Archived Changes (20958 total)

ID Target Collection Target Change Type Status Changes Reason Time User
693fdd0a69cffc1086fb1cf1 nations Lusariyya Update Approved
Jobs:
bureaucrat: 0 → 4
Job Assignment xlbeutel
693fd51069cffc1086fb1cef nations Lusariyya Update Approved
Jobs:
fisherman: 0 → 7
Job Assignment xlbeutel
693fc2bc69cffc1086fb1ce5 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. Unite (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: (10/100) 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. Unite (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: (20/100) 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
693fbf7c69cffc1086fb1ce3 market_links None Add Approved
Member:
Market:
Market Safety Stance:
None → Ignore
Putting here since im assuming mercs pass and to see what they will want if so docrm
693fbe8e69cffc1086fb1ce2 nations Taika Update Approved
Resource Storage:
food: 14 → 18
wood: 8 → 10
stone: 9 → 11
mounts: 15 → 17
magic: 22 → 26
bronze: 2 → 4
iron: 2 → 4
Collection teams docrm
693fbd8469cffc1086fb1cdd nations Taika Update Approved
Jobs:
miner: 15 → 0
mystic: 0 → 17
None docrm
693fbd4869cffc1086fb1cdb nations Taika Update Approved
Stability:
Balanced → Stable
Jobs:
farmer: 0 → 3
harvester: 0 → 2
miner: 0 → 15
Technologies:
mentor_smiths:
investing: 0 → 6
Stab was wrong docrm
693fb60469cffc1086fb1cd7 nations Jinying Update Approved
Jobs:
harvester: 0 → 3
metallurgist: 0 → 1
miner: 0 → 3
Job Assignment guacshadow
693fb5e869cffc1086fb1cd6 nations Jinying Update Approved
Jobs:
fisherman: 8 → 10
Job Assignment guacshadow
693fb2b769cffc1086fb1cd5 pops None Update Approved Discord Message (1449960216685969480) guacshadow