Archived Changes (40358 total)

ID Target Collection Target Change Type Status Changes Reason Time User
689e5f5a3fa49f87708f207a artifacts Yseult "The Void-Diver" Update Approved
Rarity:
Great → Legendary
Effect Description:
The wielder of Yseult "the Void-Diver" gains the following benefits: - Twice per age they may reroll any mech-rp that did not come up a natural 1; however, if the new roll is a natural 1, this artifact becomes lost. (1 uses remaining) - Moderately increased chances of success on all rolls involving the Void - Their Prowess increases by 1. - Yseult is also tied directly to a mercenary band. → The wielder of Yseult "the Void-Diver" gains the following benefits: - Thrice per age they may reroll any mech-rp that did not come up a natural 1; however, if the new roll is a natural 1, this artifact becomes lost. (3 uses remaining) - Moderately increased chances of success on all rolls involving the Void - Their Prowess increases by 1. - Yseult is also tied directly to a mercenary band. - Additionally, the wielder may embark on a Void Hunt. This extremely dangerous quest places both the wielder and the artifact at risk, but for grand rewards. At the start of a session, the wielder may choose to enter the hunt, banishing them from the material realm for the entire duration of the quest. The length of this quest is anywhere from three to eight mech-rps. The shorter the quest, the more dangerous it is. While within the quest, no interaction with the primary world is allowed. This means no diplomacy, mech-rps spent outside of the void, or the use of any nation / organization mechanics. At the start of the quest, they are assigned the requirements and DCs for each of the mech-rps they must spend. However, the wielder should be warned, if a mech-rp is failed, they will suffer the loss of one health state guaranteed, on top of any penalties from the failed roll. If the user were to die, or fail two mech-rps in a row within the quest, it is considered a failure, and the character is killed (resulting in the loss of the artifact).
None mykonos_
689e5e053fa49f87708f2078 wonders Mirror City Update Approved
Effect Description:
The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (2/5): Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) Disperse the Palorthin Protest: Short Risk / Minor Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) Pet the Void Puppy: Great Risk / Minor Rewards / Short Length - 'A wild Void puppy has been spotted, and must be pet at all costs'. (2 Mech-rps) Cleanse the Void Architect: Moderate Risk / Moderate Length - Short Length - 'The architect of the Mirror City has been corrupted, and must be cleansed' (2 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps) → The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (5/5): Disperse the Palorthin Protest: Minor Risk / Minor Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) Pet the Void Puppy: Great Risk / Minor Rewards / Short Length - 'A wild Void puppy has been spotted, and must be pet at all costs'. (2 Mech-rps) Cleanse the Void Architect: Moderate Risk / Moderate Rewards / Short Length - 'The architect of the Mirror City has been corrupted, and must be cleansed' (2 Mech-rps) (Delay) Defuse the Void Detonation: Great Risk / Moderate Rewards / Moderate Length - 'A Void entity has placed an explosive spell somewhere within the city, locate it and defuse it before it destroys thousands of Palorthin.' (3 Mech-rps) (Delay) Tame the Void Archon: Great Risk / Great Rewards / Long Length - 'A wounded Archon has been located near the city, find it, and attempt to free it from its Void bonds.' (4 Mech-rps) (COMPLETED) Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps)
None mykonos_
689e5d1b3fa49f87708f2077 wonders Mirror City Update Approved
Effect Description:
The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (2/5): Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) Disperse the Palorthin Protest: Short Risk / Short Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps) → The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (2/5): Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) Disperse the Palorthin Protest: Short Risk / Minor Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) Pet the Void Puppy: Great Risk / Minor Rewards / Short Length - 'A wild Void puppy has been spotted, and must be pet at all costs'. (2 Mech-rps) Cleanse the Void Architect: Moderate Risk / Moderate Length - Short Length - 'The architect of the Mirror City has been corrupted, and must be cleansed' (2 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps)
None mykonos_
689e5d1b3fa49f87708f2076 wonders Mirror City Update Approved
Effect Description:
The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (2/5): Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) Disperse the Palorthin Protest: Short Risk / Short Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps) → The owner of the Mirror City gains the following effects: +1 effective pop capacity per era +1 City Capacity Additionally, the owner of the wonder, or any willing characters may enter on expeditions into the N'th dimension. The owner may temporarily sacrifice a pop into the wonder and choose the length of the expedition. This will determine the length of time the pop is gone, the risk, and the rewards: Short Expedition: Minor Risk / Minor Rewards / 1d2 (Min 1) Sessions Medium Expedition: Moderate Risk / Moderate Rewards / 1d2+1 Sessions Long Expedition: Great Risk / Great Rewards / 1d2+2 Sessions When characters engage in an expedition they lose the ability to perform mech-rps outside of the expedition, receive specific goals to complete, and receive Slow Aging until they exit the expedition, paying upkeep if possible. The mech-rps that characters spend on the quest must align with the quest they are attending, failure to do so will result in an automatic failure of the mech-rp. Failing a mech-rp within the Void should have greater consequences than failing outside of it; a Great Risk quest for instance should gravely injure you upon failure. Valid mech-rps should still have bonuses outside of the quest. For example, on a quest to "Map the Mirror City" would require mech-rps to "gather intel and supplies", "go exploring" or "mark down maps"; attempting to gather stone or improve relations will not do. They may enter on any of the below quests, which can be randomly generated by the owner spending 3 Nation Magic Points. On quest completion, the character(s) on the expedition would gain a majority of the rewards, with the owner gaining a smaller reward as well. Organizations whose characters are within the expeditions still function as normal. There is a 10% chance that any quest made will be a "Phufèadú Quest". As the True Custodian of the Mirror City, his quests are always Long, with Great risks, but hold greater rewards than any other quest. Quests (2/5): Free the Captured Palorthin: Moderate Risk / Moderate Rewards / Moderate Length - 'The Void has captured some vital Palorthin, and are keeping them in a broken castle. Free them.' (3 Mech-rps) Disperse the Palorthin Protest: Short Risk / Minor Rewards / Short Length - 'Some wild Palorthin are against some new Mirror City ordinances, and are fighting against them. Break up the protest.' (2 Mech-rps) Pet the Void Puppy: Great Risk / Minor Rewards / Short Length - 'A wild Void puppy has been spotted, and must be pet at all costs'. (2 Mech-rps) Cleanse the Void Architect: Moderate Risk / Moderate Length - Short Length - 'The architect of the Mirror City has been corrupted, and must be cleansed' (2 Mech-rps) (COMPLETED) Repel the Void Colossus (Phufèadú): Great Risk / Major Rewards / Long Length - 'A great Void demon is assailing the city, defend the innocent, and repel it.' (4 Mech-rps) (COMPLETED) Excavate the Sunken Library: Great Risk / Moderate Rewards / Long Length - 'A sunken library has been found, buried with monsters. Unearth it and destroy the monsters within.' (4 Mech-rps) (COMPLETED) Map the Mirror City: Minor Risk / Minor Rewards / Short Length (COMPLETED) Rescue the Local Palorthin: Moderate Risk / Moderate Rewards / Moderate Length (COMPLETED) Slay the Void Heretic: Great Risk / Moderate Rewards / Short Length (COMPLETED) Find the Mirror Witness: Moderate Risk / Moderate Rewards / Long Length (COMPLETED) Cleanse Mirror Sewers: Great Risk / Minor Rewards / Short Length (COMPLETED) Chart the Void Skyline: Minor Risk / Minor Rewards / Short Length - 'The sky within the Void is hellishly confusing, please attempt to map the area above the city.' (2 Mech-rps)
None mykonos_
689e442b3fa49f87708f2072 nations Taika Update Approved
Progress Quests:
Removed:
Item 12:
quest_name: Fated Title
bonus_progress_per_tick: 0
current_progress: 0
required_progress: 20
link: https://discord.com/channels/1188889187018088488/1403340874859155609/1403889733423071382
slot: no_slot
total_progress_per_tick: 0
None docrm
689e43043fa49f87708f2071 nations Jinying Update Approved
Resource Storage:
magic: 10 → 8
Discord Message (1405644993305120949) guacshadow
689e34683fa49f87708f206f characters Salphaxia Update Approved
Magic Points:
11 → 7
None docrm
689e1a153fa49f87708f2062 nations The United Duchies Update Approved
Succession Type:
Elected → Inherited
Resource Storage:
bronze: 4 → 1
iron: 5 → 0
Resources: Discord Message (1405600284360708166) Law: Discord Message (1405557041971593288) justcharlies
689e2bb53fa49f87708f2063 nations New Remnants Update Approved
Road Usage:
14 → 17
Territory Types:
mountain: 1 → 3
None risendiablo
689dd1543fa49f87708f2059 nations Keria Update Approved
Prestige:
"" → 0
Road Usage:
0 → 0
Overlord:
Vassal Type:
Tributary → Protectorate
Compliance:
Neutral → Compliant
Concessions:
None → {}
Districts:
None → [{'type': '', 'node': ''}, {'type': '', 'node': ''}, {'type': '', 'node': ''}, {'type': '', 'node': ''}, {'type': '', 'node': ''}, {'type': '', 'node': ''}]
Imperial District:
None → {'type': '', 'node': ''}
Cities:
None → [{'name': '', 'type': '', 'node': '', 'wall': ''}, {'name': '', 'type': '', 'node': '', 'wall': ''}, {'name': '', 'type': '', 'node': '', 'wall': ''}]
Centralization Law:
None → Autonomous
Territory Types:
None → {'plains': 0, 'forest': 0, 'dense_forest': 0, 'urban': 0, 'hill': 0, 'mountain': 0, 'river': 0, 'desert': 0, 'tundra': 0, 'marsh': 0, 'hazardous_land': 0, 'shallow_water': 0, 'deep_water': 0, 'hazardous_water': 0, 'disconnected': 0}
Jobs:
partial_vampire: None → 0
apprentice: None → 0
artificer: None → 0
fisherman: None → 0
full_vampire: None → 0
farmer: None → 0
bureaucrat: None → 0
harvester: None → 0
hunter: None → 0
merchant: None → 0
metallurgist: None → 0
miner: None → 0
mystic: None → 0
researcher: None → 0
Technologies:
aqueducts: None → {'investing': 0, 'cost': 3, 'researched': False}
caravansaries: None → {'investing': 0, 'cost': 3, 'researched': False}
chests: None → {'investing': 0, 'cost': 2, 'researched': False}
citizenship: None → {'investing': 0, 'cost': 7, 'researched': False}
city_defense: None → {'investing': 0, 'cost': 5, 'researched': False}
cosmology: None → {'investing': 0, 'cost': 5, 'researched': False}
deep_hulls: None → {'investing': 0, 'cost': 6, 'researched': False}
dynastic_hunters: None → {'investing': 0, 'cost': 4, 'researched': False}
fermentation: None → {'investing': 0, 'cost': 4, 'researched': False}
frame_saddles: None → {'investing': 0, 'cost': 2, 'researched': False}
levers_and_pulleys: None → {'investing': 0, 'cost': 5, 'researched': False}
lumber_yards: None → {'investing': 0, 'cost': 4, 'researched': False}
metal_hooks: None → {'investing': 0, 'cost': 3, 'researched': False}
military_wages: None → {'investing': 0, 'cost': 5, 'researched': False}
mine_shafts: None → {'investing': 0, 'cost': 4, 'researched': False}
mints: None → {'investing': 0, 'cost': 3, 'researched': False}
mote_stabilization: None → {'investing': 0, 'cost': 6, 'researched': False}
national_identity: None → {'investing': 0, 'cost': 7, 'researched': False}
novitiates: None → {'investing': 0, 'cost': 6, 'researched': False}
official_courts: None → {'investing': 0, 'cost': 6, 'researched': False}
philosophy: None → {'investing': 0, 'cost': 7, 'researched': False}
pit_mining: None → {'investing': 0, 'cost': 4, 'researched': False}
political_philosophy: None → {'investing': 0, 'cost': 0, 'researched': True}
public_programs: None → {'investing': 0, 'cost': 3, 'researched': False}
public_zeal: None → {'investing': 0, 'cost': 5, 'researched': False}
ramparts: None → {'investing': 0, 'cost': 5, 'researched': False}
rig_and_sail: None → {'investing': 0, 'cost': 6, 'researched': False}
sewers: None → {'investing': 0, 'cost': 2, 'researched': False}
trade_records: None → {'investing': 0, 'cost': 2, 'researched': False}
war_engineers: None → {'investing': 0, 'cost': 6, 'researched': False}
Land Units:
None → {'classical_siege_weapon': 0, 'classical_tactician': 0, 'imperial_vanguard': 0, 'ancient_beacon': 0, 'ancient_oakling': 0, 'ancient_ravager': 0, 'ancient_vortex': 0, 'ancient_wyrm': 0, 'classical_light_archers': 0, 'classical_light_infantry': 0, 'classical_spearmen': 0, 'imperial_cavalier': 0, 'imperial_celestial': 0, 'imperial_legionnaire': 0, 'imperial_marksman': 0, 'imperial_tyranus': 0, 'imperial_war_dancer': 0, 'ancient_battering_ram': 0, 'ancient_elite_infantry': 0, 'ancient_heavy_archers': 0, 'ancient_heavy_infantry': 0, 'ancient_light_archers': 0, 'ancient_light_infantry': 0, 'ancient_siege_weapon': 0, 'classical_auxiliary': 0, 'classical_civilian': 0, 'ancient_civilian': 0}
Naval Units:
None → {'ancient_boarding_ship': 0, 'ancient_elite_warship': 0, 'ancient_missile_ship': 0, 'ancient_transport_ship': 0}
https://discordapp.com/channels/1188889187018088488/1188900070054187018/1405522749715251211 new Protectorate vassal of Arkadia, Starting at Compliant muricanman