A quick rule change/clarification: a civilization is destroyed when it's population reaches 0. Alternatively, an attack by an opposing force while the defender's military is zero (even temporarily) will result in destruction.
R1ck’s Basinians –
| The Basanians begin to create a tourism industry, which flourishes. Along with existing attractions, they also invent something they call an “amusement park” which features all kinds of rides, such as the aqueduct log ride, and the haunted theatre. Beings come from all around, from all the known civilizations, to see this exciting and marvelous land. Trade increases dramatically, as revenue from the amusement parks and other tourist locations increases dramatically. Also, the other nations are quite enamored of you, and will find it very difficult to attack you.
Economy – 5 + 1.5(ACT) = 6.5
Technology – 6
Military – 9.9 + 0.1(Rounding) = 10
Population – 6.8 + 0.6(MRL) = 7.4
Infrastructure – 7.5 + 0.1(Rounding) = 7.6
Morale – 7 - 1(INF) = 6
Bonus: Draft (OFF). May convert 0.1 pop/turn into 0.1 MIL/turn as a free action. It will remain in the current state until turned back on.
Bonus: Heavy Tourism : +1 to defense against any player civilization
Shoruke’s Starforgers –
| The Starforgers begin construction of a new system of roadways. The stones used in construction are fused with a newly discovered type of magic, so travelers have more stamina, and tire slower. People can now traverse from place to place with ease. Everyone is pleased with this new development. The scryers try to find the thieves
| but fail to do so.
Economy- 7 - 1(+1/turn)
Tech- 5
Military- 7 – 1(+1/turn)
Pop- 4.2 + 0.5(MRL) = 4.7
Infastructure – 5 + 1.5(ACT) = 6.5
Morale – 6 + 1(INF) = 7 + 2(-1/turn)
Strife26’s Zefies -
| The zefies send out scouts in an attempt to find where the ants escaped to, but find nothing; the search proves completely futile. The ants are gone, as if wiped off the face of the earth…
Economy – 7
Technology – 8
Military – 13.8 + 0.1(Rounding) = 13.9
Population – 9.2 + 0.3(MRL) = 9.5
Infrastructure – 10
Morale – 6
Bonus : Highways : May add a temporary .5 to ECON or MIL for any turn. Use of bonus must be stated.
Emperor_Jonathan’s Zaniah –
| The Zaniah, seeking new targets for their great military, attack the Orks! Though the orks are a proud warrior race, the Zaniah prove to be too much for them. The main “battle” is quick and decisive. The Zaniah use the making-things-closer device to spy out ork patrols, and then use the gravity amulets to hold them in place, while the glider scouts take them out swiftly. The orks, blind as to what is occurring, have no idea what hit them when stones began to rain down from the skies. Thousands were killed in the initial assault. Then the infantry moved in, and began to systematically wipe out ork cities. With air support, there are little to no casualties on the Zaniah side. After the orks are completely broken, their cities looted and burnt to the ground, the Zaniah begin raiding villages, taking grotz as slaves wherever they please. Some orks escape the gliders’ watchful eyes, but not many. The orks are decidedly crushed. The Zaniah gain quite a bit of loot from the orks, plenty of military experience in offensive actions, grotz slaves, and a huge boost in morale.
Economy – 9 + .5(Looting) = 9.5
Technology – 8
Military – 13
Population – = 6.9 + .6 (MRL) + .5(Slavery) = 8
Infrastructure – 9.5 + 0.1(Rounding) = 9.6
Morale – 8 – 2(INF) = 6 + 4(-2/turn)(Victory)
Bonus: Conquerors : +1 to military actions that are already successful
Warboss Org’s Boyz – (No Action) The orks try to regroup somewhat, far away from their former homeland.
Economy – 8.4 + 0.1(Rounding) – 2(Attack) = 6.5
Technology – 6 – 1(+1/turn)
Military – 7 – 2(Attack) = 5 – 4(+1/turn)
Population – 6 – 1(Attack) = 5 - 2(+1/turn)
Infrastructure – 6 – 2(Attack) = 4
Morale – 5 – 3(+1/turn)(Defeat)
Sombre Chapaeu –
| You put runes of air and repulsion on yourself. A small wind now follows you wherever you go, but it’s not strong enough to really do anything…
+1 Pick of earth & fire
Boots of fire resistance
Seal of fire detection
Magma powered forge(+1 to metal crafting, able to forge or transmute any owned metal object),
☼mythril breastplate☼(+1 to piercing and slash absorb, -1 to enemy accuracy),
Slightly used Strange Ore(-1 to depletion rolls)
Glowing two handed Elemental Axe(
)
Glowing helm of protection and vision(-1 to concentration/perception, +1 to detect invisible.)
Unharmed.
Skilled Rune Crafter(4/8 xp needed)Forger(0/6 xp)BEEES – The BEEES attack Sombre
| with great ferocity
| but Sombre steps behind some roots, and the BEEES can’t get to him.
Not so Random Event!Without much warning, the sealed entrance to the Starforgers' mine breaks open. It issues forth an army of demons! They don't attack anyone yet, but it's clear that they're planning to.
Since interest seems to be waning, I've basically set up a DF-style end game situation here. The demons are incredibly strong, and it's very unlikely you'll be able to hold them off for long. Naturally, you lose the game when all civilizations are wiped out. Alternatively, you win the game if you can successfully seal the demons back into their pits. To do this, you'll need to force the demons back, and somehow figure out how to seal them in. If you can't seal them, they'll just keep coming back. Sombre has something he needs to do too...
Oh, and the demons will preferentially attack inactive players, so
get your actions in!