View difference between Paste ID: gE7b3Pae and H64uFqWd
SHOW: | | - or go back to the newest paste.
1-
>Population: (9.5) (.5/turn)
1+
>Population: (10) (.5/turn)
2
>Food: N/A
3-
>Raw Currency: (20) (5/turn)
3+
>Raw Currency: (25) (5/turn)
4
>Legitimacy: (Stable)
5
>Culture: (4)
6
>Industry: (4)
7
>Unique Buildings: The Great Elemental Temple.
8
>Defenses: Stone Walls, Basic.
9
>Military Units: 1 Tellantian Guardian of the Beauty (Epic). 2 Tellantian Guardians of Form (Strong).
10-
>Resources: Stone (Good).
10+
>Resources: Stone (Good), Marble (Sustainable), Aluminum (Small), Dark Iron (Small), Purified Marble (Sustainable).
11
>Magic/Spells: (Elemental, Weak). (None).  [Add spell: Alter Rock] [Add spell: Purify, Generalized]
12-
>Technology: Stone, Wood, (Alchemy, Weak).
12+
>Technology: Stone, Wood, (Alchemy, Weak), Masterly Sculpture.
13
>Territory: 1 Hex.
14
>Bonuses/Eccentricities:
15
>1. Lifeless: Tellants do not feel pain, fear, or anger. This makes them frightening in combat: all army units are rated strong, regardless of their origin, and will not retreat.
16
>2. Cultured: Tellant culture grows proportionally to population. For every 2 population, you gain 1 culture.
17
>Eccentricity:
18-
>1. Statues: Tellants do not reproduce in a traditional way; they require stone resources (which are consumed).
18+
>1. Statues: Tellants do not reproduce in a traditional way; they require stone resources (which are consumed).