Post by humaan on Dec 15, 2008 18:18:20 GMT -5
Wildlife Army: Alchemist Union
Base A (Name: The Master Alchemist's Tower)
Location: Perplexing Pool, where the yellow pikmin were found
Army
Ordinary
500 Lesser Stingtails(Scorpion like creatures; poison in tail is not potent enough for damaging effects.)
Subtotal: 500
Special
50 Stingtails (Larger Versions of the lesser stangtails, poison is potent enough to kill ordinarys.)
Subtotal: 50
Supers:
None
Total: 550
Petals: 200
Ally: None
Peace Treaties: None
Resources/Stuff
0 Iron (Build strength=3. Average material, weak to sustained heat.)
Buildings
1. Resource Storage
2. Ammunition Storage
3. Weapons Storage
4. Barracks
Machines
(None)
Defenses
1 Alchemist's Tower(A base defense that without at least one, the elemental orbs could not exist.)
Projects
1) Build a Spike Sphere Factory: 4 Iron (Automatically makes Spike Sphere vehicles.) (40/40 Days)
2) Build a Orb Lancher: 1 Iron (Shoots mediem sized Elemental Orbs)(30 Days)
3) Research Medium Plasma Orbs (Allows use of Medium Plasma Orbs)(35/35 Days)
4) Research Small Plasma Orbs(Allows use of Small Plasma Orbs)(25/25 Days)
5) (Idle)
6) (Idle)
--------------------------------------------------------------------------------
Just to make sure no one complains...
Plasma Orbs: Relitives to kinetic orbs, thes orbs are made of a super heated substance. Once they gain speed, they catch on fire. They will "bounce" on surfaces for some time until it explodes in a fiery death. However, unlike actual plasma, this substance is more stable. However, it only remains so as long as the Alchemist's tower stands.
Orb Sizes
Medium: Used in Base Defences, it retains all its special abilities (like the bouncing of plasma orbs)
Small: Though great in number, these do no have the exceptionally abilitys that Medium orbs do.
Large: These utterly massive orbs are used in base to base weapons and must be individually made. They have no normal special abilities but leavegreat amount of debris(a lot of super-hot material in the case of the Large Plasma Orb)
Base A (Name: The Master Alchemist's Tower)
Location: Perplexing Pool, where the yellow pikmin were found
Army
Ordinary
500 Lesser Stingtails(Scorpion like creatures; poison in tail is not potent enough for damaging effects.)
Subtotal: 500
Special
50 Stingtails (Larger Versions of the lesser stangtails, poison is potent enough to kill ordinarys.)
Subtotal: 50
Supers:
None
Total: 550
Petals: 200
Ally: None
Peace Treaties: None
Resources/Stuff
0 Iron (Build strength=3. Average material, weak to sustained heat.)
Buildings
1. Resource Storage
2. Ammunition Storage
3. Weapons Storage
4. Barracks
Machines
(None)
Defenses
1 Alchemist's Tower(A base defense that without at least one, the elemental orbs could not exist.)
Projects
1) Build a Spike Sphere Factory: 4 Iron (Automatically makes Spike Sphere vehicles.) (40/40 Days)
2) Build a Orb Lancher: 1 Iron (Shoots mediem sized Elemental Orbs)(30 Days)
3) Research Medium Plasma Orbs (Allows use of Medium Plasma Orbs)(35/35 Days)
4) Research Small Plasma Orbs(Allows use of Small Plasma Orbs)(25/25 Days)
5) (Idle)
6) (Idle)
--------------------------------------------------------------------------------
Just to make sure no one complains...
Plasma Orbs: Relitives to kinetic orbs, thes orbs are made of a super heated substance. Once they gain speed, they catch on fire. They will "bounce" on surfaces for some time until it explodes in a fiery death. However, unlike actual plasma, this substance is more stable. However, it only remains so as long as the Alchemist's tower stands.
Orb Sizes
Medium: Used in Base Defences, it retains all its special abilities (like the bouncing of plasma orbs)
Small: Though great in number, these do no have the exceptionally abilitys that Medium orbs do.
Large: These utterly massive orbs are used in base to base weapons and must be individually made. They have no normal special abilities but leavegreat amount of debris(a lot of super-hot material in the case of the Large Plasma Orb)