Redone every thing with new action formula
Jottarian – Shikogan
Actions
basically making the branches into a pulley system
1. Research pulley system(Pop:Action ) with aid from Verinaath
Success Gain 1 ep, No loss
inventing the axe for use in war and construction
2. Research Axe(Military)(sorry but one or other)
No lose , No gain
investigating new food sources
3. Scout new food E25
Gain 1 new food to E25
EP
All 4 into language.<- No support for it
Verinaath, Serpent of Fortune & Vengeance - Aqizzar
Action
Worship me, dammit!: Try anything I can manage to get the Jottar to worship Verinaath. Inspiring dreams, dramatic combat, shower them with trinkets, anything.
Gaining followers D24.
No gain.No Loss.
Insert Tab A: Concurrently, try to inspire a sense of building and tinkering. A genuine machine cult, such as a stone-age culture can manage.
Assisted in Reseach pulley system(Pop:Action )(See species for detailed)
Influnce Points
None
Xenopross - Webadict
Action
The Xenopross settle H8 and I7 with 2 pop units each from H6.
1. Colonize H8 use 2 pop units from H6
You success for little bit but theysee like old colony better so they all return.
2. Colonize I7 use 2 pop units from H6
You Failed to colonize all units return back home
The Xenopross implement elections, particularly for an executive Leader and a legislative Assembly.
3. Research elections (Social Generator )
Gain 1ep
The Xenopross work on building fire-resistant nests.
4. Research fire-resistant nests(POP: Armour)
No gain worth mentioning, no loss worth mentioning.
EP
Speak (+2), Language (+1) - The Xenopross have begun conjugating verbs to a standardized form, bringing about revolutionary changes in speech
Settle (+2) - The successful colonization of G5 has brought about new methods for settling
Popluation: Range: Long Legs (T1, +2) - The Xenopross have grown longer legs, giving them extra speed and movement
PPT, Xenopross Socialist Movement - Servant Corps
Action
[1]Force the Xenopross to pull off a colonization attempt on G7, to help protect the Xenopross Socialist Movement.
You failed establelish colony use military unit as pop unit, but the military unit barely makes it back.
[2]Use the police force to crack down on criminals and ensure the Polls will not be tampered by the other Political Parties.
Assisted Research elections (Social Generation) use military unit(Since Species for results)
[3]Win these Elections.
You barely lose election , though you quick were able to recover your reputation from lose.
…………….
Influence Points
Madric the Tempestuous, God of Weather - Rickvoid
Action
Madric is going to reach into the dreams of a number of Xenopross and attempt to inspire them. Y'know, your standard "clear skys and sunshine to my right, swirling tempest and darkness to my left, now I have to choose" dream. Of course, Madric doesn't care which they pick, and grants some minor power to those he inspires. (Chanel electricity, hold a charge, etc.)
I'm using all three actions on this, since it work so well last time and I can't think of anything else to do.
Assited Research Chanel electricity (Religious: Power)
No gain or loss
Influnce Points
Bhuur - Gantolandon
Action
Colonization of F20 again, this time with greater population (2 units) and proper offerings for Bhuurubhuur. The weakest ones and those not fitting to the herd are served as main course to the hungry beasts.
Colonization of F20 from G21 use 2 pop units(+2(-2) DC)
Turn 1 fail (+2 DC)
Turn 2 success(+2) but loss 2 land from tile
No loss, all units return ,No gain
Reinforcing the nests. Each herd's protectors work hard to make their temporary lairs a safer place. Using rocks, twigs and grass they try to form a primitive defence grid.
Research Basic Nest DefenseGrid (Pop Armour T1)
No loss ,No gain worth mentioning.
Improving traveling. With the Burn being more and more dangerous, it became crucial to seek new ways to travel larger distances. Seeking new paths was the most obvious way. Temporary nests were the other.
Research Temporary nests (Pop Range T1)
No loss ,No gain
EP
Population: Power: Shelter Building (T1, 2)
Social: Generation: Society (T1, 2)
Military: Generation: Protectors (T1, 1)
Nejyxl- neo1096
Action
So first move is an attempt to convert the people near me and
Gain followers
No gain worth mentioning.
No loss.
combined second and third to summon the obelisk
Assisted Research obelisk (Religious Generator)
No worth mentioning Loss.
Give 1 ep to obelisk(Religious Generator)
Influnce Points
Golem - Poltifar
Action
-Colony attempt from E19 to E17 and D20 (2 population to each)
Colonization of E17 from E19 use 2 pop units
Successfull 1 pop colony and 1 pop return back.
Colonization of D20 from E19 use 2 pop units
Failed All colonist return home
-2 population in E19 and 3 population in E21 work on planning the great city
Reaserch CityPlanning (Pop: Power T2) using 5 units
Gain 1 ep
-If any Magic units are produced (because my Mana focusing is now 5 after using the EP), ALL of them work on improving the mana focusing techniques. If no Magic units are produced for this turn, then the Golems attempt to convince Urist to continue teaching them magic.
Research Mana focusing(Magic Generation)
No loss , No Gain
EP
+2 in Mine Prospecting
+3 in Mana focusing
Urist, the Black Dwarf - Iituem
Action
RTDAI: 2
Demand Magic impower item creation
No gain worth mentioning, No loss ethier
RTDAI: 6 Aidded Research Mana focusing(Magic Generation) (see species)
Influnce Points
Serani - Andrea
Action
-serani settle E13 with 3 pop units from E11 and settle D12 with 1 pop unit from D10
Colonize E13 with 3 pop units from E11(+1 temporally to Action,Reation,Power,Armour for scouting head)
Gain 2 pop in colony and 1 pop sent back to old one.
Colonize D12 with 1 pop unit from D10(+1 temporally to Action,Reation,Power,Armour for scouting head)
No gain worth mentioning and No loss, all unit return back.
-3 pop units in home hex work to find better ways to settle in new lands, by building small villages in the nearby forests. while it train settlers, this is not very dangerous, since they still get the help of the main village and the new village guards when there is danger of death.
you could call it a colonization sim
Researh ColonazationTechiques(Pop Action) 3 units
No gain worth mentioning and No loss,
-serani build in the home hex a hut to keep the artifacts, starting from the stone. too dangerous to keep it near the fire. if possible, i use religious units to do that. if not, i'll use 2 pop units.
Reasearch Shrines (Religion Power) 2 pop units
No gain and No loss
EP
+5 village guard(T1 military generation)
+1 blowgun
+2 scouts[T1, population, range]
Endren, God of Harmony - Dark
Action
First, Endren continues to heal the Serani.
No gain worth mentioning and No loss
Second, Endren teaches his followers how to heal by channeling his power through prayer.
Assisted Research Healing (pop Reaction)
No gain, No loss
Third, Endren helps to encourage his followers to lay the foundations of an education system.
Assisted Schools (Acadamics Power)
No gain worth mentioning and No loss
Influence
Joulan & Jouli, the Twin Gods of Power, Skill & Respect – Kashyyk
Action
1) JJ talks to Serani to gain followers [1 action]
No gain, No loss
2) JJ Goes about the villages, teaching the Serani to hunt better. This should give a population bonus and hopefully, it will persuade them to worship JJ. [2 actions]
Assisted Research Hunt (pop Generating)
No gain, No loss
3) JJ helps Endren lay down the Education system, of course twisting it in their own way. [1 action]
Assisted Research Healing (Acadamics Action)
(see Endren)
Influnce points
Monoliths - Omega Alpha
Action
1. Scout G19
+1 in difficulting in G19 since scount disapper
2. Colonize F18 with 2 pop unit
Success 2 pop colony and 1 pop back to G17
3. Research base on knowledge from all pass colonization attempts to improve what done so far. Population unit not use from above 2 action will put effort into this action To me see 3 possible result from research but leave you decided what one is action more fitting which are:
c. Armour: MinUseEffecientInc
Armour: MinUseEffecientInc using 5 units with 2 moves each
Pop – Armour: MinUseEffecientInc(T1,) using 5 units with 2 moves each
Gain 6 ep and no loss
Pop – Armour: MinUseEffecientInc(T1,6)
EP
+5 in Social - Generation trait InformationCarry(T1,5)
EP GainMonoliths: +10=5(units)+3(stone) +1(Rping)+1(for be more then page)
Xenoppross: +11=6(units)+3(stone) +1(Rping)+1(for be more then page)
Bluur: + 5=1(units)+3(stone) +1(Rping)+
Jottarians : + 6=2(units)+3(stone) +1(Rping)+1(Need be more then page)
Serani : +11=8(units)+3(stone)
Golem: +7=3(units)+3(stone) +1(Rping)
IP GainEndren : +1 = 0(followers) +1(Rping)
Joulan & Jouli : +0 = 0(followers)+ 0(1 sentence short)
Xenocon : + 0= 0(followers)
PPT : +2 = 0(followers)+ 1(Rping) +1(for be more then page)
Madric the Tempestuous : +1 = 0(followers)+ 1(Rping)
Verinaath: +1 = 0(followers) +1(Rping)
Urist: 0=0(followers)+0(No rping found)
Nejyxl : +1=0+ 1(Rping)
Jeff : 0
First off the amount of moves and number of units do not help with Action and Reaction but it does help with greater gain if the Total Action is greater then the Total Reaction of DC.
Gaining followers for Entity must make check against species that they try gain followers ,but entity Can use follower to help them in tasks though they just have species stats.
When specify just scouting it give you bonus when you try colonize that hex. Of course it can make it more difficult to colonize too.
Second off start next round you has to use minimum of 1 unit use 1 of it move(Range) for each action since I get rid bonus 1 to force.(Of course assume that there no complaints about that)