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{{Beta}} [[File:PlotBackground10xGeneric.png|right|frameless|180x180px]] Plots/plans serve as an information system for the player to have more insight and understanding of events in-game. They do this by showing the player in advance when a war, rebellion, etc is being planned with a icon above a certain leader or special unit. All of the units who make plots are always clan members and most likely village leaders or kings. [[File:ArtPlots4xC.png|frameless|360x360px]] == Information == === Looking at Plots === Plot icons can be turned off by the player if they would like to not view them on the map with the "Plans and Plots Icons" [[Powers|power]] in the civilizations tab. Players can learn more about on-going plots by clicking on the "Plans and Plots" button in the same tab. Once the player does this a menu will pop up informing the player about who is planning the plot, when they started planning, how old the plan is, how many people are involved, and a progress bar showing how close the plan is to completion. This is also how players unlock plots they can force onto units. Players can also get a sense of how close a plan is to being completed without viewing the menu by looking at how close an plot icon is to being in full color. Plots are carried out by kings, leaders, and [[Clans|clan]] members (sometimes plots are limited to only [[Kings and Leaders|kings or leaders]]). === Canceling Plots === Plots can be interrupted/canceled under certain conditions such as a war starting before a rebellion plot is able to finish or when a unit plotting dies. Players can also cancel plots by either killing the unit plotting or by using the divine light [[Powers|power]] on the plotting unit. === Unlocking Plots === You can view unlocked plots through units that have plots directly or indirectly accessible to them, these units will always be members of clans. Currently there are '''28 plots for the player to discover''' and they are all unlocked by first finding them naturally and them opening up the plot window. Sometimes the player may not be able to force plots onto units if certain conditions are not fulfilled. When forcing a unit to start a plot units will receive the [[File:IconVoicesInMyHead10x.png|frameless|28x28px]]"Voices in My Head" status for 170 seconds that subtracts their diplomacy and opinion of other kingdoms by 5. === Starting Plots (Important) === * <span style="color: #ffa500;">''Plots require their initiators to have '''at least 2 of each civil stat''' unless stated otherwise for a specific stat (warfare, diplomacy, stewardship, intelligence)''</span> * Sometimes plots will show up as force-able even though they aren't (when plots are in full color the player may be able to initiate them but they will cancel instantly if all conditions aren't met in some cases) * "Initiator" means the unit that starts and finishes a plot * Supreme Kingdom and Power: The kingdom with the highest amount of power among all kingdoms is a supreme kingdom. '''Power is calculated by, (Soldiers x 2) + (Cities x 5) + 1''' * [[File:IconLevels10x2.png|frameless|28x28px]]= Minimum unit level needed, [[File:IconMoney10x.png|frameless|28x28px]]= Money cost, [[File:IconRenown10x.png|frameless|28x28px]]= Minimum kingdom renown needed, "(main force condition)" = The main condition required to force a unit to start a plot,[[File:IconClock10x.png|frameless|28x28px]]= Progress needed to complete the plot == Diplomacy Plot List == === <span style="color: #5EFFFF;">Diplomacy</span> === ''<small>'''Can only be used when diplomacy world law is enabled.'''[[File:IconClock10x.png|frameless|28x28px]]= 60 progress needed for each plot.</small>'' {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect !Basic Conditions !Advanced Conditions ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] ![[File:IconRenown10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot alliance create.png|frameless|52x52px]] |Form an Alliance |Creates an [[Alliances|alliance]] between kingdoms |Is King (with ≥2 of all civil stats)<br>Not already in an alliance (main force condition)<br>Not at war<br>Not the world's supreme kingdom<br>Has been at least 3 years since being in an alliance<br><br>Plot cancels if initiator kingdom: * Is destroyed * Goes to war * Loses good opinion of allying kingdoms |Will not try to form an alliance with the supreme kingdom, kingdoms at war, or kingdoms without a king<br>Will try to form an alliance with kingdoms when: * They have at least 60 renown * The initiator kingdom has good opinion (0 or greater) toward them * The initiator and other kingdom(s) have 2 or less cities and don't have any close neighboring kingdoms (including each other) '''OR''' The initiator and other kingdom(s) are close to each other |5 |20 |60 |Forge diplomatic bonds between powers<br>''<small>[initiator unit name] is planning to create a new alliance</small>'' |- |[[File:Plot alliance destroy.png|frameless|52x52px]] |Destroy an Alliance |Dissolve an [[Alliances|alliance]] between kingdoms |A single king of any kingdom in an alliance can dissolve the entire alliance<br><br>Is King (with ≥2 of all civil stats)<br>Currently in an alliance (main force condition)<br>Not at war<br>Alliance was not created by the player ("Forced Alliance")<br>Has been at least 10 years since joining their alliance<br>Must be the supreme or second most powerful kingdom<br>Total alliance power is more than half of total power of all other kingdoms<br><br>Plot cancels if alliance is destroyed | - |5 |15 | - |Sow discord to fracture an existing alliance<br>''<small>[initiator unit name] from [initiator kingdom] is planning to end [target alliance]</small>'' |- |[[File:Plot alliance create.png|frameless|52x52px]] |Join an Alliance |Kingdom joins an existing [[Alliances|alliance]] |Is King (with ≥5 diplomacy and ≥2 of other civil stats)<br>Not supreme kingdom<br>Not at war<br>Not part of an alliance (main force condition)<br>Has been at least 3 years since being in an alliance<br>Alliances exist in the world<br><br>Plot cancels if: * Alliance the kingdom is joining is destroyed * Alliance the kingdom is joining goes to war * Initiator kingdom goes to war * Becomes part of an alliance |Will not try to join an alliance if it is at war<br>'''The rest of the conditions will be skipped if the joining is forced:'''<br>Will not try to join an alliance with the supreme kingdom or if their opinion of the founding kingdom of an alliance is below 0<br>Will try to join an alliance when: * Initiator kingdom has 2 or less cities and is not near any other kingdoms '''OR''' Initiator kingdom is near any kingdom of the target alliance * The Initiator kingdom has good opinion (0 or greater) toward them * The initiator and other kingdom have 2 or less cities and don't have any close neighboring kingdoms (including each other) OR The initiator and other kingdom are close to each other |2 |5 |50 |Negotiate entry into an existing alliance<br>''<small>[initiator unit name] from [initiator kingdom] is planning to join [target alliance]</small>'' |- |[[File:Plot stop war.png|frameless|52x52px]] |Peace Talks |Ends war by peace resulting in groups on both sides continuing to exist |Is King (with ≥8 diplomacy and ≥2 of other civil stats)<br>Is at war (main force condition)<br><br>Cancels if war ends |War has lasted longer than 10 years<br>War has not been forced by the player (whisper or spite)<br>Kingdom planning is the attacker<br>Attackers or Defenders have equal to or less than 100 warriors<br>Total warriors of the attackers is less than half of the defenders or vice versa<br>The following is '''not''' happening: * Defender or Attacker village being captured * Defenders or Attackers are attacking a village |4 |20 | - |Try to stop needless bloodshed<br>''<small>[initiator unit name] is planning to end [target war]</small>'' |- |[[File:Plot new war.png|frameless|52x52px]] |Planning War |Starts a war between two kingdoms and possibly [[alliances]] |Is King (with ≥6 warfare and ≥2 of other civil stats)<br>Kingdom has a city, capital, and at least 10 warriors<br>At least 5 years since last war<br>Not already at war<br>Culture does not have "Serenity Now" trait<br>King does not have "Pacifist" trait<br>Other kings in alliance are not planning war (does not apply if kingdom is not in an alliance)<br>If Kingdom has less than 4 cities: * Has no where to expand to for new villages '''OR''' the conditions below are satisfied * Does not have more than 200 available zones to expand existing villages * Current population is not less than 60% of max Cancels if: * Target kingdom is destroyed * Attacker become part of the same alliance * Original basic conditions are not satisfied |Will go to war with kingdoms when: * They have a city and a capital * It has been at least 5 years since the kingdom was last attacked * Attacker has to have more than or equal warriors to target kingdom (if kingdoms are in alliances other kingdoms count toward warrior count) * Target kingdom's capital is reachable (land or ocean) from attacker's capital * Attacker has a bad opinion of the target kingdom (less than 0) |3 |20 |50 |Instigate a new conflict<br>''<small>[initiator unit name] is planning a war against [target kingdom]</small>'' |- |[[File:Plot rebellion.png|frameless|52x52px]] |Planning Rebellion |Splits a kingdom into two and instantly starts a war between the two with the original kingdom as the attacker |Is Village Leader of a non-capital village (with ≥6 stewardship, ≥5 warfare, and ≥2 of other civil stats) (main force condition)<br>Rebellion world law enabled<br>Is not a king (main force condition)<br>Kingdom has more than 1 city (main force condition)<br>Kingdom has a capital<br>Has been more than 15 years since the last rebellion<br>Leader does not have the "Pacifist" trait<br>Village is unhappy (loyalty is less than 0) and has at least 10 warriors<br><br>Kingdom internal power = Capital Warriors - (Capital Warriors - (Unhappy villages x 0.1))<br>If the imitator city's warrior count is greater than the kingdoms internal power than plot checks continue<br>Kingdom initiator city is trying to rebel from isn't rebelling itself<br>If the kingdom has 6 cities or less than if the kingdom is not above max cities then rebellions won't happen<br>Rebellion plot isn't already happening in the kingdom<br><br>Cancels if: * City is destroyed * Initiator unit stops being a city leader * Initiator unit's village becomes the capital | - |2 |15 | - |Orchestrate a rebellion<br>''<small>[initiator unit name] from [initiator kingdom name] is planning a rebellion in [initiator city name]</small>'' |} == Magical Rite List == ''<small>When used these rites will expand biomes if the imitator kingdom's [[Religion Traits|religion]] has transformation traits. Rites can only be used when "magic rites" world law is enabled. [[File:IconLevels10x2.png|frameless|28x28px]]= Minimum unit level needed, [[File:IconMoney10x.png|frameless|28x28px]]= Money cost, [[File:IconDice10x.png|frameless|28x28px]]= Plot rate (determines how often the rite is selected)</small>''<br>'''Conditions:''' * Is a King or Leader (with ≥2 of all civil stats) * Kingdom is at war and enemy has a city (an enemy city is selected by random, if rebellion rite then it has to be a non-capital city) (can be forced when these conditions are met) * Religion has the trait needed to cast a rite * For Merciful Rites: Has a kingdom '''Cancels if:''' * Initiator kingdom or target kingdom is destroyed * Initiator kingdom does not have a religion * Initiator kingdom is no longer at war with target kingdom * For Merciful Rites: Kingdom is not destroyed === <span style="color: #FF6145;">Wrathful Rites</span> === ''<small>[[File:IconClock10x.png|frameless|28x28px]]= Progress needed to complete the plot.</small>'' {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect ![[Religion Traits|Religion Trait]] ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] ![[File:IconClock10x.png|frameless|28x28px]] ![[File:IconDice10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot big cast madness.png|frameless|52x52px]] |Cast Madness |Randomly selects a city of the target kingdom and 5% chance for each unit in city to be inflicted with the [[madness]] [[Traits|trait]] |[[File:Religion trait rite of fractured minds.png|frameless|28x28px]]Rite of Fractured Minds |11 |600 |120 |1 |Corrupt minds with overwhelming chaos<br>''<small>[initiator unit name] attempts to open a door to the void, letting madness seep through</small>'' |- |[[File:Plot big cast slowness.png|frameless|52x52px]] |Cast Slowness |Randomly selects a city of the target kingdom and applies the slowness [[Status Effects|status]] to all warriors that are citizens of the village |[[File:Religion trait rite of entanglement.png|frameless|28x28px]]Rite of Entanglement |11 |150 |70 |3 |Conduct ritual to entangle enemies in magical vines<br>''<small>[initiator unit name] channels their will into the earth, awakening slumbering roots to slow their enemies</small>'' |- |[[File:Plot cause rebellion.png|frameless|52x52px]] |Cause Rebellion |Starts a rebellion in a random city of the target kingdom that isn't a capital (only the target village will rebel) |[[File:Religion trait rite of dissent.png|frameless|28x28px]]Rite of Dissent |12 |400 |70 |2 |Spread venomous lies to incite rebellions<br>''<small>[initiator unit name] whispers poison into the ears of their enemies, unseen and unheard</small>'' |- |[[File:Plot summon earthquake.png|frameless|52x52px]] |Cast Earthquake |Starts a small [[earthquake]] in a random city of the target kingdom |[[File:Religion trait rite of shattered earth.png|frameless|28x28px]]Rite of Shattered Earth |13 |600 |200 |2 |Conduct ceremony to shake the very earth<br>''<small>The ground trembles in response to [initiator unit name]'s prayers</small>'' |- |[[File:Plot summon hellstorm.png|frameless|52x52px]] |Summon Hellstorm |Summons a 3 to 5 [[Clouds|Hellclouds]] of size |[[File:Religion trait rite of infernal wrath.png|frameless|28x28px]]Rite of Infernal Wrath |13 |300 |100 |4 |Channel infernal powers to create chaos<br>''<small>As [initiator unit name] prays, the air grows heavy and the sky darkens</small>'' |- |[[File:Plot summon meteor rain.png|frameless|52x52px]] |Summon Meteor Rain |Summons 3 to 7 [[Meteorite|meteors]] in random places in a single random city of the target kingdom |[[File:Religion trait rite of falling stars.png|frameless|28x28px]]Rite of Falling Stars |13 |1000 |200 |1 |Perform ritual to call down celestial fire<br>''<small>[initiator unit name] commands the heavens to send fire and ruin upon the land</small>'' |- |[[File:Plot summon stormfront.png|frameless|52x52px]] |Summon Stormfront |Summons a 5 to 15 Lightning Cloud of size |[[File:Religion trait rite of tempest call.png|frameless|28x28px]]Rite of the Tempest Call |13 |200 |100 |1 |Pray to the sky to conjure devastating tempests<br>''<small>Dark clouds gather as [initiator unit name] lifts their hands to the sky in prayer</small>'' |- |[[File:Plot summon thunderstorm.png|frameless|52x52px]] |Summon Thunderstorm |Spawns one medium [[lightning]] strike at random tile in a random city of the target kingdom.<br>After, 5 to 12 more lighting strikes hit tiles within 10 tiles of the first hit tile |[[File:Religion trait rite of roaring skies.png|frameless|28x28px]]Rite of Roaring Skies |13 |500 |200 |4 |Enact ritual to unleash sky's fury<br>''<small>A distant rumble echoes, answering [initiator unit name]'s call</small>'' |} === <span style="color: #BC42FF;">Summoning Rites</span> === ''<small>[[File:IconClock10x.png|frameless|28x28px]]= 100 progress needed for each plot.</small>'' {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect ![[Religion Traits|Religion Trait]] ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] ![[File:IconDice10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot summon angles.png|frameless|52x52px]] |Summon Angles |Spawns 3 to 7 angles in target city<br>Angles will join the kingdom that summoned them |[[File:Religion trait rite of infinite edges.png|frameless|28x28px]]Rite of Infinite Edges |12 |200 |2 |Perform a holy trigonometry to summon a higher powers<br>''<small>[initiator unit name] prays, extolling the sacred perfection of geometric forms</small>'' |- |[[File:Plot summon demons.png|frameless|52x52px]] |Summon Demons |Spawns 5 to 10 demons in target city<br>0.0666% chance the imitator spawns demons in their own city |[[File:Religion trait rite of the abyss.png|frameless|28x28px]]Rite of the Abyss |13 |300 |1 |Tear the veil between worlds to call forth demons<br>''<small>A dreadful presence gathers, drawn by [initiator unit name]'s call</small>'' |- |[[File:Plot summon living plants.png|frameless|52x52px]] |Summon Living Plants |Makes plants on field tiles come to life in target city |[[File:Religion trait rite of living harvest.png|frameless|28x28px]]Rite of Living Harvest |13 |400 |2 |Awaken flora with sentient consciousness<br>''<small>[initiator unit name] calls upon nature’s fury to crush his enemies</small>'' |- |[[File:Plot summon skeletons.png|frameless|52x52px]] |Summon Skeletons |Summons 6 to 13 skeletons in target city<br>Skeletons will join the kingdom that summoned them |[[File:Religion trait rite of restless dead.png|frameless|28x28px]]Rite of Restless Undead |13 |150 |2 |Raise the dead to serve your purposes<br>''<small>[initiator unit name] calls upon the restless dead to serve</small>'' |} === <span style="color: #89FF56;">Merciful Rites</span> === ''<small>Kingdoms use these on themselves.</small>'' {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect ![[Religion Traits|Religion Trait]] ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] !''<small>[[File:IconClock10x.png|frameless|28x28px]]</small>'' ![[File:IconDice10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot big cast bubble shield.png|frameless|52x52px]] |Cast Bubble Shield |Adds shielded status for all warriors that are citizens of the target village |[[File:Religion trait rite of unbroken shield.png|frameless|28x28px]]Rite of Unbroken Shield |11 |200 |50 |3 |Perform ceremony to create bubble shields<br>''<small>[initiator unit name] prays for divine protection</small>'' |- |[[File:Plot big cast coffee.png|frameless|52x52px]] |Cast Coffee |Adds caffeinated status for all citizens of the target village |[[File:Religion trait rite of eternal brew.png|frameless|28x28px]]Rite of Eternal Brew |9 |100 |60 |2 |Prepare aromatic energizing brew for all to enjoy<br>''<small>[initiator unit name] prepares the sacred and darkest roast, a brew of legends</small>'' |} == Other Plots List == === <span style="color: #FFDA23;">Cultures</span> === ''<small>[[File:IconClock10x.png|frameless|28x28px]]= 60 progress needed for each plot (except for New Book which is 200)</small>'' {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect !Condtions ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot new culture.png|frameless|52x52px]] |New Culture |Creates a new culture |Is a King or Leader (with ≥2 intelligence and ≥2 of other civil stats)<br>Does not have a culture<br>Subspecies has Advanced Hippocampus (main force condition)<br><br>Cancels if: * Initiator unit joins a culture * Loses Advanced Hippocampus |1 |0 |Cultivate distinct traditions and customs<br>''<small>[initiator unit name] from [initiator kingdom] seeks to spark a new cultural movement</small>'' |- |[[File:Plot culture divide.png|frameless|52x52px]] |Cultural Divide |Creates a new culture that splits from an existing one that will have evolved onomastics and similar traits |Is a Leader (with ≥6 intelligence)<br>Has a city, culture, and language (main force condition) Subspecies has Advanced Hippocampus (main force condition)<br>Kingdom isn't made up of only one village<br>At least 1000 units in the current culture<br>Culture is at least 500 years old<br>Current culture is the kingdom's culture<br>Initiator unit doesn't have the legacy keepers culture trait<br>Kingdom that the culture was founded in isn't the same as the imitator unit's kingdom<br>Clan that the culture was founded by isn't the same as the initiator unit's clan<br><br>Cancels if: * Initiator loses its current culture * Loses Advanced Hippocampus |5 |20 |Split a culture into divergent paths<br>''<small>A new culture is being shaped by the [initiator unit name]’s vision</small>'' |} === <span style="color: #A3AFFF;">Languages</span> === {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect !Condtions ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot new language.png|frameless|52x52px]] |Invent new Language |Creates a new language |Is a King or Leader (with ≥3 intelligence and ≥2 of other civil stats)<br>Does not have a language<br>Subspecies has Wernicke's Area (main force condition)<br><br>Cancels if: * Initiator unit joins a language * Loses Wernicke's Area |1 |0 |Develop a better system of communication<br>''<small>[initiator unit name] from [initiator kingdom] is developing a new linguistic system</small>'' |- |[[File:Plot language divergence.png|frameless|52x52px]] |Linguistic Divergence |Creates a new language that splits from an existing one that will have similar traits |Is a Leader (with ≥8 intelligence and Ambitious [[Creature Traits|trait]] or Inspired [[Status Effects|status]])<br>Has a city, culture, language, and religion (main force condition)<br><br>Subspecies has Wernicke's Area (main force condition)<br>Kingdom isn't made up of only one village<br>At least 1000 units in the current language<br>Language is at least 500 years old<br>Current language is the kingdom's language<br>Initiator unit doesn't have the Legacy Keepers [[Culture Traits|culture trait]]<br>Kingdom that the language was founded in isn't the same as the imitator unit's kingdom<br>Clan that the language was founded by isn't the same as the initiator unit's clan<br><br>Cancels if: * Initiator loses its current language * Loses Wernicke's Area |5 |15 |Develop a new dialect<br>''<small>[initiator unit name] talks funny, birthing a new dialect</small>'' |} === <span style="color: #BAF0F4;">Religions</span> === {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect !Condtions ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] !Descriptions |- |[[File:Plot new religion.png|frameless|52x52px]] |Create new Religion |Creates a new religion |Is a King or Leader (with ≥8 intelligence, ≥2 of other civil stats, and Ambitious [[Creature Traits|trait]] or Inspired [[Status Effects|status]])<br>Does not have a religion<br><br>Has a culture (of at least 50 members) and a language<br>Subspecies has Advanced Hippocampus (main force condition)<br><br>Cancels if: * Initiator unit joins a religion * Loses Advanced Hippocampus |5 |25 |Establish new beliefs and spiritual practices<br>''<small>[initiator unit name] from [initiator kingdom] has begun preaching a new faith</small>'' |- |[[File:Plot religion schism.png|frameless|52x52px]] |Schism |Creates a new religion that splits from an existing one that will have similar traits |Is a Leader (with ≥6 intelligence and ≥2 of other civil stats)<br>Has a city, culture, language, and religion (main force condition)<br><br>Subspecies has Advanced Hippocampus (main force condition)<br>Kingdom isn't made up of only one village<br>At least 1000 units in the current religion<br>Religion is at least 500 years old<br>Current religion is the kingdom's language<br>Initiator unit doesn't have the legacy keepers culture trait<br>Kingdom that the religion was founded in isn't the same as the imitator unit's kingdom<br>Clan that the religion was founded by isn't the same as the initiator unit's clan<br><br>Cancels if: * Initiator loses its current language * Loses Advanced Hippocampus |5 |15 |Create a doctrinal split within a faith<br>''<small>[initiator unit name]'s lucid dreams of the cosmos are tearing the religion apart</small>'' |} === <span style="color: #D8D8D8;">Various Rites</span> === {| class="sortable mw-collapsible article-table" !Icon !Plot !Effect !Condtions ![[File:IconLevels10x2.png|frameless|28x28px]] ![[File:IconMoney10x.png|frameless|28x28px]] ![[File:IconDice10x.png|frameless|28x28px]] !''<small>[[File:IconClock10x.png|frameless|28x28px]]</small>'' !Descriptions |- |[[File:Plot clan ascension.png|frameless|52x52px]] |Rite of Ascension |Evolves units of a subspecies and puts Mark of Becoming on clans. All units with the initiator unit's clan transition into the evolved subspecies (see [[Monolith and Evolution|Evolution]] page for more info) |Is a king and clan chief (with ≥5 intelligence , ≥2 of other civil stats, and the Evil [[Creature Traits|trait]])<br>Has a religion with Rite of Change [[Religion Traits|trait]] and a clan<br>Clan does not have the Mark of Becoming trait<br>Subspecies does not have the Pure trait<br>Kingdom population is at least 500<br>Cancels if the initiator unit leaves their clan |7 |100 | - |60 |Guide a clan to become something more<br>''<small>[initiator unit name] offers blood and soul to the void, seeking ascension through forbidden power</small>'' |- |[[File:Plot new book.png|frameless|52x52px]] |New Book |Creates a new book for the initiator unit's city to be read |Is a King, Leader, or clan member (with ≥3 intelligence and ≥2 of other civil stats)<br>Has a culture, language, and city with book space available (cancels if any of these are lost) |10 |200 |5 |200 |Write a new book and spread knowledge<br>''<small>[initiator unit name] from [initiator kingdom] is writing an important book</small>'' |}
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