Archived Changes (50372 total)

ID Target Collection Target Change Type Status Changes Reason Time User
69ae8271490d3d2dc02c9f9f nations Lusariyya Update Approved
Jobs:
bureaucrat: 0 → 3
farmer: 0 → 6
Job Assignment xlbeutel
69ae6483490d3d2dc02c9f7d nations Taika Update Approved
Progress Quests:
Modified:
~ (Awaiting quest) Salt Blizard Spell
quest_name: Salt Blizard Spell → (Awaiting quest) Salt Blizard Spell
slot: 1_progress_slot → no_slot
~ New Spell component 2
bonus_progress_per_tick: 0 → 1
slot: no_slot → 1_progress_slot
Reordered:
# Before After
1 (Complete) Mythical Caverns (A) (Complete) Mythical Caverns (A)
2 (Complete) Mythical (B) (Complete) Mythical (B)
3 (Complete) Searching for Umbrella (Seek) (Complete) Searching for Umbrella (Seek)
4 (Complete) Research Node (Complete) Research Node
5 (Complete) Seek for Shiny Box (Complete) Seek for Shiny Box
6 (Complete) Mercenary - Slot 1 (+1) (Complete) Mercenary - Slot 1 (+1)
7 (Complete) Mythical Step 2 (Complete) Mythical Step 2
8 (Complete) Artifice for new legendary (Artifice) (Complete) Artifice for new legendary (Artifice)
9 (Complete) Goblin Project Iron Node (Complete) Goblin Project Iron Node
10 (Complete) Plague moment (Complete) Plague moment
11 (Complete) Enrich leyline (Complete) Enrich leyline
12 (Complete) Artifice on Good (Complete) Artifice on Good
13 (Complete) Mythical Step 3 (Complete) Mythical Step 3
14 (Complete) Food Node (Complete) Food Node
15 (Complete) Fated Title - Slot 3 (+1) (Complete) Fated Title - Slot 3 (+1)
16 (Complete) Magic Node (Complete) Magic Node
17 (Complete) Spell Component 2 - Slot 2 (Complete) Spell Component 2 - Slot 2
18 (Complete) Spell Component (Complete) Spell Component
19 (Complete) Artifice for legendary (Complete) Artifice for legendary
20 (Complete) Seek on Xa'ta'ta blade (Complete) Seek on Xa'ta'ta blade
21 (Complete) Recover Shimmering Elixir (Complete) Recover Shimmering Elixir
22 (Complete) Spell component 1 (Complete) Spell component 1
23 (Complete) Spell component 2 (Complete) Spell component 2
24 (Awaiting Quest) Seek on Crown +1 for Divine (Awaiting Quest) Seek on Crown +1 for Divine
25 (Awaiting Quest) Ikepili Religious Effect - Slot 4 (Awaiting Quest) Ikepili Religious Effect - Slot 4
26 (Awaiting Quest) Spell component 3 (Awaiting quest) Salt Blizard Spell
27 Spell component 4 (Awaiting Quest) Spell component 3
28 Salt Blizard Spell Spell component 4
29 Iron Node Iron Node
30 Good Healing artifact Good Healing artifact
31 Research node Research node
32 Custom Mundane Unit Custom Mundane Unit
33 Good artifact Good artifact
34 Spell component 5 Spell component 5
35 Casino on Rock Casino on Rock
36 Big Rock (Wonder stuff big effect) Big Rock (Wonder stuff big effect)
37 Big Rock second slot dedicated Big Rock second slot dedicated
38 Good artifact "A Magic Rock With a Tiny Wizard Hat" Good artifact "A Magic Rock With a Tiny Wizard Hat"
39 Great artifact artifice +1 from Divine Great artifact artifice +1 from Divine
40 Green! Spell component 1 Green! Spell component 1
41 New Spell component 2 New Spell component 2
42 Seek on Void Parasite +1 from Divine Seek on Void Parasite +1 from Divine
43 spell component creation quest: Big Brain Bauble spell component creation quest: Big Brain Bauble
Land Units:
Ameru Marines: None → 0
Reman Longbowbird: None → 0
None docrm
69ae6388490d3d2dc02c9f7b nations Taika Update Approved
Resource Storage:
magic: 11 → 17
outdated OITC trades docrm
69ae60f8490d3d2dc02c9f6b nations Taika Update Approved
Money:
8833 → 6433
None docrm
69ae6078490d3d2dc02c9f6a nations Taika Update Approved
Money:
6138 → 8833
Resource Storage:
food: 14 → 8
mounts: 15 → 5
magic: 29 → 11
bronze: 14 → 7
iron: 9 → 5
None docrm
69ae5faf490d3d2dc02c9f66 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 (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): 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 (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): 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 (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 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 (10): 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 (10): Instantly gain 2d10 temporary karma. Unite (10): 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. Reform (10): 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. Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (40/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: 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 (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): 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 (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): 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 (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 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 (10): 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 (10): Instantly gain 2d10 temporary karma. Unite (10): 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. Reform (10): 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. Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (60/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: 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 docrm
69ae5f6f490d3d2dc02c9f65 merchants Orchid Island Trading Company Update Approved
Resource Storage:
food: 0 → 14
Ongoing Modifiers:
None → []
Notes:
Main Camp Location: Taik Taika Expansion Location: Taksilar Conclave Mythical Search Pt 1 Done! +3 to next cunning check to nab an artifact https://discord.com/channels/1188889187018088488/1469572418145091646/1472475329028427889 Cunning set to 6 for the purpose of stealing artifact, gain advantage on the roll too https://discord.com/channels/1188889187018088488/1474646853575508008/1475797456737406996 Your Lucky Coin is undergoing creation, unfortunately it must absorb "lucky magic" to become more lucky! Every time you roll a Nat 20 for any reason, gain +1 progress! Every time you roll a Nat 1 for any reason, loose -1 progress. :( → Main Camp Location: Taik Taika (Capitol) Expansion Location: The City next to the blue portal Vysaffia Coven Mythical Search Pt 1 Done! +3 to next cunning check to nab an artifact https://discord.com/channels/1188889187018088488/1469572418145091646/1472475329028427889 Cunning set to 6 for the purpose of stealing artifact, gain advantage on the roll too https://discord.com/channels/1188889187018088488/1474646853575508008/1475797456737406996 +3 to next steal check https://discord.com/channels/1188889187018088488/1479719870630330460/1480400387331592373 Your Lucky Coin is undergoing creation, unfortunately it must absorb "lucky magic" to become more lucky! Every time you roll a Nat 20 for any reason, gain +1 progress! Every time you roll a Nat 1 for any reason, loose -1 progress. :(
Changing notes of location cus that's just where I am rn. and I increased my steal check! +2 food +2 elderly start for Ateshan Discord Message (1480258603142090752) +3 food +3 elerly start for Ateshan Discord Message (1480257404171059241) +9 food from bountiful growth Discord Message (1479918235188072518) whaet
69ae5ed8490d3d2dc02c9f64 characters Zubayran Qazarusia Ab-Ashar Update Approved
Notes:
[Gain Dramatically increased chances (+8) to exploring the Deadwood tree tile, also gain a free (+6) to any one roll of your choice. Gain 2 magic points of the character variety.] https://discord.com/channels/1188889187018088488/1420988366782070868/1421648257683034172 +8 used → The Pact with the Djinn https://discord.com/channels/1188889187018088488/1446735594393833512/1457829940169801932 : Each session, there is an X% chance that the Djinn forcefully takes over a mech rp, rolled randomly using the algorithm described below. Empowered Effect: If the Djinn does not do so, then the Djinn previews what they would do if they had taken over, and Qaz may enact that rp in addition to his pre-existing rps the preview also includes what the d20 roll would be if Qaz accepted. When Qaz dies, roll 4d7. Qaz can choose one of the four d7 results to be the number of sessions until he reincarnates (i.e., a 1 means he reincarnates the session after he dies). The sum of the remaining three d6s are added to X. Qaz cannot have more than two title slots and any stat increase effects or DCs are modified by the same adjustments made for immortals (e.g. lower chance from cunning, higher DCs, etc.). X can eventually exceed 100, in which case the Djinn has a 100% chance to take one mech rp and an X-minus-100% chance to take a second mech rp. If X/100 exceeds the number of mech rps Qaz has, Qaz permanently becomes an NPC. X starts at 20. Any attempt to reduce the value of X by Qaz, or anyone else on his behalf, cancels this pact instantly. The value cannot be reduced by any means. Random Mech Rp Algorithm: Until Myko actually makes a page for random mrps, @ him to do this. [Gain Dramatically increased chances (+8) to exploring the Deadwood tree tile, also gain a free (+6) to any one roll of your choice. Gain 2 magic points of the character variety.] https://discord.com/channels/1188889187018088488/1420988366782070868/1421648257683034172 +8 used
This needs to be on my sheet. Discord Message (1457829940169801932) whaet
69ae5ba7490d3d2dc02c9f5a nations Taika Update Approved
Jobs:
harvester: 2 → 3
miner: 2 → 1
None docrm
69ae5ba7490d3d2dc02c9f59 characters Zubayran Qazarusia Ab-Ashar Update Approved
Progress Quests:
Modified:
~ Spell Component (Wooden Life Bead Necklace)
slot: no_slot → 1_progress_slot
pt 2 of the previous change. Slotting that progress quest now. whaet