1
Pikmin Wars!
Current mods: Bloody Man
You make an application and I approve it before you start. This is basically your first log. I guess we'll start once we get four approved apps.
You make an application and I approve it before you start. This is basically your first log. I guess we'll start once we get four approved apps.
Story
It had been quite awhile since Olmiar and Louie had seen the pikmin planet. Many of the pikmin and native predators had thrown off their primitive ways to build machinery and weapons, and most had formed fuedal groups that constantly butted head for control over resources an territory. Many wars are being fought as we speak by these armies. And you will command one of them.
Tips
If you want your army to surive, you'll need to be creative with projects as well as inguinitive. If you don't other armies may overpower you with wit and ideas that are impossible to combat with pure force alone.
Rules
The following set of rules will give you a good idea of what guidelines your army needs to follow.
Begginer rules:
1. Each real life day is exactly four game days. No exceptions to this rule.
2. You are allowed ten ordinary, which are weak things like pikmin or shearwigs, a day to add to your army, and younstart with 50 of them. You can combine your daily ordinary troops to add one special troop, which is a something large or powerful, not much more than a gatling groink though. You can start with 5 special in addition to your 50 ordinary troops for a total of 55 troops.
3. Your base must be in one of the maps from the three games, and no cave bases are allowed. Your commander can be slightly stronger than a special troop, but is not a solo fighter.
4. You get 6 project slots to build things and improve ypur base and ar,y, these can be building warmachines, like tanks, upgrading a troop type, making weapons, or getting bosses! Project take real time to complete, though.
5. Each day a project runs, you must spend two petals on it, which are money. So a twenty day project costs 40 petals. You get ten petals per day, and start with 300 total.
6. You can expand your daily petal income with a petal gathering center. These bring in five extra petals a day, but cost 200 petals, 400 of a material, and take 60 days to complete.
7. You start with 500 units of iron, which can be used for projects. You can get other resources in projects or through the shop.
8. You start with 20 days of basic base defense, so like an iron wall or something.
9. If something takes ammo, you must research that ammo with a twenty or more day project befoee you can use it.
Advanced Rules:
1. You may have one ally.
2. Battles are done by a moderator. Each side will send their plans in and the mod will write a battle out based on the plans.
3. Bosses are called Elite units, and you must do a fifty or more day project to gain one.
4. Aircraft can only be built out of Wod, Aluminum, Titanium, Stainless steel, or HF Rocket metal.
5. You can build factories to work just like a normal project slot. Each factory produces either air, land, and water warmachines, or defenses. You can only have two factories active at once. Each factory costs 400 of a material and takes thirty days to complete.
6. Sometimes mods will create special events. This could be a treasure hunt or a random army invading.
7. You may build weapons and armor for your troops, in clumps of 50 or more, unless their really powerful.
Begginer rules:
1. Each real life day is exactly four game days. No exceptions to this rule.
2. You are allowed ten ordinary, which are weak things like pikmin or shearwigs, a day to add to your army, and younstart with 50 of them. You can combine your daily ordinary troops to add one special troop, which is a something large or powerful, not much more than a gatling groink though. You can start with 5 special in addition to your 50 ordinary troops for a total of 55 troops.
3. Your base must be in one of the maps from the three games, and no cave bases are allowed. Your commander can be slightly stronger than a special troop, but is not a solo fighter.
4. You get 6 project slots to build things and improve ypur base and ar,y, these can be building warmachines, like tanks, upgrading a troop type, making weapons, or getting bosses! Project take real time to complete, though.
5. Each day a project runs, you must spend two petals on it, which are money. So a twenty day project costs 40 petals. You get ten petals per day, and start with 300 total.
6. You can expand your daily petal income with a petal gathering center. These bring in five extra petals a day, but cost 200 petals, 400 of a material, and take 60 days to complete.
7. You start with 500 units of iron, which can be used for projects. You can get other resources in projects or through the shop.
8. You start with 20 days of basic base defense, so like an iron wall or something.
9. If something takes ammo, you must research that ammo with a twenty or more day project befoee you can use it.
Advanced Rules:
1. You may have one ally.
2. Battles are done by a moderator. Each side will send their plans in and the mod will write a battle out based on the plans.
3. Bosses are called Elite units, and you must do a fifty or more day project to gain one.
4. Aircraft can only be built out of Wod, Aluminum, Titanium, Stainless steel, or HF Rocket metal.
5. You can build factories to work just like a normal project slot. Each factory produces either air, land, and water warmachines, or defenses. You can only have two factories active at once. Each factory costs 400 of a material and takes thirty days to complete.
6. Sometimes mods will create special events. This could be a treasure hunt or a random army invading.
7. You may build weapons and armor for your troops, in clumps of 50 or more, unless their really powerful.
Resources
Building materials:
Iron:
This gray, dull metal makes a good wall or machine early on. If you just want to go with something basic, you want Iron. It'll armor your tanks, your buildings, make weapons and armor, Iron does what you need. While weak to extreme fire, it's just a good, standard metal. You may want to replace it with a stronger metal later.
Strength: 3
Water Pebbles:
These can be used as ammunition as well as for building. They look like light brown, brittle rocks. They are completely immune to all watery effects, and won't even move if gallons of it are dumped on them. As a projectile, they burst into a spray of water which splashes on the target.
Strength: 2
A. Dweevilite:
This shiny yellow metal is generally used as armor, as it is completely immune to all electrical attacks. It won't weigh the unit down too much since it's fairly light, but it protects the unit a good amount for the weight--And most of all makes stuff resistant to electrical attacks.
Strength: 2
Titanium:
This gray substance with a bright sheen is extremely strong. It is very light, so it could be made into armor if you had enough time. It takes awhile to whittle Titanium down enough to smash it, so it's best to take it apart piece by piece. Titanium immune to acid, decent on everything else, and is pretty much the best metal around. It's one of the few things that can make aircraft. Make no mistake, Titanium is not invulnerable; but if you're unprepared it sure might seem like that.
Strength: 7
Blowhogium:
It weighs a lot more then you'd think for the strength of 3. It can take any amount of heat, but is broken apart by water and ice. It's bright red.
Strength: 3
Gold:
Gold is very heavy and valuable. It actually poses a bit of trouble for thieves because of its huge amount of weight, though it won't do much besides slow a thief down. Gold is one of the only resources the Special Store accepts, and thus makes a great trade item to other armies.
Strength: 1
Silver:
This shiny metal is resistant against corrosion in general, but trumps everything at conducting electricity. It looks nice too, but... not as nice as gold. Still, it's worth a lot. Silver is one of the only resources that the Special Store accepts. Fine trade item.
Strength: 2
Bulborbium:
This metal looks like a yellower, duller gold. It crumbles when faced with electricity, but is resistant against fire and blunt attacks.
Strength: 2
Platinum:
It looks a little like silver, except darker with a better shine. It conducts electricity. Really, though, it's best just for trading--It's extremely rare and valuable. One of the only resources the Special Store accepts.
Strength: 2
Clay:
Once made into armor or walls, the reddish substance will be wet for 12 days slowing down a unit using it and will have build strength 1. It will also be weak against water. Once the 10 days are up, it'll dry and harden, and become build strength 2. It then becomes resistant against electricity. Fire and heat only harden it more.
Strength: 1, then 2 after twelve days
Wood:
Chopped down from trees, it's in plentiful supply. To be honest, it isn't even remotely strong. Use it for building that you really don't care about or rudimentary armor. It burns easily, so don't rely on it. Wood is, however, one of the few things that can make aircraft. Regardless, if you made a plane out of it, just pray that a pebble doesn't hit it.
Strength: 1
Stone:
Not the strongest stuff in the world, but it'll hold up a building. Good for a back-up wall, maybe. This won't burn or corrode easily. It's a dark brown color.
Strength: 2
Crawmadine:
Initially, this green metalloid is useless. It has a very low melting point, so just heating it up a little bit will melt it. However, once you refine it at an 8 day project per 50 Crawmadine, it turns dark green and becomes build strength 5. It's also much more fire/corrosion resistant, so it won't melt easily at all.
Strength: .1, or 5 after refinery project
Crystal
This colorless crystalline is completely transparent, making it good for surprising enemies with defenses they couldn't see. It's a good all-rounder, no specific strengths, but no weaknesses. It's fairly light, so it can be made into just about anything. For a 10-day project, you can polish 50 units so it reflects light, good for lighting up tunnels or blinding enemies.
Strength: 2
Copper:
This orange metal conducts electricity well. It can be easily charged for electric fence purposes, and the electricity will remain present until discharged. Extra effective against water-based units.
Strength: 3
Pikmite:
This white material is completely fire immune. It's all-round good, except against large amounts of wind or air. A big gust of wind could knock it down, as it's not very heavy. Decent armor for a troop with enough weight to hold its own.
Strength: 4
Groinkium:
Groinkium, a blue metal with sort of an orange shine, has very special properties. It attracts other kinds of metal since it's magnetic, so if a machine made of metal (Not wood or stone) came close enough, it would start to pull towards it. If the machine goes in the opposite direction, it'll be slowed a little bit, and it'll go a little bit faster if moving towards it. If Groinkium makes contact, it'll stick to the metal object and enough could completely weigh it down. After the battle these things could be looted if they're still intact. Could be used for a variety of purposes. It corrodes very easily, but otherwise holds up its structure well.
Strength: 3
Dumplium:
With a good build strength, Dumplium is best in cold environments. Water, ice, and any kind of frostbite-inducing temperature won't phase it. Unfortunately, sustained fire will slowly melt it. It's average against other things.
Strength: 4
Steel:
Just a completely normal metal. Looks sort of like Iron, but a lot more shiny. No real weaknesses or strengths.
Strength: 4
Stainless Steel:
This metal is very special. It takes eight days to upgrade 50 units of Steel to Stainless Steel, which then have a build strength of 6. Things such as electricity and fire seem to "Wash" off of it, so you pretty much need straight ballistic or energy-based attacks to damage it. This is also one of the few materials that can be used to make aircraft.
Strength: 6
Aluminum:
A special metal, though not very strong. It could be made into armor, but it isn't recommended. You could also make it a wall for backup or something, but again, not recommended. Its main purpose is to be made into flying machines, as Aluminum is one of the only resources that can do so.
Strength: 2
H.F. Rocket Metal:
H.F. stands for Hocotate Freight, the company that Olimar and Louie work for. This is a special black metal coated with a special paint that protects it from fire and corrosion. This can only be gained from a random event or some kind of special appearance--For example, the Special Store might have some pieces. It's one of the few things that can make aircraft; in direct comparison, it's a little weaker than Titanium, but still epic. A machine's engine made out of H.F. Rocket Metal moves 15% faster!
Strength: 6
Tar:
Not really a resource, but tar is still a special substance. Tar sticks to units and won't come off easily, which can suffocate them or at least slow them down. Tar also catches on fire easily, so effective use of it could pretty much render light vehicles useless or even coat large areas of the ground in fire.
Strength: N/A
Iron:
This gray, dull metal makes a good wall or machine early on. If you just want to go with something basic, you want Iron. It'll armor your tanks, your buildings, make weapons and armor, Iron does what you need. While weak to extreme fire, it's just a good, standard metal. You may want to replace it with a stronger metal later.
Strength: 3
Water Pebbles:
These can be used as ammunition as well as for building. They look like light brown, brittle rocks. They are completely immune to all watery effects, and won't even move if gallons of it are dumped on them. As a projectile, they burst into a spray of water which splashes on the target.
Strength: 2
A. Dweevilite:
This shiny yellow metal is generally used as armor, as it is completely immune to all electrical attacks. It won't weigh the unit down too much since it's fairly light, but it protects the unit a good amount for the weight--And most of all makes stuff resistant to electrical attacks.
Strength: 2
Titanium:
This gray substance with a bright sheen is extremely strong. It is very light, so it could be made into armor if you had enough time. It takes awhile to whittle Titanium down enough to smash it, so it's best to take it apart piece by piece. Titanium immune to acid, decent on everything else, and is pretty much the best metal around. It's one of the few things that can make aircraft. Make no mistake, Titanium is not invulnerable; but if you're unprepared it sure might seem like that.
Strength: 7
Blowhogium:
It weighs a lot more then you'd think for the strength of 3. It can take any amount of heat, but is broken apart by water and ice. It's bright red.
Strength: 3
Gold:
Gold is very heavy and valuable. It actually poses a bit of trouble for thieves because of its huge amount of weight, though it won't do much besides slow a thief down. Gold is one of the only resources the Special Store accepts, and thus makes a great trade item to other armies.
Strength: 1
Silver:
This shiny metal is resistant against corrosion in general, but trumps everything at conducting electricity. It looks nice too, but... not as nice as gold. Still, it's worth a lot. Silver is one of the only resources that the Special Store accepts. Fine trade item.
Strength: 2
Bulborbium:
This metal looks like a yellower, duller gold. It crumbles when faced with electricity, but is resistant against fire and blunt attacks.
Strength: 2
Platinum:
It looks a little like silver, except darker with a better shine. It conducts electricity. Really, though, it's best just for trading--It's extremely rare and valuable. One of the only resources the Special Store accepts.
Strength: 2
Clay:
Once made into armor or walls, the reddish substance will be wet for 12 days slowing down a unit using it and will have build strength 1. It will also be weak against water. Once the 10 days are up, it'll dry and harden, and become build strength 2. It then becomes resistant against electricity. Fire and heat only harden it more.
Strength: 1, then 2 after twelve days
Wood:
Chopped down from trees, it's in plentiful supply. To be honest, it isn't even remotely strong. Use it for building that you really don't care about or rudimentary armor. It burns easily, so don't rely on it. Wood is, however, one of the few things that can make aircraft. Regardless, if you made a plane out of it, just pray that a pebble doesn't hit it.
Strength: 1
Stone:
Not the strongest stuff in the world, but it'll hold up a building. Good for a back-up wall, maybe. This won't burn or corrode easily. It's a dark brown color.
Strength: 2
Crawmadine:
Initially, this green metalloid is useless. It has a very low melting point, so just heating it up a little bit will melt it. However, once you refine it at an 8 day project per 50 Crawmadine, it turns dark green and becomes build strength 5. It's also much more fire/corrosion resistant, so it won't melt easily at all.
Strength: .1, or 5 after refinery project
Crystal
This colorless crystalline is completely transparent, making it good for surprising enemies with defenses they couldn't see. It's a good all-rounder, no specific strengths, but no weaknesses. It's fairly light, so it can be made into just about anything. For a 10-day project, you can polish 50 units so it reflects light, good for lighting up tunnels or blinding enemies.
Strength: 2
Copper:
This orange metal conducts electricity well. It can be easily charged for electric fence purposes, and the electricity will remain present until discharged. Extra effective against water-based units.
Strength: 3
Pikmite:
This white material is completely fire immune. It's all-round good, except against large amounts of wind or air. A big gust of wind could knock it down, as it's not very heavy. Decent armor for a troop with enough weight to hold its own.
Strength: 4
Groinkium:
Groinkium, a blue metal with sort of an orange shine, has very special properties. It attracts other kinds of metal since it's magnetic, so if a machine made of metal (Not wood or stone) came close enough, it would start to pull towards it. If the machine goes in the opposite direction, it'll be slowed a little bit, and it'll go a little bit faster if moving towards it. If Groinkium makes contact, it'll stick to the metal object and enough could completely weigh it down. After the battle these things could be looted if they're still intact. Could be used for a variety of purposes. It corrodes very easily, but otherwise holds up its structure well.
Strength: 3
Dumplium:
With a good build strength, Dumplium is best in cold environments. Water, ice, and any kind of frostbite-inducing temperature won't phase it. Unfortunately, sustained fire will slowly melt it. It's average against other things.
Strength: 4
Steel:
Just a completely normal metal. Looks sort of like Iron, but a lot more shiny. No real weaknesses or strengths.
Strength: 4
Stainless Steel:
This metal is very special. It takes eight days to upgrade 50 units of Steel to Stainless Steel, which then have a build strength of 6. Things such as electricity and fire seem to "Wash" off of it, so you pretty much need straight ballistic or energy-based attacks to damage it. This is also one of the few materials that can be used to make aircraft.
Strength: 6
Aluminum:
A special metal, though not very strong. It could be made into armor, but it isn't recommended. You could also make it a wall for backup or something, but again, not recommended. Its main purpose is to be made into flying machines, as Aluminum is one of the only resources that can do so.
Strength: 2
H.F. Rocket Metal:
H.F. stands for Hocotate Freight, the company that Olimar and Louie work for. This is a special black metal coated with a special paint that protects it from fire and corrosion. This can only be gained from a random event or some kind of special appearance--For example, the Special Store might have some pieces. It's one of the few things that can make aircraft; in direct comparison, it's a little weaker than Titanium, but still epic. A machine's engine made out of H.F. Rocket Metal moves 15% faster!
Strength: 6
Tar:
Not really a resource, but tar is still a special substance. Tar sticks to units and won't come off easily, which can suffocate them or at least slow them down. Tar also catches on fire easily, so effective use of it could pretty much render light vehicles useless or even coat large areas of the ground in fire.
Strength: N/A
Store
Wood
Small clump:
60 Units
Small price:
15 Petals
Gathering time:
4 Days/25 Units
Large clump:
600 Units
Large clump price:
120 Petals
Mine time:
Mill: 40 Days
Mine price:
120 Petals
Mine output every 4 days:
20 Units
Stone
Small clump:
50 Units
Small clump price:
15 Petals
Gathering time:
4 Days/20 Units
Large clump:
500 Units
Large clump price:
120 Petals
Mine time:
Quarry: 50 Days
Mine cost:
150 Petals
Mine output every 4 days:
15 Units
Aluminum
Small clump:
50 Units
Small clump price
20 Petals
Gathering time:
6 Days/25 Units
Large clump:
500 Units
Large clump price:
180 Petals
Mine time:
Mine: 60 Days
Mine price:
180 Petals
Mine output every 4 days:
15 Units
Blowhogium
Small clump:
45 Units
Small clump price:
20 Petals
Gathering time:
4 Days/20 Units
Large clump:
500 Units
Large clump price:
190 Petals
Mine time:
Mine: 65 Days
Mine cost:
190 Petals
Mine output every 4 days:
15 Units
Bulborium
Small clump:
50 Units
Small clump price:
15 Petals
Gathering time:
4 Days/20 Units
Large clump:
550 Units
Large clump price:
150 Petals
Mine time:
Mine: 60 Days
Mine cost:
160 Petals
Mine output every 4 days:
15 Units
Iron
Small clump:
50 Units
Small clump price:
25 Petals
Gathering time:
6 Days/20 Units
Large lump:
500 Units
Large clump price:
220 Petals
Mine time:
Mine: 70 Days
Mine price:
200 Petals
Mine output every 4 days:
15 Units
Water Pebble
Small clump:
50 Units
Small clump price:
20 Petals
Gathering time:
4 Days/25 Units
Large clump:
500 Units
Large clump rice:
180 Petals
Mine time:
Harvester: 60 Days
Mine price:
175 Petals
Mine output every 4 days:
20 Units
Pikmite
Small clump:
40 Units
Small clump price:
25 Petals
Gathering time:
8 Days/30 Units
Large clump:
400 Units
Large clump price:
220 Petals
Mine time:
Mine: 80 Days
Mine cost:
225 Petals
Mine output every 4 days:
10 Units
A. Dweevilite
Small clump:
40 Units
Small clump price:
20 Petals
Gathering time:
6 Days/20 Units
Large clump:
500 Units
Large clump price:
220 Petals
Mine time:
Mine: 65 Days
Mie cost:
200 Petals
Mine output every 4 days:
15 Units
Clay
Small clump:
60 Units
Small clump price:
20 Petals
Gathering time:
4 Days/25 Units
Large clump:
600 Units
Large clump price:
170 Petals
Mine time:
Harvester: 50 Days
Mine price:
140 Petals
Mine output every 4 days:
20 Units
Hard Clay
Small clump:
50 Units
Small clump price:
20 Petals
Gathering time:
6 Days/20 Units
Large clump:
500 Units
Large clump price:
180 Petals
Mine time:
Kiln: 50 Days
Mine price:
100 Petals
Mine output every 4 days:
Instant Clay Hardening
Crystal
Small clump:
50 units
Small clump price:
30 Petals
Gathering time:
10 Days/20 Units
Large clump:
550 Units
Large clump price:
300 Petals
Mine time:
Mine: 60 Days
Mine cost:
150 Petals
Mine output every 4 days:
10 Units
Crawmadine
Small clump:
30 Units
Small clump price:
20 Petals
Gathering time:
8 Days/15 Units
Large clump:
600 Units
Large clump price:
380 Petals
Mine time:
Harvester: 80 Days
Mine price:
250 Petals
Mine output every 4 days:
10 Units
Refined Crawmadine
Small clump:
20 Units
Small: Clump price:
40 Petals
Gathering time:
10 Days/15 Units
Large clump price:
300 Units
Large clump price:
550 Petals
Mine time:
Refinery: 50 Days
Mine cost:
125 Petals
Mine output every 4 days:
Instant Crawmadine Refining
Copper
Small clump:
30 Units
Small clump price:
20 Petals
Gathering time:
8 Days/25 Units
Large clump:
450 Units
Large clump price:
280 Petals
Mine time:
Mine: 85 Days
Mine cost:
250 Petals
Mine output every 4 days:
15 Units
Steel
Small clump:
20 Units
Small clump price:
20 Petals
Gathering time:
10 Days/20 Units
Large clump:
400 Units
Large clump price:
350 Petals
Mine time:
Mine: 85 Days
Mine cost:
250 Petals
Mine output every 4 days:
10 Units
Stainless Steel
Small clump:
20 Units
Small clump price:
50 Petals
Gathering time:
10 Days/10 Units
Large clump price:
400 Units
Large clump price
900 Petals
Mine time:
Coating Machine: 100 Days
MIne cost:
250 Petals
Mine output every 4 days:
Instant Steel Coating
Dumplium
Small clump:
25 Units
Small clump cost
20 Petals
Gathering time:
8 Days/20 Units
Large clump:
350 Units
Large clump price:
260 Petals
Mine time:
Mine: 80 Days
Mine cost:
225 Petals
Mine output every 4 days:
10 Units
Tar
Small clump:
20 Units
Small clump cost
20 Petals
Gathering time:
8 Days/15 Units
Large clump:
400 Units
Large clump price:
350 Petals
Mine time:
Harvester: 80 Days
Mine cost:
225 Petals
Mie output every 4 days:
10 Units
Groinkium
Small clump:
30 Units
Small clump price:
40 Petals
Gathering time:
10 Days/10 Units
Large clump:
400 Units
LArge clump price:
500 Petals
Mine time:
Mine: 100 Days
Mine cost:
200 Petals
Mine output every 4 days:
5 Units
Titanium
Small clump
10 Small clump price:
150 Petals
Gathering time:
20 Days/10 Units
Large clump:
100 Units
Large clump price
1400 Petals
Silver
Small clump:
10 Units
Small clump price:
60 Petals
Gathering time:
10 Days/5 Units
Large clump:
200 Units
Large clump price:
1100 Petals
Gold
Small clump price:
10 Units
Small clump price:
100 Petals
Gathering time:
20 Days/5 Units
Large clump:
150 Units
Large clump price:
1350 Petals
Platinum
Small clump:
10 Units
Small clump price:
150 Petals
Gathering time:
30 Days/5 Units
Large clump:
100 Units
Large clump price:
1300 Petals
Small clump:
60 Units
Small price:
15 Petals
Gathering time:
4 Days/25 Units
Large clump:
600 Units
Large clump price:
120 Petals
Mine time:
Mill: 40 Days
Mine price:
120 Petals
Mine output every 4 days:
20 Units
Stone
Small clump:
50 Units
Small clump price:
15 Petals
Gathering time:
4 Days/20 Units
Large clump:
500 Units
Large clump price:
120 Petals
Mine time:
Quarry: 50 Days
Mine cost:
150 Petals
Mine output every 4 days:
15 Units
Aluminum
Small clump:
50 Units
Small clump price
20 Petals
Gathering time:
6 Days/25 Units
Large clump:
500 Units
Large clump price:
180 Petals
Mine time:
Mine: 60 Days
Mine price:
180 Petals
Mine output every 4 days:
15 Units
Blowhogium
Small clump:
45 Units
Small clump price:
20 Petals
Gathering time:
4 Days/20 Units
Large clump:
500 Units
Large clump price:
190 Petals
Mine time:
Mine: 65 Days
Mine cost:
190 Petals
Mine output every 4 days:
15 Units
Bulborium
Small clump:
50 Units
Small clump price:
15 Petals
Gathering time:
4 Days/20 Units
Large clump:
550 Units
Large clump price:
150 Petals
Mine time:
Mine: 60 Days
Mine cost:
160 Petals
Mine output every 4 days:
15 Units
Iron
Small clump:
50 Units
Small clump price:
25 Petals
Gathering time:
6 Days/20 Units
Large lump:
500 Units
Large clump price:
220 Petals
Mine time:
Mine: 70 Days
Mine price:
200 Petals
Mine output every 4 days:
15 Units
Water Pebble
Small clump:
50 Units
Small clump price:
20 Petals
Gathering time:
4 Days/25 Units
Large clump:
500 Units
Large clump rice:
180 Petals
Mine time:
Harvester: 60 Days
Mine price:
175 Petals
Mine output every 4 days:
20 Units
Pikmite
Small clump:
40 Units
Small clump price:
25 Petals
Gathering time:
8 Days/30 Units
Large clump:
400 Units
Large clump price:
220 Petals
Mine time:
Mine: 80 Days
Mine cost:
225 Petals
Mine output every 4 days:
10 Units
A. Dweevilite
Small clump:
40 Units
Small clump price:
20 Petals
Gathering time:
6 Days/20 Units
Large clump:
500 Units
Large clump price:
220 Petals
Mine time:
Mine: 65 Days
Mie cost:
200 Petals
Mine output every 4 days:
15 Units
Clay
Small clump:
60 Units
Small clump price:
20 Petals
Gathering time:
4 Days/25 Units
Large clump:
600 Units
Large clump price:
170 Petals
Mine time:
Harvester: 50 Days
Mine price:
140 Petals
Mine output every 4 days:
20 Units
Hard Clay
Small clump:
50 Units
Small clump price:
20 Petals
Gathering time:
6 Days/20 Units
Large clump:
500 Units
Large clump price:
180 Petals
Mine time:
Kiln: 50 Days
Mine price:
100 Petals
Mine output every 4 days:
Instant Clay Hardening
Crystal
Small clump:
50 units
Small clump price:
30 Petals
Gathering time:
10 Days/20 Units
Large clump:
550 Units
Large clump price:
300 Petals
Mine time:
Mine: 60 Days
Mine cost:
150 Petals
Mine output every 4 days:
10 Units
Crawmadine
Small clump:
30 Units
Small clump price:
20 Petals
Gathering time:
8 Days/15 Units
Large clump:
600 Units
Large clump price:
380 Petals
Mine time:
Harvester: 80 Days
Mine price:
250 Petals
Mine output every 4 days:
10 Units
Refined Crawmadine
Small clump:
20 Units
Small: Clump price:
40 Petals
Gathering time:
10 Days/15 Units
Large clump price:
300 Units
Large clump price:
550 Petals
Mine time:
Refinery: 50 Days
Mine cost:
125 Petals
Mine output every 4 days:
Instant Crawmadine Refining
Copper
Small clump:
30 Units
Small clump price:
20 Petals
Gathering time:
8 Days/25 Units
Large clump:
450 Units
Large clump price:
280 Petals
Mine time:
Mine: 85 Days
Mine cost:
250 Petals
Mine output every 4 days:
15 Units
Steel
Small clump:
20 Units
Small clump price:
20 Petals
Gathering time:
10 Days/20 Units
Large clump:
400 Units
Large clump price:
350 Petals
Mine time:
Mine: 85 Days
Mine cost:
250 Petals
Mine output every 4 days:
10 Units
Stainless Steel
Small clump:
20 Units
Small clump price:
50 Petals
Gathering time:
10 Days/10 Units
Large clump price:
400 Units
Large clump price
900 Petals
Mine time:
Coating Machine: 100 Days
MIne cost:
250 Petals
Mine output every 4 days:
Instant Steel Coating
Dumplium
Small clump:
25 Units
Small clump cost
20 Petals
Gathering time:
8 Days/20 Units
Large clump:
350 Units
Large clump price:
260 Petals
Mine time:
Mine: 80 Days
Mine cost:
225 Petals
Mine output every 4 days:
10 Units
Tar
Small clump:
20 Units
Small clump cost
20 Petals
Gathering time:
8 Days/15 Units
Large clump:
400 Units
Large clump price:
350 Petals
Mine time:
Harvester: 80 Days
Mine cost:
225 Petals
Mie output every 4 days:
10 Units
Groinkium
Small clump:
30 Units
Small clump price:
40 Petals
Gathering time:
10 Days/10 Units
Large clump:
400 Units
LArge clump price:
500 Petals
Mine time:
Mine: 100 Days
Mine cost:
200 Petals
Mine output every 4 days:
5 Units
Titanium
Small clump
10 Small clump price:
150 Petals
Gathering time:
20 Days/10 Units
Large clump:
100 Units
Large clump price
1400 Petals
Silver
Small clump:
10 Units
Small clump price:
60 Petals
Gathering time:
10 Days/5 Units
Large clump:
200 Units
Large clump price:
1100 Petals
Gold
Small clump price:
10 Units
Small clump price:
100 Petals
Gathering time:
20 Days/5 Units
Large clump:
150 Units
Large clump price:
1350 Petals
Platinum
Small clump:
10 Units
Small clump price:
150 Petals
Gathering time:
30 Days/5 Units
Large clump:
100 Units
Large clump price:
1300 Petals
Example Log
This is how all your info should be stored. It's what your first log might look like. It doesn't have to look exactly like it though.
Army Name: Militant Machinists
Location: Forest of Hope, just above the place where the Snagrets were.
Commander: Rach (large Iridescent Flint Beetle)
Troops:
Standard:
20 Red Pikmin (Small humanoid plant creatures, above-average attack and fire resistance)
15 Yellow Pikmin (Small humanoid plant creatures, high electricity resistance, low weight, and high dexterity)
9 Shearwigs (Small horsefly-like creature with strong mandibles, capable of short flight)
1 Honeywisp (Phantom-like creature of no offensive power, administers medical supplies)
Special:
4 Swooping Snitchbugs (Mid-sized beetle-like creature, used for forced "relocation" of enemy troops, especially into traps)
1 Yellow Wollywog (Mid-size frog-thing, administers AoE damage through body slams)
Elite:
N/A
Resources:
200 Iron
180 Petals
Buildings:
Ammo Storage (Holds Ammo) (Iron)
Weapons Storage (Holds offensive capability enhancers) (Iron)
Resource Storage (Holds resources) (Iron)
Barracks (Provides shelter for troops) (Iron)
Defence:
Spike-Filled Sinkholes (Discourages land-based attacks, can destroy smaller machines and troops) (20 days) (Iron)
Projects:
1. Building a Factory (0/40 days), -400 Iron, -80 Petals
2.?
3.?
4.?
5.?
6.?
Log
Army Name: Militant Machinists
Location: Forest of Hope, just above the place where the Snagrets were.
Commander: Rach (large Iridescent Flint Beetle)
Troops:
Standard:
20 Red Pikmin (Small humanoid plant creatures, above-average attack and fire resistance)
15 Yellow Pikmin (Small humanoid plant creatures, high electricity resistance, low weight, and high dexterity)
9 Shearwigs (Small horsefly-like creature with strong mandibles, capable of short flight)
1 Honeywisp (Phantom-like creature of no offensive power, administers medical supplies)
Special:
4 Swooping Snitchbugs (Mid-sized beetle-like creature, used for forced "relocation" of enemy troops, especially into traps)
1 Yellow Wollywog (Mid-size frog-thing, administers AoE damage through body slams)
Elite:
N/A
Resources:
200 Iron
180 Petals
Buildings:
Ammo Storage (Holds Ammo) (Iron)
Weapons Storage (Holds offensive capability enhancers) (Iron)
Resource Storage (Holds resources) (Iron)
Barracks (Provides shelter for troops) (Iron)
Defence:
Spike-Filled Sinkholes (Discourages land-based attacks, can destroy smaller machines and troops) (20 days) (Iron)
Projects:
1. Building a Factory (0/40 days), -400 Iron, -80 Petals
2.?
3.?
4.?
5.?
6.?
Log
Approved applications
Bloody Man:
Army Name: Dark Horizons
Location: Forets Naval, were the Pufd Stool was.
Commander: Fault (Shadow Stalker)
Troops:
Standard:
20 Black pikmin (Good scouts and thiefs)
10 Mutant pikmin (Physically weak, but excellent eyesite)
20 Snatch Dweevils (non-aggressive, but fast and good at carrying things)
Special:
5 Shadow Stalkers (Black pikmin, highly trained in creeping and killing)
Elite:
N/A
Resources:
Iron
Petals
Buildings:
Ammo Storage (Holds Ammo) (Iron)
Weapons Storage (Holds offensive capability enhancers) (Iron)
Resource Storage (Holds resources) (Iron)
Barracks (Provides shelter for troops) (Iron)
Defence:
Gel pit (Dangerous pit full of acid, thick, gel) (20 days) (Iron)
Projects:
1. Faults Right hand (Dangerous weapon used by fault) 0/20 days -10 iron -40 petals
2. 50 Hunting knives (Long bladed knives, used by shadow stalkers) 0/20 days -40 petals -100 iron
3. Research Nuero poison (Deadly poison used on hunting knives and Faukts right hand) 0/20 days -40 petals
4. 50 Iron cloaks (Tough cloaks worn by shadow stalkers) 0/20 days -40 petals -100 iron
5. 10 titanium 0/20 days
6. 10 titanium 0/20 days
Log: We have set up our camp and are ready to loot and raid, but first, we need weapons.
Army Name: Dark Horizons
Location: Forets Naval, were the Pufd Stool was.
Commander: Fault (Shadow Stalker)
Troops:
Standard:
20 Black pikmin (Good scouts and thiefs)
10 Mutant pikmin (Physically weak, but excellent eyesite)
20 Snatch Dweevils (non-aggressive, but fast and good at carrying things)
Special:
5 Shadow Stalkers (Black pikmin, highly trained in creeping and killing)
Elite:
N/A
Resources:
Iron
Petals
Buildings:
Ammo Storage (Holds Ammo) (Iron)
Weapons Storage (Holds offensive capability enhancers) (Iron)
Resource Storage (Holds resources) (Iron)
Barracks (Provides shelter for troops) (Iron)
Defence:
Gel pit (Dangerous pit full of acid, thick, gel) (20 days) (Iron)
Projects:
1. Faults Right hand (Dangerous weapon used by fault) 0/20 days -10 iron -40 petals
2. 50 Hunting knives (Long bladed knives, used by shadow stalkers) 0/20 days -40 petals -100 iron
3. Research Nuero poison (Deadly poison used on hunting knives and Faukts right hand) 0/20 days -40 petals
4. 50 Iron cloaks (Tough cloaks worn by shadow stalkers) 0/20 days -40 petals -100 iron
5. 10 titanium 0/20 days
6. 10 titanium 0/20 days
Log: We have set up our camp and are ready to loot and raid, but first, we need weapons.
