Archived Changes (39318 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 67fe005a21a497bb1f8f07cf | nations | Arkadia | Update | Rejected |
Jobs:
apprentice:
None →
0
|
Stab gain chance by 15% for this session https://discordapp.com/channels/1188889187018088488/1361412189617000488/1361525066088714434 | muricanman | |
| 67fe001c21a497bb1f8f07ce | nations | Arkadia | Update | Rejected |
Stability:
Balanced →
Stable
Jobs:
apprentice:
None →
0
|
Stability from balanced to stable https://discordapp.com/channels/1188889187018088488/1361412189617000488/1361525066088714434 | muricanman | |
| 67fdffb721a497bb1f8f07cd | nations | The Conclave | Update | Approved |
Magic Stance:
Bureaucracy →
Persecution
Foreign Acceptance:
Oppression →
Integration
Expansion Control Stance:
Limitless →
Free
Jobs:
apprentice:
None →
0
farmer:
None →
0
|
Era Transition Law Update + Add transition pop | mc_nugs | |
| 67fdfcbc21a497bb1f8f07cc | pops | None | Add | Rejected |
Race:
None
→
Axolotl
Culture:
None
→
None
Nation:
None
→
The Conclave
Religion:
None
→
Ethereal Flow
|
mc_nugs | ||
| 67fdebfb21a497bb1f8f07cb | wonders | 67f36296bc242a1756343260 | Update | Approved |
Effect Description:
All nations within 15 hexes (Per Era) of the Latent Gateway, who also have a Non-aggression pact with its owner may construct a unique district called a Latent Pylon. Leaving this area, or losing the pact disables the Latent Pylon.
All nations with Latent Pylons decrease the trade risk of trading with other nations with it by 30%, to a minimum of 1%, by paying a tax to the owner of the Latent Gateway of $5 (Per Era), per resource traded.
The district also generates 1 Nation Magic Point, and exists within the capital city.
Latent Pylon Cost: 1 Wood (Per Era), 1 Stone (Per Era), and 1 Magic Point
The owner of the Latent Gateway, or their overlord may move a unit through the Latent Gateway as if it were the Portal spell to any of the Latent Pylons by paying $50 (Per Era), rounded to the nearest $5, per unit.
The owner of the Latent Gateway gains 1 Magic Point Production per three Latent Pylon districts constructed in the world.
Only three Latent Pylons can be constructed at a time (per era).
Nations Connected Via the Latent Gateway:
Caalaatti Barbaadaa
Kusa Pact
Taksilar
Illyra-Alo →
All nations within 15 hexes (Per Era) of the Latent Gateway, who also have a Non-aggression pact with its owner may construct a unique district called a Latent Pylon. Leaving this area, or losing the pact disables the Latent Pylon.
All nations with Latent Pylons decrease the trade risk of trading with other nations with it by 30%, to a minimum of 1%, by paying a tax to the owner of the Latent Gateway of $5 (Per Era), per resource traded.
The district also generates 1 Nation Magic Point, and exists within the capital city.
Latent Pylon Cost: 1 Wood (Per Era), 1 Stone (Per Era), and 1 Magic Point
The owner of the Latent Gateway, or their overlord may move a unit through the Latent Gateway as if it were the Portal spell to any of the Latent Pylons by paying $50 (Per Era), rounded to the nearest $5, per unit.
The owner of the Latent Gateway gains 1 Magic Point Production per three Latent Pylon districts constructed in the world.
Only three Latent Pylons can be constructed at a time (per era).
Nations Connected Via the Latent Gateway:
Caalaatti Barbaadaa
Kusa Pact
Taksilar
Illyra-Alo
Tychi
|
Tychi has had the district for like 20 something sessions, idk why he isn't on the list | mc_nugs | |
| 67fde90321a497bb1f8f07ca | nations | Sundralund | Update | Approved |
Districts:
Districts 2:
type:
"" →
ancient_market
Resource Storage:
magic:
10 →
5
Jobs:
farmer:
None →
0
|
Discord Message (1361500267220041972) | lordseabas | |
| 67fde89e21a497bb1f8f07c8 | factions | Celik Koruma | Add | Approved |
Name:
None →
Celik Koruma
Leaders:
None →
[]
Nation:
None
→
Qad’ashin
Faction Type:
None →
Military
Control:
None →
Inisignificant
Influence:
None →
0
|
juggernacht | ||
| 67fddbb021a497bb1f8f07c7 | 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.
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.
Uplift (70): This wonder gains an additional effect, and it's storage and production grow as well.
The Xuros Obelisk currently generates (3) MP a session, placed into storage.
Current Storage: (0/70)
Magic points can never be withdrawn from the Obelisk →
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.
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.
Uplift (70): This wonder gains an additional effect, and it's storage and production grow as well.
The Xuros Obelisk currently generates (3) MP a session, placed into storage.
Current Storage: (3/70)
Magic points can never be withdrawn from the Obelisk
|
mykonos_ | ||
| 67fddb5921a497bb1f8f07c6 | 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 30 when cast on Ruler units. This does not stack.
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.
Uplift (60): This wonder gains an additional effect, and it's storage and production grow as well.
The Xuros Obelisk currently generates (2) MP a session, placed into storage.
Current Storage: (60/60)
Magic points can never be withdrawn from the Obelisk →
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.
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.
Uplift (70): This wonder gains an additional effect, and it's storage and production grow as well.
The Xuros Obelisk currently generates (3) MP a session, placed into storage.
Current Storage: (0/70)
Magic points can never be withdrawn from the Obelisk
|
mykonos_ | ||
| 67fdd91121a497bb1f8f07c5 | nations | Taika | Update | Approved |
Jobs:
artificer:
0 →
None
apprentice:
None →
0
fisherman:
None →
0
|
Aislid mech rp (ask aiden) | docrm |