Archived Changes (20927 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 695cb8df5f1738175ac8cf16 | nations | Daksha D'mae | Update | Approved |
resource_desires:
Item 1:
quantity:
4 → 0
|
Trade executed: Desire to Sell 4 wood at 75 gold each. Discord Message (1457997731523072071) | guacshadow | |
| 695cb8c25f1738175ac8cf15 | nations | Daksha D'mae | Update | Approved |
resource_desires:
Item 5:
quantity:
1 → 0
|
Trade executed: Need to Buy 1 iron at 185 gold each. Discord Message (1457997731523072071) | guacshadow | |
| 695cb8b25f1738175ac8cf14 | nations | Sema’ayawi | Update | Approved |
resource_desires:
Item 4:
quantity:
1 → 0
|
Trade executed: Need to Buy 1 iron at 175 gold each. Discord Message (1457997731523072071) | guacshadow | |
| 695cb82b5f1738175ac8cf13 | pops | None | Update | Approved | Discord Message (1457997460940259399) | juggernacht | ||
| 695cb7395f1738175ac8cf12 | nations | Taika | Update | Approved |
Money:
6000 → 4105
Resource Storage:
food:
16 → 10
mounts:
15 → 6
magic:
30 → 12
bronze:
5 → 0
|
None | docrm | |
| 695cb6e15f1738175ac8cf11 | artifacts | Deck of Vile Purity | Update | Approved |
No changes
|
None | mykonos_ | |
| 695cb6de5f1738175ac8cf10 | 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
4
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
9
10
Positive:
11
12
13
(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.]
15
16
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
9
10
Positive:
11
12
13
(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.]
15
16
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."
|
None | docrm | |
| 695cb6745f1738175ac8cf0f | nations | Taika | Update | Approved |
Ongoing Modifiers:
Added:
Item 11:
field:
magic_nodes
value:
1.0
duration:
-1
source:
Under Artifactory
Jobs:
bureaucrat:
0 → 2
farmer:
0 → 4
harvester:
0 → 3
metallurgist:
0 → 2
miner:
0 → 3
mystic:
0 → 11
Technologies:
stylized_buildings:
investing:
0 → 6
|
None | docrm | |
| 695cb5e65f1738175ac8cf0e | 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: (53/100)
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: (71/100)
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.
|
10 passive and 8 from last session | docrm | |
| 695cb5a35f1738175ac8cf0d | nations | Jinying | Update | Approved |
Jobs:
harvester:
0 → 3
miner:
0 → 3
|
Job Assignment | guacshadow |