Archived Changes (21008 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 69bc6316b4be5b096c54f8b3 | nations | Rye Spirits | Update | Approved |
resource_desires:
Modified:
~
e969b940
quantity:
4 → 2
land_unit_details:
Oakling:
stat_breakdown:
attack:
Added:
+ faaf5bfc
Removed:
- None
defense:
Added:
+ 7e8e319f
Removed:
- None
Ravager:
stat_breakdown:
attack:
Added:
+ 0f44e448
Removed:
- None
defense:
Added:
+ bf9c2b5f
Removed:
- None
Vortex:
stat_breakdown:
attack:
Added:
+ 7e13d2cd
Removed:
- None
defense:
Added:
+ fb487a94
Removed:
- None
Wyrm:
stat_breakdown:
attack:
Added:
+ 233031ad
Removed:
- None
defense:
Added:
+ 7786b1b3
Removed:
- None
Ancient Civilian:
stat_breakdown:
attack:
Added:
+ f7e93cd6
Removed:
- None
defense:
Added:
+ 411cae4b
Removed:
- None
Atronach:
stat_breakdown:
attack:
Added:
+ 5fe24e43
Removed:
- None
defense:
Added:
+ 2320fb9d
Removed:
- None
breakdowns:
stability_gain_chance:
Added:
+ 3bede26f
+ 9e1cba54
+ 2355d122
+ ccbc31b3
Removed:
- None
- None
- None
- None
stability_loss_chance:
Added:
+ deaec725
+ e1f62446
+ 3be2a110
+ 377b9807
+ 8a0c1d61
+ ee7831c7
Removed:
- None
- None
- None
- None
- None
- None
resource_production:
food:
Added:
+ 9e4e4df3
Removed:
- None
wood:
Added:
+ 03e95055
Removed:
- None
stone:
Added:
+ 1080e4e1
Removed:
- None
mounts:
Added:
+ 06633879
Removed:
- None
research:
Added:
+ ce6928b6
+ d06ad066
+ 911cdd69
Removed:
- None
- None
- None
magic:
Added:
+ 0a6f249c
+ eb25d721
Removed:
- None
- None
bronze:
Added:
+ c41a4aa6
Removed:
- None
iron:
Added:
+ 66909392
+ 6d11e0e8
Removed:
- None
- None
resource_consumption:
food:
Added:
+ 11dab2d7
+ 8f969034
+ 2fb80799
+ 6e2ac1f8
Removed:
- None
- None
- None
- None
wood:
Added:
+ c5cd042e
+ 81cdf173
Removed:
- None
- None
stone:
Added:
+ 78ab869e
+ adf03061
+ 47a7401a
Removed:
- None
- None
- None
mounts:
Added:
+ 64e37476
Removed:
- None
research:
Added:
+ e8a55a2c
Removed:
- None
magic:
Added:
+ ae7206cb
Removed:
- None
bronze:
Added:
+ 61fd87f2
Removed:
- None
iron:
Added:
+ 2afe8f63
Removed:
- None
money_income:
Added:
+ 82e21aad
+ f9b63039
+ d5c7417d
Removed:
- None
- None
- None
karma:
Added:
+ 08b149d1
+ 0e16c9dd
+ ed89cd35
+ 47e6f70a
+ e08be069
+ 1e5b5551
Removed:
- None
- None
- None
- None
- None
- None
support_unit_details:
Beacon:
stat_breakdown:
attack:
Added:
+ 809fd7af
Removed:
- None
defense:
Added:
+ f9a0a5cf
Removed:
- None
|
Trade request: Desire to Buy 2 iron at 155 gold each. Discord Message (1484292190334357691) | avi.a4 | |
| 69bc9699b4be5b096c54f947 | nations | The Crimson Accolade | Update | Approved |
Jobs:
apprentice:
0 → 3
full_vampire:
9 → 6
Technologies:
dawn_till_dusk:
investing:
0 → 7
|
None | yoda1546 | |
| 69bc7293b4be5b096c54f90a | artifacts | Deck of Vile Purity | Update | Approved |
Effect Description:
Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately.
The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card.
AI will refuse to draw from the deck entirely if there are 5 or less positive cards.
Characters can spend mech-rps to draw from this deck (with permission).
When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes.
Negative:
1
2
3
(X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.]
5
6
(X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.]
Neutral:
8
(X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.]
10
Positive:
(X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.)
(X) 12 The Merchant - [Increase import and export slots by 10. Additionally, each time you make a trade this session, gain $25 (Per Era).]
(X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.]
(X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.]
(X) 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.]
16
(X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.]
(X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.]
19
20
All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact.
"All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally." → Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately.
The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card.
AI will refuse to draw from the deck entirely if there are 5 or less positive cards.
Characters can spend mech-rps to draw from this deck (with permission).
When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes.
Negative:
1
2
3
(X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.]
5
6
(X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.]
Neutral:
8
(X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.]
10
Positive:
(X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.)
(X) 12 The Merchant - [Increase import and export slots by 10. Additionally, each time you make a trade this session, gain $25 (Per Era).]
(X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.]
(X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.]
(X) 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.]
16
(X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.]
(X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.]
(X) 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.]
20
All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact.
"All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally."
|
None | mykonos_ | |
| 69bc7243b4be5b096c54f909 | characters | Salphaxia | Update | Approved |
Magic Points:
21 → 13
|
Discord Message (1484310383283015690) | docrm | |
| 69bbfa2eb4be5b096c54f687 | units | Light Infantry | Update | Approved |
Prerequisites:
Modified:
~ district
value:
classical_workshop → ""
Has Attack:
None → 0
Attack:
None → 0
Has Defense:
None → 0
Defense:
None → 0
Speed:
1 → 3
Upkeep:
Added:
+ 398f0b53
resource:
wood
cost:
1
+ 788c7ace
resource:
bronze
cost:
1
Removed:
- 11c4de0f
resource:
wood
cost:
1
- 1f82f365
resource:
bronze
cost:
1
|
None | juggernacht | |
| 69bbfa29b4be5b096c54f686 | units | Light Infantry | Update | Approved |
Prerequisites:
Upkeep:
Added:
+ 9377edca
resource:
wood
cost:
1
+ e7cf81c1
resource:
stone
cost:
1
Removed:
- 9757606a
resource:
wood
cost:
1
- f03b9157
resource:
stone
cost:
1
Recruitment Cost:
None → 200
|
None | juggernacht | |
| 69bbf7c4b4be5b096c54f682 | spells | Amastan Adder's Stasis | Update | Approved |
Effect:
If successful, the caster can place a character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 2, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something. → If successful, the caster can place another character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 2, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something.
|
None | mykonos_ | |
| 69bb6847b4be5b096c54f618 | artifacts | The Book of Truth | Update | Approved |
Effect Description:
This artifact may only be used if the Quill of Truth artifact is equipped. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped. If the Quill of Truth artifact is used while the Book of Truth is equipped, one charges of this artifact may be spent to increase the duration of the pact by 1d4 sessions; multiple charges may be spent immediately when a pact is formed. This artifact protects the wielder from the negative effects of having multiple pacts from the Quill of Truth artifact alone.
Charges: 3/5 → This artifact may only be used if the Quill of Truth artifact is equipped. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped. If the Quill of Truth artifact is used while the Book of Truth is equipped, one charges of this artifact may be spent to increase the duration of the pact by 1d4 sessions; multiple charges may be spent immediately when a pact is formed. This artifact protects the wielder from the negative effects of having multiple pacts from the Quill of Truth artifact alone.
Charges: 4/5
|
Discord Message (1484025070077874279) | guacshadow | |
| 69bb683db4be5b096c54f617 | artifacts | The Ink of Truth | Update | Approved |
Effect Description:
This artifact may only be used if the Quill of Truth artifact is equipped. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped. By spending a charge, the Quill of Truth has the Pact cast with no roll, and may be refused. By spending two charges, the Cunning bonus of the Quill of Truth is doubled with no max, alongside the effects for spending one charge.
Charges: 2/5 → This artifact may only be used if the Quill of Truth artifact is equipped. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped. By spending a charge, the Quill of Truth has the Pact cast with no roll, and may be refused. By spending two charges, the Cunning bonus of the Quill of Truth is doubled with no max, alongside the effects for spending one charge.
Charges: 3/5
|
Discord Message (1484025070077874279) | guacshadow | |
| 69bb6833b4be5b096c54f616 | artifacts | The Quill of Truth | Update | Approved |
Effect Description:
Once per session the wielder of the Quill of Truth may use a charge to write something with it, and have it come true. This acts as a free casting of the (6-cost) Pact spell which will gain a bonus or penalty to the usually secret d20 roll equal to the wielder's cunning to a max of +3. The d20 roll is no longer secret, but it still cannot be denied. The effects and 'cost' of this pact may only last a single session. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped.
Charges: 4/5 → Once per session the wielder of the Quill of Truth may use a charge to write something with it, and have it come true. This acts as a free casting of the (6-cost) Pact spell which will gain a bonus or penalty to the usually secret d20 roll equal to the wielder's cunning to a max of +3. The d20 roll is no longer secret, but it still cannot be denied. The effects and 'cost' of this pact may only last a single session. This artifact has five charges, and regains one charge each time an artifact of any quality is sacrificed while it is equipped.
Charges: 5/5
|
Discord Message (1484025070077874279) | guacshadow |