Archived Changes (39081 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 68f2f9fdcdac9d6e61d26f97 | wonders | Lokhim Construction Guilds | Update | Approved |
Effect Description:
Upsides:
- Gain the ability to upgrade districts with double the effects, counting essentially as having a second copy of the district in the same hex, taking up the same slot.
Only 6 districts may be upgraded at a time within the nation itself. A willing nation, within diplomatic range with a non-aggression pact, defensive pact, military pact, or vassalage, may have up to 2 districts upgraded, paid for by the Wonder owner.
(Districts may be downgraded at will by their respective owner, but no resources will be returned.)
- -4 to hostile mech rp's against the wonders owner.
- +5 resource stockpile max
Downsides:
- Only already constructed districts can be upgraded and base cost double construction cost listed in the guide.
- Each foreign upgraded district costs both the wonder owner and the district owner 1 food, 1 wood, and 1 stone upkeep per session, in addition to the normal district upkeep costs
- Each session there is a 5% chance that the guilds in charge of the wonder will demand concessions or begin a strike, increasing by 5% each time they do not demand concessions, are appeased or are on strike.
While on strike, all upgraded districts within this nation will cease to function until the following conditions are met. 6d6 non-research resources of your choice must be paid, and a Normal quest must be completed. Once these conditions are met, the districts will function again. If the resources are paid and the given Quest is actively being worked on, the strike enters 'Appeased' state where the districts are working but no other districts may be upgraded. Stopping progress on the quest will resume the strike but not increase the demanded resources.
(Units already recruited are not lost if their upgraded district is disabled due to the strike, but more cannot be hired until the strike is fully resolved.) →
Upsides:
Gain the ability to upgrade one district per era with double the effects, counting essentially as having a second copy of the district in the same hex, taking up the same slot.
Only 6 districts may be upgraded at a time within the owner's nation itself, regardless of the total max of the wonder. A willing nation, within diplomatic range with a defensive pact, military pact, vassalage, ar a non-aggression pact may have districts upgraded, paid for by the Wonder owner. -
(Districts may be downgraded at will by their respective owner, but no resources will be returned.)
+5 resource stockpile max
Downsides:
Only already constructed districts can be upgraded and base cost double construction cost listed in the guide.
Each session there is a 5% chance that the guilds in charge of the wonder will demand concessions or begin a strike, increasing by 5% each time they do not demand concessions, are appeased or are on strike.
While on strike, all upgraded districts within this nation will cease to function until the following conditions are met. 1d6 random non-research resources per upgraded district must be paid, and a Normal quest must be completed. Once these conditions are met, the districts will function again. If the resources are paid and the given Quest is actively being worked on, the strike enters 'Appeased' state where the districts are working but no other districts may be upgraded. Stopping progress on the quest will resume the strike but not increase the demanded resources.
You may sacrifice pops of your culture and religion to the wonder, narratively giving privileges to the guild workers and exempting them from certain national requirements, to increase the base amount of districts able to be upgraded. It starts at one pop per, multiplying by 2 each time this is enacted. The first unlocked district requires a single pop to be sacrificed.
(Units already recruited are not lost if their upgraded district is disabled due to the strike, but more cannot be hired until the strike is fully resolved.)
|
None | docrm | |
| 68f2f9ebcdac9d6e61d26f96 | nations | Jinying | Update | Approved |
|
Job Assignment | guacshadow | |
| 68f28291cdac9d6e61d26e59 | nations | Vandador | Update | Approved |
Progress Quests:
Naval Units:
classical_terrapin:
None →
0
classical_boarding_ship:
None →
0
classical_missile_ship:
None →
0
classical_scout_ship:
None →
0
classical_transport_ship:
None →
0
ancient_boarding_ship:
None →
0
ancient_elite_warship:
None →
0
ancient_missile_ship:
None →
0
ancient_transport_ship:
None →
0
|
Done with old progress quest. | adador | |
| 68f25d67cdac9d6e61d26df9 | nations | Radhan | Update | Approved |
Progress Quests:
|
Artifice with +3 progress for one session and +2 progress thereafter Discord Message (1428507119157776426) | avi.a4 | |
| 68f2f984cdac9d6e61d26f95 | nations | Radhan | Update | Approved |
Ongoing Modifiers:
Added:
Item 2:
field:
stability_gain
value:
0.25
duration:
1
source:
Golden scales
|
None | docrm | |
| 68f26b71cdac9d6e61d26e0f | characters | Sesom | Update | Approved |
Magic Points:
6 →
3
|
Cast of Clairvoyance, previous session Discord Message (1425564824980553842) | avi.a4 | |
| 68f2f982cdac9d6e61d26f94 | nations | Radhan | Update | Approved |
Ongoing Modifiers:
Added:
Item 2:
field:
stability_gain
value:
0.25
duration:
1
source:
Golden scales
|
None | docrm | |
| 68f25c31cdac9d6e61d26df8 | nations | Radhan | Update | Approved |
|
requesting +25% stab gain chance from using Coin Scales Discord Message (1428761692019363860) | avi.a4 | |
| 68f2f201cdac9d6e61d26f92 | characters | Ali | Add | Approved |
Name:
None →
Ali
Player:
None
→
juggernacht
Creator:
None
→
juggernacht
Race:
None
→
Dredré
Culture:
None
→
Zengin
Religion:
None
→
Tolay Speakers
Ruling Nation/Organization:
None
→
None
Region:
None
→
Shatterlands
Strengths:
None →
['prowess', 'strategy']
Weaknesses:
None →
['rulership', 'charisma']
random_stats:
None →
0
titles:
None →
['', '', '']
Ongoing Modifiers:
None →
[{'field': 'prowess', 'value': 1, 'duration': -1, 'source': 'Strength'}, {'field': 'strategy', 'value': 1, 'duration': -1, 'source': 'Strength'}, {'field': 'rulership', 'value': -2, 'duration': -1, 'source': 'Weakness'}, {'field': 'charisma', 'value': -1, 'duration': -1, 'source': 'Weakness'}]
Character Type:
None →
General
Character Subtype:
None →
None
Health Status:
None →
Healthy
Positive Quirk:
None →
Brave
Negative Quirk:
None →
Greedy
Age:
None →
1
administration:
None →
0
effective_territory:
None →
0
current_territory:
None →
0
road_capacity:
None →
0
effective_pop_capacity:
None →
0
pop_count:
None →
0
title_slots:
None →
3
Elderly Age:
None →
3
Age Status:
None →
Adult
Death Chance:
None →
0
Heal Chance:
None →
0.15
Stat Gain Chance:
None →
0
Rulership Cap:
None →
6
Cunning Cap:
None →
6
Charisma Cap:
None →
6
Prowess Cap:
None →
6
Magic Cap:
None →
6
Strategy Cap:
None →
6
Rulership:
None →
-1
Cunning:
None →
0
Charisma:
None →
-2
Prowess:
None →
1
Magic:
None →
-1
Strategy:
None →
5
Magic Point Production:
None →
0
Magic Point Capacity:
None →
0
Magic Points:
None →
0
|
Discord Message (1428922319417376848) | juggernacht | |
| 68f2d5a4cdac9d6e61d26f89 | spells | Elisho's Absolute Dispel | Update | Approved |
Effect:
If successful, contesting magic checks are made between the two affected characters. If successful once again, the target spell fails, the target suffers a magical malfunction, and the target cannot recast that spell within the same session. If the caster agrees to suffer a magical malfunction at the end of the contested check, the target suffers disadvantage.
The caster's total bonus to the above cunning check must be at least +4 greater than the target, if it isn't, increase it to that amount.
If the Initial Cost of Magical Disjunction is less than half the Initial Cost of the spell it is countering, rounded up, increase it to that amount.
Magical Disjunction may also be cast on spells or magical effects that already exist, and need to be maintained.
Magical Disjunction may only be used to prevent the casting of a spell that does not already exist once. More can be cast after the effects of the original spell are triggered, if those effects last. →
This spells DC can not be increased by any means
If successful, contesting magic checks are made between the two affected characters. If successful once again, the target spell fails, the target suffers a magical malfunction, and the target cannot recast that spell within the same session. If the caster agrees to suffer a magical malfunction at the end of the contested check, the target suffers disadvantage on all contestment checks involving this spell.
The caster gains a +4 to their contestment check and rolls as if their magic is equal to the targets if it is higher.
If the Initial cost of this spell is less than half the Initial Cost of the spell it is countering, rounded up, increase it to that amount.
|
None | mykonos_ |