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Post by serialkiller🌴 on Jan 18, 2018 13:41:23 GMT
Welcome to my forum game . If you are confused because of the name , this game will use graphics which are based on the on the game ARK: Survival evolved . This game will follow the rules all the other forum games follow too , which can be found below : Rules (Stole this from SkyGuy):
How do I control my civilization? What can I vote for? How will these works?
This game will use similar rules to the original by NicktheNick and the spin off by Lowry, unless I decide otherwise in my capacity as GM. You the player play as a mysterious force that guides your people through the eons. Each round of play, you can make a vote / big policy change for your people. Your votes can also be anything from choosing to wage war against a neighbor, choosing to convert your population to a new religion, choosing to research a new technology, etc. Don't worry, picking a vote in waging war on a certain target won't neglect everything else in your civilization, it will just mean that your civ will focus on the war, same can be said for most decisions unless such decision prevent the action from occurring. Throughout the game, many things will run in the background even if not directly voted for.
Votes will be rolled for with a d20, to me this allows more possibility and flexibility in my decision making process. The possible outcomes are (generally):
1: total disaster, Fiasco level, someone probably gets hurt
2-5: Mistake and something bad will most likely occur
5-9: Generally, could have gone worse, but not much accomplished towards goal
10-14: Making progress but could’ve gone better
15-19: Well done, you managed to get it done right!
20: Not only did you manage to get it all done, but something great happens too!
Various bonuses can be applied depending on the roll and situation. (For example, during period of good harvest, a bonus will be applied if you vote for better harvesting techniques)
Be aware though that your civilization is large and diverse and the decisions you make only push it into a certain direction. The people can get a mind of their own and you can face internal dissent and revolutions, if you are not careful. The stability of your civilization can also fluctuate based on the how well you direct them. If your stability falls too low, your civilization will collapse, and you must branch off from another, or a successor of your own if not everyone dies, civ. Depending on the stability of that civilization, this may or may not happen peacefully.
Stability ranges from:
Imploding (-3)
Collapsing (-2)
Unstable (-1)
Shaky (0)
Stable (1)
Solid (2)
Sturdy (3)
Stability is a combination of cultural and religious unity, quality of life, political stability, war, disease, famine, resource supply, etc. Think of it like the endangerment ranking in the original.
You also have a power rating, which represents the relative strength and influence of your people.
Power ranges from:
Tiny - 1
Minor - 2
Medium - 3
Major - 4
Great – 5
Superpower - 6
Power is a combination of military force, population, technological advantage, economic prosperity, and several other factors.
For each level of power, you will able to make 1 vote. Everyone starts at Tiny, so you all start only being able to make 1 vote, but if anyone reaches Superpower they will be able to make 6 votes per round. This is not necessarily better, because more power also means more responsibility, and larger, more powerful civilizations are harder to maintain and can more easily lose stability. Remember, the bigger they are, the harder they fall.
Power is also relative. You can be a great power in the bronze age by having large armies of chariots and plenty of grain, but if you are surrounded by industrial nations with machine guns and oil refineries, you will definitely lose that Great Power status. Additional rules : Civilization trait : based on your decisions , you can either become a warmonger or a pacifist . Your trait is shown on a scale from -6 to 6 (if you have a warmonger level 2 you automatically get the opposite pacifist level -2 and so on ) Reaching level 3 and having a higher level than anybody else will give you the following benefits : -1 extra vote for each following level -Other nations won’t declare war on you without very good reason -The pacifist nation gets advantages when working as a mediator -The warmonger nation can demand tribute from almost any other nation The combat system relies less on luck and more on preparation and actual power . The fauna of this world is more important than in any other forum game The world you play in : Pilaurea The species you play as : Formavitae conscio (common name suggestion please ) The game provides 6 spots. If you want to join , please tell me : -Your color -Your starting region (the red crosses , each region can only be chosen once) -Your religion and government form - and , of course , the name of your nation Special thanks to lordclassyus for helping me to plan this game .
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Post by agenttine on Jan 18, 2018 14:16:25 GMT
I'd like to join!
Color: No idea what to call this color - 48959f
Starting Region: 1
Religion: Grennism - consider this religion similar to Druidism in the British Isles. The plural noun is "Grennish", and the singular noun is "Grennist". The adjective is interchangeable with "Grennish" and "Grennist"
Government: A simple, absolute monarchy.
Nation Name: 'the Salo' will be how you would refer to the nation, but "Salo" itself is able to be used as a singular noun, plural noun, and an adjective (in regards to the culture and people of my nation)
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Post by serialkiller🌴 on Jan 18, 2018 14:36:23 GMT
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Post by lordclassyus on Jan 18, 2018 14:41:33 GMT
Righty o then, let's have a go at this.
Color: ffffbb
Starting region: 2 But if anyone else wants that place, they can have it.
Religion: My people have deified the concept of fun. Every month, people come together for giant holy feasts. About a quarter of a months harvest goes towards the feasts. The feasts contain everything you can expect: lots of food, music, dance, jokes and storytelling. Even on a day to day basis, it's expected from people to smile at least once a day. If they somehow didn't smile, they'll just have to smile twice the next day. This religion has no priests, instead singers and dancers are very highly regarded in this society and act as a guiding force to the others.
Government: They have one leader, who is chosen by a council consisting of the best singers and dancers at the time. Anyone can become the leader, but they must prove themselves to be worthy first. Once in place, the leader rules, but under the teachings and guidance of the council. Council members themselves cannot become leaders.
Name: The Quinn both singular and plural.
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Post by Immortal_Dragon on Jan 18, 2018 15:54:57 GMT
I'll take a whack at this myself as well. (color: 853468) If there's any issues with my chosen color tell me and I'll change it.
Starting Region: 5
Religion: Ausirism - The worship of the gods Au and Sir (pronounced like seer), the god of sky and goddess of earth respectively. Their children are the spirits who control the planet's sun, moon, plants, animals, and other natural elements such as fire and water. It is Sir who created our people, and as such we all carry her divine spark within us, so we must not only be devoted to the gods, but also to our tribe/nation to achieve a place of eternal enlightenment at the side of the gods in death.
Government: A theocratic oligarchy in the form of a ruling council of five priests who share power that is obtained by the favor of the gods upon them. If the gods are angry (in the form of natural disasters/misfortune) then one or more of these priests has lost the favor of the gods and thus must be removed from their position and replaced with one who is more favored.
Nation Name: Ausirana (Nation of Au and Sir)
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Post by soundwave on Jan 18, 2018 16:56:25 GMT
5e2df3: this is the color i will use
Starting Region: Region 6
Religion: Based around 2 gods. Asura: The goddess of water and life. and Merdov the god of the earth and death.
Government: Absolute Monarchy
Nation name: Maurathia
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Post by February Steam of Foushoo on Jan 18, 2018 17:41:44 GMT
Color: ccbf00
starting region: 3 (though I'll trade for 2 with lordclassyus if their okay they're okay with that) religion: based on Zek;the great enlightened one, he would be the first and defining spiritual leader(known as an O'ak'ala). As the Tsalmok believe in reincarnation, an oligarchy of Zeki monks search the nation after the death of an O'ak'ala to find his reincarnate through tests of small habits that may have crossed(like how he drinks a beverage), crossed over divine knowledge, and both physical and intellectual abilities. Government: Theocracy ruled by the current O'ak'ala and his advisory monks. Nation name: Tsalmo'ne
Pronunciations: O'ak'ala: Oh--ahk--uh-lah Tsalmo'ne: Tsahl-moh--neh
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Post by Aiosian_Doctor_Xenox on Jan 18, 2018 20:58:11 GMT
I guess I'll drop a hat here too.
Color: 00b3ff
Starting region: 4
Religion: The Children of Sand have five great deities, the first, is Sokra; The Sun King, he who rules over the vast expanse of the desert, and is depicted as a powerful warrior, with an army of wind spirits, fighting to chase back the sandstorms, evil machinations of Sokra's brother Utesh; The Lord of Death, though the storms are seen as evil, Utesh himself is not an evil deity, but rather, as a foolish deity. Utesh is embodied by feasting and merry-making, and also is said to guide the worthy to the World Thereafter. Another, is Kassika; The Lady of Waters, she is seen as bride to Sokra, and kind, but finicky mother of all living things. Amkara; Lady of the Moon is a trickster deity, she is thought to be the reasoning for misfortune, and the cause of all mistakes. There is a great Epic depicting how she accidentally betrayed Utesh and tricked him into releasing the sandstorms upon the world. Finally, there is Sitka; Father of Song, the most powerful deity of the Children of Sand, and father of Sokra and Utesh, said to have gifted mortals with song and music to chase away the evils of the darkness.
Government: The Children of Sand have a sort of semi-monarchy, comprised of various royal families, each of the five said to be under the patronage of one of the five deities. Every four years, these houses come together with the heads of all the guilds, to decide which house will provide the next king or queen, among other matters. This grouping is called the Council of 13. However, they do not decide for themselves, the governors of all the land are brought in to say their part, and notable figures, great heroes, artists, and craftsmen are chosen and invited too to say their part. The meetings generally last for three months, allowing time for all to arrive and say their part. Tyrants tend to be rather rare for the Children of Sand, as anyone may challenge the current king or queen under the laws of one of the Five, trial by combat, trial by wits, trial by water, trial of endurance, or trial by song. Each trial's rules are decided by the high priest of the respective deity the trial falls to. Should the current king or queen deny the challenge, the high priests may remove them from power and call together an emergency meeting of the Council of 13.
Name: They call their home region the Sand Sea, and their people the Children of Sand.
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Post by serialkiller🌴 on Jan 18, 2018 22:52:35 GMT
ROUND 1 Salo agenttine
Your people live on the foot of a mountain. This area is considerably warmer than the snowy eastern forests , but the winters are still quite harsh and your people can`t spend more than a few hours outside without freezing to death. The major food sources for your people are the deer living in the warmer forest and tributes you get from the Kingdom to the west, the Obseq Kingdom . Your people are great at building stone structures and mining. While your steel isn`t very advanced yet, you can still build great weapons with it - weapons that are feared by your neighbor .
Recently , a tsunami destroyed large parts of the Obseq , which is why they can`t deliver their tribute timely. On top of that , the deer your people hunt have suddenly disappeared. To deal with the incoming famine , the King sees 4 options : raide the Western Kingdom , or start hunting more east , over the frozen river or in the mountains. However , many people fear to enter the unknown area without a sturdy mount and suggest to find one first .
Power : 1 Stability : 1 Population: 20000 - stagnating
Recruitment Rate : 35 %
Soldiers : 7000
Traits : Warmonger (1)
Pacifist (-1)
Quinn :lordclassyus Your people control a huge amount of very fertile land. Your agriculture is very advanced and your crops are significantly more resistant than the wild type . The large amount of excessive food leads to many feasts and parties , which greatly influences your peoples beliefs. They love singing and dancing and expressing their joy in general. The last winter was very cold, and your people have less food than usually this year , but it`s still quite a lot.
However , one of these parties in the very western part of your nation was violently crushed recently. The survivors tell stories about horrible monsters which covered the sun and then started eating your people , almost as if they were having their own feast . Many think this is a punishment for their hedonistic lifestyle.
Power : 1 Stability : 1 Population : 45000 - growing
Recruitment Rate : 5 %
Soldiers : 2250
Traits : Warmonger (-1)
Pacifist (1)
Ausirana Immortal_Dragon
Your people live in small wooden huts in a jungle between two rivers which were always their main food source. Your people believe that these rivers were created by Au himself to help your beautiful nation to thrive. However , to stop your people from becoming too greedy , the rivers are protected by the terrifying beasts V. magnum which drive away your fishers from the water. While these beats are very quick , they rarely kill your people because they don`t chase them for long. While your people are scared of them , they accept that they are also children of Au and Sir and have to be respected. However , recently one bigger fisher group was attacked by an even more terrifying beast. The survivors , which are not many , tell that it strongly resembles V. magnum , but was much larger . Not only that , but escaping it seemed to be almost impossible. Many people understand this as a sign that the Gods are angry at the priests . In their rage , two of the priests are accidently killed , and need to be replaced as soon as possible. Since this never happened before , your people are not sure how much they can trust their current government. The remaining priests think of two solutions to stabilize the country : finding the giant beast and killing it , or reforming the government . What will you do ?
Power : 1 Stability : 1 Population : 30000 - growing
Recruitment rate : 10 %
Soldiers : 3000
Traits : Warmonger (0)
Pacifist (0)
Maurathia soundwave
Your people live on a beautiful and warm island with plenty of food. The Goddess Asura gave your people the power to cross the ocean by constructing simple boats. On the shore of the island to the east your people found a weird blue stone which gets soft at very low temperatures and can be formed to spears and other constructions. Your people love to be on the water and explorer the neighbor islands , but some of the people never return from their journey . In the last few days , these incidents started to become very regulary , and some survivors tell stories about giant stone hands grabbing your boats and pulling them in the ocean. Your people are scared that this is a sign of the god Merdov , who demands tribute. They suggest to sacrifice one child of every woman to please the god. Will you follow your peoples will ?
Power : 1 Stability : 1 Population : 30000 - growing
Recruitment rate : 15 %
Soldiers : 4500
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne February Steam of Foushoo
Your people live between two rivers and the great ocean. The land is quite fertile and they rarely struggle with famine. They ride a big horse-like creature and construct boats which can be used to travel on the rivers , though they are not stable enough to be used on the rough ocean. With their boats and the quick mounts , your people are the most mobile of all. They have discovered a lot of land . One day , the sky got completely dark , almost as if the sun disappeared. Many people talk about seeing a huge animal flying over the nation, others believe that this darkness must be of godly nature . Some people wish to follow the strange sight , while others fear to come too close to it. What will you do ?
Power : 1 Stability : 1 Population : 40000 -growing
Recruitment rate : 10 %
Soldiers : 4000
Traits : Warmonger (0)
Pacifist (0)
Children of the Sand Aiosian_Doctor_Xenox
Your people were a part of the Harenea Empire for centuries . Your people are great engineers : they constructed a 7 meters high massive wall around the capitol to the east . This wall protected the city from raiders and the terrible beast O. furiosa. Your people also have great medical abilities . The empire thrived over the years , and many trading routes connected the wealthy desert cities, using domesticated S. migrantis to carry cargo .
One day, however , the capitol stopped responding. Later , some refugees reached your border and talked about the great city being destroyed by a massive demon which just stepped over the great wall as if it didn`t exist and destroyed the palace . The great Haranea empire fell apart , and a religious group called the children of the sand took over the western land. Many people fear the demon of the stories and believe that it might be the embodiment of the angry god Sokra ; some suggest to build an even higher wall to protect the sea of sand , others want to please the god in some way and ask the religious leaders for advice.
Power : 1 Stabiltity : 1 Population : 20000
Recruitment rate : 20 %
Soldiers : 4000
Traits : Warmonger (0)
Pacifist (0)
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Post by soundwave on Jan 18, 2018 23:05:55 GMT
Vote: Send 250 soldiers to scout out the disappearances of my people
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Post by Just a Dude on Jan 18, 2018 23:18:29 GMT
Color: 80dec4
Region: gave that choice to you (preferring the temperate areas tho)
Religion: They are without a religion, as they value life as it is more than worshiping a deity. They leave the mysteries of life unanswered, but that doesn't keep them from searching for answers.
Government: Their government consists of 4 main politicians that decide the fate of the nation. With a slight bit of democracy on the side.
Name: "Alithei" (pronounced "Aa-lee-they")
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Post by Immortal_Dragon on Jan 18, 2018 23:29:54 GMT
While it is a shame that the gods lash out at us so, we must change so as to appease them.
Vote: Reform the government as follows: One of the five priest's seats will instead become the Rokh Ausira, the Chosen of Au and Sir. The Rokh Ausira, so long as they hold the favor of the gods, will hold most of the power in Ausirana, the only power they do not have being the ability to choose a successor, nor absolute power to govern. The priest council shall still hold the ability to propose governance, and the Rokh must gain the council's approval before finalizing decisions. (Essentially a constitutional theocratic dictatorship in a sense.)
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Post by Aiosian_Doctor_Xenox on Jan 18, 2018 23:49:24 GMT
Vote: To appease the Sun King, we must build him a new temple. The glassworks will need to take lead on this project. We must grant Sokra a great glistening place of worship!
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Post by lordclassyus on Jan 19, 2018 12:47:36 GMT
Bloody birds, always ruining good parties. But not for long.
Vote: research a very large type of bow, something like a scorpion or a ballista. Alternatively, I'm also okay with just huge bows handled by two people.
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Post by agenttine on Jan 19, 2018 14:48:00 GMT
'right, we seem to have the same problems Russia has...
Vote 1: Send some scouts to the cold forests to find *some* sort of food source - hopefully we can find some new animal to hunt and a saplike substance.
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Post by February Steam of Foushoo on Jan 20, 2018 5:52:15 GMT
Will this color work better?: a89602 Vote 1: send some armed scouts to investigate the flying beast have two or more commoner monks to maintain the scouts if they become fear full of the beast and not become irrational in the face of it. We do not wish to vanquish it if it does not attempt against the lives of our scouts.
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Post by serialkiller🌴 on Jan 20, 2018 10:39:51 GMT
Round 2Salo (agenttine) Vote: Send some scouts to the cold forests to find *some* sort of food source - hopefully we can find some new animal to hunt and a saplike substance.
Roll: 19
Outcome: Your people enter the snowy mountain to the east. To find home easily, they mark the trees they pass with steel knives. One of the scouts notices that, when cutting a special kind of tree with big round leaves and small white fruits , the knives get sticky. Out of curiosity, she has a taste and… it tastes sweet and ! The scouts harvest the bark and fruits of the tree and bring it back home. On their way, they see a large animal, strangely reminding them of the deer back home. However, this animal is much larger and your people are too scared to come too close to it. At home, they notice that not only the sap of the tree tastes great, but the bark can also be used to brew a tasty tea. While the fruit tastes horrible, it contains many seeds and your people start growing their own trees.
Power: 1 Stability: 3
Population: 24000 - growing (20%)
Recruitment Rate : 35 %
Soldiers : 8400
Traits : Warmonger (1)
Pacifist (-1)
Quinn (lordclassyus) Vote: research a very large type of bow, something like a scorpion or a ballista. Alternatively, I'm also okay with just huge bows handled by two people.
Roll: 14
Outcome: While your people are terrified of the flying threat, they are also very proud people. Who are these beasts to shame you for your parties ? As an answer, they construct a big wooden weapon that`s able to fire big stone spears. While that weapon is far from being accurate, it boosts your peoples moral and will to fight. Armed with their new weapon, they enter the abandoned zone and find what caused this terror: C. timore, large flying reptiles with a long and strong beak and a short body start attacking them, and your constructions are easily crushed by the powerful beaks. However, one of your soldiers manages to hit one of the beasts with a stone spear right through the head, and it is instantly killed. Because there are still too many reptiles left, your people have to flee, but at least they know that the new weapon works.
Power: 1 Stability: 1
Population : 58500 - growing
Recruitment Rate : 5 %
Soldiers : 2925 Weapon(s): Ballista (Low quality)
Traits : Warmonger (0)
Pacifist (0)
Ausirana (Immortal_Dragon)
Vote: Reform the government as follows: One of the five priest's seats will instead become the Rokh Ausira, the Chosen of Au and Sir. The Rokh Ausira, so long as they hold the favor of the gods, will hold most of the power in Ausirana, the only power they do not have being the ability to choose a successor, nor absolute power to govern. The priest council shall still hold the ability to propose governance, and the Rokh must gain the council's approval before finalizing decisions. (Essentially a constitutional theocratic dictatorship in a sense.)
Roll: 17
Outcome: Centralising the power of the government was a very wise decision. The Rokh is able to reform the nation in many ways, improving the life of the people and uniting them. However, your people still fear a large part of the river, which limits their ability to fish.
Power: 2 Stability: 2
Population : 36000 - growing
Recruitment Rate : 5 %
Soldiers : 3600
Traits : Warmonger (0)
Pacifist (0)
Maurathia (soundwave)
Vote: Send 250 soldiers to scout out the disappearances of my people
Roll: 18
Outcome: You send 250 soldiers to find out more about the incidents. They put an empty boat on the water and wait. Only seconds after the boat is getting pushed by one of the seabirds, a giant 5 meters long claw bursts out of the water and grabs the boat. One of your soldiers throws a spear after it, but it just bounces back. However, the animal gets angry and comes out of the water. In a matter of seconds, a 10 meters high colossal crab, K. princeps stands right in front of your people. When the crab starts running towards them, they are too scared to move. The crab just runs over your people and starts fighting with a large tree. While your people are confused at first, they use the moment to escape and almost everyone gets home safely.
Power: 1 Stability: 1
Population : 39000 - growing
Recruitment rate : 15 %
Soldiers : 5850
Traits : Warmonger (0)
Pacifist (0)
Child of the sand (Aiosian_Doctor_Xenox)
Vote: To appease the Sun King, we must build him a new temple. The glassworks will need to take lead on this project. We must grant Sokra a great glistening place of worship!
Roll : 11
Outcome: Your workers construct a big temple made of toned glass. Standing in the middle of the desert and sparkling in the scorching light of the sun, it might be one of the most beautiful views of the whole world, and people of the whole nation come to see it one time and pray to Sokra. However, this temple was very costly to build, and your people struggle with increased taxes.
Power: 1 Stability: 0
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder. (+4 on every religious vote)
Population : 22000
Recruitment rate : 20 %
Soldiers : 4400
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne (February Steam of Foushoo)
Vote 1: send some armed scouts to investigate the flying beast have two or more commoner monks to maintain the scouts if they become fear full of the beast and not become irrational in the face of it. We do not wish to vanquish it if it does not attempt against the lives of our scouts.
Roll: 11
Outcome: A group of armed soldiers, along with some monks to spport them should the creature be actually spiritual, follow a big black spot in the sky heading north-west. With their loyal mount C. amicum they manage to keep up, but soon the forests get colder and the ground gets uneven and covered with cliffs. Your people are too scared to continue and set up a camp while the black spot continues to head to the mountain.
Power: 1 Stability: 1
Population : 44000 -growing
Recruitment rate : 10 %
Soldiers : 4400
Traits : Warmonger (0)
Pacifist (0)
Alithei (Just a Dude)
Your people live in a warm coast region. They produce color by cooking different kinds of flowers and thickening the fluid with sand. They also know how make advanced paper and canvas, leading them to constantly draw. There are many great artists among your people, but some of them struggle to find inspiration. They wish to start discovering the rest of the world, but your people don`t have any weapons beside some primitive wooden spears your hunters use to kill smaller animals. This could make the journie quite dangerous. What will you do ?
Power: 1 Stability: 1
Population : 10000 -growing
Recruitment rate : 5 %
Soldiers : 500
Traits : Warmonger (-1)
Pacifist (1)
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Post by lordclassyus on Jan 20, 2018 11:14:30 GMT
That's step one of my bird extermination plan, now onto step two.
Vote: Attach large heavy nets to two ballistas at once. These ballista pairs then shoot both at the same time, dragging the net behind them. This should drag out large number of the birds onto the ground. When trapped and tangled, send in the infantry to kill the beasts. When there are only a few left, cut holes in their wings and tie their beaks close with rope. Perhaps we can still train and breed these creatures for our own purpose.
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Post by agenttine on Jan 20, 2018 13:08:56 GMT
Alright, I have a great idea - domesticate the giant moose!
Vote: Send around two hundred people to try to domesticate that wild moose - perhaps we can use it as a powerful mount for war?
Naming: I would like to call the giant moose we found the "Elaik", with that being both the plural and singular noun. Then, I want the tree to be called the "Ydrais", with it being both plural and singular.
Culture: This really is just for me to dump some extra information about the recent developments in my civilization. Now, with our civ discovering sap in the Ydrais, our people have expanded their religion to include a new, powerful deity in the form of the Ydrais. The Ydrais, according to Grennish folklore, is the main spirit inhabiting all trees, but it's main home lies in the Ydrais trees. Grennish legends say that there is one tree in the forests that is the first tree that ever grew, and in that tree's sap, there lies portals to the eight other major cultures. Due to this belief, Ydrais is now sometimes used as an synonym to life. Another major development in Grennish folklore is the mystical Elaik. They are often thought of as mystical beings - to see one is a sign of good luck. They represent life's strength and unpredictableness, and as such, is thought to be Ydrais's helpers and servants.
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Post by soundwave on Jan 20, 2018 14:22:29 GMT
Vote: tame these crabs and use them as gaurdians of my island against invaders
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