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 Inanis City - Paradise of Terra

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Noah
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PostSubject: Inanis City - Paradise of Terra   Tue Jan 03, 2012 4:55 am



Territory Name: Inanis City
Description: Inanis City Central is one of the most beautiful and peaceful places known, and there was quite a bit there. Asides from the temple and the stuff that was being build within the immediate lands, there were plains south and south west of them though before then is mostly forests with a huge river that runs through the forests, through the city itself and into the ocean. There were also deserts further down south, and beaches and the ocean north. The forests that surrounds city don't extend that far out from the city itself, making it where the ocean is view-able from the Temple.
Map Locations: V8b | V8a | V7c | V7d | W7c | W8a | W8c | V8d | V8c
Claim Style: Conquered [Defeated Castiel]
Area: 627,264,000sq.ft
Pop Limit: 2847 / 7940 | 3,000 / 7,940 w/Workers&Army
# of Civilians: 1,226
» Militia: 1,621
# of Workers (by type): Miners: 50 » 191 *RP: 64,384* | Scavenger: 0 » 0 *RP: 0* | Lumberjack: 0 » 0 *RP: 0*
*Note: #(Original) » #(Change due to Schools) *(Resource Point*(1.75^Number of "Commerce" Structures))*
Population Density:
» 1,021 Militia + 1,010 Civilians + Noah/Kimi/Galatea | V8b
» 75 Militia + 27 Civilians | V8a
» 75 Militia + 27 Civilians | V7c
» 75 Militia + 27 Civilians | V7d
» 75 Militia + 27 Civilians | W7c
» 75 Militia + 27 Civilians | W8a
» 75 Militia + 27 Civilians | W8c
» 75 Militia + 27 Civilians | V8d
» 75 Militia + 27 Civilians | V8c
# of Troops: Human: 0 | Kami: 50 | Oni: 0
Military Density:
» 50 Troops | V8b
» 0 Troops | V8a
» 0 Troops | V7c
» 0 Troops | V7d
» 0 Troops | W7c
» 0 Troops | W8a
» 0 Troops | W8c
» 0 Troops | V8d
» 0 Troops | V8c
# of Structures: 255 Buildings | 8 Landscapings
Area of Structures:
» 3,344,750 sq ft | V8b
» 41,250 sq ft | V8a
» 41,250 sq ft | V7c
» 41,250 sq ft | V7d
» 41,250 sq ft | W7c
» 41,250 sq ft | W8a
» 41,250 sq ft | W8c
» 46,250 sq ft | V8d
» 46,250 sq ft | V8c
Pop Density: 3,000 (Noah | Kimi | Galatea | 130 NS Units | 2847 Civilians)
Treasury: Very Common: 0 | Common: 8,499,494 | Uncommon: 0 | Rare: 0 | Very Rare: 0 | Exceptionally Rare: 0 | Pricless: 0


NS Work Force: 150
» Naturalist: 5
» Archeologist: 5
» Alchemist: 0
» Merchant: 0
» Supporters: 0
» Troops: 50 *50Kamis*
» Builders: 40 » 152 *CP: 152*
» Workers: Miners: 50 » 191 *RP: 64,384* | Scavenger: 0 » 0 *RP: 0* | Lumberjack: 0 » 0 *RP: 0*
*Note: #(Original) » #(Change due to Schools) *(Resource Point*(1.75^Number of "Commerce" Structures))*

Army:
Specialized:

» Kimi: Kimi is a youthful female human. She has fair skin, long brown hair and green eyes. She wears a red uniform consisting of a beret and a dress on top of her armor, with details in blue and yellow. The color pink is also present in her joints, including her shoulders, belt and feet. Kimi acts as a Navigator for Noah, but constantly urges him to withhold his fighting in situations that don't really require it. In terms of personality, Kimi is romantic and somewhat foolishly naive, originally being the peaceful arbitrator. Even though she don't look like it, she possess the fighting capabilities of an Oni and leads Noah's armed forces.
» Race: Human
» Stats: Strong
» Abilities: Melee, Physical Projectile*H Proj*, Scouting


» Galatea: Galatea has a colorful personality, ranging from playful and sweet to sadistic and secretive. She does, however, always behave in a mock-childish manner, despite the fact that she is at least twenty years old.
She can be extremely affectionate, cherishing her family, particularly those close to Noah, above all else. She has a childlike need to be entertained at all times, usually by Noah or even Kimi. She is also extremely protective of those she cares for, willing to endanger her own life to keep them safe which is why she assist in leading the army.
» Race: Kami
» Stats: Average
» Abilities: Melee, Magical Projectile*S Proj*, Scouting


Rekku Army: 50 Units | 500 ASP
Commander: Noah (Locked)
» Universal Tactics:
-
» HP: 130»80*50: 4,000
» ATK: 100»60*50: 3,000
» DEF: 100»50*50: 2,500
» SPD: 100»50-50: 0
» MOR: 80»65*Steal Roll: ???
» Human Troops: 0
» Spirit Troops: 50
» Natural Beast Troops: 0
» Natural Beast Mounts: 0
» Mystic Beast Mounts: 0
» Mystic Beast Troops: 0
» Gear:
-


Population Structures:
» Twilight Temple: Stone: Abnormal DEF: DEN 10: +24,300 Civilian Population Limit ea.
» House of Noah: Stone: Abnormal DEF: DEN 10: +100 Civilian Population Limit ea.
» Large Houses (x225): Stone: Abnormal DEF: DEN 10: +27 Civilian Population Limit ea.

Commerce Structures:
» Divine Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Blessed Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Radiant Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Neo Arcadia Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Tomb Reaper Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Royal Guard Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Tempest Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Aeon Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Eternity Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Purified Quarry: Enhanced Quarry: Taxable for 5 Common Items per Week, x1.75 to RP, - 20 to Prestige
» Unforgiving Holy Fields: Farmland: Taxable for 10 Common Items per Week, x3.10 Agriculture
» Enochian Pastures: Pasture: Taxable for 10 Common Items per Week, x3.10 Agriculture
» Celestial Grounds: Hunting Grounds: Taxable for 10 Common Items per Week, x3.10 Agriculture
» Twilight District: Stone Bazaar: DEN 10: Taxable for 10 Common Items per Week, x3.10 to Commerce
» Impure District: Stone Bazaar: DEN 10: Taxable for 10 Common Items per Week, x3.10 to Commerce
» Foxtar District: Stone Bazaar: DEN 10: Taxable for 10 Common Items per Week, x3.10 to Commerce
» Nibelung University: Stone Trade-school: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
» Valesti University: Stone Trade-schoo: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
» Archangel University: Stone Trade-school: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
» Seraphim University: Stone Trade-school: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
» Phoenix University: Stone Trade-school: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
» Terra University: Stone Trade-school: DEN 10: x1.25 to Non Military Personnel granted by Path Checkpoints
»

Military Structures:
» The Forge: Stone Armory: Abnormal DEF: DEN 10: Light Weaponry
» Unlimited Bladeworks: Stone Blacksmith: Abnormal DEF: DEN 10: Heavy Armor
» I.M Dormitories A: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories B: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories C: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories D: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories E: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories F: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories G: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories H: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» I.M Dormitories I: Stone Barracks: DEN 10: A portion of Civilian Population can serve as Human Militia
» Twilight Passageway/Shrine: DEN 10: A portion of the Civilian Population can serve as Spirit Militia
» Harpuia Base: Base: Abnormal DEF: DEN 10: Influences the area * U8b|U8a
» Kelverian Base: Base: Abnormal DEF: DEN 10: Influences the area * V7a|V7c
» Basura Base: Base: Abnormal DEF: DEN 10: Influences the area * W9a|W9c
» Fefnir Base: Base: Abnormal DEF: DEN 10: Influences the area * V9b|V9d
» Flauclaws Base: Base: Abnormal DEF: DEN 10: Influences the area * U7d|U7c
» Phantom Base: Base: Abnormal DEF: DEN 10: Influences the area * W8d|X8b
» Mantisk Base: Base: Abnormal DEF: DEN 10: Influences the area * U8d|U8c
» Leviathan Base: Base: Abnormal DEF: DEN 10: Influences the area * V7b|V7d
» Eclair Base: Base: Abnormal DEF: DEN 10: Influences the area * V9a|V9c
» Foxtar Base: Base: Abnormal DEF: DEN 10: Influences the area * W8d|X8c
» Magnion Base: Base: Abnormal DEF: DEN 10: Influences the area * W7d|X7c
» Lunaedge Base: Base: Abnormal DEF: DEN 10: Influences the area * W7a|W6c

Building Additions:
»

Land Improvements: x40% Natural Stroll
» Rekku Army: Guardian Army: +5% bonus to Natural Stroll
» River of Inanis: Natural Waters: +5% bonus to Natural Stroll
» Streets of Inanis: Improved Streets: +5% bonus to Natural Stroll
» Garden of Eden: Garden: +2% bonus to Natural Stroll
» The Chapel: Monument: +2% bonus to Natural Stroll
» Hospital: Abnormal DEF: DEN 10: +5% bonus to Natural Stroll
» City Hall: Abnormal DEF: DEN 10: +3% bonus to Natural Stroll
» Hall of Guilds: Abnormal DEF: DEN 10: +3% bonus to Natural Stroll
» School: Abnormal DEF: DEN 10: +5% bonus to Natural Stroll

The House of Noah:
 
The Twilight Temple:
 
Inanis Home Structures:
 
Other Inanis Structures:
 

Claim Threads
» Envoy of the Beginning
» Envoy of the Beginning II
» Envoy of the Beginning III
» Envoy of the Beginning IV
» Envoy of the Beginning V
» Envoy of the Beginning VI
» Envoy of the Beginning VII
» Envoy of the Beginning VIII
» Envoy of the Beginning IX


Place Name: Phoenix Point
Description: A large piece of land that is located East of Inanis Coast. One would think that at some point this would be considered Inanis Coast being linked to the waters itself, but due to the differences in land, It couldn't be considered the same. A little part of it is beaches, but a little further down green grows and eventually there is a rise and land, appearing a a really huge cliff that is covered with so much green. The Horizon from this point every morning when the sun rises display light as if it was from a phoenix, and a reflection of a phoenix could be seen within the waters itself, though it's only for a small period.
Map Location: W7a
Residence: 0
Purpose: Unknown
Extras: ---

Place Name: Inanis City Trail
Description: ---
Map Location: V7c
Residence: 0
Purpose: Unknown
Extras: ---

Place Name: Waterscape Passage
Description: ---
Map Location: V7c
Residence: 0
Purpose: Unknown
Extras: ---

Place Name: WaterscapeView
Description: ---
Map Location: V7c
Residence: 0
Purpose: Unknown
Extras: ---



Last edited by Noah on Fri Jan 06, 2012 4:33 pm; edited 5 times in total
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Tue Jan 03, 2012 5:00 am

No Changes

Inanis:
 

Special Places of Inanis:
 


Last edited by Noah on Fri Jan 06, 2012 4:40 pm; edited 2 times in total
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Wed Jan 04, 2012 11:10 am

1/3/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Acquiring Slaves
» Gain 4,410 Slaves: Cost 8,820 Common Items from Treasury
» Reduce Slave Power to 1: Cost 4,409 Common Items from Treasury
Roll Thread
1)Revolt: Failed
2)BP Produced per Slave per day: 5/5 = 1 = 4,410
3) Total Items used 13,299

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 64,384/89,334 RP | 152/89,334 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Thu Jan 05, 2012 12:40 pm

1/4/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 89,334/89,334 RP | 304/84,772 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Fri Jan 06, 2012 11:10 am

1/5/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 89,334/89,334 RP | 456/80,362 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Sat Jan 07, 2012 12:18 pm

1/6/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 89,334/89,334 RP | 608/75,952 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Sun Jan 08, 2012 11:52 am

1/7/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 89,334/89,334 RP | 760/71,542 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Mon Jan 09, 2012 10:22 am

1/8/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 64,384 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 89,334/89,334 RP | 812/67,132 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Tue Jan 10, 2012 4:23 am

Correction

1/8/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 109 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 656/67,132 RP | 812/67,132 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Wed Jan 11, 2012 12:09 pm

1/10/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 109 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 708/62,722 RP | 964/62,722 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Thu Jan 12, 2012 8:28 am

1/11/12
Twilight Temple Template
599 Rooms*Large House*: 313 BP each ( Tot: 187,487 | 93,743 CP - 93,744 RP)

Day's Work
50 Miners produce 109 RP
40 Builders produce 152 CP
4,410 Slaves Produce 4,410BP (Based on 1-10 Roll / 5)

Twilight Temple remaining 599 Rooms: 817/58,312 RP | 1116/58,312 CP *Incomplete*
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Noah
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PostSubject: Re: Inanis City - Paradise of Terra   Sat Jan 14, 2012 12:58 pm

The Revised/Finalized version of Inanis
http://www.radiantdawn.org/t723-inanis
Since the Slave thing would have been a no go due to conversions,

The RP/CP developed up to this point will be directed towards
1 Blacksmith Shop - Heavy Armory - C Material (Same as previous Blacksmith shops) - 118BP
1 Armory - Light Armory - C Material (Same as previous Armories) - 118BP
1 Armory - Siege - C Material (Same as previous Armories) - 118BP
5 Mystic Alters - C Material 30x30 2 stories no floors - 143BP ea (715BP)

1069BP for all
535CP | 535 RP
All of them completed
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