Civilization Game

%3C Appendix %3E State Warfare Setting 'Alliance Warfare'

< Outlaw Country Abyss >

Abyss is a unique country where people of all races, identities and nationalities come together from all over the continent. Because even criminals like thieves, smugglers, illegal practitioners, wanted men are unwelcome anywhere on the continent, Abys is also called the last stop for outlaws. The country's atmosphere is free, free of discrimination, and is replaced by rules and customs rather than law. People branded as troubled children of the continent begin to blossom here, beyond the limits of the law, their own unique and dangerous abilities.

The most powerful feature of Abyss is intelligence. The country's military power is weak, but it also allows us to coordinate and control the countries around it. In addition to this, the Specialist "Revolutionary Squad" can dig into enemy cities to create information distortion or insurgency, while the "Assassin" can perform various operations in enemy countries, including assassinating the enemy's main personnel.

Recommended for players who want to play in a difficult but unique country or wield intelligence to wipe out the entire continent on their own.

Military Power: Low

Economic Strength: Low

Culture: Low

Play Difficulty: Hell

< Unique Country Ability >

The Story of the Shadows: Abyss can see the status and information of his opponent's country.

Frenzied Scientists: An event takes place where you learn by stealing research skills learned by other countries. The effectiveness of the study at this time may vary.

Assassination trauma: Survivors of an assassination attempt on the part of Abyss will be afflicted with fear of status conditions for a period of time. Increases the success rate of the next assassination.

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< Science Country Aland >

Originally, Aland was home to a small group of Dwarves and the gnomes. Located in the mining topography, many of the finest smiths in the process of mining and refining metal were famous. Two things happened that changed their lives. The first is the influx of human giants from the north, avoiding war. The second is the discovery of an ancient civilization city hidden in a mine. This ancient civilization had decades of advanced scientific technology. Dwarves were thought to be insignificant, but humans with constant curiosity and intellectual exploration entered the study of this civilization, and as a result activated an ancient artifact that generated electricity. Even the Dwarves who were completely fascinated by technology had abandoned their smithing skills and dived into science, and the realm of science was born.

Aland is the continent's greatest potential for progress. Science technology will begin at the level before it blooms, and will be available to scientists working day and night to use the science technology of an ancient civilization one by one. And while Aland will certainly stand at the forefront of the technology of the continent in time, it will not stand idly by in other countries. Because all the capabilities of the country are focused on science, it is somewhat vulnerable to attack by the enemy country, and because of the nature of scientists who are obsessed with science research alone, it is also difficult to endure. However, the cost of such efforts will certainly be rewarded over time.

I want to be the most powerful country in the latter, with difficulties in the latter, or development and stability. Recommended for smart players who can reconcile these two things.

Military Power: Low

Economic Strength: Low

Culture: Awards

Play Difficulty: Very Hard

< Unique Country Ability >

State-of-the-art technology: the "Age of Development Gauge" increases by double

Mission: Scientists in Aland continue their research without succumbing to any suppression or oppression. Invert all enemy peacekeepers that slow or stop research. When there is no war or research going on, the Skill stats keep rising.

Ancient Civilization Research: Aland will automatically acquire Research Technologies every hour. Depending on the direction of the scientists' research, you may also have a low chance of acquiring 'Hidden Technologies’ that are not in your existing part.

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Celestial Witch Country

Celine is a land of powerful dark magic, gathered by great witches. It's a great cultural trait that women who can learn dark magic by that name become the mainstay of the country. Men tend to do household chores like cleaning, cooking, sewing, etc. Since men are often abducted into other witches' experiments when they're out there, men are legally forbidden from going out after 9: 00 p.m., which is when witches are usually active. So Celine's ideal male image is obedient and hypothetical, and the continent's so-called 'masculinity’ is far from her tastes.

Kelvin has access to unique and unique black magic, including "Flying the Broom", "Enchantment" to control monsters, and "Infectious Disease", which dramatically reduces the population itself, but is considered to be the most powerful among them. This dark magic allows you to travel across time and anywhere on the continent, and is regarded as a higher technology than Perfectus‘ Teleport Wizards’, which can only travel a certain distance. Kelvin, who has mastered the warp gate, is reclaimed from his seat as the only country on the continent capable of attacking any country. Because a faraway country can interfere freely, the whole continent will fall asleep in horror of witches who don't know when or where they will appear. However, because it is vulnerable to strong attacks from surrounding countries, it is your concern to maintain a smooth relationship between surrounding countries.

Recommended for players who can make the most of their tremendous advantages of not being stuck on the streets, or for players who are passionate about their lives surrounded by beautiful women.

Military Power: Award

Economic power: medium

Culture: Medium

Play difficulty: Easy

< Unique Country Ability >

Witch's Revenge: If enemy debuff magic is used on Keltine's Specialist, there is a 10% chance to immediately unlock debuff magic and give it back to the Casting Opponent.

Brutal fairy tales: Witches who appear to be the most regular material in the story and fairy tales of the continent are truly the object of fear for the people. The first time you encounter the Celestial Witches, the enemy soldiers demoralize and reduce the resistance of the curse magic. However, this effect does not apply to those who often encounter witches or go into battle for a long time.

Castle of Souls: Witches can harvest "Ghosts" from deceased enemy soldiers. Witches can recover their magical power by absorbing these spirits to wage a lasting battle. If you do not recover for a certain period of time, the spirit disappears. Ghosts can also be used as an ingredient for attacking dark magic through subsequent research.

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< Alveheim, Elven Nation >

Alveheim is a nation of elves, often referred to as a clan of forests, with sharp ears and a beautiful, ageless appearance. Elves live in a giant tree in the middle of the continent, the World Water Wigdrasil, and follow and serve it as their nest and life-giving mother. But being trapped in the water of the world and nearby forests, they have an exclusive personality, which is considered to be one of the biggest problems with confluence with other races. You have to get along with other people to get on the continent, but it's a challenge for Alvehem players to overcome that.

Like a good archer, the archer has evolved into a specialized soldier. Since its origins, it has been able to cultivate the Specialist ‘Albheim Hunter’, which is much more powerful than any other archer in the world. Alvehem Potter of the Pioneering Era specializes in speaking skills, and Alvehem Sniper of the Cultural Era specializes in sniper skills. Strong archers are added to each generation. Because of the Elves' bowsmanship, the country's unique ability to fight in the forest, and the physical nature of the Elves who can survive without eating for a few days, defensiveness is the highest among the countries on the continent. Otherwise, foreign countries will be reluctant to invade the territory of Alvehem in the forest, and it is possible for Alvehem to send a safe start.

Recommended for players who want to lead and fight the best archers on the continent, or who prefer stable, long-lasting play.

Military Power: Serious Injury

Economic power: Medium

Culture: Medium

Play Difficulty: Nomal (Normal)

< Unique Country Ability >

Forest Protection: Strong stat bonuses apply to soldiers in Albheim when fighting in Forest Territories.

Grace of the World: Bushes will bloom and trees will begin to grow in the territory occupied by Alveheim. After conquering, the territory will naturally be covered with forests and you will receive a 'Forest Protection' effect. As the roots of the world's water begin to spread to other lands, the forest moves faster.

Master of Bows: All soldiers with a bow get +10% Attack and a Ranged Bonus. Every time the Albheim Era advances, an extra Accuracy Bonus, Penetration Bonus and Additional Magic Damage Bonus are awarded.

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Baek Se from the East

Baekje is a country known to the descendants of the eastern continent. The people are all unusually black-headed yellow-headed people, and for some reason, their ancestors have still come to this continent in veil. The people of Baekje are very proud that their roots are on the continent of the east, and they have developed their own unique technologies, not integrated into the culture of the continent.

One of the most salient features is the use of the internal air, which is a concept slightly different from the ‘magical' source of the continent. This interior wall allows you to easily climb over high walls and lift heavy objects lightly.

The 'Fighting Fathers’, a specialized breed that can be trained immediately from the Age of Origin, is also a symbol of the White Age. Abandon heavy armor, deal with light clothing and swords, and mainly use 'internal air’. It is an uncommon ‘specialized growth pathogen’ that is used as the centerpiece of white paper until the late stages, and as time progresses, additional studies will allow us to constantly grow our fighters in the direction we want. Of course, other eastern speciality diseases, such as Fire or Mounted Troops, are also strong, but the growth of fighters is the most important factor in determining the country's destiny.

You want to try a country with a unique concept called the East, or seconds, medium, whoo. Recommended for players who prefer a balanced country that is neither behind nor behind.

Military Power: Medium

Economic power: medium

Culture: Medium

Play Difficulty: Nomal (Normal)

< Unique Country Ability >

Skilllessness: In addition to general research, white matter can be developed and applied to soldiers by the art of indoor combat. Soldiers' attack styles change greatly depending on the type of artillery applied.

Weighted Qi Adjustment: White Powder specialized units can recover quickly and return to the battlefield through weather breaks when greatly injured. Unable to move during weather breakfast.

Eastern Progress Study: The value of white sand warriors is not in individual strength, but in "joint" with other colleagues. In Baekje, these strengths are brought to life and can be used with the 'Specialized Progress’ of the high difficulty available only to indoor Baekje fighters. Soldiers receive a powerful stat bonus for their advancement.

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Opectus

On the land of Opectus for generations, many wizards were born. The territory of Opectus is characterized by how much more horsepower it is than the regular continent. For some reason, the people of Perfectus have an unusual magical affinity. When adventurer Theon came to Perfectus, he was famous for his enormous impact on children playing war games with magic missiles.

In Opectus, there is an organization called the Martyrs, which is a multitude of wizards. Magical research, training, and the training of wizards became the birthplace of Perfectus. The title of the king is also ‘The Great Wizard’, where you can see how important the tower has been to perfectus.

In Opectus, the more you build a steeple, the more you benefit from wizards filling it, the speed of magic research, and the development of new magic. However, there is an enormous cost to building a tower and a certain number of heroes and wizards must be affiliated. The 'Horse Master’ can reject the 'Master Horse Master’ 's mobilization order, and since he is usually obsessed with magic research, he needs care to expand his Horse Tower.

And one of the key features of Opectus is the group magic called the party spell. Several wizards come together to create powerful magic that can turn the tide all at once.

Recommend to players who have a desire for a wizard or who want a picture of wiping out enemy forces with the ultimate magical powerful room.

Military Power: Award

Economic power: medium

Culture: Medium

Play difficulty: Easy

< Unique Country Ability >

Magic Affinity: The Magic Affinity of all citizens in a country is increased. Increases the chance of wizards appearing and increases the Natural Magic Power Recovery Speed of Magic Specialties by 20%.

Great Tower: Doubles the effect of Magic Affinity on nearby territories where the Horse Tower is built.

Enlightenment: When sub-level wizards gain certain experience through research, training, and war, they are instantly promoted to a higher level wizard. Additional EXP bonuses are awarded. (Magician - > Wizard - > Warlock)

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Genozerg the Beast Country

Genoserg was founded by the Demibeasts of the West. The criteria for classifying Demibeasts varies by region. Some call them beasts, some call them monsters or magic objects, but the emergence of monarchy heroes who have made great achievements on the continent is a trend that is now recognized as a species. Genoserg is evenly distributed among the various topographies of the mountains, forests and lakes, but now the Demibeasts of the mountains in Baldhorn have taken power. Therefore, the monarch of the Demibeasts is called the "Mountain Army."

The biggest characteristic of the Genoserg Demibeast is diversity. Countless factions, including tractors, gravemen, women, romantics, joints and fishermen, live in the territory of Genoserg. It's also hard to divide a species with reason, looks like a human, walks side-by-side, and violent wildlife.

Genoserg's Demibeast Army is specialized in all soldiers. An outstanding advantage for militaries whose disease is as flexible as it can be in any terrain battlefield. It is also strong in the number of soldiers based on overwhelming population and fertility. The disadvantage is that the Demibeasts quarrel frequently and even eat each other. There's just as much chaos as there is diversity, so it's important for players to control it well. Player Skill ‘Forced Rush’ also has the ability to knock Demibeasts down to regain their original aggression.

Recommend players who prefer aggressive play, or want the comfort of an army of flexible, powerful veterans in any situation.

Military Power: Ultimate

Economic power: Low

Culture: Low

Play Difficulty: Hard

< Unique Country Ability >

Wild: Demibeast's HP Recovery Speed is increased. The Demibeast's specific senses are enhanced. You get a population growth bonus. When fighting, a chance to burst into ‘Wildfire’ status.

Civilization: Demibeasts registered as "Specialty Soldiers" through your Commander window have less control and less chance of "Explosive Wildfire". Demibeasts who have become Specialized Soldiers can learn martial arts with weapons. Increases stat increase for Commander Window Research by 30%.

Natural Adaptation: Demibeasts are awarded a Phased Environmental Bonus if they stay in a zone for a certain period of time. Typical illnesses apply about half of their effects.

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A lot of people were writing it up because they asked me to set up a country, and it was a little late because it was hit by a series. T

Which country would you like to play in?

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You can't go to Altenia.

Whale/Whale reading. Come and see me. Sensitivity!

/Chodding taste.. (*)

Lutar/Otaro. I'll fix it! Thanks

... (-1).../I have become resistant enough to drink coffee and sleep just like that. Oh, it's Earl Grey on the market! Yeah, I love Earl Grey, too! World Conquest of Victory, by the way.

Nialla totep.