-Tayar. It bestows immense charisma and administrative acumen to the person wearing it."
Effect: Neutral Provinces containing Chiefdoms can be Conquered for 0 Resources. Counts as 5 Provinces for Imperial Victory condition.
HORN OF YORE
"Hollowed horn of the legendary black unicorn Ysdrazic. Argent maize pours continuously from the inside, capable of filling a thousand of grain bags every day."
Effect: +10 Resources bonus.
NECKLACE OF YORE
"A necklace of black pearls that affect the laws of the Etherworld in ways that should not be possible."
Effect: Cost of all Spells is lowered by 1, to minimum of 1.
ORB OF YORE
"An orb of astral marble the size of an adult horse. Its polished, silvery surface crackles with raw magical power, ready to be used at will."
Effect: +4 Magic Power bonus.
SWORD OF YORE
"A blade forged from an unique rainbow alloy and rumored to be created by the forge-god, Korinnian, himself. Its wielder is capable of awesome feats of combat and is granted near-invicibility."
Effect: Once per Turn, you can boost one of your Conquest Orders with a +8 bonus.
TROWEL OF YORE
"Enchanted trowel that is capable of laying thousands of bricks on its own every day. Its blade is always coated with an adhesive, greyish plaster that seems to never run out."
Effect: Lowers All Construction costs by 5 Resources.
WAND OF YORE
"Wand infused with the powers to shape earth and flora at will, allowing its wielder to modify terrain on the local scale."
Effect: Once per Turn, you can cast either SEEDING or WATERSHIFT Spell for free.
===RACIAL TRAITS===
ACROPOLIS (1):
Castles provide +4 to Defense instead of usual +2. Starting Province gains a Castle at start of the game.
ARBOREAL (1):
+2 Defense Bonus on Forest Provinces.
ASCENDANT (3):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. The main Province starts with 10 Resources; extras start with 5 Resources each. Mutually exclusive with VESTIGIAL.
BUILDERS (1):
Lowers All Construction costs by 5 Resources.
CRYSTALLINE (1):
+2 Defense Bonus in Crystal Grove Provinces. Colonizing Crystal Grove Provinces costs 5 Resources less. Mutually exclusive with FUNGOID/MARSHY.
DESTROYERS (3):
+4 Attack Bonus; Conquered Provinces lose extra 2 Resources (after usual halving). Mutually exclusive with PACIFIST.
EQUESTRIAN (2):
+2 Combat Bonus on Plains Provinces.
FEY (2):
+2 Defense Bonus in Crystal Grove and Mushroom Forest Provinces. Allows Construction of Magic Nodes.
FUNGOID (1):
+2 Defense Bonus in Mushroom Forest Provinces. Colonizing Mushroom Forest Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/MARSHY.
GELID (2):
Negates penalty on Improving/Colonizing Tundra Provinces. +2 Combat Bonus on Tundra Provinces. Mutually exclusive with TROPICAL.
MARSHY (1):
+2 Defense Bonus in Swamp Provinces. Colonizing Swamp Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/FUNGOID.
MARTIAL (3):
+2 Combat Bonus.
MERCANTILE (1):
Gain 3 Resource extra per Treaty. Overland Treaties +1 Range.
PACIFIST (2):
+4 Defense Bonus; cannot Conquer Provinces except via ENTHRALLMENT Spell/CROWN OF YORE effect. Colonization requires 2 Resources less. Mutually exclusive with DESTROYERS.
SALTWATER (2):
Provinces adjacent to the Sea require 2 Resources less to Improve.
SEAFARERS (1):
Naval Attacks and Naval Colonization cost 5 Resources less (0 and 10, respectively). Unlimited Treaty range across Sea.
SORCERORS (2):
+2 Defense bonus in Provinces with Magic Node. +2 Magic Power bonus. Allows Construction of Gateways and Magic Nodes.
SPIRITUALIST (1):
Temples provide +2 Defense Bonus. Starting Province gains a Temple.
STONE-GROWERS (2):
Mountain and Crystal Grove Provinces require 2 Resources less to Improve. Mutually exclusive with TREE-HERDERS.
TRANS-DIMENSIONAL (2):
Provinces with Gateways count for Imperial Victory Condition's continuity requirement. Gateway Attack/Colonization cost 5 Resources less to launch (5 and 15, respectively). Casting FARSIGHT costs no Magic Power. Allows Construction of Gateways.
TREE-HERDERS (2):
Forest and Mushroom Forest Provinces require 2 Resources less to Improve. Mutually exclusive with STONE-GROWERS.
TROPICAL (2):
Negates penalty on Improving/Colonizing Desert Provinces. +2 Combat Bonus on Desert Provinces. Mutually exclusive with GELID.
VESTIGIAL (1):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. All 3 Provinces start with only 4 Resource each. Mutually exclusive with ASCENDANT.
===PREDEFINED RACES===
===ALD'EEN===
Traits: ACROPOLIS (1), FEY (2), STONE-GROWERS (2)
Color: White
Starting Province: #6
"In Time before Time, the Ald'Een were created. Attuned to the Etherworld, they mastered the art of consuming rock and growing new boulders, living on the snow-covered Mount Ul'daan. Once in their history, a young generation of their kin rebelled against the Old Masters and left the mountains, settling in the forests below and taking up a new name. Since then, the Ald'Een remained on their mountains, watching the upstart races come and go, and dreaming of a day when their children return to the mountains."
===DARIANS===
Traits: MARTIAL (3), SORCERORS (2)
Color: Purple
Starting Province: #41
"The Darian culture is based on the pursuit of both physical and mental perfection, its people spending as much time on athletics as they do on book reading. The Great Chancellor leads the Council of Battlemages, who in turn rule over Darian provinces and cities. Amongst Darians, to be born weak, disfigured or mentally ill is a crime punishable by death; to yield one's body or mind to servitude of others is the greatest dishonor, one that can be removed only by taking one's life."
===FA'LE===
Traits: ARBOREAL (1), FEY (2), TREE-HERDERS (2)
Color: Limegreen
Starting Province: #48
"Fa'Le are the descendants of the rebellious Ald'Een who left the mountains and settled in the forests of Pangea. So long they've left their brethren, that they've forgot where they even are. And, although still fair and beautiful, they've changed completely compared to their elder brethren. Their facial hair and flowing beards disappeared almost entirely, their skin turned from pale white to peachy, and their once golden and purple eyes turned green, red and black."
===KENTAROI===
Traits: EQUESTRIAN (2), MERCANTILE (1), TROPICAL (2)
Color: Blue
Starting Province: #44
"The equine Kentaroi have long adapted to the flat valleys and deserts of Pangea, and many a culture were visited by at least one Kentaroi explorer or more. A desire to learn, a thirst for experiences, these half-men, half-animals will continue to roam Pangea, until all is seen and all is known to them."
===MUDRIGGI===
Traits: ASCENDANT (3), FUNGOID (1), SEAFARERS (1)
Color: Chocolate
Starting Province: #8, + #2, #9
"The brave and intrepid shrooms of the Sea: the Mudriggi. The Maritime Mudrigge Republike is expanding rapidly along the eastern coast of the Sea. Its longships and carracks, manned by brave explorers and sturdy sailors are constantly searching for new riches to be plundered, new trading partners to be found, and new colonies to be established."
===SUMYANS===
Traits: BUILDERS (1), MARTIAL (3), VESTIGIAL (1)
Color: Dark Red
Starting Province: #31, + #30, #28
"For the longest of times, the splendid palaces, huge colloseums and bustling forums of the Sumyan Empire have lied abandoned, and the bearded, green-eyed Sumyans themselves eked out a meager living amongst the ruins. It was like this until the coming of Dukryan, the new King of Sumyans, who wishes to restore the old glory of Sumyans and create his own Empire that would match, or even exceed, the territorial extent and riches of the old Sumya. Only time will tell whether he will succeed or not."
===VISHNE===
Traits: DESTROYERS (3), TRANS-DIMENSIONAL (2)
Color: Yellow
Starting Province: #19
"No one knows when and from where did Vishne arrive in Pangea. The Vishne are definitely attuned to the magical powers of the Ether, for they traverse the Gateways with ease. This only helps them in their ultimate goal of eradicating anything that is not Vishne. May Gods have mercy upon those within their quadruple grasp!"
===YAMIRS===
Traits: AMPHIBIOUS (2), BUILDERS (1), GELID (2)
Color: Silver
Starting Province: #37
"Hailing from the frigid South, the Yamirs have long ago mastered the art of constructing ice-ziggurats and deep-sea squid hunting. But a cold wind now blows at their backs and pushes them northwards; a time has come for the seal-like Yamyri to extend their reach outside the frozen plains they call home."
EMPIRE OF FIRST PANGEA: ⫷Ͷbyn⫸, established by Egan_BW on Turn 5.
EMPIRE OF SECOND PANGEA: None, for the game ended in an unsolved state.
RACES OF THIRD PANGEA:
-
Name: Xylth
Colour: Purple
Traits: Sorcerors, Builders and Stone Growers.
Territory: #27
Eh, why not. I'll bite.
Name: Kanomaki
Color: Navy
Traits: Amphibious, Seafarers, Sorcerers.
Territory: 19
Background: The Kanomaki are a race of people that claim to have been created by the goddess of the sea and death, Kantoraci, and blessed by their spouse Sawu, god of Beauty and Life. They resemble the Makinegovi, a great and terrible shark like creature in the depths of the sea and while not as large as the great beasts, they are quite large compared to other mortal races, and capable of breathing on land or in water. They have a humanoid form that allows them to utilize tools, yet they still are far from slow in the water, with legs and tail made for working as one when under the waves for speed. Further, they have an excellent sense of smell in water and to a lesser extent above it. Yet all this came at a cost, for with all their strength they require far more food than any other, and their diet consists of meat, and only meat. Also of note is there is a sort of a caste system. All Kanomaki are Nivoa at birth and remain such for the rest of their lives unless they do a particular ritual. One that is reserved for their leaders and their heroes. This ritual would be called Lagavina common knowledge to all of them, but it required the heart of a Makinegovi, A jaw of a Konlat-Argus (More commonly known as a False whale), a horn from a Lantiargus (Large narwhal like creature with two horns), Bone from a Malivan-Argus (sadistic creature the size of an orca covered in armored bonelike plates) the tentacle of a Mindovic (Think Kracken) and the eyes of a Varac (Think Roc). This ritual was one that takes place over a year, at specific points of time, and the end results in the Nivoa becoming a Vinarila. Twice the size of a Nivoa, twice their strength, twice their beauty and twice their appetite. Yet most importantly the Vinarila were also capable of something the other's were not. For while every Nivoa could theoretically do the Lagavina ritual, provided they were capable of getting the ingredients and passing the trials a part of it, the Vinarila were the only ones capable of actually using any other kind of magic, something they were quite strong in. Most who do become Vinarila find themselves becoming an adept Kotiva-Zantic, or Cycles Breaker. Capable of utilizing magic tied to their creator goddess.
If I could I'd swap out Amphibious and/or Seafarers for something like Semi-Aquatic which would limit me on expansion into non costal or 'dry' areas.
o~~<] TURN 1 [>~~o (https://www.youtube.com/watch?v=ItN2u5_Pfls)
With terror the Aquavoles discover that the Last Dragon, Nys-Guh-Torlek is living right next to their domain!
Meanwhile, the ⫷Ͷbyn⫸ and the Yeerk sense a disturbance in the Ether - its the aura of the ARTIFACTS OF YORE!
(https://i.imgur.com/grzMNU7.png)
Required actions: Egan_BW, flazeo25, Kashyyk, Knightwing64, piratejoe
Name: ⫷Ͷbyn⫸
Traits: GELID, SEAFARERS, TRANS-DIMENSIONAL
Color: White
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #53 (10)
Treaties: -
Other: -
TOTAL: 10
Name: Xylth
Traits: BUILDERS, SORCERORS, STONE-GROWERS
Color: Purple
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #27 (10, Manastones)
Treaties: -
Other: -
TOTAL: 10
Name: Aquavole
Traits: ASCENDANT, MERCANTILE, SEAFARERS
Color: Skyblue
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #40 (15), #34 (5), #39 (5, Manastones)
Treaties: -
Other: -
TOTAL: 25
Name: Yeerk
Traits: BUILDERS, SORCERORS, TRANS-DIMENSIONAL
Color: Green
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = Total 3
RESOURCES:
Provinces: #20 (10, Magic Node)
Treaties: -
Other: -
Total: 10
Name: Kanomaki
Traits: AMPHIBIOUS, SEAFARERS, SORCERORS
Color: modified Navy Blue
Artifacts: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #19 (10, Spices)
Treaties: -
Other: Spices+5
Total: 15
⫷Ͷbyn⫸
Accept treaty with the aquavole and additionally propose one with the kanomaki.
Colonize the rich mountains of #51!
⫷Ͷbyn⫸
The brave ⫷Ͷbyn⫸ settlers colonize Province #51!
Within a ruined shrine, they discover WAND OF YORE!!
⫷Ͷbyn⫸&Aquavole
⫷Ͷbyn⫸ and Aquavole establish a trading agreement for mutual benefit!
Xylth
Xylth magicians cast GROWTH on Province #27! It gains 2 Resources!
The brave Xylth settlers colonize Province #21!
Aquavole
Aquavole armies attack Province #41! 15+1 vs 10+6 = 16 ~ 16
Aquavole armies fail to defeat the primitives!
The brave Aquavole settlers colonize Province #35!
Yeerk
Yeerk magicians cast GROWTH on Province #20! It gains 2 Resources!
Yeerk&Aquavole
Yeerk and Aquavole establish a trading agreement for mutual benefit!
Yeerk&Kanomaki
Yeerk and Kanomaki try to colonize Province #22 in the same time! But the Overdeity says 'there's no rules for that!'.
Kanomaki
Kanomaki defend Province #19, but no enemy comes.
Kanomaki&Aquavole
Kanomaki and Aquavole establish a trading agreement for mutual benefit!
o~~<] TURN 2 [>~~o
(https://i.imgur.com/Zb31a9O.png)
Required actions: Egan_BW, flazeo25, Kashyyk, Knightwing64, piratejoe
Name: ⫷Ͷbyn⫸
Traits: GELID, SEAFARERS, TRANS-DIMENSIONAL
Color: White
Artifacts: 1 (WAND)
Magic Power: 0
RESOURCES:
Provinces: #53 (10), #51 (5, Gold, Ores)
Treaties: +3 (Aquavole)
Other: Gold+5
TOTAL: 23
Name: Xylth
Traits: BUILDERS, SORCERORS, STONE-GROWERS
Color: Purple
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #27 (12, Manastones), #21 (5, Ores)
Treaties: -
Other: -
TOTAL: 17
Name: Aquavole
Traits: ASCENDANT, MERCANTILE, SEAFARERS
Color: Skyblue
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #40 (15), #34 (5), #39 (5, Manastones), #35 (5, Spices, Ores)
Treaties: +18 (⫷Ͷbyn⫸, Yeerk, Kanomaki)
Other: Spices+5
TOTAL: 53
Name: Yeerk
Traits: BUILDERS, SORCERORS, TRANS-DIMENSIONAL
Color: Green
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = Total 3
RESOURCES:
Provinces: #20 (12, Magic Node)
Treaties: +3 (Aquavole)
Other: -
Total: 15
Name: Kanomaki
Traits: AMPHIBIOUS, SEAFARERS, SORCERORS
Color: modified Navy Blue
Artifacts: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #19 (10, Spices)
Treaties: +3 (Aquavole)
Other: Spices+5
Total: 18
⫷Ͷbyn⫸
Treaty kanomaki again because it seems that no-edit-ness makes treaties impossible once someone else has already posted. Thanks.
10 to colonize #1.
13 to assault #43 across the sea!
The ruling for boosting colonization and solving mutual-colonization has been added.
===SPELLS===
CORNUCOPIA (5):
You gain 10 Resources extra to spend this Turn.
ERUPTION (9):
Choose a Volcano adjacent to any Province you own, and then choose a Province adjacent to that Volcano; the targeted Province will lose all Constructed Features (Castle, Gateway, Magic Node) and up to 10 Resources at the start of next Turn.
===ARTIFACTS OF YORE===
ANCHOR OF YORE
"A large anchor that was forged out of mythril by the Ancient Ones. Those blessed by the Anchor enjoy the protection of the Sea."
Effect: Grants +5 Defense bonus against Naval Attacks. Your Race is exempt from the effects of the STORM Spell.
NECKLACE OF YORE
"A necklace of black pearls that affect the laws of the Etherworld in ways that should not be possible."
Effect: Cost of all Spells is lowered by 1, to minimum of 1.
//Y'all really gotta put your orders together in one post while sending them and without writing ton of stuff between the lines, its last time I accept the spread as it is :P
⫷Ͷbyn⫸
The brave ⫷Ͷbyn⫸ settlers colonize Province #1!
⫷Ͷbyn⫸ armies cross the Sea to attack Province #43! 13+6 vs 10+7 = 19 > 17
⫷Ͷbyn⫸ conquer Province #43! Local chiefdom is destroyed and the Province pillaged for 5.
Within an ancient tomb, they find the BANNER OF YORE!!
⫷Ͷbyn⫸&Kanomaki
⫷Ͷbyn⫸ and Kanomaki establish a trading agreement for mutual benefit!
Xylth
Xylth soldiers defend Province #21, but no enemy comes.
Xylth magicians cast GROWTH on Province #27! It gains +2 Resources!
Xylth armies attack Province #20! 12+5 vs 10+7 = 17 ~ 17
Xylth armies fail to defeat the primitives!
Aquavole
Brave Aquavole settlers colonize Province #30!
Aquavole magicians send armies across Gateway (spending 10) to assault Province #11! 15+6 vs 10+5 = 21 > 15
Aquavole conquer Province #11! Local chiefdom is destroyed and the Province pillaged for 5.
Aquavole soldiers attack Province #41! 18+3 vs 10+8 = 21 > 18
Aquavole conquer Province #41! Local chiefdom is destroyed and the Province pillaged for 5.
Yeerk
Yeerk magicians cast GROWTH and BLESSING on Province #20! It gains +2 Resources.
Brave Yeerk settlers colonize Province #22!
Kanomaki
Kanomaki soldiers defend Province #19, but no enemy comes.
Kanomaki armies attack Province #20, and there's no Yeerk soldiers to stop them!
Kanomaki conquer Province #20! Province pillaged for 7.
o~~<] TURN 3 [>~~o
(https://i.imgur.com/ch0S2Vn.png)
Required actions: Egan_BW, flazeo25, Kashyyk, Knightwing64, piratejoe
Name: ⫷Ͷbyn⫸
Traits: GELID, SEAFARERS, TRANS-DIMENSIONAL
Color: White
Artifacts: 2 (WAND, BANNER)
Magic Power: 1 (Nodes)
RESOURCES:
Provinces: #53 (10), #51 (5, Gold, Ores), #1 (5), #43 (5, Magic Node)
Treaties: +6 (Aquavole, Kanomaki)
Other: Gold+5
TOTAL: 36
Name: Xylth
Traits: BUILDERS, SORCERORS, STONE-GROWERS
Color: Purple
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #27 (14, Manastones), #21 (5, Ores)
Treaties: -
Other: -
TOTAL: 19
Name: Aquavole
Traits: ASCENDANT, MERCANTILE, SEAFARERS
Color: Skyblue
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #40 (15), #34 (5), #39 (5, Manastones), #35 (5, Spices, Ores), #30 (5), #11 (5), #41 (5, Ores)
Treaties: +18 (⫷Ͷbyn⫸, Yeerk, Kanomaki)
Other: Spices+5
TOTAL: 68
Name: Yeerk
Traits: BUILDERS, SORCERORS, TRANS-DIMENSIONAL
Color: Green
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #22 (5, Spices)
Treaties: +3 (Aquavole)
Other: Spices+5
Total: 13
Name: Kanomaki
Traits: AMPHIBIOUS, SEAFARERS, SORCERORS
Color: modified Navy Blue
Artifacts: 0
Magic Power: 2 (Trait) + 1 (Magic Nodes) = Total 3
RESOURCES:
Provinces: #19 (10, Spices), #20 (7, Magic Node)
Treaties: +6 (Aquavole, ⫷Ͷbyn⫸)
Other: Spices+5
Total: 28
⫷Ͷbyn⫸
looks nervously at aquavole blob gating into my half of the board.
I would suggest that we take down the dragon together, but there's not much reason for us to do so. Only one can have the artifact and the land itself isn't very valuable, so splitting it so that one of us gets the artifact and the other gets the land isn't very even. And while the dragon will get stronger over time it'll never really give us trouble if we just leave it alone.
Growth in 51!
25 to construct a Gate in 51.
Remaining 11 to invade 3.
⫷Ͷbyn⫸
⫷Ͷbyn⫸ cast GROWTH in Province #51! It gains +2 Resources!
⫷Ͷbyn⫸ armies attack Province #3! 11+4+2 vs 10+5 = 17 > 15
⫷Ͷbyn⫸ conquer Province #3! Local chiefdom is destroyed and the Province pillaged for 5.
⫷Ͷbyn⫸ workers build a Gateway in Province #51.
Xylth
Xylth soldiers defend Provinces #21 and #27, but no enemy comes.
Xylth magicians cast GROWTH in Province #27! It gains +2 Resources!
Xylth settlers colonize Province #15!
Xylth&Yeerk
Xylth and Yeerk armies both attack Province #20, and soldiers of Kanomaki try to stop them! 1+4 vs (4)+5+2 = 5 < 11 & 13+3 vs (4)+8+2 = 16 > 14
Xylth fail where Yeerk succeed! Province #20 pillaged for 3 Resources!
Aquavole
Aquavole armies attack Province #13! 17+5 vs 10+1 = 22 > 11
Aquavole conquer Province #13! Local chiefdom is destroyed and the Province pillaged for 5.
Inside the ruins of a large estate, they find the TROWEL OF YORE!!
Aquavole armies attack Province #13! 15+9 vs 10+2 = 24 > 12
Aquavole conquer Province #29! Local chiefdom is destroyed and the Province pillaged for 5.
Aquavole settlers colonize #47!
Aquavole settlers colonize #6!
Aquavole settlers colonize #37!
Inside a ruined tower, they find the ORB OF YORE!!
Yeerk
Yeerk magicians cast GROWTH in Province #22! It gains +2 Resources!
Kanomaki
Kanomaki settlers colonize Province #17!
Kanomaki settlers do not have enough Resources to colonize Province #9 and perish on the way!
o~~<] TURN 4 [>~~o
(https://i.imgur.com/735sPSJ.png)
Required actions: Egan_BW, flazeo25, Kashyyk, Knightwing64, piratejoe
Name: ⫷Ͷbyn⫸
Traits: GELID, SEAFARERS, TRANS-DIMENSIONAL
Color: White
Artifacts: 2 (WAND, BANNER)
Magic Power: 1 (Nodes)
RESOURCES:
Provinces: #53 (10), #51 (7, Gold, Ores), #1 (5), #43 (5, Magic Node), #4 (5, Ores) = 32
Treaties: +6 (Aquavole, Kanomaki)
Other: Gold+5
TOTAL: 43
Name: Xylth
Traits: BUILDERS, SORCERORS, STONE-GROWERS
Color: Purple
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #27 (16, Manastones), #21 (5, Ores), #15 (5) = 26
Treaties: -
Other: -
TOTAL: 26
Name: Aquavole
Traits: ASCENDANT, MERCANTILE, SEAFARERS
Color: Skyblue
Artifacts: 2 (TROWEL, ORB)
Magic Power: 3 (ORB OF YORE) + 1 (Magic Nodes) = 4
RESOURCES:
Provinces: #40 (15), #34 (5), #39 (5, Manastones), #35 (5, Spices, Ores), #30 (5), #11 (5), #41 (5, Ores), #13 (5, Gold), #29 (5, Magic Node), #47 (5), #6 (5, Manastones), #37 (5, Ores) = 70
Treaties: +18 (⫷Ͷbyn⫸, Yeerk, Kanomaki)
Other: Spices+5, Gold+5
TOTAL: 98
Name: Yeerk
Traits: BUILDERS, SORCERORS, TRANS-DIMENSIONAL
Color: Green
Artifacts: 0
Magic Power: 2 (Trait) + 1 (Magic Nodes) = Total 3
RESOURCES:
Provinces: #22 (7, Spices), #20 (4, Magic Node) = 11
Treaties: +3 (Aquavole)
Other: Spices+5
Total: 19
Name: Kanomaki
Traits: AMPHIBIOUS, SEAFARERS, SORCERORS
Color: modified Navy Blue
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #19 (10, Spices), #17 (5) = 15
Treaties: +6 (Aquavole, ⫷Ͷbyn⫸)
Other: Spices+5
Total: 26
⫷Ͷbyn⫸
Requesting that the three stooges stop fighting over literally 5 territories and do something to limit the leading civ. Such as not giving them even more trading income which they can use to colonize the whole continent?
Break Aquavole treaty.
Another Growth in #51.
Use the Wand to make #43 into Plains.
22 to attack #4.
21 to rush-colonize #7
⫷Ͷbyn⫸
⫷Ͷbyn⫸ break the treaty they had with Aquavole!
⫷Ͷbyn⫸ magicians cast GROWTH in Province #51! It gains +2 Resources.
⫷Ͷbyn⫸ use WAND OF YORE to turn the Province #43 from a dry Desert to lush Plains!
⫷Ͷbyn⫸ armies attack Province #4! They overrun the primitives!
⫷Ͷbyn⫸ conquer Province #4! The chiefdom is removed and Province pillaged for 5.
Within a skeleton-filled cave, they find the SWORD OF YORE!!
⫷Ͷbyn⫸ settlers colonize Province #7!
Within a ruined castle, they find the HORN OF YORE!!
⫷Ͷbyn⫸ Heroic Victory imminent!!
Xylth
Xylth defend Provinces #21 and #27, but no enemy comes.
Xylth magicians cast GROWTH in Province #21! It gains +2 Resources!
Xylth&Aquavole
Xylth and Aquavole both attempt to colonize Province #31, and find themselves deadlocked (10 vs 10).
Xylth and Aquavole settlers return home to complain to their respective leaders...
Aquavole
Aquavole soldiers defend Province #29, but no enemy comes.
Aquavole magicians cast GROWTH in Province #35! It gains +2 Resources.
Aquavole magicians cast BLESSING in Province #29!
Aquavole armies attack Province #5! 20+10 vs 10+5 = 30 > 15
Aquavole armies conquer Province #5! Chiefdom is removed and Province pillaged for 5.
Aquavole armies attack Province #26! 15+9 vs 10+5 = 24 > 15
Aquavole armies conquer Province #26! Chiefdom is removed and Province pillaged for 5.
Aquavole settlers colonize Province #16!
Aquavole settlers colonize Province #48!
Aquavole settlers colonize Province #33!
Yeerk
Yeerk soldiers attempt to defend their lands, but their orders are jumbled!
Yeerk magicians cast GROWTH and BLESSING in Province #22! It gains +2 Resources!
Yeerk armies attack Province #19 and Kanomaki soldiers try to stop them! 10+7 vs 5+5+2 = 17 > 12
Yeerk armies conquer Province #19! Province pillaged for 6.
Kanomaki
Kanomaki magicians cast GROWTH in Province #19! It gains +2 Resources.
Kanomaki armies attack Province #20 and overrun the confused defenders!
Kanomaki conquer Province #20! Province pillaged for 2.
Kanomaki armies attack Province #22 and overrun the confused defenders!
Kanomaki conquer Province #22! Province pillaged for 4.
Kanomaki armies attack Province #15 and Xylth soldiers try to stop them! 1+9 vs 2+6 = 10 > 8
Kanomaki conquer Province #15! Province pillaged for 2.
o~~<] THE END [>~~o
With the power of the ARTIFACTS OF YORE in their appendages, the heroic ⫷Ͷbyn⫸ claim the land of Pangea for themselves, establishing a new empire! May it last a thousand years!
(https://i.imgur.com/yhhi4Ap.png)
PS: Yes, the dragon is wearing the Crown.
Name: ⫷Ͷbyn⫸
Traits: GELID, SEAFARERS, TRANS-DIMENSIONAL
Color: White
Artifacts: 4 (WAND, BANNER, SWORD, HORN)
Magic Power: 1 (Nodes)
RESOURCES:
Provinces: #53 (10), #51 (9, Gold, Ores), #1 (5), #43 (5, Magic Node), #3 (5, Ores), #4 (5, Ores), #7 (5) = 32
Treaties: +3 (Kanomaki)
Other: Gold+5, HORN+10
TOTAL: 62
Name: Xylth
Traits: BUILDERS, SORCERORS, STONE-GROWERS
Color: Purple
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #27 (16, Manastones), #21 (7, Ores) = 23
Treaties: -
Other: -
TOTAL: 23
Name: Aquavole
Traits: ASCENDANT, MERCANTILE, SEAFARERS
Color: Skyblue
Artifacts: 2 (TROWEL, ORB)
Magic Power: 3 (ORB OF YORE) + 2 (Magic Nodes) = 5
RESOURCES:
Provinces: #40 (15), #34 (5), #39 (5, Manastones), #35 (7, Spices, Ores), #30 (5), #11 (5), #41 (5, Ores), #13 (5, Gold), #29 (5, Magic Node), #47 (5), #6 (5, Manastones), #37 (5, Ores), #5 (5, Gold), #26 (5, Magic Node), #16 (5, Gold), #48 (5, Spices), #33 (5) = 97
Treaties: +12 (Yeerk, Kanomaki)
Other: Spices+10, Gold+15
TOTAL: 134
Name: Yeerk
Traits: BUILDERS, SORCERORS, TRANS-DIMENSIONAL
Color: Green
Artifacts: 0
Magic Power: 2 (Trait) + 1 (Magic Nodes) = Total 3
RESOURCES:
Provinces: #19 (6, Spices) = 11
Treaties: +3 (Aquavole)
Other: Spices+5
Total: 18
Name: Kanomaki
Traits: AMPHIBIOUS, SEAFARERS, SORCERORS
Color: modified Navy Blue
Artifacts: 0
Magic Power: 2 (Trait)
RESOURCES:
Provinces: #17 (5), #15 (3), #22 (5, Spices), #20 (2, Magic Node) = 15
Treaties: +6 (Aquavole, ⫷Ͷbyn⫸)
Other: Spices+5
Total: 26
This is a good hybrid of all strategy games I made so far. There's variety of stuff to do, but nothing too complex that its a chore to run.
Here's the list of all changes for the next game.
===RULES===
Victory Condition adjustments:
Economical victory now requires 3 Gold, 3 Spice, no Manastone and 150 Resources in Provinces.
Heroic victory now requires 6 out of 9 Artifacts of Yore.
New Victory Condition available:
Domination: Eliminate all other Players from the Map.
===TERRAINS===
Wasteland: Ruined, lifeless plain. Improving Resources and Constructing Features here costs 5 Resources more than usual. Colonization requires 10 Resources more. (Special)
===FEATURES===
Game starts with 25 Chiefdoms instead of 15.
Game starts with 5 Gold Deposits and 5 Spices instead of 4.
Temple: Prevents enemy Races from Targeting this Province with Spells. Prevents enemy Races from launching attacks through Gateway into this Province, if Gateway is present.
Cost: 20 Resources
===SPELLS===
TREMOR now targets a Construction-Feature of Player's choice.
FARSIGHT now costs 3 Magic Power to cast.
ENTHRALLMENT now costs 4 Magic Power to cast.
SEEDING now costs 5 Magic Power to cast.
WATERSHIFT now costs 5 Magic Power to cast.
TRANSMUTE now costs 6 Magic Power to cast.
STORM now costs 7 Magic Power to cast.
FRENZY now costs 8 Magic Power to cast.
TERRAFORM now costs 10 Magic Power to cast.
CORNUCOPIA (3):
You gain 10 Resources extra to spend this Turn.
WITHER (6):
Target Province adjacent to any of your Provinces loses up to 10 Resources.
ERUPTION (9):
Choose a Volcano adjacent to any Province you own, and then choose a Province adjacent to that Volcano; the targeted Province will lose all Constructed Features (Castle, Gateway, Magic Node) and up to 5 Resources at the start of next Turn.
NUKE (12):
Target Province adjacent to any of your Provinces loses all Resources and all Features (both natural and constructed); if it isn't a Mountain or a Volcano, its Terrain changes to Wasteland.
===ARTIFACTS===
ANCHOR OF YORE
"A large anchor that was cast out of mythril by the Ancient Ones. Those blessed by the Anchor enjoy the protection of the Sea."
Effect: Grants +5 Defense bonus against Naval Attacks in all Provinces. Your Race is exempt from the effects of the STORM Spell.
NECKLACE OF YORE
"A necklace of black pearls that affect the laws of the Etherworld in ways that should not be possible."
Effect: Cost of all Spells is lowered by 1, to minimum of 1.
ORB OF YORE now boosts Magic Power by 4.
===TRAITS===
AMPHIBIOUS Trait split into MARSHY and SALTWATER Traits.
ASCENDANT (3):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. The main Province starts with 10 Resources; extras start with 5 Resources each. Mutually exclusive with VESTIGIAL.
CRYSTALLINE (1):
+2 Defense Bonus in Crystal Grove Provinces. Colonizing Crystal Grove Provinces costs 5 Resources less. Mutually exclusive with FUNGOID/MARSHY.
DESTROYERS (3):
+4 Attack Bonus; Conquered Provinces lose extra 2 Resources (after usual halving). Mutually exclusive with PACIFIST.
FUNGOID (1):
+2 Defense Bonus in Mushroom Forest Provinces. Colonizing Mushroom Forest Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/MARSHY.
MARSHY (1):
+2 Defense Bonus in Swamp Provinces. Colonizing Swamp Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/FUNGOID.
PACIFIST (2):
+4 Defense Bonus; cannot Conquer Provinces except via ENTHRALLMENT Spell/CROWN OF YORE effect. Colonization requires 2 Resources less. Mutually exclusive with DESTROYERS.
SALTWATER (2):
Provinces adjacent to the Sea require 2 Resources less to Improve.
SPIRITUALIST (1):
Temples provide +2 Defense Bonus. Starting Province gains a Temple.
TRANS-DIMENSIONAL (2):
Provinces with Gateways count for Imperial Victory Condition's continuity requirement. Gateway Attack/Colonization cost 5 Resources less to launch (5 and 15, respectively). Casting FARSIGHT costs no Magic Power. Allows Construction of Gateways.
Next game will be starting in few days (race-making begins when I update the first post), probably on weekend.
Stay tuned!
o~~<] TURN 1 [>~~o (https://www.youtube.com/watch?v=wouO5W-5Rs8)
With terror the Sinenses discover that the Last Dragon, Nys-Guh-Torlek is living right next to their domain!
(https://i.imgur.com/529V1In.png)
Requires actions: Maximum Spin, Kashyyk, Egan_BW, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #21 (10), #22 (5), #28 (5, Manastones) = 20
Treaties: -
Other: -
TOTAL: 20
Name: Murkervik
Traits: DESTROYERS, SORCERORS
Color: orange
ArtifactS: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #44 (10)
Treaties: -
Other: -
TOTAL: 10
Name: Klrrknk
Traits: DESTROYERS, SPIRITUALIST, VESTIGIAL
Color: Some sorta pink #ff0a85
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #15 (4), #16 (4), #14 (4) = 12
Treaties: -
Other: -
TOTAL: 12
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = 3
RESOURCES:
Provinces: #51 (10)
Treaties: -
Other: -
TOTAL: 10
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = 3
RESOURCES:
Provinces: #7 (10, Spices, Magic Node)
Treaties: -
Other: Spices+5
TOTAL: 15
Sinenses:
Sinenses armies attack Province #15 and no Klrrknk soldier tries to stop them!
Sinenses conquer Province #15! Province pillaged for 2.
Murkervik:
Murkervik magicians cast GROWTH in Province #44! It gains +2 Resources.
Murkervik armies attack Province #14 and no Klrrknk soldier tries to stop them!
Murkervik conquer Province #14! They lay waste to the Province, and it loses 4 Resources.
Murkervik armies attack Province #32! 9+9+4 vs 10+7 = 22 > 17
Murkervik conquer Province #32! They lay waste to the Province, and it loses 7 Resources.
Klrrknk:
Klrrknk armies attack Province #21 and Sinenses soldiers try to stop them! 12+3+4 vs 10+5+2 = 19 > 17
Klrrknk armies conquer Province #21! They lay waste to the Province, and it loses 7 Resources.
Arlen:
Arlen magicians cast CORNUCOPIA, gaining 10 Resources for immediate use!
Arlen settlers colonize Province #47!
Arlen settlers attempt to colonize Province #52, but they run out of Resources and perish!
Caffodwol Fey:
Caffodwol Fey magicians cast GROWTH in Province #7! It gains +2 Resources.
Caffodwol Fey settlers colonize Province #6!
Caffodwol Fey invest 5 to improve Province #7.
o~~<] TURN 2 [>~~o
(https://i.imgur.com/d5fpjBY.png)
Requires actions: Maximum Spin, Kashyyk, Egan_BW, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #22 (5), #28 (5, Manastones), #15 (2) = 12
Treaties: -
Other: -
TOTAL: 12
Name: Murkervik
Traits: DESTROYERS, SORCERORS
Color: Orange
ArtifactS: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #44 (12), #14 (0), #32 (3) = 15
Treaties: -
Other: -
TOTAL: 15
Name: Klrrknk
Traits: DESTROYERS, SPIRITUALIST, VESTIGIAL
Color: Some sorta pink #ff0a85
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #16 (4), #21 (3) = 7
Treaties: -
Other: -
TOTAL: 7
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = 3
RESOURCES:
Provinces: #51 (10), #47 (5) = 15
Treaties: -
Other: -
TOTAL: 15
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = 3
RESOURCES:
Provinces: #7 (13, Spices, Magic Node), #6 (5, Gold, Manastones) = 18
Treaties: -
Other: Spices+5, Gold+5
TOTAL: 28
Sinenses:
Sinenses armies attack Province #16 and no Klrrknk soldiers stop them!
Sinenses conquer Province #16! Province pillaged for 2.
Sinenses armies attack Province #21 and no Klrrknk soldiers stop them!
Sinenses conquer Province #21! Province pillaged for 1.
Murkervik:
Murkervik soldiers defend Province #14, but no enemy comes.
Murkervik magicians cast GROWTH in Province #14! It gains +2 Resources.
Murkervik armies attack Province #13! 10+8+4 vs 10+9 = 22 > 19
Murkervik conquer Province #13! Local chiefdom is removed and Province pillaged for 7.
Murkervik:&Klrrknk:
Murkervik and Klrrknk both attack Province #15, and Sinenses forces try to stop them both! 6+3+4 vs (5)+8+2 = 13 < 15 & 7+5+4 vs (5)+10+2 = 16 < 17
Sinenses soldiers rout both invading forces!
Klrrknk:
No outgoing orders this time...
Arlen:
Arlen magicians cast CORNUCOPIA, gaining 10 Resources for immediate use!
Arlen settlers colonize Province #41!
Arlen settlers colonize Province #52!
Caffodwol Fey:
Caffodwol Fey magicians cast GROWTH in Province #7! It gains +2 Resources
Caffodwol Fey workers build a Magic Node in Province #6, spending 20 Resources!
o~~<] TURN 3 [>~~o
Klrrknk Destroyers have been destroyed themselves by the stalwart Sinenses!!
(https://i.imgur.com/5srZ81r.png)
Requires actions: Maximum Spin, Kashyyk, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #22 (5), #28 (5, Manastones), #15 (2), #16 (2), #21 (1) = 15
Treaties: -
Other: -
TOTAL: 15
Name: Murkervik
Traits: DESTROYERS, SORCERORS
Color: Orange
ArtifactS: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #44 (12), #14 (2), #32 (3), #13 (3) = 20
Treaties: -
Other: -
TOTAL: 20
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 1 (Magic Nodes) = 3
RESOURCES:
Provinces: #51 (10), #47 (5), #41 (5, Ores, Manastones), #52 (5, Ores) = 25
Treaties: -
Other: -
TOTAL: 25
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 0
Magic Power: 2 (Traits) + 2 (Magic Nodes) = 4
RESOURCES:
Provinces: #7 (14, Spices, Magic Node), #6 (5, Gold, Manastones, Magic Node) = 19
Treaties: -
Other: Spices+5, Gold+5
TOTAL: 29
Sinenses:
Sinenses armies attack Province #13 and Murkervik soldiers try to stop them! 1+3 vs 1+2 = 4 > 3
Sinenses conquer Province #13! Province pillaged for 1.
Sinenses armies attack Province #14 and Murkervik soldiers try to stop them! 1+9 vs 1+1 = 10 > 2
Sinenses conquer Province #14! Province pillaged for 1.
Sinenses armies attack Province #32 and no Murkervik soldiers stop them!
Sinenses conquer Province #32! Province pillaged for 1.
Murkervik:
Murkervik magicians cast GROWTH in Province #44! It gains +2 Resources.
Murkervik armies attack Province #46! 11+3+4 vs 10+9 = 18 < 19
Murkervik armies fail to conquer the primitives in Province #46!
Murkervik armies attack Province #15 and Sinenses soldiers try to stop them! 3+10+4 vs 5+7+2 = 17 > 14
Murkervik conquer Province #15! Province pillaged for 2.
Murkervik armies attack Province #16 and Sinenses soldiers try to stop them! 3+2+4 vs 7+4 = 9 < 11
Murkervik armies fail to conquer Province #16!
Arlen:
Arlen magicians cast CORNUCOPIA, gaining 10 Resources for immediate use!
Arlen settlers colonize Province #42!
Arlen workers build a Magic Node in Province #41, spending 20 Resources!
Arlen invest 5 in Province #51.
Caffodwol Fey:
Caffodwol Fey cast ENTHRALLMENT upon Chiefdom in Province #3, causing the locals to submit!
Caffodwol Fey settlers colonize Province #5!
Caffodwol Fey invest 10 in Province #7.
o~~<] TURN 4 [>~~o
(https://i.imgur.com/eHvUaKM.png)
Requires actions: Maximum Spin, Kashyyk, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #22 (5), #28 (5, Manastones), #16 (2), #21 (1), #13 (2), #14 (1), #32 (2) = 18
Treaties: -
Other: -
TOTAL: 18
Name: Murkervik
Traits: DESTROYERS, SORCERORS
Color: Orange
ArtifactS: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #44 (14), #15 (0) = 14
Treaties: -
Other: -
TOTAL: 14
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 3 (Magic Nodes) = 5
RESOURCES:
Provinces: #51 (11, Magic Node), #47 (5), #41 (5, Ores, Manastones, Magic Node), #52 (5, Ores), #42 (5, Ores, Magic Node) = 31
Treaties: -
Other: -
TOTAL: 31
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 0
Magic Power: 2 (Traits) + 2 (Magic Nodes) = 4
RESOURCES:
Provinces: #7 (16, Spices, Magic Node), #6 (5, Gold, Manastones, Magic Node), #3 (5), #5 (5, Manastones) = 31
Treaties: -
Other: Spices+5, Gold+5
TOTAL: 41
//Colonizing with 31 vs (10-2)+(10+0-2)+(10+5-2) = 29, oh, okay, checks out. flazeo25 you should be doing your own adjustments, I get scared of miscalculations. Same goes to piratejoe and his investments :P
Sinenses:
Sinenses armies attack Province #44 and Murkervik soldiers try to stop them! 18+10 vs 11+4+4 = 28 > 19
Sinenses conquer Province #44! Province pillaged for 7.
Murkervik:
Murkervik magicians cast BLESSING in Province #44, boosting its defenses!
Murkervik armies attack Province #13, and no Sinenses soldiers stop them!
Murkervik conquer Province #13! Province pillaged for 2.
Murkervik armies attack Province #14, and no Sinenses soldiers stop them!
Murkervik conquer Province #14! Province pillaged for 1.
Murkervik armies attack Province #32, and no Sinenses soldiers stop them!
Murkervik conquer Province #32! Province pillaged for 2.
Arlen:
Arlen magicians cast ENTHRALLMENT upon Province #48, causing the locals to submit!
Arlen magicians cast GROWTH in Province #41! It gains +2 Resources.
Arlen settlers colonize Province #40!
Arlen settlers colonize Province #38!
Arlen settlers colonize Province #43!
Caffodwol Fey:
Caffodwol Fey magicians cast ENTHRALLMENT upon Province #50, causing the locals to submit!
Caffodwol Fey settlers colonize Province #49!
Caffodwol Fey workers build Magic Node in Province #5, spending 20 Resources!
Caffodwol Fey invest 8 in Province #3.
o~~<] TURN 5 [>~~o
(https://i.imgur.com/NrHd08Y.png)
Requires actions: Maximum Spin, Kashyyk, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 0
RESOURCES:
Provinces: #22 (5), #28 (5, Manastones), #16 (2), #21 (1), #44 (7) = 20
Treaties: -
Other: -
TOTAL: 20
Name: Murkervik
Traits: DESTROYERS, SORCERORS
Color: Orange
ArtifactS: 0
Magic Power: 2 (Traits)
RESOURCES:
Provinces: #15 (0), #13 (0), #14 (0), #32 (0) = 0!
Treaties: -
Other: -
TOTAL: 0!
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 3 (Magic Nodes) = 5
RESOURCES:
Provinces: #51 (13, Magic Node), #47 (5), #41 (5, Ores, Manastones, Magic Node), #52 (5, Ores), #42 (5, Ores, Magic Node), #48 (10, Spices), #40 (5), #38 (5), #43 (5, Gold) = 58
Treaties: -
Other: Spices+5, Gold+5
TOTAL: 68
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 0
Magic Power: 2 (Traits) + 3 (Magic Nodes) = 5
RESOURCES:
Provinces: #7 (16, Spices, Magic Node), #6 (5, Gold, Manastones, Magic Node), #3 (6), #5 (5, Manastones, Magic Node), #49 (10, Spices), #50 (5) = 47
Treaties: -
Other: Spices+10, Gold+5
TOTAL: 62
Sinenses:
Sinenses armies attack Province #13, and no Murkervik soldiers stop them!
Sinenses conquer Province #13! But there's nothing to pillage in this land...
Sinenses armies attack Province #14, and no Murkervik soldiers stop them!
Sinenses conquer Province #14! But there's nothing to pillage in this land...
Sinenses armies attack Province #15, and no Murkervik soldiers stop them!
Sinenses conquer Province #15! But there's nothing to pillage in this land...
Sinenses armies attack Province #32, and no Murkervik soldiers stop them!
Sinenses conquer Province #32! Province pillaged for 1.
Sinenses armies attack Province #23! 8+10 vs 10+1 = 18 > 11
Sinenses conquer Province #23! Local chiefdom is removed and Province pillaged for 5.
Sinenses armies attack Province #19! 8+5 vs 10+5 = 13 < 15
Sinenses fail to subjugate the primitives in Province #19!
Sinenses:&Arlen:
Sinenses and Arlen peoples form a treaty of trade and cooperation!
Murkervik:
Murkervik magicians cast GROWTH in Province #32! It gains +2 Resources.
Arlen:
Arlen soldiers defend Province #43, but no enemy comes.
Arlen magicians cast ENTRALLMENT upon Province #39, causing the locals to submit!
Arlen magicians cast GROWTH in Province #41! It gains +2 Resources.
Arlen settlers colonize Province #37!
Caffodwol Fey:
Caffodwol Fey magicians cast ENTRALLMENT upon Province #4, causing the locals to submit!
Inside a ruined villa, they discover the NECKLACE OF YORE!!
Caffodwol Fey magicians cast GROWTH in Province #3! It gains +2 Resources.
Caffodwol Fey soldiers attack Province #48, and Arlen soldiers try to stop them! 14+7 vs 12+10+4 = 21 < 26
Caffodwol Fey fails to conquer Province #48!
Caffodwol Fey soldiers attack Province #51, and Arlen soldiers try to stop them! 14+7 vs 28+1+4 = 21 < 33
Caffodwol Fey fails to conquer Province #51!
Caffodwol Fey soldiers attack Province #52, and Arlen soldiers try to stop them! 14+3 vs 12+3+4 = 17 < 19
Caffodwol Fey fails to conquer Province #52!
Caffodwol Fey settlers colonize Province #9!
Inside a salt-encrusted cave, they discover the ANCHOR OF YORE!!
o~~<] TURN 6 [>~~o
Once again the Sinenses cleanse the land of destroyers! The Murkervik go extinct!
(https://i.imgur.com/2NIpH9H.png)
Requires actions: Maximum Spin, flazeo25, piratejoe
Name: Sinenses
Traits: ASCENDANT, BUILDERS, SPIRITUALIST
Color: Spring green
Artifacts: 0
Magic Power: 1 (Nodes)
RESOURCES:
Provinces: #22 (5), #28 (5, Manastones), #16 (2), #21 (1), #44 (7), #15 (0), #13 (0), #14 (0), #32 (1), #23 (5, Magic Node) = 26
Treaties: Arlen (+3)
Other: -
TOTAL: 29
Name: Arlen
Traits: PACIFIST, SEAFARERS, SORCERORS
Color: Red
Artifacts: 0
Magic Power: 2 (Traits) + 4 (Magic Nodes) = 6
RESOURCES:
Provinces: #51 (13, Magic Node), #47 (5), #41 (7, Ores, Manastones, Magic Node), #52 (5, Ores), #42 (5, Ores, Magic Node), #48 (10, Spices), #40 (5), #38 (5), #43 (5, Gold), #39 (10, Gold), #7 (5, Ores, Magic Node) = 75
Treaties: Sinenses (+3)
Other: Spices+5, Gold+10
TOTAL: 93
Name: Caffodwol Fey
Traits: ACROPOLIS, FEY, SORCERORS
Color: Forest green
Artifacts: 2 (NECKLACE, ANCHOR)
Magic Power: 2 (Traits) + 3 (Magic Nodes) = 5
RESOURCES:
Provinces: #7 (16, Spices, Magic Node), #6 (5, Gold, Manastones, Magic Node), #3 (
, #5 (5, Manastones, Magic Node), #49 (10, Spices), #50 (5), #4 (10), #9 (5, Ores) = 64
Treaties: -
Other: Spices+10, Gold+5
TOTAL: 79
Well, I guess we can agree that this game ends in a draw. Or victory for piratejoe by default :P
LET US HAVE GAME 3!
I haven't thought of any new mechanics or thingies but I'm slowly tinkering with a concept of 'inventions', permament bonuses to your bonuses that can be bought by spending enough Resources on them, with the cost scaling or stacking. Plus I wanna make the Sea somewhat more interesting so maybe offshore colonization with secret spices and jewels to be found? Who knows.
Feel free to toss your Racial Sheets in here now.
!!ARTIFACTS OF YORE!!
set: excluding 7 14 15 16 21 22 28 44 51
ANCHOR OF YORE: 9 (claimed by piratejoe)
BANNER OF YORE: 53
CROWN OF YORE: 18
HORN OF YORE: 24
NECKLACE OF YORE: 4 (claimed by piratejoe)
ORB OF YORE: 45
SWORD OF YORE: 34
TROWEL OF YORE: THE DRAGON (27)
WAND OF YORE: 36