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