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Shi-Ci_Emperor

Looted from Highvale

Aug 1st, 2015
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  1. + Mountain Mana Node
  2. + Charged Crystals
  3. + Bolters (enough for a SMALL regiment)
  4. + 7 Battle Skyships
  5. + Air Crystals
  6. + Skyship Shipyard
  7. + Fortifications around the Mountain Mana Node
  8. + 7 Medium Flying Ship; next ship will be ready in 2 turns
  9. + Mana Tap
  10. + Portal Network
  11. + Seeds of urbanisation; may require further push
  12. + 4 flying Ships
  13. + "Water" Class Small Flyingships Shipyard
  14. + Population Boom! (5 Population EACH turn)
  15. + Frontier Settled; +15 Population EACH turn; may require further investment
  16. + Prototype Siege Bolter
  17. + Ability to store magic within crystals
  18. + 10 Weak Fertility Gems; each in size of a clenched fist
  19. + 10 Magic Detection Gems; each in size of a clenched fist
  20. + Organised Mystics
  21. + Gold-containing streams and creeks
  22. + Storehouses; spread around the Valley
  23. + Small Income of Gold level 2
  24. + Crystal Mine
  25. + Experimental magically-enhanced farm
  26. + Basic Road Network
  27. + Magically-enhanced food is now safe(ish) to eat
  28. + Gold-backed currency
  29. + Mapped nearby mountains and valleys
  30. + Small quantity of healing potions
  31. + Recipe for them
  32. + Numerous Lumberjacks' Camps
  33. + Small, But Numerous Lumber Mills
  34. + Quality Lumber
  35. + Smoked Fish
  36. + Skydock (nat100); very efficient facility able to fix damaged ships and manage with trade
  37. + Mystic's Refuge; secluded research settlement
  38. + Ranger Stations in Near and Nearby Valleys
  39. + Small quantity of Teaching Crystal Balls, giving THE Technomancers know-how of weird science and strange magic
  40. + Settled around the Great River
  41. + 30 Purification Crystals (nat100); fist-sized, grant very high immunity to common diseases, poison and even magical corruption to wielders
  42. + Existing Purification Crystals are now held in strategic places, ready to serve local population
  43. + Unstable Salt Crystals; fragile and of very limited capacity
  44. + Light Crystals
  45. + Ability to build small flying ships
  46. + Ability to build small sailships (untested on water)
  47. + Small Flying Ship of own design
  48. + Blinker Crystals; can be used for long-range communication
  49. + Homesteaded Near and Nearby Valley
  50. + Merchant Aetherine
  51. + Valley-Crater Greater Aetherine Trade Company (nat 100); powerful trade organisation based on public and state charter, able to freely trade with everyone
  52. + Sky Aetherines
  53. + Basic Aerial Navigation Tools
  54. + Medium-Size Flying Ships it is then... and still retain ability to get into water
  55. + Unstable Heat Crystals; explode upon violent shakes, hits or when set on fire, definitely NOT safe to use
  56. + Cottage Production of Charged Crystals
  57. + Prototype Bolter
  58. + Unspecified Mana Node; requires investigation
  59. + Improved healing potions
  60. + Tightly controlled borders
  61. + New "Water"-class flying ship each 4 turns
  62. Crysteel is Toxic apparently? Alas.
  63. + Crystalforging techniques
  64. + Basic assembly line for bolters
  65. Urbanization between Skydock and Shipyards
  66. Forge Crystals
  67. Cattle on the Frontier
  68. Sanitation +5 growth
  69. Bolters Production
  70. + Highsteel Mill
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