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- * Druids can build on "Forest" tiles without destroying those forests (these tile will be considered both a "Forest" and a building)
- * Druids have +5 chance to find special resources when expanding territory(85-100 instead of 90-100)
- * Druids gain 1 Harmony point for every forest tile they own each turn, harmony points are used to cast druidic spells which terraform the map. Temples in forests grant 2 harmony points. Harmony points dont stack from turn to turn so any harmony point not spent will be wasted.
- Harmony spell list (requires to spend an action and harmony points to cast, on a roll of 90+ cost is halved)
- 1) Floods (Costs 3 harmony points)
- * A "Plains" tile by a river of your choice is flooded and also becomes part of that river
- 2) Magical forest (Costs 5 harmony points)
- * A Forest tile of your choice gains additional 20% fortification and +10 growth
- 3) Earthquake (Costs 8 harmony points)
- * A "Plains" tile or a "Forest" tile of your choice changes to "Cliffs" tile.
- 4) Creatures of the wild (Costs 12 harmony points)
- * a "Forest" or "Plains" tile in a neutral territory of your choice turns hostile and spawns a defensive army of beasts with the same base strength as your nation
- 5) Sowing the barren (Costs 15 harmony points)
- 3 "Barren" tiles of your choice turn to "Plains"
- 6) Volcano (Costs 20 harmony point)
- * A "Cliffs" Tile turns volcanic and is no longer usable, all of the "Plains" tiles and "Forest" tiles adjacent to it turn barren. Adjacent farms and mills are destroyed.
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- Objectives:
- *"One with nature": Generate at least 30 harmony points per turn.
- *"Wooden Kingdom": Own at least 16 forest tiles, control more "Forest" tiles than any other nation in the game.
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