Obotti

*Self replicating copies of their inventor, the Obotti just do what they do. They have no superior goal or reason to destroy every other tribe... Exept maybe the very reason why the genius magicanician Obotti turned himself into the first of them: Not die. Ever.*

*Not an easy task. And a sufficient reason to kill everyone else in the Square.*

## Obotti

### Starts with

Presumably nothing

As they are magicanical beigns, **Obotti** don't use resources the same way as the other tribes do. Any food is sold for stars or revenue, while other things usually yielding stars are a source of population growth to them.

Their units are sturdier than usual, but they don't self-heal, and even **wear** with time. Their **magicanicians** can however **repair** them more efficiently than mind benders. They also are not promoted but instead **updated**, a slightly different process.

They don't eat, but the Obotti do harvest **Trufil** and hunt for **Fisan**. They all have a big cogwheel protruding from their lower body and *riders* and *knights* have one in the front and another in the back, allowing them to race faster.

They wear this kind of hat , and their color is between Polaris and Hoodrick.

Their terrain bears resemblance to Toscany and their cities look like Renaissance Florence, but with many scaffoldings and mecanical wooden stuff.

## Resources & buildings

Obotti certainly have more mines than Imperius, but the rest is yet to be determined throught some testing.

## Magicanical Units

Every Obotti unit (even converted enemy ones) being magicanical, they have *5 more hp*, and the following attributes.

### Upkeep

If Obotti happened to have too much population overall (they have access to infitinite growth for only 8 stars, after all), then any active unit would count as -1 population for its home city. If stars where to be a bigger concern, then each unit would cost 1 star per turn. In the unlikely event that everything is already balanced, their units would not have an upkeep. If both stars and population were unbalanced, then some things would have to change, for sure !

### Wear

Obotti units cannot self repair like regular units do, and they even wear out a little each turn : They lose 1hp per turn if they do nothing, and 2 otherwise.

### Wheels

A wheeled unit needs a full move to enter a forest or mountain tile, but treats roads as only counting 0.45 moves. Meaning that they can move :

 2 (rider)
 3 (knight)

That is, assuming that 0.1 move is enough to enter a field tile. Anyway, that's the idea, basically.

### Update

Updated units don't heal and don't earn additional heatlh, but 0.5 attack and 0.5 defense instad.

## Special units

### Magicanician

Magicanicians are a special unit that replaces mind benders ; they are identical, except they have 15hp because they are magicanical themselves, and instead of heal they have "repair" that heals 8 hp.

### Super unit : Fortress

Ice fortress but on land. It has cogwheels instead of skis.

When it moves on a *port* it can become a **Polytress** for *10 stars*. It then gains the **amphibious skill** : It counts water tiles as roads (meaning it can make 3 moves on it).

Its 25 hp and no dash are pretty bad against giant battleship, but the thing is still decent, costs half as much, and can move (fast) on land as well. A kind of Ice Fortress/Fire Dragon/Battleship mix... You also have access to 15hp warriors, so your navy should actually be pretty good.

## Other Tribes

If you liked this one, go take a look at the others here : Gradokko