Archived Changes (39167 total)

ID Target Collection Target Change Type Status Changes Reason Time User
68d04c00069fd1459f581c4d nations Taika Update Approved
Mercenary Law:
Mercenary Military → Mercenary Reliance
None docrm
68d04726069fd1459f581c4c nations The Crimson Accolade Update Approved
Jobs:
fisherman: 0 → 8
harvester: 0 → 2
metallurgist: 0 → 5
miner: 0 → 3
full_vampire: 0 → 10
None yoda1546
68d0403b069fd1459f581c4b wonders Xuros Obelisk Update Approved
Effect Description:
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (10): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (10): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (10): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (10): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (10): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (10): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (10): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 20 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (15): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (15): Instantly gain 2d10 temporary karma. Unite (15): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Unite (15): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Uplift (90): This wonder gains an additional effect, and it's storage and production grow as well. The Xuros Obelisk currently generates (5) MP a session, placed into storage. Current Storage: (21/90) Magic points can never be withdrawn from the Obelisk. This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1. → At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (10): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (10): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (10): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (10): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (10): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (10): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (10): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 20 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (15): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (15): Instantly gain 2d10 temporary karma. Unite (15): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Unite (15): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Uplift (90): This wonder gains an additional effect, and it's storage and production grow as well. The Xuros Obelisk currently generates (5) MP a session, placed into storage. Current Storage: (26/90) Magic points can never be withdrawn from the Obelisk. This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1.
None juggernacht
68d04019069fd1459f581c4a spells Curse Update Approved
Effect:
If successful, you may designate one character or nation to bestow negative effects upon. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars. Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars. Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars. Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars. Only one curse may affect the same nation / character at a time. → If successful, you may designate one character or nation to bestow negative effects upon. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars. Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars. Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars. Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
None juggernacht
68d030bc069fd1459f581c47 nations Khanya Update Approved
Jobs:
farmer: 0 → 6
harvester: 0 → 4
Job Assignment juggernacht
68d02fe7069fd1459f581c46 nations Lusariyya Update Approved
Stability:
United → Stable
Discord Message (1418795522327580843) juggernacht
68d02fc5069fd1459f581c45 nations Teo'zados'koa Update Approved
Stability:
Balanced → Unsettled
Naval Units:
classical_terrapin: None → 0
Discord Message (1418795522327580843) juggernacht
68d02fa8069fd1459f581c44 nations Taika Update Approved
Stability:
Stable → United
Naval Units:
classical_terrapin: None → 0
Discord Message (1418795522327580843) juggernacht
68d02f86069fd1459f581c43 nations Sundralund Update Approved
Stability:
Balanced → Unsettled
Discord Message (1418795522327580843) juggernacht
68d02f6c069fd1459f581c42 nations Jinying Update Approved
Stability:
United → Stable
Discord Message (1418795522327580843) juggernacht