Welcome to the world of Gridhood
I've spent a lot of time thinking about how this game can be properly balanced. Then I realized that maybe it doesn't need any balance. At all. Thus I present to you Gridhood 12!
In this game you can choose to either play as a god or a civilization. The two things are mutually exclusive, meaning you can only be one thing at any given time. Civilization players need to work on tiles to get resources and basically not die, while god players compete with eachother for mortal worship and make changes to the grid world.
Note that new rules will be added as the game progresses. If you want to do something that there are no rules for, that will probably trigger the creation of new rules that cover the aforementioned something. Remember to check this post for the most current rules that are in effect. Don't be deceived by the seemingly basic beginning of the game.
Keep in mind that things do not officially exist until they appear on an update post. This means you cannot settle a civilization on a tile until you actually see the tile on the grid map.
The game will update whenever the GM feels like it which will always be at least 24 hours after the last update*. If you fail to get your action in, the GM will not wait for you.
To start playing, you will need to pick a tile on the map to start at. The tile needs to be unoccupied and you cannot start on a blank tile which means at least one god will need to exist before civilizations start popping up. You will need to decide on the following things: Civilization name, Civilization color, Starting tile. Alternatively, if there is an inactive civilization player you can take over their civilization instead of making a new one from scratch.
Your new civilization will start with X amount of people in it. At the start of the game this number will be 5, but it may be higher if you join at a later time. You will also begin the game with 10 food. Your civilization will officially exist starting on the next turn.
Each turn, each person in a civilization can do one of the following things:
- Scavenge a tile to find resources. At the beginning you will only be able to find the resource "Food" but this will probably change. You can only scavenge a tile that is either on or adjacent to a tile you control
- Pray to a God, generating 1 FP for that god.
- Attempt to research something. The more complicated a topic is, the longer it takes to figure it out. If you try to research something too complicated without the prerequisites, unpredictable things may happen instead of you getting the desired outcome.
- Attack another civilization. Note that defenders get an advantage in combat situations. The precise mechanics of combat are deliberately kept secret from players.
- Use a special action granted by a researched technology
If your civilization has tools, you must specify the amount of tools that are being used with an action if two or more actions are using the tools and there are not enough tools for everyone.
If a certain action requires "Labor" that means you need to have one of your people spend a turn working on that action.
Civilizations as a whole have a stat called "Logistics". If their logistics is not specified elsewhere then their logistics value is 5. Each turn you can reliably perform an amount of distinct actions equal to your logistics. For example, having 2 people forage at tile A counts as one action, but having one person forage at A and another forage at B counts as two actions. You can perform more actions than your logistics allow, but random things can potentially go wrong if you go over the limit.
Civilizations now have a stat called "Housing". The home tile for a civilization provides 10 housing on its own. If a civilization has more population than housing, unhappiness can be generated. Unhappiness can cause bad things to happen, and if it gets too bad a large amount of the population might leave to form a new civilization!
Civilizations now have a stat called "Loyalty". Bad things can happen if loyalty gets too low. If it ever reaches 0%, your civilization will be Done. As in, your civilization will no longer be a civilization. A smart new player who reads the rules and reads this paragraph will know that they can also start the game by liberating a tile from a civilization with a low enough loyalty percentage to equal the housing capacity of the a civilization's tile. Doing so will let them start with more than 5 people and every single tech owned by the civilization they started from! (Example, if tile A has 5 capactiy and tile B has 10 capacity, they can take tile A if loyalty is 66% or lower, or tile B if loyalty is 33% or lower)
Without technology, food can only be stolen by killing all members of a specific civilization that exist on a tile.
If a tool requires resources to make, you must own all of the resources at the beginning of the construction process unless otherwise noted.
Take note of the "Common Knowledge" spoiler on each update post. The techs in that spoiler are available to all civilizations!
Every turn, your civilization will consume 1 food for each person in it. If there is not enough food people will starve and die.
At any time you may spend 3 food to create one new person for your civilization. Newly created units cannot work on the turn they are made.
Sometimes challenges will begin in a spoiler in the update posts. When the first civilization completes a challenge, the challenge ends and all civilizations will immediately get a reward based on their progress.
Copyrighted research subjects are not allowed. (Because its unoriginal, not because of legal concerns)
To start playing, you merely need to announce that you exist as a god and provide a name for yourself. You will get 1 FP that you can immediately use.
All gods will gain 1 FP per turn, and additional FP for any mortals that pray to them. In the event that two gods attempt to affect a tile in the same turn, the god that posted first takes precedence. Deliberately editing a post to affect a tile after another player attempts to do something with the tile is cheating, and should be reported to the GM if you notice it happening. If another god beats you to the tile, your FP will not be lost.
You may collaborate with other gods to accomplish a single action. All gods involved in such an action need to reference the fact that it is a group action, including the names of each god they are working with.
FP may be used to do anything on the below list. Additional things will appear as the game progresses.
1 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 FP: Replace an existing landscape tile with a new basic landscape tile.
5 FP: Create an advanced landscape tile with unique or special features. Can be used to replace a basic landscape tile.
10 FP: Create an interactive landscape tile. This tile will do something when "Triggered". Any tile that affects things outside the tile must be at least this expensive.
30 FP: Create an Epic level tile. There are limits on how what most tiles can do, but an Epic tile can break some of these limits. Don't forget to protect this investment, it would be a shame to throw away so much FP!
150 FP: Create Ultimate level tile. This tile is better than an Epic tile. Only one of these can ever exist and it cannot be destroyed, changed or otherwise interacted with by any gods after creation no matter what. This is a monument to one god's superiority over all others, and cannot be made by pooling FP with other gods.
3 FP: Trigger the effect of an interactive tile.
2 FP: Change the weather on a tile. Does not destroy the landscape tile.
8 FP: Change the weather on a tile. Unlike the cheaper version, this effect can be meaningfully dangerous.
3 FP: Provide a civilization with 1 unit of a basic resource that they have access to.
X2 FP: An action may be a "Secret" action by sending a PM to the GM. Any secret actions will cost twice as much as a regular action. Secret actions cannot take priority over non-secret actions.
10 FP: Create a terrain change habit. Doing this lets you declare a tile variant you want to modify and a tile type to turn it into. Doing this permanently adjusts the cost of replacing the specified tiles by 1. You need to remind the GM about this whenever you do it, or the discount is invalid.
30 FP: Become Greater God. This will remove the 30FP limit and allow you to gain even more FP! Note that doing this will remove your natural 1FP regeneration per turn, so make sure you are truly ready to be superior to other gods before you purchase this lest you fade into obscurity.
X FP: A tile may be protected to prevent other gods from messing it up. The amount of acts spent on protection must be a multiple of 2. If any god wants to change a protected tile they must first break the protection. Breaking the protection of a tile costs half of what it costs to set up the protection in the first place. If god A protects a tile for 4 acts, god B can break the protection by spending 2 acts. You can modify then protect a tile, or un-protect then modify a tile in the same turn. You can dispel your own protections for free, but you cannot modify a tile while it is still protected even if you protected it yourself.
10+ FP: Create an artifact that can be used by civilizations! Artifacts can have a wide variety of effects, which will be judged individually by the GM. Each time an artifact is used, the god that created it will lose FP. Attempting to use an artifact when the god does not have enough FP to trigger it will cause the artifact to be destroyed. Artifacts are treated as tools, and thus need someone to use them.
X FP: Destroy an artifact that you created. The cost to destroy it is 1 less FP than what it costs when used.
Copyrighted creations are not allowed. (Because its unoriginal, not because of legal concerns)
Your action posts must include your god/civilization name in them.
For civilizations, you must declare which tile you want to forage (Even if there is only one tile available). You must also reference a god by their proper name when praying.
Pixel Felius
(https://i.imgur.com/D5euZQe.png)
All actions that affect a tile or involve a tile must include the tiles co-ordinates. No exceptions.
NEWEST GAME RULE: Copyrighted things are not allowed. (Because its unoriginal, not because of legal concerns) and Tool Construction tweaks.
Turn 1
(https://i.imgur.com/5ErQzue.png)
B3: Catnip Field
C3: Grassland
C4: Mountain
D4: Inhospitable desert
J10: Simple grasslands
Note to players who attempted to start a civilization: As I explained in my other posts, things do not exist until a turn starts that includes them. For your convenience, your previous post will be automatically processed with the next update if you do not wish to make any changes. Automatic things like this will not be a regular occurrence.
The gods descend upon the world, and the void begins to recede. In the northwest corner of the world some grasslands are formed. A mountain and a desert come into being nearby. The world looks as though it could comfortably handle a single small tribe of mortals as it is now...
Forknor: 1FP
Felius: 1FP
Kyuu: 1FP
Hasoc: 1FP
Snag: 1FP
Turn 2
(https://i.imgur.com/Tx31F2r.png)
B3: Catnip Field
C2: Ocean
C3: Grassland
C4: Mountain
C5: Mountain Range
D3: Desert
D4: Inhospitable desert
D5: Catnip Field
J10: Simple grasslands
J11: Forest
K1: Swamp
New rule: Your action post must include your God/Civilization name in them.
Tip: Not all of your civilizations people need to do the same thing on each turn. For example, you can have 4 people forage for food and one person pray to a god. If you look closely at the map you will see a colored border around your starting tile. This means that your civilization controls the tile. I recommend reviewing the first post for additional information. If you notice you only have 5 food, that is because your population consumed 5 food this turn.
The Nirii Dominion
The Nirii dominion has been established on the grassland on tile C3. Their first order of business is to worship the god Forknor.
Harr
The civilization of Harr has been established on the mountain at C4. Their first order of business is to worship the goddess Kyuu.
These two civilizations are dangerously close to eachother. It seems unlikely that both of them will stand the test of time.
Sylva Horde
Elsewhere, the Sylva Horde is established at the grassland of J10. Their first order of business is to worship the god Hasoc.
How the neglected gods will behave is anyone's guess.
Nirii Dominion
Population
5 Civilians
Resources
5 Food
Technology
None
Harr
Population
5 Civilians
Resources
5 Food
Technology
None
Sylva Horde
Population
5 Civilians
Resources
5 Food
Technology
None
Forknor: 6FP
Felius: 2FP
Kyuu: 6FP
Hasoc: 6FP
Snag: 1FP
Rasp: 1FP
Blarg: 1FP
TacTac: 1FP
EDIT: yeeeah I should probably hide my turns
The Sylva Horde send two of their species out to J11, to begin collecting building materials. The remaining three remain on J10, their homeland, and choose to pray to Hasoc for guidance.
Nirii Dominion
Harvest from B3, C2, and C3.
2x Worship Forknor.
Can newly created population harvest?
The Harr people, beginning to worry about food, send out foraging parties to the nearby plains while their priests and crafters continue their work. Seeing the work of Kyuu in the world around them, those making sacrifices to her continue to do so. Some even begin to experiment with new materials, seeing what can be done with the shiny, workable rocks which appear in a few places throughout the mountains.
2 forage in D5
2 pray to Kyuu
1 researches Native Metals
Turn 3
(https://i.imgur.com/gzV33Xx.png)
B2: Forest
B3: Catnip Field
C2: Ocean
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
D2: Desert
D3: Desert
D4: Inhospitable desert
D5: Catnip Field
I10: Grassland
I11: Forest
J1: Bog
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K9: Grassland
K10: Forest
K11: Forest
If you see what appears to be a mistake made by the GM, please let me know right away. There are just so many things that I can miss.
Godly behaviors of particular note
Snag's volcano appears to be an ordinary volcano, as he lacked the 5 FP needed to make a special tile.
Kyuu has created a special tile on C4. This tile has more properties than a normal tile would, though her followers are far from being able to use it to its full potential.
Alliances may be made, but they would not have any effect on the mechanical part of the game. At least not yet. Its up to the players to decide how the story will unfold.
The Nirii Dominion
The Nirii send out three of their people to gather.
The one at the Catnip Field at B3 collects 2 food.
The one at the Grassland at C3 collects 3 food.
The one that goes to the ocean is unable to gather anything. The ocean seems to pose unique challenges for any would be gatherer.
Two of them worship Forknor.
Harr
2 members of the Harr forage at D5 and collect a total of 4 food. Two of them pray to Kyuu, and 1 of them attempts to do research on the subject of Native Metals. The concept seems strange and alien to the Harr...
Sylva Horde
2 members of the Sylva Horde forage at J11. Lacking the ability to construct, all they bring back is food. A total of 5 food is collected this turn. The rest of them pray to Hasoc.
Cultivating of Beans
A new group of mortals called the Cultivating of Beans is established on K1. Three of their members forage on the swamp of K1 to find 5 food. 1 of them worships Blarg. The last one begins to research the Topic of Swampland Farming. The Cultivating of Beans is now aware of the concept of farming, and with more research may one day be able to farm in the swamplands.
Nirii Dominion
Population
5 Civilians
Resources
5 Food
Technology
None
Harr
Population
5 Civilians
Resources
4 Food
Technology
Native Metals: 1rp. Wild theory.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
5 Food
Technology
None
Cultivating of Beans
Population
5 Civilians
Resources
10 Food
Technology
Swampland Farming: 1rp. Theoretical.
Forknor: 8FP
Felius: 3FP
Kyuu: 2FP
Hasoc: 4FP
Snag: 1FP
Rasp: 2FP
Blarg: 2FP
TacTac: 2FP
The Sylva Horde send two members of their civilization out to forage on J11, two out on K10, and one to research
basic toolmaking.
Something of note to Hasoc, since my civilization is worshiping him and all. It would be nice to get either a divide around the current mass of land, such as an ocean that separates the Sylva Horde's small island and keeps them isolated until they're ready. Alternatively, some special tiles to benefit us would be nice, or even just something other than a grassland, like a mountain, ravine, etc. Anything more useful than simple grasslands and forests.
But, you are the god of chaos, so I suppose I shouldn't count on your choices being the most rational.
Hey, maybe you can update the civ list for the Sylva Horde from now on with this 5-minute pixel doodle I did of one?
(https://i.imgur.com/HBr0Q30.png)
Hasoc Sends a message to the Sylvia Horde to be heard
I'll produce some special tiles in a round or two when I have enough power to do so, something related to population or food growth perhaps?
Nirri Dominion
Forage B2, B3, and C3.
Research Farming
1x Worship Forknor
Turn 4
(https://i.imgur.com/H5N1IU6.png)
B2: Forest
B3: Catnip Field
C2: Ocean
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
E3: Swamp
G6: Ocean
H7: Ocean
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K2: Mangrove Forest
K9: Grassland
K10: Forest
K11: Forest
Some new rules regarding god actions have been implemented. Read the first post to learn more.
Godly behaviors of particular note
Felius converts tile D3 from a desert into a catnip field!
A new god has emerged, their name is Arkas!
The Nirii Dominion
The Nirii Dominion sends one person to forage at B2 who collects 2 food, one to B3 who collects 3 food and one to C3 who collects 3 food. Research begins on farming. The theory has been understood by the Nirii Dominion, so it might be possible for them to employ this technology in the future!
Harr
The Harr civilizatoin stagnates. (What this means is that a player did not post an action in time for the update, and their civilization is basically frozen in time for this turn. You can avoid this fate by checking the forums every 24 hours or less)
Sylva Horde
The Sylva Horde sends two people to forge at J11 and two to K10. 4 food is collected in J11 and 5 food is collected at K10. Research begins on Basic Toolmaking and the Sylva Horde is able to understand the basic concept of a 'tool'.
Cultivating of Beans
The Cultivating of Beans sends one person to forage at K1 and 2 people to forage at J1. 2 food is collected from the Swamp and 4 food is collected from the Bog. One research point is added to the swamp farming technology and one civilian prays to Blarg.
Orassan Empire
The Orassan empire is established at K11, uncomfortably close to the Sylva Horde. Their first order of business is to Worship Felius.
Nirii Dominion
Population
5 Civilians
Resources
8 Food
Technology
Farming: 1rp. Theoretical.
Harr
Population
5 Civilians
Resources
4 Food
Technology
Native Metals: 1rp. Wild theory.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
9 Food
Technology
Basic Toolmaking: 1rp. Theoretical.
Cultivating of Beans
Population
5 Civilians
Resources
11 Food
Technology
Swampland Farming: 2rp. Theoretical.
Orassan Empire
Population
5 Civilians
Resources
5 Food
Technology
None
Forknor: 9FP
Felius: 6FP
Kyuu: 1FP
Hasoc: 3FP
Snag: 2FP
Rasp: 3FP
Blarg: 2FP
TacTac: 3FP
Arkas: 1FP
Two of the Sylva Horde bow down to worship Hasoc, their prime god. However, the remaining populace feels neglected by the Chaos God's actions, and splinter off to worship a new deity, Arkas, to find meaning in their twisted existence.
2 worship Hasoc
2 worship Arkas
1 researches Basic Toolmaking
Nirii Dominion
Harvest from B3, C3, and D3.
1x Worship Forknor
1x Research Farming
Create 1x population
Turn 5
(https://i.imgur.com/ZlcNEiW.png)
B2: Forest
B3: Catnip Field
C2: Land of Incredible fertility (Modifies certain building effects)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
E3: Swamp
G6: Ocean
H7: Ocean
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K2: Mangrove Forest
K3: Bog
K9: Grassland
K10: Catnip Plantation (High hallucinogen yield, ideal state)
K11: Mountains
As always, report any GM errors you notice.
This has nothing to do with the game, but you should check out the Burroowsville (http://www.bay12forums.com/smf/index.php?topic=170023.0) forum game. I want to play it, but not enough people signed up yet.
Godly behaviors of particular note
Hasoc converts tile K11 into mountains.
Felius creates a Catnip Plantation at K10. This tile is in an ideal state and cannot be improved by normal buildings.
Forknor converts the ocean at C2 into a land of incredible fertility.
The Nirii Dominion
The Nirii Dominion sends one civilian to forage at B3 to collect 2 food, one at C3 to collect 3 food and one to D3 to collect 3 food. One civilian prays to Forknor and one continues research on Farming.
The Nirii Dominion population has increased by one!
Harr
The Harr civilization stagnates. (Second consecutive turn of inactivity)
Sylva Horde
The Sylva Horde decides to prioritize prayers over food collection while they have a tiny surplus of food. 2 pray to Hasoc and 2 pray to Arkas. Research continues on Basic Toolmaking.
Cultivating of Beans
The Cultivating of Beans stagnates.
Orassan Empire
1 Citizen attempts to do diplomacy with the Sylva Horde... The actions of other players is the decision of their respective players, and you have no related research to this, so it is up to them to interpret your actions as they wish. 1 citizen prays to Felius. 2 people attempt to forage, but they find nothing! (as stated on the first post, All actions that affect a tile or involve a tile must include the tiles co-ordinates. Its in large bold text and it clearly says no exceptions and I feel there is no excuse for not knowing this by now.)
Research begins on Agriculture, and the concept is understood by the Orassan Empire.
Drecthul Commonwealth
The Drecthul Commonwealth is established at C6. 1 Civilian forages at C5 to collect 1 food, 1 civilian forages at D5 to collect 2 food and one Civilian forages at C6 to collect 1 food. 1 Civilian prays to Kyuu and research begins on Mountaineering. The Kyuu are able to understand the concept of mountains. (Remember, only the GM gets to decide what things do)
Nirii Dominion
Population
6 Civilians
Resources
8 Food
Technology
Farming: 2rp. Theoretical.
Harr
Population
5 Civilians
Resources
4 Food
Technology
Native Metals: 1rp. Wild theory.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
4 Food
Technology
Basic Toolmaking: 1rp. Theoretical.
Cultivating of Beans
Population
5 Civilians
Resources
11 Food
Technology
Swampland Farming: 2rp. Theoretical.
Orassan Empire
Population
5 Civilians
Resources
0 Food
Technology
Agriculture: 1rp. Theoretical.
Drecthul Commonwealth
Population
5 Civilians
Resources
9 Food
Technology
Mountaineering: 1rp. Theoretical
Forknor: 6FP
Felius: 3FP
Kyuu: 3FP
Hasoc: 3FP
Snag: 3FP
Rasp: 4FP
Blarg: 3FP
TacTac: 4FP
Arkas: 4FP
Four members of the Sylva Horde go out to forage; two to K10 to examine the strange new field and forage from it, and two to I11 to forage. The remaining member researches basic toolmaking, as always.
The strange new species of Orassans attempt to make diplomacy with the Sylva Horde. The Sylva ponder over the diplomacy attempt, unsure of what to make of these strange, cat-like beings, but before they can act, the Horde's prime god, Hasoc, creates a field of mountains to blockage the Orassans off, which the Sylva Horde take as a sign of protection.
The Sylva Horde are now Intolerant of the Orassans.
Orassan Empire
We don't mean any harm, but since we're in the same general location, we could form an alliance easier thanks to closer proximity. The mountains were thanks to a god that didn't know we don't mind building underground.
((I'll color text that regards any in-character stuff.))
Have 2 people start farming arctic catnip on k10, 1 person praying to Felius, 2 people start research on tool construction (We'll need pickaxes for a mountain fort)
Orassans that live in colder areas usually have thicker coats compared to ones that live in temperate areas. They aren't comfortable in warmer biomes, like deserts and shrublands.
While they usually eat meat, when they're growing plants for food, they usually grow plants that can withstand harsh cold conditions, like Arctic Catnip (A special catnip type that can withstand cold), Catseye Berries (Berries with a blueish cyan hue), and Snow Beets, just to name a few.
(P.S: Can we have another spoiler in the OP for player-made worldbuilding?
Also, does changing the temperature to warm, temperate, or cold cost any more faith points (i'm assuming that's what FP is short for) for gods?)
hey I did more art if anyone is interested. I'm thinking I might have made these ones too large, though. :\ I'll see if I can fix it in a bit. EDIT: resized and fixed!
Dominion
(https://i.imgur.com/Smics0x.png)
Narr
(https://i.imgur.com/jgjSWqp.png)
Beans
(https://i.imgur.com/ePD93FL.png)
The Orassans are significantly more detailed, since drawing a cat is harder.
Orassans
(https://i.imgur.com/EI78rlI.png)
Was a bit confused by the Commonwealth, so I made both a snobby noble version as well as a hardy rockclimber, depending on how the player perceives them.
Commonwealth
(https://i.imgur.com/uTBlYxo.png)
(https://i.imgur.com/nEfrRYJ.png)
Nirii Dominion
The Nirii Dominion decides that Forknor and Felius are in a pantheon, and both worth worshiping.
2x forage on C2. 1x each forage on C3 and D3.
1x pray to Forknor, 1x pray to Felius
1x pop growth
Turn 6
(https://i.imgur.com/3Spy6dM.png)
B2: Forest
B3: Catnip Field
C2: Land of Incredible fertility (Modifies certain building effects)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
E3: Swamp
G6: Ocean
H7: Ocean
I2: Salt Lake
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K9: Grassland
K10: Catnip Plantation (High hallucinogen yield, ideal state)
K11: Catnip Field
New actions are now available to all players. Gods may set a favored transition, which may pay for itself in the long term. Civilizations can attack other civilizations, but note that defenders will gain a combat advantage so it is not yet recommended.
As always inform the GM about any errors you see. The most likely error the GM is to make is to forget to modify food, so watch out for that.
Godly behaviors of particular note
Felius converts K11 into a Catnip Field.
Nothing happens to K12. There are two reasons for this. Reason number one is that a God name was not provided with the post that mentioned it. Reason number two is that K12 is not even a thing. The world's edge is K11. Long story short: Not a GM error this time.
The Nirii Dominion
The Nirii Dominion sends two people to forage at C2 to collect 3 food, 1 person to forage at C3 who collects 1 food and one to D3 who collects 1 food. One civilian prays to Forknor and one prays to Felius. The Nirii Dominion's population is increased by one.
Harr
The Harr civilization fades into obscurity. Nobody knows for sure what happened to them. Perhaps foxes or something outcompeted them for food?
Sylva Horde
2 members of the Sylva Horde forage at K10 to collect 3 food and two forage at I11 and collect 5 food. Additional research is done towards basic toolmaking.
Cultivating of Beans
The cultivating of beans sends three people to forage at K1, who bring home a shocking 8 food! Research continues on swamp farming and proof of concept has been achieved: The Cultivating of Beans now understands that food can grow, but the specifics require additional research. 1 Citizen prays to Blarg and their population increases by one.
Orassan Empire
2 citizens forage (Not farm) at K10 to collect 6 food and the GM is surprised that none of your guys starved to death this turn. 1 citizen pays to Felius and 2 citizens begin research on tool construction. The Orassan are able to understand the idea behind what a "tool" is.
Drecthul Commonwealth
3 Civilians forage at D5 to collect 4 food. 2 Civilians research mountaineering. Proof of concept has been achieved; this technology is definitely possible for the Drecthul to learn!
Nirii Dominion
Population
7 Civilians
Resources
4 Food
Technology
Farming: 2rp. Theoretical.
Harr
Population
5 Civilians
Resources
4 Food
Technology
Native Metals: 1rp. Wild theory.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
7 Food
Technology
Basic Toolmaking: 2rp. Theoretical.
Cultivating of Beans
Population
6 Civilians
Resources
11 Food
Technology
Swampland Farming: 3rp. Proof of Concept
Orassan Empire
Population
5 Civilians
Resources
1 Food
Technology
Agriculture: 1rp. Theoretical.
Tool Construction: 2rp. Theoretical.
Drecthul Commonwealth
Population
5 Civilians
Resources
8 Food
Technology
Mountaineering: 3rp. Proof of Concept
Forknor: 8FP
Felius: 3FP
Kyuu: 4FP
Hasoc: 1FP
Snag: 3FP
Rasp: 5FP
Blarg: 2FP
TacTac: 5FP
Arkas: 5FP
The Sylva Horde prepare for the coming storm the only way they know how. With faith in their creator, Hasoc, and a feeling of belonging bestowed upon them by Arkas, the thin, gangly creatures of the horde clamber together and cut their own flesh, marking them with strange runes.
Then, they begin an incantation.
We, the Horde of Sylva, pledge our flesh to you. Our pantheon is large, and grows larger still, but our faith for the coming battle lay only with you. Hasoc gave us life, land, liberty, protection. Arkas gave us belonging, parenthood, understanding. Now please, Goddess, we beg for your power. We demand nothing from you, yet want everything.
Kyuu, Goddess of Blood, allow our claws to serve your own. We will wipe the tendon from their bones, we will rend their tissue, we will fill the cracks, crevices, and rivers of Sylva with their blood!
Goddess Kyuu, grant us strength!
The Horde disperse, uneasy, but less anxious of what's about to happen.
5 members of the Sylva Horde pray to Kyuu.
Nirii Dominion
1x each forage at B2, B3, C2, C3, D3.
2x research farming.
Meanwhile, a spectacular lore tidbit!
The Sylva Horde believe in a pantheon of three deities. According to their beliefs, Hasoc tore open the earth with a great ravine and spat out chaos itself, from which the Sylva Horde formed. Lost, frightened, and alone, the Horde found themselves unable to return to the primordial realm they came from. Arkas took pity on the juvenile, fiendish beings, and took a role of divine parenthood over the creatures, despite their creation being attributed to Hasoc. The third deity, Kyuu, acts as more of a Luciferan deity, representing the Sylva Horde's essence being bound to flesh rather than the chaos they came for, and symbolizing a point of no return for them.
Legend states that one day the Horde shall have conquered the lands, and after stripping the land of all but the beasts of Arkas and mining open massive ravines in reverence to Hasoc, a primordial ravine will tear open the earth, and half of all the Horde shall decompose back to their primordial state as chaos energy, whereas the other half shall embrace their mortal life and flock to the side of Kyuu. Hasoc, angry at those who will not flee to his side, will wage war against Kyuu, and in the end, even the deities shall fall, a new species emerging from the slain gods and taking their place as the pantheon of the universe.
the Civilization of Tír Cloch starts up in D6
All of the Peopl of Tír Cloch forage for food in D5, except for one, who researches basic tools, and one who prays to Forknor, the first, mightyest, and least desolation themed of all the gods.
Please note: I did not specify exact numbers of food-getherers as I am not actually aware of my current population. Please asin everyone not researching tools or praying to Forknor to gather food.
Declare the Mountain range at D6 to be holy, and name it Raon Dia, but only if that can actually be done.
Turn 7
(https://i.imgur.com/1HdBH2f.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
G6: Ocean
H7: Ocean
H9: Rocky Beaches
I2: Salt Lake
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K9: Grassland
K10: Catnip Plantation (High hallucinogen yield, ideal state)
K11: Catnip Field
The GM only plays a little bit of favoritism, but one thing I never do is fudge a foraging roll. Also, people can have similar colors for now, but if they ever meet eachother the GM will have to do something to differentiate them. You can't be black though. Black is technically a lack of color.
Also, to start playing as a civilization you will need to specify your starting tile.
Godly behaviors of particular note
Mt. Challenge has been created at B5 by Rasp.
Felius did not have the necessary 5FP to create a special tile on J11.
You can reduce the odds that the GM will misinterpret your intentions by mentioning the amount of FP you expect to use.
The Nirii Dominion
The Nirii dominion sends one person to forage at B2 to collect 1 food, one person to B3 to collect 3 food, one person to C2 to collect 4 food, one to C2 to collect 2 food and one to D3 who brings back 1 food.
Proof of concept has been achieved for Farming. The awareness that food is growing and that you can do things to affect it ensures that this technology is possible to research to completion!
Sylva Horde
All five members of the Sylva Horde pray to Kyuu.
Cultivating of Beans
The Cultivating of Beans sends one person to forage at K1 to collect 3 food, one to J1 to collect 2 food and one to K2 who collects 3 food. Research continues on Swampland farming and one civilian prays to Blarg.
The population of the Cultivating of Beans is increased by 1.
Orassan Empire
The Orassan Empire sends 2 people to forage at K10 to collect 4 food and one person to K11 to collect 1 food. One person prays to Felius.
Unable to concentrate on a single project for long, research begins on Structure Construction. The Orassan are able to understand the concept of a structure.
Drecthul Commonwealth
Three civilians forage at D5 to collect 4 food and 2 people research Mountaineering.
Tir Cloch
The civilization of Tir Cloch has been established dangerously close to the Drecthul Commonwealth. They send 3 people to forage at D5 to collect 4 food. One of them prays to Forknor, and one starts to research Basic Tools, and theoretical level knowledge is promptly achieved.
Nirii Dominion
Population
7 Civilians
Resources
8 Food
Technology
Farming: 4rp. Proof of Concept.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
2 Food
Technology
Basic Toolmaking: 2rp. Theoretical.
Cultivating of Beans
Population
7 Civilians
Resources
10 Food
Technology
Swampland Farming: 4rp. Proof of Concept
Swamp Housebuilding: 1rp. Theoretical.
Orassan Empire
Population
5 Civilians
Resources
1 Food
Technology
Agriculture: 1rp. Theoretical.
Tool Construction: 2rp. Theoretical.
Structure Construction: 1rp. Theoretical.
Drecthul Commonwealth
Population
5 Civilians
Resources
7 Food
Technology
Mountaineering: 5rp. Proof of Concept
Tir Cloch
Population
5 Civilians
Resources
9 Food
Technology
Basic Tools: 1rp. Theoretical.
Forknor: 10FP
Felius: 5FP
Kyuu: 6FP
Hasoc: 1FP
Snag: 4FP
Rasp: 6FP
Blarg: 4FP
TacTac: 6FP
Arkas: 6FP
The Sylva Horde send two members to forage at I11. Another member will forage at J11. The remaining two will research basic toolmaking.
Hopefully I can start praying to Hasoc again soon. Eventually. Maybe.
Nirii Dominion
1x each forage at B2, B3, C2, C3, D3.
2x research farming.
1x new population
Turn 8
(https://i.imgur.com/kTOgm9g.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
G6: Ocean
H7: Ocean
H9: Rocky Beaches
I1: Cave system
I2: Salt Lake
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Swamp
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K9: Grassland
K10: Catnip Plantation (High hallucinogen yield, ideal state)
K11: Golden Catnip Field (Gold?)
A new game mechanic has been introduced. Please look up Logistics in the civilizations spoiler on the first post.
I'm going to permit action donation provided that it does not appear that people are abusing the feature, because all it does it make you weaker and another god stronger. Note that the donated actions aren't usable until the next turn.
Godly behaviors of particular note
TacTac converts the catnip field at K11 into a Golden Catnip Field! Its super wierd.
Forknor gives some of its power to Snag. What could this mean?
The Nirii Dominion
The Nirii Dominion sends one person to forage at the following locations. B2, B3, C2, C3 and D3. A total of 13 food was collected... But the Nirii Dominion is not sure about how much food came from each specific tile! (See new logistics mechanic).
2 people continue research on farming, and the population is expanded by one.
Sylva Horde
The Sylva Horde sends two people to forage at I11 to collect 2 food and one to J11 who collects 1 food. Research continues on basic toolmaking, and proof of concept has been achieved.
Cultivating of Beans
The cultivating of beans sends one person to K1 to collect 3 food, 1 person to J1 to collect 2 food, and one person to K2 to collect 3 food. 1 person researches swamp farming and another person researches swamp housebuilding and two people pray to Blarg.
Orassan Empire
The Orassan Empire has 3 people forage at K10 to collect 8 food. 2 people research agriculture, and proof of concept has been achieved.
Drecthul Commonwealth
The Drecthul Commonwealth has three people forage at B6 to collect 7 food. 1 person prays to Kyuu and one person researches mountaineering... And a breakthrough is finally achieved!
The Mountaineering technology permits you to survey a mountain tile to reveal information that is ordinarily kept secret from players. As an added bonus, your civilization has become aware of the concept of "Mountain Trails"!
Tir Cloch
Tir Cloch sends three people to tile... Um... You didn't select a tile, so they went nowhere. (Please see the big bold text on the first post about co-ordinates and no exceptions). One person researches tools and another person researches agriculture.
Nirii Dominion
Population
8 Civilians
Resources
11 Food
Technology
Farming: 6rp. Proof of Concept.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
0 Food
Technology
Basic Toolmaking: 4rp. Proof of Concept.
Cultivating of Beans
Population
7 Civilians
Resources
11 Food
Technology
Swampland Farming: 5rp. Proof of Concept
Swamp Housebuilding: 2rp. Theoretical.
Orassan Empire
Population
5 Civilians
Resources
4 Food
Technology
Agriculture: 3rp. Proof of Concept.
Tool Construction: 2rp. Theoretical.
Structure Construction: 1rp. Theoretical.
Drecthul Commonwealth
Population
5 Civilians
Resources
9 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: 3rp. Proof of Concept.
Tir Cloch
Population
5 Civilians
Resources
4 Food
Technology
Basic Tools: 2rp. Theoretical.
Agriculture: 1rp. Theoretical.
Forknor: 9FP
Felius: 6FP
Kyuu: 8FP
Hasoc: 1FP
Snag: 7FP
Rasp: 7FP
Blarg: 6FP
TacTac: 2FP
Arkas: 7FP
Nirii Dominion
2x forage C2
1x each forage at B3, C3, and D3.
3x research Farming
1x pop growth
Does population growth count against logistics?
Kyuu looks at the world, and decides to make a few changes, mostly to a small portion of it. They create something they call a Caligine Perussi Silvam, a forest shrouded in mist...They make this on C8, yet plan on making another on H11...soon...
During the day, other then being creepy and unnerving, its harmless. However, at night, a few things shift in the forest, creatures of the dark, simply called Interfectores caligo, rise from their hidden homes to hunt for intruders with whatever weapons they have stolen or crafted, yet as the moon rises, something valuable is revealed inside. Depending on the wishes of the mortal who dares to enter, riches or knowledge is hidden somewhere deep inside the forest, usually in one of the creatures homes and if they can make it out, they can keep it. However, more likely then not, they will be found later on by someone else who visits the place, day or night, impaled on a branch of a tree or a spike, strung up, or in any other verity of positions, including just left on the ground where they once stood.
Turn 9
(https://i.imgur.com/C7y1qV5.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
G6: Ocean
H7: Ocean
H9: Rocky Beaches
I1: Cave system
I2: Salt Lake
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Mysterious Swamp (Willo-o'-wisps, Mysterious)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K9: Grassland
K10: Catnip Plantation (High hallucinogen yield, ideal state)
K11: Golden Catnip Field (Gold?)
In order to discourage the overuse of certain tile effects, I have added a new more expensive god ability to the game. See the first post for more detail. You will want to consider how other gods might feel about this new ability, as it is much cheaper to destroy it than it is to create.
Also, just in case it wasn't obvious: An adjacent tile means that its border must be in direct contact with another tile. Diagonals are allowed.
Godly behaviors of particular note
Arkas creates a foul pit at E4... There are snakes there, but the snakes do not understand the concepts of gods and will attack anyone!
Snag was not able to create their special tile. See the new rules for interactive tiles.
Kyuu creates a dangerous forest at C8 called Caligine Perussi Silvam.
Snar and Blarg create a special tile at K1 to make a swamp with glowing will-o'-wisps and mysterious magic.
The Nirii Dominion
2 civilians forage at C2 to collect 6 food. 1 person forages at B3 to collect 3 food, one person at C3 to collect 1 food and one at D3 who collects 3 food.
The Nirii Dominion population increases by 1.
The Farming technology has been completed!
Sylva Horde
3 civilians forage at I10 to collect 5 food and 2 civilians forage at J9 to collect 5 food.
Cultivating of Beans
The Cultivating of Beans sends one person to forage at K1 to collect 2 food, one to J1 who collects 2 food and one to K2 who collects 2 food. One person researches swamp farming and one researches swamp housebuilding... But no real progress was made towards the latter! Two people pray to Blarg and the population is increased by 1.
Orassan Empire
Two civilians forage at K10 to collect 8 food and 1 person forages at K11 to collect 2 food. Two civilians continue to research agriculture.
Drecthul Commonwealth
2 civilians forage from B6 to collect 4 food. The mountain range at C6 has been successfully surveyed and their population has been increased by one.
Tir Cloch
3 civilians forage at D5 to collect 6 food. Reasearch continues on tools and agriculture, and proof of concept has been achieved for the former.
Nirii Dominion
Population
9 Civilians
Resources
13 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians
Resources
5 Food
Technology
Basic Toolmaking: 4rp. Proof of Concept.
Cultivating of Beans
Population
8 Civilians
Resources
7 Food
Technology
Swampland Farming: 6rp. Proof of Concept
Swamp Housebuilding: 2rp. Theoretical.
Orassan Empire
Population
5 Civilians
Resources
9 Food
Technology
Agriculture: 5rp. Proof of Concept.
Tool Construction: 2rp. Theoretical.
Structure Construction: 1rp. Theoretical.
Drecthul Commonwealth
Population
6 Civilians
Resources
5 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: 3rp. Proof of Concept.
Tir Cloch
Population
5 Civilians
Resources
5 Food
Technology
Basic Tools: 3rp. Proof of Concept.
Agriculture: 2rp. Theoretical.
Forknor: 10FP
Felius: 7FP
Kyuu: 4FP
Hasoc: 2FP
Snag: 6FP
Rasp: 8FP
Blarg: 6FP
TacTac: 3FP
Arkas: 8FP
Nirii Dominion
1x each harvest B3, C2, C3 and D3.
5x build Farmland on C2.
1x pop increase
Turn 10
(https://i.imgur.com/LxYBfLN.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland 5/10
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
G6: Ocean
H7: Ocean
H9: Rocky Beaches
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J9: Grassland
J10: Simple grasslands
J11: Forest
K1: Mysterious Swamp (Willo-o'-wisps, Mysterious)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K9: Grassland
K10: Desert Wasteland
K11: Desert Wasteland
See the first post for new rules regarding housing. In other news, the announcements at the top are now red.
Godly behaviors of particular note
Arkas was unable to complete the Obelisk of Snakeform due to an obvious reason I already mentioned. (Requires an interactive tile or better)
Snag converts K10 and K11 into a desert wasteland. Perhaps something could have been done to avert this behavior? Or perhaps something could have NOT been done to avert this behavior?
Blarg, apparantly approving of Snags behavior, provides Snag 3FP! Make no mistake: If Snag continues his actions next turn, you can blame Blarg for that one 100%.
The Nirii Dominion
The Nirii Dominion sends one person to forage at B3 to collect 1 food, one person to C2 to collect 2 food, one person to C3 to collect 3 food and one to D3 to collect 3 food. Work on a farmland is done at C2 and the Nirii Dominion population increases by 1.
The Nirii Dominion has expanded quite a bit, and has reached the limit of how big they can comfortably get on their home tile. Population can still be increased, but with potential consequences. This can be remedied with science.
Sylva Horde
All five members of the Sylva Horde forage at J10 to collect a much needed 12 food.
Cultivating of Beans
(Actions: 7. Logistics: 5)
1 civilian forages at K1 to collect 2 food, 1 civilian forages at K2 to collect 1 food, one person forages at C3 to collect 1 food and one civilian forages at D3 to collect 2 food. 2 people pray to Blarg. One person researches swamp farming and one researches swamp housebuilding.
The Swamp Farming technology has been compelted! (See spoiler below)
Orassan Empire
The Orassan Empire's population is increased by 1. 3 people forage and definitely definitely do not farm at K10 to collect 10 food. 2 people research Agriculture and the technology has finally advanced to the point where it can be used.
The Orassan were fortunately able to get a decent harvest from K10 before Snag showed up and ruined the tile.
Drecthul Commonwealth
3 civilians forage at B6 to collect 5 food and one person forages at C6 to collect 1 food. Two civilians research basic toolmaking.
Tir Cloch
3 citizens forage at D6 to collect 5 food. One person prays to Forknor and one person researches Agriculture and proof of concept is achieved.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
10 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
5 Civilians / 10 Housing
Resources
12 Food
Technology
Basic Toolmaking: 4rp. Proof of Concept.
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
5 Food
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp Housebuilding: 3rp. Theoretical.
Orassan Empire
Population
6 Civilians / 10 Housing
Resources
11 Food
Technology
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Tool Construction: 2rp. Theoretical.
Structure Construction: 1rp. Theoretical.
Drecthul Commonwealth
Population
6 Civilians / 10 Housing
Resources
5 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: 3rp. Proof of Concept.
Basic Toolmaking: 2rp. Theoretical.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
5 Food
Technology
Basic Tools: 3rp. Proof of Concept.
Agriculture: 3rp. Proof of Concept.
Forknor: 11FP
Felius: 8FP
Kyuu: 5FP
Hasoc: 3FP
Snag: 4FP
Rasp: 7FP
Blarg: 6FP
TacTac: 4FP
Arkas: 9FP
Nirii Dominion
2x forage C2
1x each forage C3, D3
5x finish building farmland at C2
1x worship Forknor.
Turn 11
(https://i.imgur.com/SgAq8yQ.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
G6: Ocean
H7: Ocean
H9: Rocky Beaches
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J7: Sandy Beach
J8: Badlands
J9: Grassland
J10: Simple grasslands. Farmland 1/10
J11: Forest
K1: Mysterious Swamp (Willo-o'-wisps, Mysterious)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Catnip Field
Gods should see the first post about the new "Protection" mechanic.
The question about how many people can work a farmland at once is being deliberately ignored by the GM. Actually, I guess ignore isn't the right word since I clearly wrote that whole sentence that acknowledges it.
A story comes to mind about a man who chases two rabbits at the same time and catches neither.
Double check your food stockpile, I might have forgot to add it to someone?
Godly behaviors of particular note
Felius turns K11 back into a catnip field.
Kyuu creates Nivea Silvis at H11. Its basically a colder version of the last thing that Kyuu did. It will be entertaining to watch when someone expands that far.
The Nirii Dominion
2 civilians forage at C2 to collect 6 food, 1 person forages at C3 to collect 1 food and one forages at D3 to collect 2 food. The farmland has been completed at C2, leaving no doubt that the Nirii Dominion is the most powerful civilization in this primitive world!
A single person prays to Forknor.
Sylva Horde
The Sylva Horde increases its population by 1. 2 People pray to Snag and 1 person prays to Hasoc. 1 continues research on basic toolmaking and one forages at J11 to collect 2 food.
Cultivating of Beans
(6 actions, 5 logistics)
2 civilians forage at K1 to collect 4 food and one forages at J1 to collect 2 food. 2 people pray to Blarg. 1 person researches Swamp Housebuilding and one researches Swamp vine basket weaving.
The Swamp Housebuilding technology idea has come to a halt. Without something to build with, it just doesn't seem to be possible to create a house. The Cultivating of Beans now understands the concept of Building materials.
Orassan Empire
1 person starts to create a farmland at J10. Another attempts to start a farmland at J11 but cannot make any progress because of all the trees in the way! 2 people pray to Felius, one person works on tool construction and one person researches structure construction. Proof of Concept has been achieved for Tool Construction.
Drecthul Commonwealth
2 civilians forage at B6 to collect 5 food, and one forages at B7 to collect 2 food. One person prays to Kyuu and 2 continue research on Basic Toolmaking.
Tir Cloch
One civilian decides it would be a good idea to travel to D6 to attempt to claim it. The civilization of Tir Cloch does not yet have a means of expanding their territory, but Tir Cloch already owns this tile so... Mission accomplished? Needless to say that they are unable to create a farm without any related technologies.
Research continues on Basic Tools, and three civilians forage at D6 to collect 4 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
9 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
6 Civilians / 10 Housing
Resources
6 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
3 Food
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp Housebuilding: 3rp. Halted.
Building Material: 1rp. Theoretical.
Swamp vine basket weaving: 1rp. Theoretical.
Orassan Empire
Population
6 Civilians / 10 Housing
Resources
5 Food
Technology
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Tool Construction: 3rp. Proof of Concept
Structure Construction: 2rp. Theoretical.
Drecthul Commonwealth
Population
6 Civilians / 10 Housing
Resources
6 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: 3rp. Proof of Concept.
Basic Toolmaking: 4rp. Proof of Concept.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
Technology
Basic Tools: 4rp. Proof of Concept.
Agriculture: 3rp. Proof of Concept.
Forknor: 13FP
Felius: 8FP
Kyuu: 2FP
Hasoc: 5FP
Snag: 3FP
Rasp: 8FP
Blarg: 8FP
TacTac: 5FP
Arkas: 10FP
Nirii Dominion
2x work C2 farmland
1x forage B3, 1x forage C3, 1x forage D3
5x pray to Forknor
The people of Tír Cloch send four people to harvest food in D5, and one person continues research on basic tools
What are the other things needed for farming?
3x pray to Hasoc.
2x forage at J10
1x ATTACK ORASSAN EMPIRE
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
Technology
Basic Tools: 4rp. Proof of Concept.
Agriculture: 3rp. Proof of Concept.
Drecthul Commonwealth
Population
6 Civilians / 10 Housing
Resources
6 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: 3rp. Proof of Concept.
Basic Toolmaking: 4rp. Proof of Concept.
Note the way that the civilization with a technology clearly states what the effect of their technology does next to the technology name, while the one that does not have a technology only says "Proof of Concept" next to it.
I don't know how to make it any more clear than this.
Turn 12
(https://i.imgur.com/MW6gQ3K.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Grassland
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
G6: Ocean
H7: Ocean
H9: Rocky Beaches
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J7: Sandy Beach
J8: Badlands
J9: Grassland
J10: Ruins of a dead world (Madness inducing)
J11: Forest
K1: Mysterious Swamp (Blarg Protection 3) (Willo-o'-wisps, Mysterious), Farmland (1/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Catnip Field (Felius Protection 4)
Fun check: Is everyone still having fun with this?
While I want the combat mechanics to be mostly secret, I will announce that stagnating will give you a disadvantage.
Also, specify your tile co-ordinates people. I might even recommend playing it safe and specify co-ordinates even when an action doesn't require you to do that.
Godly behaviors of particular note
Forknor does nothing, because the co-ordinates were not specified when picking a tile to protect. How many times do I have to nullify an action before this becomes abundantly clear to everyone?
Hasoc converts J10 into some kind of ruins, but instead summons something from some kind of long dead world? This land now has a madness inducing effect. It could vastly improve research results but it could also make them worse. Perhaps some things such as godly ruins were not meant for mortal discovery. This action has also ruined the progress that was made towards creating a farmland.
Felius spends 8 acts to protect K11. It would take 4 acts to negate this protection.
Blarg spends 6 acts to protect K1. It would take 3 acts to negate this protection.
The Nirii Dominion
2 civilians work the farmland to obtain 7 food. 1 forages at B3 to collect 1 food, one forages at C3 to collect 3 food and one forages at D3 to collect 3 food. 5 civilians pray to Forknor.
Sylva Horde
3 people pray to Hasoc, and 2 people forage at J10 to collect 3 food before the tile gets converted. 1 person goes to attack the Orassan Empire... But gets confused about where to go! (Co-ordinates not specified)
Cultivating of Beans
3 civilians forage at K1 to collect 8 food. One person starts work on a farmland at K1 and at the current rate of construction it will be finished at around turn 27 or so. 2 people pray to Blarg, One person researches building materials and another researches swamp vine basket weaving. Proof of concept has been achieved for Swamp Vine Basket Weaving.
Orassan Empire
The Orassan Empire stagnates.
Drecthul Commonwealth
2 civilians forage at B6 to collect 6 food, and 2 people forage at B7 to get 5 food. 2 people work on researching basic tools, and the technology is completed! See the spoiler below for more details.
Tir Cloch
4 civilians forage at D5 to collect 5 food and research continues on Basic Tools and the technology has been completed. See the spoiler below for details.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
13 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
6 Civilians / 10 Housing
Resources
3 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
3 Food
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp Housebuilding: 3rp. Halted.
Building Material: 2rp. Theoretical.
Swamp vine basket weaving: 2rp. Proof of concept.
Orassan Empire
Population
6 Civilians / 10 Housing
Resources
5 Food
Technology
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Tool Construction: 3rp. Proof of Concept
Structure Construction: 2rp. Theoretical.
Drecthul Commonwealth
Population
6 Civilians / 10 Housing
Resources
11 Food
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: 3rp. Proof of Concept.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Agriculture: 3rp. Proof of Concept.
Forknor: 19FP
Felius: 1FP
Kyuu: 3FP
Hasoc: 4FP
Snag: 4FP
Rasp: 9FP
Blarg: 5FP
TacTac: 6FP
Arkas: 11FP
Nirii Dominion
3x farm C2 farmland
1x forage C3
2x start clearing farmland at C3.
3x research Basic Toolmaking
1x research Tribal Worship Dance
I am having fun, and look forward to new turns.
"Meow... those Silvians look tasty!"
Orassan Empire
Assault the Silvian Horde (J10) with all 6 of our dudes, no quarter, wielding large-sized tree branches as bludgeons since we haven't made weapons yet, stealing any supplies we can.
Turn 13
(https://i.imgur.com/mhF13eE.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field
D6: Healing Catnip Field. (Medical)
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Taiga Pine Forest
G6: Ocean
G11: Taiga Pine Forest
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Grassland
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Grassland
J10: Ruins of a dead world (Madness inducing)
J11: Forest
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
See the first post for some slightly expanded details about combat.
If you do not like the terminology used in your technologies, you may talk to the GM about calling them something else. The new name may be rejected if the GM thinks it might cause confusion.
Remember not to tick off the gods. Their favor will be essential to your civilization. Just don't ask me what ticks them off. I don't even. It is worth noting that a god player does not need to post just to get their 1fp for existing.
Arkas breaks through Felius's protections to convert tile K11 into a primordial forest!
Tactac converted D6 into a healing catnip field! Now the mortals can get medicine alongside their hallucinogens!
Godly behaviors of particular note
Forknor has converted C3 into a Luxurious plains tile, and protected it from 5 acts of hostile interference! If the Nirii Dominion could master the art of hunting...
The First Battle
All six members of the Sylva Horde face off against all six members of the Orassan Empire, each with the intention of stealing food from the other... Over this turn, the battle is quite intense with 2 members of both civilizations being killed.
A horrible realization comes to both civilization. Neither of them had any food left and neither of them were working on getting more! The battle came to an early end, and one member of the Sylva Horde passed away soon after due to starvation.
This was a battle with no winners.
The Nirii Dominion
3 people farm at C2 to collect 11 food. One person forages at C3 to collect 1 food. 2 people begin working on a farmland at C3.
3 people begin research on basic toolmaking and 1 starts work on Tribal Worship Dance research. Proof of Concept and theoretical levels of knowledge are attained.
Sylva Horde
3 people attempt to pray to Hasoc but are interrupted by an attack from the Orassan Empire! The remaining population was already planning to attack. View the new category titled the First Battle for the full details.
Cultivating of Beans
3 people forage at K1 to collect 6 food... While gathering one person has died in an incident involving a wisp! However, this accident has granted the Cultivating of Beans some scientific insight about Wisps!
Work continues on a farmland at K1. 2 civilians pray to Blarg. A single person researches Building Materials and Swamp Vine basket weaving. Proof of concept has been attained for Building Materials.
Orassan Empire
The Orassan Empire goes to attack the Sylva Horde! View the new category titled the First Battle for the full details.
Drecthul Commonwealth
2 Civilians forage at B6 to collect 2 food. 2 Junk Tools are created, and 2 people research Mountain Trails.
The Drecthul Commonwealths population is increased by 1.
Tir Cloch
Three people go to forage at D5 to collect 6 food. One person creates one Junk Tool and one person prays to Forknor.
(Sooner or later I may need to draw the line on what things should be referred to as, but I have decided that calling a "Junk Tool" a "Rubbish Tool" isn't going to be a problem.)
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
15 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: 3rp. Proof of Concept
Tribal Worship Dance: 1rp. Theoretical
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
0 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
1 Food
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp Housebuilding: 3rp. Halted.
Will-o'-wisps: 3rp. Proof of concept.
Building Material: 3rp. Proof of concept
Swamp vine basket weaving: 3rp. Proof of concept.
Orassan Empire
Population
4 Civilians / 10 Housing
Resources
0 Food
Technology
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Tool Construction: 3rp. Proof of Concept
Structure Construction: 2rp. Theoretical.
Drecthul Commonwealth
Population
7 Civilians / 10 Housing
Resources
4 Food
2 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: 5rp. Proof of Concept.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
5 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Rool" alongside a civilian action or it will not take effect.
Agriculture: 3rp. Proof of Concept.
Forknor: 6FP
Felius: 2FP
Kyuu: 1FP
Hasoc: 5FP
Snag: 5FP
Rasp: 10FP
Blarg: 4FP
TacTac: 2FP
Arkas: 3FP
Nirii Dominion
2x farm at C2 farmland
2x research Basic Toolmaking
3x research Tribal Worship Dance
3x worship Forknor
Turn 14
(https://i.imgur.com/pqUXaNq.png)
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Taiga Pine Forest
G6: Ocean
G11: Taiga Pine Forest
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Growing Berry Bushes (Food)
I11: Forest
J1: Bog
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Ruins of a dead world (Madness inducing)
J11: Forest
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (3/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
Wow, this game has a surprising amount of Drama.
Godly behaviors of particular note
Hasoc converts I10 to a field of ever growing berry bushes.
Rasp turns D6 back into a mountain and turns J9 into a barren desert.
J11 is converted into a Volcano. Snag claims to have tripped but we all know better.
TacTac is unable to convert E6 into australia. Australia is a continent, not a type of terrain.
The Nirii Dominion
2 people farm at the farmland at C2 to collect 7 food. 2 people research basic toolmaking and three people research Tribal Worship Dance, attaining Proof of Concept! Another 3 people pray to Forknor.
With a stable source of food, the Nirii Dominion is able to focus on important things such as Science and Piety. Already strong, if left unchecked the Nirii Dominion may one day become unstoppable!
Sylva Horde
1 member forages at J11 to collect 1 food and another forages at I11 to collect... 2 food. (Phew). One prays to Hasoc.
The Orassan Empire has also been foraging at I11...
Cultivating of Beans
3 Civilians forage at K1 to collect 7 food. Work slowly continues on the farmland at K1. 1 person prays to Blarg, 1 person researches Building Materials and one person researches Swamp Vine basket weaving.
Swamp vine basket weaving has been fully researched! See the spoiler below for details.
Orassan Empire
One person... Pets? Felius? I'm going to accept that as meaning Prayer. The Orassan Empire has been having a bad time lately.
3 people forage at J11 to collect 6 food before the tile is converted.
Drecthul Commonwealth
2 Civilians forage at B6 using Junk Tools, the most advanced tools ever discovered! They collect a total of 4 food. Two people forage at B7 to collect 5 food. 2 additional Junk Tools are crafted and one person researches Mountain Trails to complete the tech! See the spoiler below for more details.
Tir Cloch
3 people forage at D6 to collect 5 food while 2 people research agriculture.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
12 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: 5rp. Proof of Concept
Tribal Worship Dance: 4rp. Proof of Concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
0 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
1 Food
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Swamp Housebuilding: 3rp. Halted.
Will-o'-wisps: 3rp. Proof of concept.
Building Material: 4rp. Proof of concept
Orassan Empire
Population
4 Civilians / 10 Housing
Resources
2 Food
Technology
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Tool Construction: 3rp. Proof of Concept
Structure Construction: 2rp. Theoretical.
Drecthul Commonwealth
Population
7 Civilians / 10 Housing
Resources
6 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
5 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Rool" alongside a civilian action or it will not take effect.
Agriculture: 5rp. Proof of Concept.
Forknor: 10FP
Felius: 4FP
Kyuu: 2FP
Hasoc: 2FP
Snag: 6FP
Rasp: 5FP
Blarg: 3FP
TacTac: 3FP
Arkas: 4FP
Nirii Dominion
3x farm C2 Farmland
1x forage C4's caves. (EDIT: First contact stance is peaceful)
2x research Basic Toolmaking
2x research Tribal Worship Dance
2x research Cave Settlement
With a stable source of food, the Nirii Dominion is able to focus on important things such as Science and Piety. Already strong, if left unchecked the Nirii Dominion may one day become unstoppable!
Perhaps the same could be said of all religions.
5 forage C4
1 tries to reproduce
Our civs are now friends, have my diplomacy message.
Greetings, new neighbors, and praise be to Forknor.
Forknor, He Who Came Before, was the first of the gods. Hold him in your heart, and we may be friends. We also casually worship Felius, a force of good in the world.
Our wise men will soon have discovered the secrets of toolmaking. For a friend, we would be willing to trade them for food. Against an enemy, we would be unstoppable.
Know that we claim everything north of your caves. Should you join us in friendship, we would allow you to forage at the fields east of us [D3].
As we are friends, have some advice: I'm pretty sure there are diminishing returns on foraging the same tile, and you should see better results from spreading them out.
5 forage C4
1 tries to reproduce
Our civs are now friends, have my diplomacy message.
Greetings, new neighbors, and praise be to Forknor.
Forknor, He Who Came Before, was the first of the gods. Hold him in your heart, and we may be friends. We also casually worship Felius, a force of good in the world.
Our wise men will soon have discovered the secrets of toolmaking. For a friend, we would be willing to trade them for food. Against an enemy, we would be unstoppable.
Know that we claim everything north of your caves. Should you join us in friendship, we would allow you to forage at the fields east of us [D3].
As we are friends, have some advice: I'm pretty sure there are diminishing returns on foraging the same tile, and you should see better results from spreading them out.
Ok
We will take the trade, and we claim everything south of you and north of the Drecthul Commonwealth. It occurs to us, how are we reading and writing this? We haven't invented writing yet. But anyways, we shall give a declaration of friendship. Finally, use #DF73FF for the colors of our tribe.
Turn 15
(https://i.imgur.com/8QXZwqk.png)
A11: Alien Jungle
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Taiga Pine Forest
G6: Ocean
G11: Taiga Pine Forest
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Blasted Wasteland
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Forest
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (3/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
See the first post for new rules regarding weather!
There are no secret benefits for researching techs slowly.
Godly behaviors of particular note
Snag turns the mildly dangerous volcano at J11 into a slightly different mildly dangerous volcano.
Rasp turns I10 into a blasted wasteland
Kyuu does nothing. Weather isn't an actual thing yet, and I received no PM about a secret action or anything like that. In other news, check the first post for new rules regarding weather, which is a thing as of... 1 second after this update post is made.
Felius converts J10 into a Plain Catnip Field
The Last Orassan has ascended to Godhood upon death! This sets a rather dangerous precedent.
The Nirii Dominion
3 people farm at C2 to collect 11 food.
1 person forages at C4 to collect 1 food.
2 people research Basic Toolmaking
2 people research Tribal Worship Dance
2 people research Cave Settlement
Sylva Horde
3 people forage at I10 before it is changed to collect 5 food.
Cultivating of Beans
3 people forage at K1 to collect 7 food.
1 person starts to work on a different farmland at J1. I don't know why, but that person does.
1 person prays to Blarg.
1 person researches Building Materials
1 person works on constructing a basket, which is now half finished.
Orassan Empire
The Orassan Empire has been eradicated due to Global Warming. Its a serious issue. Like, in real life too. Look it up! Only idiots deny that climate change is a thing.
Drecthul Commonwealth
2 people forage B6 using Junk Tools to collect 7 food.
2 people forage at B7 using Junk Tools to collect 3 food.
1 person forages at B5 to collect... 1 food.
2 people begin a survey of the mountain at B5.
Tir Cloch
3 people forage at D5 to collect 6 food.
1 person researches Agriculture
1 person prays to Rasp.
Arutz
5 people forage at C4 to collect 12 food.
The population of Arutz has increased by 1.
(In your future turns, you must include your civilization name alongside your actions.)
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
14 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: 7rp. Proof of Concept
Tribal Worship Dance: 6rp. Proof of Concept
Cave Settlement: 2rp. Theoretical
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
2 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Arutz
Population
6 Civilians / 10 Housing
Resources
14 Food
Technology
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
1 Food
0 Basket (1/2)
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Swamp Housebuilding: 3rp. Halted.
Will-o'-wisps: 3rp. Proof of concept.
Building Material: 5rp. Proof of concept
Drecthul Commonwealth
Population
7 Civilians / 10 Housing
Resources
10 Food
4 Junk Tool
B5 survey (2/?)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
6 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Tool" alongside a civilian action or it will not take effect.
Agriculture: 6rp. Proof of Concept.
Forknor: 11FP
Felius: 2FP
Kyuu: 3FP
Hasoc: 3FP
Snag: 4FP
Rasp: 4FP
Blarg: 5FP
TacTac: 4FP
Arkas: 5FP
Gilbert: 1FP
Nirii Dominion
3x farm C2 farmland
2x research Basic Toolmaking
2x research Tribal Worship Dance
2x research Woodcutting
1x prays to Forknor
Turn 16
(https://i.imgur.com/Ak84HYS.png)
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (3/10)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Taiga Pine Forest
G6: Ocean
G11: Taiga Pine Forest
H1: Jungle
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Blasted Wasteland
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Volcano
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (4/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
The stupid RNG is making me look biased, even when I'm not!
See the first post for info on the new god ability.
The world may be on the verge of a new era... What could this mean? I already know of course, but I'm certainly not telling you!
Godly behaviors of particular note
Blarg was unable to create an ancient city on H2. It seems that Steel is too "much" to create even with a special tile... See the first post for rules regarding Epic Tiles!
The Nirii Dominion
3 people farm at C2 to collect 10 food.
2 people research Basic Toolmaking, completing the tech. See below for details.
2 people research Tribal Worship Dance
2 people research Woodcutting
1 person prays to Forknor.
Sylva Horde
The Sylva Horde Stagnates
Cultivating of Beans
3 people forage at J1 to collect 6 food, only barely getting enough to keep everyone fed.
1 person works on a farmland at K1.
1 person prays to Blarg.
1 person continues research on Building Materials
1 person works on constructing a basket, finishing the previously incomplete item.
This technological marvel will enable the Cultivating of Beans to carry food far enough to perform work at more distant places!
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 6 food.
2 people continue to survey Mt. Challenge at B5.
3 people start work on a Mountain Trail at C6 using Junk Tools.
Tir Cloch
One person researches agriculture, completing the tech! See below for more detail.
4 people forage at D5 to collect 6 food.
Arutz
2 people forage at C4 to collect 4 food.
2 people research basic tools.
2 people research mountain construction.
The Arutz population is increased by 2!
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
14 Food
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Tribal Worship Dance: 8rp. Proof of Concept
Cave Settlement: 2rp. Theoretical
Woodcutting: 2rp. Theoretical
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
2 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Arutz
Population
8 Civilians / 10 Housing
Resources
6 Food
Technology
Basic Tools: 2rp. Theoretical
Mountain Construction: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
0 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Swamp Housebuilding: 3rp. Halted.
Will-o'-wisps: 3rp. Proof of concept.
Building Material: 6rp. Proof of concept
Drecthul Commonwealth
Population
7 Civilians / 10 Housing
Resources
9 Food
4 Junk Tool
B5 survey (4/?)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
7 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Tool" alongside a civilian action or it will not take effect.
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Forknor: 9FP
Felius: 3FP
Kyuu: 4FP
Hasoc: 4FP
Snag: 4FP
Rasp: 5FP
Blarg: 7FP
TacTac: 5FP
Arkas: 6FP
Gilbert: 2FP
Nirii Dominion
9x make junk tools.
1x research Tribal Worship Dance.
Tribal Worship Dance didn't make any research progress.
Since the Silvians are currently idle, this means we have a chance to fuck around with them. Since their tile is only a basic tile, we can change it into something we'd find interesting and !!Fun!! for the Sylvians, like turning it into an ice sheet, or, since TacTac has 5 FP, turn it into a Liquid Nitrogen volcano that'll erupt right on their miserable little asses, as a way of saying "Thanks for being dicks to the Orassans!" and to persuade them into worshipping the Tabby Trio, or else.
Gilbert meow-snickers sufficiently loud enough to make a Tundra Beach on G10.
Turn 17
(https://i.imgur.com/ia7lmFq.png)
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (4/10)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field. Farmland (2/10)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Tropical Beach
G6: Ocean
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Jungle
H2: Ancient Town Ruins? (Destroyed structures)
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Catnip Field
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field (Kyuu Protection 2)
J11: Volcano
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (5/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
The Arutz home tile is and always was C4. Any claims to the contrary are due to a GM error.
Trying to get exactly the minimum required amount of rp needed for a tech will pretty much guaruntee you will get the worst possible result from your research. Some of these hints in the red text will never be repeated, so good things happen to the people who actually pay attention.
Godly behaviors of particular note
Snag turns F11 into a tropical beach. Not that there are any mortals nearby to appreciate it.
Kyuu spends 4 FP to protect J10 for 2 points.
Felius turns I10 into a Catnip Field
Blarg succeeds in creating some lesser ruins.
The Nirii Dominion
9 people create junk tools
1 person researches Tribal Worship Dance to complete the tech. See below for details.
Sylva Horde
The Sylva Horde stagnates (2nd consecutive turn)
Cultivating of Beans
2 people forage at J1 to collect 5 food.
2 people forage at K1 to collect 2 food, narrowly avoiding starvation.
1 person works on a farmland at K1
1 person prays to Blarg
1 person researches Building Materials, completing the tech, and achieving proof of concept for Swamp Housebuilding!
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 6 food.
2 people forage at B7 using junk tools to collect 6 food.
1 person continues to survey B5.
1 person prays to Rasp
1 person works on constructing a mountain trail at C6.
Tir Cloch
2 people work on constructing a farmland at D5 using 1 junk tool.
3 people forage at D5 to collect 5 food.
Arutz
2 people forage at C4 to collect 2 food.
2 people forage at... A4? You said you are at C4, in which case foraging at A4 would be an invalid action as the tile is too far away... But I'll allow it for this turn only because you may have been under the impression that you were stuck at B4 as a result of a GM error and I don't want to hold up the update. 4 food is collected from A4 before the Arutz move east.
2 people continue to research basic tools, attaining proof of concept.
2 people research mountain construction. The tech is halted due to their realization that some kind of building material would be necessary in order to actually build something. As a result they have obtained a theoretical understanding of Building Materials.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
4 Food
9 Junk Tool
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Cave Settlement: 2rp. Theoretical
Woodcutting: 2rp. Theoretical
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
2 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Arutz
Population
8 Civilians / 10 Housing
Resources
4 Food
Technology
Basic Tools: 4rp. Proof of Concept
Mountain Construction: 3rp. Halted
Building Materials: 1rp. Proof of Concept
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
0 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 3rp. Proof of concept.
Drecthul Commonwealth
Population
7 Civilians / 10 Housing
Resources
14 Food
4 Junk Tool
B5 survey (5/?)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
7 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Tool" alongside a civilian action or it will not take effect.
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Forknor: 10FP
Felius: 1FP
Kyuu: 1FP
Hasoc: 5FP
Snag: 2FP
Rasp: 2FP
Blarg: 9FP
TacTac: 6FP
Arkas: 7FP
Gilbert: 2FP
Nirii Dominion
People working with Junk Tools
3x farm C2 farmland
2x forage C3
3x research Woodcutting
1x create Junk Tools
People working without tools
1x research Woodcutting
Question: Is this acceptable formatting for tool use?
Turn 18
(https://i.imgur.com/ia7lmFq.png)
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (9/10)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field. Farmland (5/10)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F11: Tropical Beach
G6: Ocean
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Jungle
H2: Ancient Town Ruins? (Destroyed structures)
H7: Ocean
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Catnip Field
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field (Kyuu Protection 2)
J11: Volcano
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (7/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
What causes a partial technology to be lost? A number of things, none of which I will spell out for you.
Godly behaviors of particular note
No god did anything this turn. Perhaps they don't feel motivated by your piety?
The Nirii Dominion
3 people work the farmland at C2 using Junk Tools to collect to collect 12 food.
2 people forage at C3 using Junk Tools to collect 6 food.
4 people research woodcutting to attain proof of concept
... But the idea of Cave Settlements has been forgotten by the Nirii Dominion.
1 person creates a Junk Tool.
Sylva Horde
The Sylva Horde stagnates (3rd consecutive turn)
Cultivating of Beans
2 people forage at J2 to collect 4 food.
2 people forage at K2 to collect 5 food.
2 people work on building a swamp farmland at K1
1 person prays to Blarg
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 3 food
1 person continues to survey B5
4 people work on building a mountain trail at C6 to almost complete it
The Drecthul Commonwealth's population is increased by 2!
Tir Cloch
2 people work on creating a farmland at D5
3 people forage at D5 to collect 5 food.
Arutz
3 people forage at C5 to collect 5 food
2 people forage at B4 to collect 3 food
3 people work on researching basic tools. Things progress slower than expected because one of the people who was supposed to be researching was out foraging somewhere else. (You tried to take actions with 9 civilians with a population of 8)
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
12 Food
10 Junk Tool
Technology
Farming: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: 6rp. Proof of Concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
2 Food
Technology
Basic Toolmaking: 5rp. Proof of Concept.
Arutz
Population
8 Civilians / 10 Housing
Resources
4 Food
Technology
Basic Tools: 6rp. Proof of Concept
Mountain Construction: 3rp. Halted
Building Materials: 1rp. Proof of Concept
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
2 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 3rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
4 Food
4 Junk Tool
B5 survey (6/?)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Basic Toolmaking: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
7 Food
1 Junk Tool
Technology
Basic Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" or "Rubbish Tool" alongside a civilian action or it will not take effect.
Agriculture: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Forknor: 11FP
Felius: 2FP
Kyuu: 2FP
Hasoc: 6FP
Snag: 3FP
Rasp: 3FP
Blarg: 11FP
TacTac: 7FP
Arkas: 8FP
Gilbert: 3FP
Nirii Dominion
All 10 people dance a Tribal Worship Dance, for Forknor.
Would both of us collaborating next turn on turning their home tile into a Liquid Nitrogen Volcano satisfy our feline wishes?
Turn 19 - Agrarian Age
(https://i.imgur.com/O2Wakey.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Inhospitable desert
D5: Catnip Field. Farmland (8/10)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F10: Algal Bloom
F11: Tropical Beach
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Jungle
H2: Ancient Town Ruins? (Destroyed structures)
H3: Pocosin
H4: Lagoon
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Catnip Field
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Volcano
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (9/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Primordial Forest (Basic, Dangerous)
The world has entered the Agrarian Age!
What does this mean you may ask? I'll tell you exactly what it means! The majority of the civilizations now have the ability to create farmland and basic tools, or a slight variation of them. Instead of being repeated in their civilization spoiler, these techs can now be found in the "Common Knowledge" spoiler. Any technology in the common knowledge spoiler can be used by any civilization!
Each god has received an immediate bonus of 5FP, and new gods will start with 5 FP... But gods no longer gain 1 FP each turn! This means that if a god wants to remain relevant, they must not be universally hated!
Godly behaviors of particular note
Gilbert breaks the protection at J10
Farsky is not a thing as of yet. The post from dgr11897 seemed more like a question than an intention to play.
The Nirii Dominion
The Nirii Dominion performs a Tribal Worship Dance, granting 12 FP to Forknor!
Sylva Horde
3 people forage at I10 to collect 7 food.
Cultivating of Beans
2 people forage at J2 to collect 4 food.
2 people forage at K2 to collect 4 food.
2 people work on creating a farmland at K1
1 person prays to Blarg
Drecthul Commonwealth
2 people forage at B6 with Junk Tools to collect 3 food
2 people forage at B7 to collect 7 food
1 person completes the mountain trail at C6!
1 person continues to survey at B5
3 people research building material
Tir Cloch
2 people work on constructing farmland at D5 using 1 junk tool, coming close to being the second civilization capable of farming!
3 people forage at D5 to collect 6 food.
Arutz
1 person forages at C4 to collect 2 food
3 people forage at B4 to collect 3 food
2 people forage at... The Inhospitable Desert at D4? Umm... They find 1 food between the two of them.
2 people work on researching basic tools. Having gained this tech from the turn of the era, research instead begins on Farming Tools
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
2 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: 6rp. Proof of Concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
6 Food
Technology
Arutz
Population
8 Civilians / 10 Housing
Resources
2 Food
Technology
Mountain Construction: 3rp. Halted
Building Materials: 1rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
3 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 3rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
5 Food
4 Junk Tool
B5 survey (7/?)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: 3rp. Proof of Concept
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
8 Food
1 Junk Tool
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 24FP
Felius: 8FP
Kyuu: 8FP
Hasoc: 12FP
Snag: 9FP
Rasp: 9FP
Blarg: 16FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 7FP
Nirii Dominion
3x farm C2 farmland with junk tools.
6x research Woodcutting with junk tools.
1x prays to Forknor.
The earlier offer remains. Worship Forknor and The Dominion won't mind you foraging the fertile D3.
@Supernerd Here is a list of my ideas for how some things not currently in the game can work.
Structures, additions to the terrain that can be destroyed by godly action or mortal hands, they have various active and passive abilities
Artifacts, they act as one of a kind powerful tools working with most of the same systems, they can level up and may have abilities
Heroes, people with divine blessings, or artifacts, their stats and potentially inventories aretracked, powerful-ish (necessitated by certain powerful artifacts, it was going to probably come up eventually)
Quests, reduces the cost of placing, interactive tiles, artifacts and structures, but makes it so civilizations have to take actions to activate/release/discover the thing.
As for magic, well I will just run by the things I am going to try and make first, the list is in order of what I will try and make first
1. A monolith of knowledge that bestows basic pyromancy/heat manipulation for the silva (boost to extreme environment survival/food production, minor combat bonus, and future research options opened)
2. A wayseeker amulet for the Arutz (wayseeker amulets are basically my version of the outsiders mark, they can be boosted by certain other amulets and talismans, and they grant a small bonus to all actions, and a slightly larger combat and path-making bonus) and a quest to find an alter to make more (they can be made from any two materials, the first was made from wyldstone, the bones of a dead god, and empowered by a drop of godly blood, the ones made by mortals are significantly less powerful and their power is determined by the materials and number of people who take part in the ritual to make them, one wayseeker amulet per person)
3. A stone flower which allows the cultivating of beans(who i will give it to, or possibly the silva with a few modifications instead of pyromancy) to preform a ritual every few turns to cause it to bloom, when it blooms other smaller flowers sprout up(not made of stone) and while it and the others bloom they reveal a gemstone each at their heart (moonstone gem, one greater from the flower of stone and a number of lesser, and some petals for a poultice) the gemstone glows and seems to push away mist making it harder to get lost (other properties can be revealed by research, cost is up to your discretion for all of these)
If these ideas are OK then I will sign up as the machine moon, Entity of machines, magic, and eldritch powers.
I will probably ask like this before I make any new magical items to let you set the price and get some forewarning, thankfully the other ideas I have are more new materials and resources than actual magic. Since artifacts/structures are my whole thing can I have them at half price in exchange for any lands I place requiring three times the faith points? Also this isn't me trying to dictate a set of rules, I am just running this by you, as a set of systems that would be greatly appreciated by me, I might still sign up even if all of these ideas are rejected.
I interpreted your second explanation of quests pretty much the same way that I interpreted your first one.
So far only one "God Upgrade" has been discovered.
10 FP: Create a terrain change habit. Doing this lets you declare a tile variant you want to modify and a tile type to turn it into. Doing this permanently adjusts the cost of replacing the specified tiles by 1. You need to remind the GM about this whenever you do it, or the discount is invalid.
Honestly dgr11897, you seem like you would be better suited to being a civilization player than a god player in my opinion. As a civilization you can just research technology whenever you want to do something new.
Turn 20 - Agrarian Age
(https://i.imgur.com/RvKU0bX.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F10: Algal Bloom
F11: Tropical Beach
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Jungle
H2: Ancient Town Ruins? (Destroyed structures)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (11/15)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Liquid Nitrogen Volcano (Cold)
If a tech seems to be a worse version of a different tech, it may function as a prerequisite for more useful things
Godly behaviors of particular note
Forknor converts D4 into Fruitful Plains
Gilbert tuns K11 into a Liquid Nitrogen Volcano for some reason, bringing its FP to a dangerously low level.
Felius turns I10 into an inhospitable tundra.
Snag turns to volcano at J11 into a mushroom grove
Nobody gave 5FP to KittyTac. If you don't include your civilization/god name your action is not valid. Also, no god is named "KittyTac"
The Nirii Dominion
3 people farm at C2 using junk tools to collect 10 food.
6 people begin researching Woodcutting using junk tools. The junk tools appear to be utterly useless for the purpose of research, but you manage to complete the tech anyway!
Additionally, theoretical knowledge has been obtained for Woodcutting Tools.
1 person prays to Forknor.
Sylva Horde
The Sylva Horde Stagnates.
Cultivating of Beans
2 people forage at J2 to collect 6 food
2 people forage at K2 to collect 6 food
(Huh. Thats pretty improbable.)
2 people work on building a Farmland at K1
1 person prays to Blarg
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 4 food
2 people forage at C6 using junk tools to collect 5 food
1 person manages to complete the Survey of B5!
2 people pray to Kyuu
2 people research Building Material
Tir Cloch
3 people forage at D5 to collect 6 food.
2 people finish the construction of the farmland at D5!
Arutz
2 people forage at C4 to collect 2 food
1 person forage at B4 to collect 2 food
2 people forage at C5 to collect 4 food
2 people research Construction Materials
1 person creates a Junk Tool
Patterian Minds
The Patterian Minds is established at H1
2 people attempt to begin the construction of Farmland at H1... But find themselves unable to do so! Their technology only allows them to construct farmland on flat tiles.
1 person creates a Junk Tool.
1 person forages at H1 to collect 2 food.
1 peprson Prays to Snag
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
2 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 2rp. Theoretical
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
6 Food
Technology
Arutz
Population
8 Civilians / 10 Housing
Resources
2 Food
1 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Building Materials: 1rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
8 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 3rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
5 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: 5rp. Proof of Concept
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
9 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
7 Food
1 Junk Tool
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 20FP
Felius: 3FP
Kyuu: 10FP
Hasoc: 12FP
Snag: 10FP
Rasp: 9FP
Blarg: 15FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 2FP
Reminder to GM: Don't increment by 1 FP.
Nirii Dominion
3x farm C2 farmland using junk tools
7x research Wooden Housebuilding
((Stolen game is up. (http://www.bay12forums.com/smf/index.php?topic=170478.0)))
The Arutz
3 use 1 junk tool to forage D4
2 build junk tools
2 research construction materials
1 prays to Forknor in gratitude
As you know, we have had problems with food supply. We also know you seek the materials of our nation. We would like to propose a new entity named the Arutz-Nirii Union, in which we work in collaboration for a goal and do not declare war on each other. We need to learn the secrets of construction first, but then we could build better tools for uses, build structures for acquiring resources, and learn how to take advantage of these resources. Also, discover writing, so that we can figure out how we are making this.
We welcome friendship with the Arutz, long may the Union live.
(And we do not need this 'writing' concept to use messengers.)
Guess what I said about worship or death? The ceasefire will last for 2 more turns, then we start nuking you unless you begin praying.
I think our consideration to research weapons for hunting gave inspiration to our southern neighbors. This does not bode well.
Turn 21 - Agrarian Age
(https://i.imgur.com/EDpBvfH.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Forest
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
F10: Algal Bloom
F11: Tropical Beach
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Tech taking longer than you think it should? It might be harder because it was already researched before!
Did you know that the only thing that prevented people from starving on over a dozen separate occasions was a lucky food gathering roll?
Another fun fact: The GM doesn't actually know where things are without looking up their co-ordinates. This is why including your co-ordinates are so important!
Godly behaviors of particular note
Snag converts H1 into a different jungle which is hard to navigate.
Snag turns K11 into a magma pool.
Nobody did anything at B2. Gotta include your god name or it doesn't count! You know that!
Forknor replaces D2 with a forest
Forknor protects C2 for 5 FP worth.
Blarg protects H2 from 3FP worth of harm.
The Nirii Dominion
3 people farm at C2 using junk tools to collect 15 food
7 people research Wooden Housebuilding
Sylva Horde
The Sylva Horde stagnates.
Cultivating of Beans
4 people complete the work on a farmland at K1!
1 person forages at K1 to collect 3 food.
1 person prays to Blarg
1 person researches will'o'wisps
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 6 food.
2 people forage at C6 using junk tools to collect 6 food.
2 people research Hunting
3 people research building material
Tir Cloch
1 person prays to Forknor
2 people work the farmland... Located at... Oh no. Nobody could find the farmland without the co-ordinates being included! Its a good thing that Tir Cloch had a surplus of food!
2 people start research on Basic Stone Buildings
Arutz
3 people forage at D4 using 1 junk tool to collect 8 food.
2 people construct junk tools
2 people research construction materials
1 person prays to Forknor
Patterian Minds
1 person starts research on Rationing.
2 people forage at I1 to collect 1 food. It is too dark in the caves to find things very easily...
1 person works on creating junk tools, using a junk tool.
1 person prays to Hasoc
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
7 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 2rp. Theoretical
Wooden Housebuilding: 7rp. Proof of concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
6 Food
Technology
Arutz
Population
8 Civilians / 10 Housing
Resources
2 Food
3 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 3rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
4 Food
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 4rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
8 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: 8rp. Proof of Concept
Hunting: 2rp. Theoretical
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
3 Junk Tools
Technology
Rationing: 1rp. Theoretical.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 9FP
Felius: 3FP
Kyuu: 10FP
Hasoc: 13FP
Snag: 2FP
Rasp: 9FP
Blarg: 10FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 2FP
Reminder to GM: Don't increment by 1 FP.
Turn 22 - Agrarian Age
(https://i.imgur.com/yC8Wyaf.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Hell Hole. (Interaction effect: Causes danger and food production on adjacent tiles)(Hasoc protection 1)
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F10: Algal Bloom
F11: Tropical Beach
G2: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
I wanted to make bad things happen, but players aren't playing smartly enough to handle it! Maybe I should do it anyway?
Godly behaviors of particular note
Snag could not create a rich pluvial loam plain because after spending 10 minutes on google searches, the GM has had enough. Sorry man, I'm going to need you to explain what this even is if you really want it to be a thing.
Forknor gives 1 fp to Snag.
Hasoc creates a Hell Hole at B2, making this the first interactable tile in the world! When triggered by a god, it will cause danger and food production to adjacent tiles. Because demons.
Blarg... Um... Makes it rain paper money on H2 I guess? I'm going to allow it because none of the people in the world even use money. So I guess you're all a bunch of little commie bastards.
The Nirii Dominion
3 normal non-farm civilians farm at C2 using junk tools to collect 11 food.
2 civilians pray to Forknor
5 people research wooden housebuilding.
Sylva Horde
The Sylva Horde stagnates. (Second turn)
Cultivating of Beans
4 people forage... Wait, no, they are working at a farmland at K1... to collect 9 food.
1 Junk Tool is created
1 person prays to Blarg
1 person continues research on Will'o'wisps
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 4 food
2 people forage at C6 to collect 6 food
2 people research building material to complete the tech
2 people research hunting
1 person prays to Kyuu
Tir Cloch
1 person researches Mountaineering
2 people research stoneworking
2 people farm at D6 using a junk tool to collect 4 food.
Arutz
The Arutz stagnate.
Patterian Minds
1 person works on creating junk tools
1 person researches rationing
2 people do not mark any trees because you don't have the tech for that, and even if you did you can't have one person do two things anyway. Anyway, 2 people forage at H1 using junk tools to collect 3 food.
1 person forages at H2 to collect 2 food.
The exposure to paper money causes your civilization to get some crazy idea about a concept called Capitalism!
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
8 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 2rp. Theoretical
Wooden Housebuilding: 12rp. Proof of concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
6 Food
Technology
Arutz
Population
8 Civilians / 10 Housing
Resources
2 Food
3 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 3rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
6 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 5rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
9 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: 4rp. Proof of Concept
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
3 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Mountaineering: 1rp. Theoretical
Stoneworking: 2rp. Theoretical.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: 2rp. Theoretical.
Capitalism: 1rp. Wild Theory.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 7FP
Felius: 3FP
Kyuu: 11FP
Hasoc: 1FP
Snag: 2FP
Rasp: 9FP
Blarg: 9FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 2FP
Reminder to GM: Don't increment by 1 FP.
The Sylva are too inactive to pray, making them a waste of FP to destroy.
You do not seem to be actively worshipping a god. Why don't you worship me instead? In the off chance that I missed something, abandon your old god or die.
Well, I was worshipping Kyuu, but the Commonwealth isn't getting much from it. What do you have to offer?
Turn 23 - Agrarian Age
(https://i.imgur.com/JCEC9bM.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Thick Forest
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain
G2: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Sorry for being so stubborn about the formatting rules, but I want to encourage good player habits before the game gets really hard to update.
Godly behaviors of particular note
Forknor fills in the Hell Hole at B2.
Gilbert is still mad at me, despite my explanation of why I didn't make a mistake! Welp, thats cats for you. Spiteful to the end!
Felius was unable to convert B7 into a special tile because they only had 3FP. (FP isn't actually added until the end of the turn.)
The Nirii Dominion
1 person farms at C2 to collect 4 food.
3 people continue research on Wooden Housebuilding
6 people pray to Forknor
Sylva Horde
The Sylva Horde stagnates (2nd turn)
Cultivating of Beans
4 people work o... Waaaait a minute!
The Cultivatin of Beans stagnates! (Come on! You gotta include your civilization name! You know that!)
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 3 food
2 people forage at C6 using junk tools to collect 6 food
3 people pray to Felius
2 people research hunting.
Tir Cloch
1 person researches Mountaineering
2 people research stoneworking. Proof of concept is achieved, but Tir Cloch is now at a standstill. They are unable to obtain any stone with high enough quality for stoneworking!
2 people forage (not farm) at D6 using a junk tool to collect... You want 4 food from that? Well lets just see if my dice agree! ... They collect 2 food. Just enough to avoid starvation!
Arutz
3 people forage at D4 using junk tools to collect 11 food.
2 people create Junk Tools
2 people research Construction Materials
1 person farms at D4 to collect 3 food
Patterian Minds
2 people forage at H2 to collect 5 food.
2 people research Rationing
1 person researches... The nothingness at G1? It proves to be too difficult a subject because of the sudden lack of nothingness at G1. At the very least, you are aware that the Patterian Minds are incapable of surviving in nothingness.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
2 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 2rp. Theoretical
Wooden Housebuilding: 15rp. Proof of concept
Sylva Horde
(https://i.imgur.com/HBr0Q30.png)
Population
3 Civilians / 10 Housing
Resources
6 Food
Technology
Arutz
Population
8 Civilians / 10 Housing
Resources
8 Food
5 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
6 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 3rp. Proof of concept
Will-o'-wisps: 5rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
9 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: 6rp. Proof of Concept
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
0 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Mountaineering: 2rp. Theoretical
Stoneworking: 3rp. Proof of Concept. Halted.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: 4rp. Proof of Concept.
Capitalism: 1rp. Wild Theory.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 9FP
Felius: 6FP
Kyuu: 11FP
Hasoc: 1FP
Snag: 2FP
Rasp: 9FP
Blarg: 9FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 2FP
Reminder to GM: Don't increment by 1 FP.
I give you a grace period of one turn to stop worshipping Forknor.
Felius gives 3 FP to Gilbert.
Turn 24 - Agrarian Age
(https://i.imgur.com/xPb7C1l.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (2/10)
G2: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED! YES, EVEN THE NIRII DOMINION!
Godly behaviors of particular note
Gilbert does not turn J2 into anything due to a lack of FP.
Felius gives 3FP to Gilbert
The Tabby Trio appears to be hostile towards Forknor. Well thats not a fair fight! It would take like... Five cat gods to fival Forknor!
Snag protects C6 from 1 points of FP.
The Nirii Dominion
3 people farm at C2 to collect 11 food.
5 people research wooden housebuilding to complete the first "tier 2" tech of the world!
1 person researches woodcutting tools
1 person prays to Snag?
Sylva Horde
The Sylva Horde has been abducted by aliens and is no longer of this world.
Cultivating of Beans
4 people farm at K1 using a junk tool to collect 10 food.
1 person researches swamp housebuilding
1 person prays to Blarg
1 person researches Will'o'wisps
Drecthul Commonwealth
2 people forage at B6 using junk tools to collect 6 food.
2 people forage at C6 using junk tools to collect 5 food.
Tile C6 is surveyed once again.
2 civilians research hunting, completing the tech!
Tir Cloch
2 people research Mountaineering
3 people farm at D6 to collect 9 food.
Arutz
The Arutz Stagnate (2nd turn or something?)
Patterian Minds
1 person starts work on a farmland at G1 using a junk tool.
1 person researches rationing
1 person researches capitalism. No meaningful progress was made towards this tech this turn.
2 people forage at H2 using junk tools to collect 3 food.
The Hamptons
The Hamptons have been established at I11!
2 people create junk tools.
1 person forages at I11 to collect 1 food
1 person forages at J11 to collect 3 food
1 person begins research on Forest Survival
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
3 Food
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Arutz
Population
8 Civilians / 10 Housing
Resources
8 Food
5 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
9 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 4rp. Proof of concept
Will-o'-wisps: 6rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
11 Food
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Mountaineering: 4rp. Proof of Concept
Stoneworking: 3rp. Proof of Concept. Halted.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
1 Food
4 Junk Tools
Technology
Rationing: 5rp. Proof of Concept.
Capitalism: 1rp. Wild Theory.
The Hamptons
Population
5 Civilians / 10 Housing
Resources
9 Food
2 Junk Tools
Technology
Forest Survival: 1rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 4FP
Felius: 3FP
Kyuu: 11FP
Hasoc: 1FP
Snag: 1FP
Rasp: 9FP
Blarg: 10FP
TacTac: 13FP
Arkas: 14FP
Gilbert: 5FP
Reminder to GM: Don't increment by 1 FP.
Turn 25 - Agrarian Age
(https://i.imgur.com/RQj9uZf.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3/10)
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (1/10)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (3/10)
G2: Fertile Land
G3: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
The gods are gaining FP each turn again! Looks like the flow didn't stop, some of it just came a few turns early!
Godly behaviors of particular note
Moving tiles isn't really a thing. I'm going to assume Blarg meant to replace a tile and create a new Salt Flats.
The Nirii Dominion
3 people farm at C2 using junk tools to collect 11 food
1 person forages at C3 using a junk tool to collect 1 food
1 person forages at D2 for wood using a junk tool to collect 3 wood
4 people research food preservation
1 person prays to Forknor
Cultivating of Beans
4 people work the farmland at K1 using 1 junk tool to collect 10 food.
1 person researches swamp housebuilding
1 person prays to Blarg
1 person researches Will'o'wisps
3 food is expended to increase population by 1.
Drecthul Commonwealth
2 people forage at B7 using junk tools to collect 6 food.
1 person forages at B6 to collect 3 wood.
3 people work on constructing a farmland at B7.
3 people research farming tools.
Tir Cloch
Tir Cloch stagnates. (Not totally annihiliated yet, annihilation cannot be undone so I want to make sure their player is certain of their decision)
Arutz
1 person works on creating a farmland at D4.
4 people forage (not farm) at D4 using junk tools to collect 10 food.
Patterian Minds
1 person researches Rationing, completing the tech!
1 person works on the farm at G1 using a Junk Tool.
3 people forage at H2 using junk tools to collect 7 food.
The Hamptons
3 food is expended to increase population by 1.
2 people work on a farmland at J10 using 1 junk tool.
1 person forages at J10 using a junk tool to collect 2 food.
2 people research forest survival
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
5 Food
3 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 4rp. Theoretical
Arutz
Population
8 Civilians / 10 Housing
Resources
10 Food
5 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
9 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 5rp. Proof of concept
Will-o'-wisps: 7rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
8 Food
3 wood
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: 3rp. Theoretical
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Mountaineering: 4rp. Proof of Concept
Stoneworking: 3rp. Proof of Concept. Halted.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
3 Food
2 Junk Tools
Technology
Forest Survival: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 6FP
Felius: 4FP
Kyuu: 12FP
Hasoc: 2FP
Snag: 1FP
Rasp: 10FP
Blarg: 6FP
TacTac: 14FP
Arkas: 15FP
Gilbert: 6FP
Turn 26 - Agrarian Age
(https://i.imgur.com/RQj9uZf.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (6/10)
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (2/10)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (6/10)
G2: Fertile Land
G3: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (5/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
Godly behaviors of particular note
I almost wrote something kind of snarky here, but I ultimately decided against making any kind of reference to the Tribal Uprising edition in the actual update posts of my game. Except this one.
The Nirii Dominion
4 people farm at C2 using junk tools to collect 14 food.
2 people forage for wood at D2 using junk tools to collect 4 wood.
4 people begin research on food preservation, and their research is forced to a halt. In order to preserve food, they would first require some form of food that expires, which has yet to be discovered...
Cultivating of Beans
4 people work the farmland at K1 using 1 junk tool to collect 12 food.
1 person prays to Blarg
1 person researches swamp housebuilding
1 person researches Will'o'wisps
1 person researches rationing
Drecthul Commonwealth
2 people forage at B7 using junk tools to collect 10 food. (I don't usually outright say this, but yes: That was the highest possible result for that action)
2 people forage at B6 using junk tools to collect 7 food.
3 people work on farmland construction at B7
2 people research farming tools
Tir Cloch
I'm just going to delete Tir Cloch now as the player expressed disinterest. Lets say they were eradicated by... Umm... Eagles.
Arutz
1 person works on the farmland at D4. At this rate it will only take 8 more turns to complete.
2 people forage at C4 using junk tools to collect 5 food.
3 people forage (Not farm) at D4 using junk tools to collect 9 food.
2 people research construction materials, completing the tech and putting an end to a previous halt on Mountain Construction.
1 person prays to Forknor
3 food is expended to increase population by 1.
Patterian Minds
2 people work on farmland construction at G1 using junk tools.
1 person begins research on writing.
2 people forage at H2 using junk tools to collect 2 food, just barely enough to prevent starvation. (I don't usually outright say this, but yes: That was the lowest possible result for this action)
The Hamptons
3 people forage at J11 using 2 junk tools to collect 7 food.
3 people work on a farmland at J10
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
9 Food
7 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 6rp. Theoretical. Halted.
Arutz
Population
9 Civilians / 10 Housing
Resources
13 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: 4rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
13 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 6rp. Proof of concept
Will-o'-wisps: 8rp. Proof of concept.
Rationing: 1rp. Theoretical.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
16 Food
3 wood
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: 5rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
0 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
4 Food
2 Junk Tools
Technology
Forest Survival: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 8FP
Felius: 5FP
Kyuu: 13FP
Hasoc: 3FP
Snag: 2FP
Rasp: 11FP
Blarg: 8FP
TacTac: 15FP
Arkas: 16FP
Gilbert: 7FP
Turn 27 - Agrarian Age
(https://i.imgur.com/dFKV3gH.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (9/10)
G2: Fertile Land
G3: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (7/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
With 5 farmlands on the map, the Agrarian era is beginning in earnest.
See the first post for new rules regarding tool use. (You must now specify how many tools are being used when taking an action.) In related news, a section for the newest game rule has been added to the first post just to make it so clear that nobody can claim to not know about it!
Godly behaviors of particular note
The Nirii Dominion
4 people farm at C2 using junk tools to collect 16 food
2 people forage at D3 using junk tools to collect 5 food
2 people forage at D2 using junk tools to collect 5 food
Nobody is able to work on a farmland at D4 because it is 2 tiles away!
Cultivating of Beans
The of Beans stagnates.
Drecthul Commonwealth
2 people forage for stone at C6 using junk tools to collect 6 stone.
4 people complete the farmland at B7.
3 people research Farming Tools, completing the tech!
Arutz
6 people work on building a farmland at D4 using junk tools.
The Arutz had less tools than they attempted to use! Nothing bad happened this time because it still would have been enough, but a new game rule has been implemented because of this to prevent future GM confusion!
2 people forage at D4 using junk tools to collect 6 food
1 person researches Mountain Construction
Patterian Minds
1 person idles to convserve 1 food.
2 people work on building a farmland at G1 using junk tools.
2 people forage at H2 using junk tools to collect 4 food.
The Hamptons
2 people work on creating farmland at J10
4 people forage at J11 using 2 junk tools to collect 7 food
Kaniarus
The Kaniarus are established at I9!
2 people make Junk Tools
2 people forage at I9 to collect 5 food
1 person researches fishing
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
25 Food
7 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 6rp. Theoretical. Halted.
Arutz
Population
9 Civilians / 10 Housing
Resources
10 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
13 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 6rp. Proof of concept
Will-o'-wisps: 8rp. Proof of concept.
Rationing: 1rp. Theoretical.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
7 Food
3 Wood
6 Stone
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
0 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
5 Food
2 Junk Tools
Technology
Forest Survival: 3rp. Proof of Concept
Kaniarus
Population
5 Civilians / 10 Housing
Resources
10 Food
2 Junk Tools
Technology
Fishing: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 9FP
Felius: 6FP
Kyuu: 14FP
Hasoc: 4FP
Snag: 3FP
Rasp: 12FP
Blarg: 9FP
TacTac: 16FP
Arkas: 17FP
Gilbert: 8FP
Turn 28 - Agrarian Age
(https://i.imgur.com/BL0yz1M.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (9/10)
G2: Fertile Land
G3: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2-3|1-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
Perhaps I should increase the font size of the warning?
Godly behaviors of particular note
The Nirii Dominion
5 Civilians farm at C2 using Junk tools to collect 19 food.
2 Civilians forage at B3 using junk tools to collect 5 food
3 Civilians forage at D3 using junk tools to collect 6 food
Cultivating of Beans
4 people farm at K1 using 1 junk tool to collect 10 food.
1 person died in a will'o'wisp related accident
1 person researches swamp housebuilding
1 person prays to Blarg
1 person researches Will'o'wisps
1 person researches rationing
Drecthul Commonwealth
4 people farm at B7 using junk tools to collect 15 food
4 people craft Junk Farming Tools
1 person begins research on Stone Tools
Arutz
9 people farm at D4 using 5 junk tools to collect 25 food
Patterian Minds
1 person works on the... Are you kidding me? Specify your tiles people! They get nothing.
3 people forage at H2 using junk tools to collect 7 food.
1 person idles to conserve 1 food.
Note: Going forward you must specify a civilian is idling in order to get the conservation bonus. I let it slide this time because I forgot to include that in the tech description so I have nothing to wave in your face about this.
The Hamptons
3 people complete work on the farmland at J10
2 people forage at J11 using junk tools to collect 6 food
1 person researches forest survival
Kaniarus
1 person researches fishing
2 people use junk tools to work on a farmland at I9
2 people forage I9 to collect 3 food
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
45 Food
7 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 6rp. Theoretical. Halted.
Arutz
Population
9 Civilians / 10 Housing
Resources
26 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
15 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 7rp. Proof of concept
Will-o'-wisps: 9rp. Proof of concept.
Rationing: 2rp. Theoretical.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
13 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 1rp. Theoretical
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
5 Food
2 Junk Tools
Technology
Forest Survival: 4rp. Proof of Concept
Kaniarus
Population
5 Civilians / 10 Housing
Resources
8 Food
2 Junk Tools
Technology
Fishing: 2rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 10FP
Felius: 7FP
Kyuu: 15FP
Hasoc: 5FP
Snag: 4FP
Rasp: 13FP
Blarg: 11FP
TacTac: 17FP
Arkas: 18FP
Gilbert: 9FP
Turn 29 - Agrarian Age
(https://i.imgur.com/aRPO5Iq.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (2-3|1-3|0)
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2-3|1-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
Just in case it is not 100% clear, its effects start with the next update, not the one after. So yeah, hope you're ready!
Godly behaviors of particular note
Gilbert could not do anything to tile A6 because Snag got to it first!
The Nirii Dominion
6 people farm at C2 using junk tools to collect 22 food
2 people forage at B3 using junk tools to collect 6 food
1 person forages at D3 using junk tool to collect 3 food
1 person researches Woodcutting Tools
Cultivating of Beans
3 people farm at K1 using 1 junk tool to collect 10 food
1 person researches swamp housebuilding
1 person researches Will'o'wisps
1 person researches Rationing
1 person prays to Blarg
The Will'o'wisp tech has been completed! Wild theories have been made that it may be possible to capture Will'o'wisps somehow!
Drecthul Commonwealth
4 people farm at B7 using junk farming tools to collect 18 food
2 people forage at B6 using junk tools to collect 6 food
2 people forage at C6 using junk tools to collect 5 food
1 person researches Stone Tools
Arutz
8 people farm at D4 using 5 junk tools to collect 26 food
1 person researches Mountain Construction
Patterian Minds
1 person completes the farmland at G1
4 people forage at H2 using junk tools to collect 8 food
The Hamptons
6 people farm at J10 using 2 junk tools to collect 16 food
Kaniarus
The Kaniarus Stagnate
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
34 Food
7 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 4rp. Proof of Concept
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 6rp. Theoretical. Halted.
Arutz
Population
9 Civilians / 10 Housing
Resources
43 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: 6rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
18 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: 8rp. Proof of concept
Rationing: 3rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
33 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 2rp. Theoretical
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
6 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
15 Food
2 Junk Tools
Technology
Forest Survival: 4rp. Proof of Concept
Kaniarus
Population
5 Civilians / 10 Housing
Resources
8 Food
2 Junk Tools
Technology
Fishing: 2rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 11FP
Felius: 8FP
Kyuu: 16FP
Hasoc: 6FP
Snag: 4FP
Rasp: 14FP
Blarg: 11FP
TacTac: 18FP
Arkas: 19FP
Gilbert: 2FP
Turn 30 - Agrarian Age
(https://i.imgur.com/aRPO5Iq.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (2-3|1-3|0)
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2-3|1-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The very well advertised famine has begun! Hope you all are ready... Oh who am I kidding? Not all of you were ready.
Godly behaviors of particular note
No food-related weather happened. Food isn't weather. See the first post for rules regarding gifts.
The Nirii Dominion
2 people forage for wood at D2 using 2 junk tools (Not 3, that would be silly) to collect 5 wood.
4 people research Woodcutting tools
4 people research Diplomacy. As they now have higher progress on the tech than the common knowledge, the tech is now in the civilization spoiler.
Cultivating of Beans
3 people farm at K1 using 1 junk tool to collect 2 food.
2 people research Swamp Housebuilding
1 person prays to Blarg
1 person researches Rationing
Drecthul Commonwealth
4 people research Stone Housebuilding
5 people research Stone Tools
Arutz
4 people research mountain construction.
4 people research farm tools.
1 person forages at C4 to collect 0 food.
The Arutz quickly realize that Junk tools are worthless for aiding research.
Patterian Minds
4 people forage at G1 using junk tools to collect 2 food.
1 person forages at H1 to collect 0 food.
The Hamptons
2 people forage at J11 using 1 junk tool to collect 0 food.
2 people farm at J10 using 1 junk tool to collect 2 food.
2 people research forest survival.
Kaniarus
Can't stagnate during a famine. The Kaniarus still lose 5 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
24 Food
12 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 8rp. Proof of Concept
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 6rp. Theoretical. Halted.
Diplomacy: 5rp. Proof of Concept
Arutz
Population
9 Civilians / 10 Housing
Resources
34 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: 6rp. Proof of Concept
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
13 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: 4rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
24 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 7rp. Proof of Concept
Stone Housebuilding: 4rp. Theoretical
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
11 Food
2 Junk Tools
Technology
Forest Survival: 6rp. Proof of Concept
Kaniarus
Population
5 Civilians / 10 Housing
Resources
3 Food
2 Junk Tools
Technology
Fishing: 2rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 12FP
Felius: 9FP
Kyuu: 17FP
Hasoc: 7FP
Snag: 5FP
Rasp: 15FP
Blarg: 13FP
TacTac: 19FP
Arkas: 20FP
Gilbert: 3FP
Turn 31 - Agrarian Age
(https://i.imgur.com/auPh3RY.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (2-3|1-3|0)
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2-3|1-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The famine has shifted from a type A famine to a type B famine! 1 additional food is lost for every civilian who is not collecting food!
Godly behaviors of particular note
At the cost of 3FP, Snag provides 1 food to the Patterian Minds. The GM also sniffs disdainfully at the lack of ASCIIhood updates. I am disappointed, but not surprised...
At the cost of 3FP, Blarg provides 1 food to the Cultivating of beans. Noteworthy is the fact that this occurred at the end of the turn (so the starvation was not a GM error)
The Nirii Dominion
2 people forage for wood at D2 to collect 5 wood.
3 people research woodcutting tools
3 people research wood-handled tools
2 people research diplomacy
10 additional food is lost due to the famine!
The Food Preservation tech is no longer halted.
Cultivating of Beans
4 people attempt to further research the already completed Swamp housebuilding tech.
1 person prays to Blarg
1 person researches rationing
1 person researches Will'o'wisp catching but makes no progress.
7 additional food is lost due to the famine!
1 person starves to death.
Drecthul Commonwealth
3 people research Stone Tools
6 people research Stone Housebuilding
9 additional food is lost due to the famine!
Arutz
5 people farm at D4 using (please specify the KIND of tool you are using in the future) junk tools to collect 21 food.
2 people research farming tools
1 person researches stone knapping
1 person researches stone gathering
4 additional food is lost due to the famine!
Patterian Minds
2 people idle to conserve 2 food.
2 people farm at G1 using junk tools to collect 5 food
1 person prays to Snag
3 additional food is lost due to the famine!
The Hamptons
1 person researches forest survival
2 people farm at J10 using junk tools to collect 7 food
3 people pray to Forknor
4 additional food is lost due to the Famine!
Kaniarus
The Kaniarus have been obliterated by the famine!
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
4 Food
17 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Food Preservation: 7rp. Proof of Concept
Diplomacy: 7rp. Proof of Concept
Wood handled tools: 3rp. Theoretical
Arutz
Population
9 Civilians / 10 Housing
Resources
42 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: 8rp. Proof of Concept
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1rp. Theoretical
Stone Gathering: 1rp. Theoretical
Cultivating of Beans
Population
6 Civilians / 10 Housing
Resources
1 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Rationing: 5rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
6 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 10rp. Proof of Concept
Stone Housebuilding: 10rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
8 Food
2 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 16FP
Felius: 10FP
Kyuu: 18FP
Hasoc: 8FP
Snag: 3FP
Rasp: 16FP
Blarg: 9FP
TacTac: 20FP
Arkas: 21FP
Gilbert: 4FP
The Arutz
6 farm D4 with 5 junk tools
2 research farming tools
1 researches stone knapping
1 is born
I propose we have a tech exchange
I don't think we can yet, let's see what happens after diplomacy.
In the near future, I am interested in trading woodcutting tools for agricultural tools, either directly or tech-wise.
Turn 32 - Agrarian Age
(https://i.imgur.com/DJIyFHm.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Barren Field (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Barren Field
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Barren Field
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The famine has shifted from a type B famine to a type C famine! During this kind of famine, tiles act similarly to the tiles in the Tribal Uprising edition! (Tiles will be ruined by all but the most modest foraging)
Looks like the famine is over now... But watch out! The next famine is probably far away right now, but when it comes it will not have a warning!
As always, point out anything that looks like a GM error. I don't want your cause of death to be a mistake! (A notable non-mistake is that one farmland foraged with 4 people survived and one did not. This is due to the destroyed one having better food rolls)
Godly behaviors of particular note
Forknor replaced J10 with a land of Incredible Fertility, decimating the farmland in the area!
The tundra at I10 has been replaced by a forest
1 food has been granted to the Nirii Dominion
1 food has been granted to the Hamptons
The Nirii Dominion
10 civilians farm at C2 using junk tools. 20 food is collected.
The tile, weakened by the famine, has been reduced to a barren field!
Cultivating of Beans
Letting the famine stagnation slide this time.
It rains at K1... But nobody was working there...
Drecthul Commonwealth
4 Civilians farm at B7 using Junk Farming tools to collect 19 food
4 Civilians farm at D5 using junk tools to collect 12 food
1 Civilians forages at C6 to collect 2 food
Arutz
6 people farm at D4 using 5 junk tools to collect 20 food
The tile, weakened by the famine, has been reduced to a barren field!
2 people research farming tools
1 person researches Stone Knapping
The population is increased by 1 at the cost of 3 food.
Patterian Minds
4 people farm at G1 using junk tools to collect 15 food
The tile, weakened by the famine, has been reduced to a barren field!
1 person researches Writing
The Hamptons
6 Civilians farm at J10 to collect 15 food
The tile, weakened by the famine, has been reduced to a barren field!
But it doesn't matter because the farmland was decimated by changing terrain too!
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
15 Food
17 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Food Preservation: 7rp. Proof of Concept
Diplomacy: 7rp. Proof of Concept
Wood handled tools: 3rp. Theoretical
Arutz
Population
10 Civilians / 10 Housing
Resources
50 Food
5 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 2rp. Theoretical
Stone Gathering: 1rp. Theoretical
Cultivating of Beans
Population
6 Civilians / 10 Housing
Resources
0 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Rationing: 5rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
30 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 10rp. Proof of Concept
Stone Housebuilding: 10rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
18 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 2rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
18 Food
2 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 3FP
Felius: 11FP
Kyuu: 19FP
Hasoc: 9FP
Snag: 4FP
Rasp: 17FP
Blarg: 8FP
TacTac: 21FP
Arkas: 22FP
Gilbert: 5FP
Nirii Dominion
5x make new farmland on B3 with 5x junk tools.
2x craft Junk Woodcutting Tools.
3x worship Forknor. We humbly ask for more fertile lands.
We apologize for the last offer, since you don't have forests nearby to gather from. We expect to soon have lumber as a trade good, however.
Turn 33 - Agrarian Age
(https://i.imgur.com/DJIyFHm.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Barren Field (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Barren Field
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Barren Field
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
I noticed that I make up these little nicknames in my head for civilizations when I do my little updates. This time I decided to actually use those nicknames to refer to your people instead of swapping between terms like Civilian, People, etc. I'm not sure if this will be a permanent thing or not.
Godly behaviors of particular note
Snag is unable to return G1 to the way it once was. Gods are unable to construct or reconstruct mortal buildings! (Also, please don't use terms such as "the way it was" in your actions without actually stating what it was. That forces me to look up what it actually used to be)
The Nirii Dominion
(Please update your game before posting your next action. I'm not actually going to punish you or anything for not updating your game, but come on man its been six days now)
5 Nidos work on making farmland at B3 using junk tools.
2 Nidos craft Junk Woodcutting Tools
3 Nidos pray to Forknor
Cultivating of Beans
2 Beaners forage (Instead of farm) at K1 to collect 4 food
1 Beaner prays to Blarg
2 Beaners research rationing
1 Beaner attempts to research will'o'wisp catching... The research subject is revealed to be halted! Nothing the Cultivating of Beans know about seems up to the task of containing wisps!
2 Beaners have starved to death! (This time, its clearly all your fault so the GM won't cut you a break on this one)
Drecthul Commonwealth
3 Drecs farm at B7 using junk tools to collect 11 food
3 Drecs research Stone Tools
3 Drecs research Stone Housebuilding
The Drec population is increase by 1 at the cost of 3 food.
Arutz
3 Rooties forage at C4 using junk tools to collect 4 food
3 Rooties pray to Forknor. It turns out that Junk Tools do not help with prayer.
3 Rooties research Stone Gathering.
1 Rootie creates a junk tool.
The Arutz do not have a technology that lets them relocate to other tiles.
Patterian Minds
1 Patpat prays to Snag
2 Patpats research writing
2 Patpats pray to Hasoc. Junk tools seem to be useless for the purpose of prayer...
The Hamptons
1 Hamham prays to Forknor
1 Hamham prays to Blarg
1 Hamham becomes a Forest Ranger
1 Hamham creates a Junk Tool
2 Hamhams create farmland at J10 using junk tools.
The Hampton population is increased by 1 at the cost of 3 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
5 Food
17 wood
10 Junk Tool
2 Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Food Preservation: 7rp. Proof of Concept
Diplomacy: 7rp. Proof of Concept
Wood handled tools: 3rp. Theoretical
Arutz
Population
10 Civilians / 10 Housing
Resources
40 Food
6 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 2rp. Theoretical
Stone Gathering: 4rp. Proof of Concept
Cultivating of Beans
Population
4 Civilians / 10 Housing
Resources
0 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Rationing: 5rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
29 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 13rp. Proof of Concept
Stone Housebuilding: 13rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
13 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 4rp. Proof of Concept
The Hamptons
Population
6 Civilians / 10 Housing
- 1 Forest Ranger
Resources
9 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 11FP
Felius: 12FP
Kyuu: 20FP
Hasoc: 12FP
Snag: 6FP
Rasp: 18FP
Blarg: 10FP
TacTac: 22FP
Arkas: 23FP
Gilbert: 6FP
Turn 34 - Agrarian Age
(https://i.imgur.com/xJOBEQV.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (9/10)
D4: Fruitful Plains
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (6/10)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (6/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
I am very sad at Nirur Torir because of the death of Tribal Uprising. So much for the update being "Half-Done". Alright, I'm done yelling at Torir now.
Godly behaviors of particular note
Snag creates a Land of Incredible... Seagulls? At G1
Forknor repairs the land at C2, dispelling his own protection of the tile in the process.
Forknor also re-fruits D4
The Nirii Dominion
2 Nidos forage at B3 using junk tools to collect 6 food
2 Nidos forage at D3 using junk tools to collect 5 food
1 Nido forages for wood at D2 using 2 junk woodcutting tools to collect 3 wood
4 Nidos work on a farmland at D3 using junk tools
1 Nido prays to Snag
(FYI, you should be including the "Junk" prefix for the woodcutting tools)
Cultivating of Beans
3 Beaners farm at K1 to collect 8 food
1 Beaner prays to Blarg
Drecthul Commonwealth
3 Drecs farm at B7 using Junk Farming Tools to collect 14 food
1 Drec foragse for stone at C6 to collect 1 stone
3 Drecs research Stone Tools, completing the tech! It will be possible to create stone tools, but the Drecthul method is not an easy one...
3 Drecs research Stone Housebuilding
Arutz
7 Rooties work on creating a farmland at D4 using junk tools... But their progress is undone when Forknor changes the tile!
2 Rooties research Stone Knapping
1 Rootie prays to Forknor
Patterian Minds
1 Patpat creates a Junk Tool
4 Patpats work on creating a farmland at G2 using junk tools
The Hamptons
1 Hamham prays to Forknor
3 Hamhams work on creating farmland at J10
2 Hamhams forage at J10 using junk tools to collect 7 food
1 Forest Ranger forages at I10 using a junk tool to collect 2 food
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
6 Food
20 wood
10 Junk Tool
2 Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Food Preservation: 7rp. Proof of Concept
Diplomacy: 7rp. Proof of Concept
Wood handled tools: 3rp. Theoretical
Arutz
Population
10 Civilians / 10 Housing
Resources
30 Food
6 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 4rp. Proof of Concept
Stone Gathering: 4rp. Proof of Concept
Cultivating of Beans
Population
4 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Rationing: 5rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
33 Food
3 Wood
7 Stone
4 Junk Tool
4 Junk Farming Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: 16rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
8 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 4rp. Proof of Concept
The Hamptons
Population
7 Civilians / 10 Housing
- 1 Forest Ranger
Resources
11 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 4FP
Felius: 13FP
Kyuu: 21FP
Hasoc: 13FP
Snag: 3FP
Rasp: 19FP
Blarg: 11FP
TacTac: 23FP
Arkas: 24FP
Gilbert: 7FP
Turn 35 - Agrarian Age
(https://i.imgur.com/gPh16ps.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
If you think you can do better Snag, then lets see YOU make a gridhood game! Seriously though, I would play it.
Godly behaviors of particular note
Snag replaces A7 with a desert.
Felius destroys the tile at B7 and replaces it with an equally foody tile, but the farmland is destroyed. Cats sure are dicks!
The Nirii Dominion
1 Nido completes the farmland at D3
2 Nidos forage at D3 using junk tools to collect 5 food
2 Nidos forage at B3 using junk tools to collect 4 food
3 Nidos research wood-handled tools
2 Nidos pray to Forknor
Cultivating of Beans
3 Beaners farm at K1 to collect 7 food
1 Beaner prays to Blarg
1 new person is created at the cost of 3 food.
Drecthul Commonwealth
2 Drecs harvest at B7 using junk farming tools to collect 10 food
4 Drecs work on creating Stone Farming Tools using junk tools.
4 Drecs research Stone Housebuilding
Arutz
7 Rooties use 6 junk tools to create farmland at D4.
2 Rooties research Stone Knapping
1 Rootie gahters stone at C4 to collect 3 Stone
Patterian Minds
4 Patpats complete the farmland at G2
1 Patpat forages at H2 using a junk tool to collect 3 food
The Hamptons
4 Hamhams work on farmland at J10
2 Hamhams forage at J10 using 2 junk tools to collect 6 food
1 Forest ranger prays to Forknor. It seems that location does not have an affect on prayer... But a theory is created!
3 food is expended to increase population by 1.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
5 Food
20 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Food Preservation: 7rp. Proof of Concept
Diplomacy: 7rp. Proof of Concept
Wood handled tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
20 Food
3 Stone
6 Junk Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Stone Gathering: 4rp. Proof of Concept
Cultivating of Beans
Population
5 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Rationing: 5rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
23 Food
3 Wood
3 Stone
4 Junk Tool
4 Junk Farming Tool
1 Stone Farming Tool. (2/2S, 2/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: 20rp. Proof of Concept
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
6 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 4rp. Proof of Concept
The Hamptons
Population
8 Civilians / 10 Housing
- 1 Forest Ranger
Resources
7 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Shrines: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 8FP
Felius: 9FP
Kyuu: 22FP
Hasoc: 14FP
Snag: 1FP
Rasp: 20FP
Blarg: 12FP
TacTac: 24FP
Arkas: 25FP
Gilbert: 8FP
Turn 36 - Agrarian Age
(https://i.imgur.com/d6ZJwf1.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (8/10)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E1: Cliff
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
There has been a substantial amount of rain this turn across the world...
Godly behaviors of particular note
For some reason, Gilbert gave 3 FP to Snag
Blarg stares at a wall.
The Nirii Dominion
3 Nidos farm at D3 using junk tools to collect 11 food
1 Nido researches diplomacy
1 Nido researches Food preservation
5 Nidos research wood-handled tools
Cultivating of Beans
3 Beaners farm at K1 to collect 9 food
1 person has died in a will'o'wisp related accident... The Cultivating of Beans believes that this could have been avoided if they were more cautious...
1 person researches rationing
1 person prays to Blarg
Drecthul Commonwealth
5 Drecs begin work on a farmland at B7 using 4 junk tools and a stone farming tool
2 Drecs work on creating Stone Farming Tools using 2 junk tools
2 Drecs forage for Stone at C6 using junk tools to collect 3 Stone
1 Drec researches Stone Housebuilding
Arutz
5 Rooties farm at D4 using... What kind of tools? Its especially important to declare tool types now that there is more than one kind! Anyway, they collect 19 food.
2 Rooties work on building... JUNK farming tools.
3 Rooties research basic houses.
Patterian Minds
5 Patpats farm at G2 using junk tools to collect 15 food
The patterian minds population is increased by 1 at the cost of 3 food.
The Hamptons
1 Hamham prays to Forknor
5 Hamhams farm at J10 using 3 junk tools to collect 20 food
1 Hamham researches crude bows.
1 Forest Ranger researches Shrines. It seems that forest rangers do not get a meaningful bonus to actions that have nothing to do with forests even while in a forest...
The Hampton population is increased by 1 at the cost of 3 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
6 Food
20 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Food Preservation: 8rp. Proof of Concept
Wood handled tools: 10rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
29 Food
3 Stone
6 Junk Tool
2 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Stone Gathering: 4rp. Proof of Concept
Basic Housing: 3rp. Theoretical
Cultivating of Beans
Population
4 Civilians / 10 Housing
Resources
8 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
13 Food
3 Wood
4 Stone
4 Junk Tool
4 Junk Farming Tool
2 Stone Farming Tool. (2/2S, 1/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: 21rp. Proof of Concept
Patterian Minds
Population
6 Civilians / 10 Housing
Resources
13 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 4rp. Proof of Concept
The Hamptons
Population
9 Civilians / 10 Housing
- 1 Forest Ranger
Resources
16 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Shrines: 2rp. Theoretical
Crude Bows: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 9FP
Felius: 10FP
Kyuu: 23FP
Hasoc: 15FP
Snag: 4FP
Rasp: 21FP
Blarg: 14FP
TacTac: 25FP
Arkas: 26FP
Gilbert: 3FP
Turn 37 - Agrarian Age
(https://i.imgur.com/08AiWyB.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Also, artifacts can now be a thing! See the first post for details. Also tip: You will never exceed the limits of a tile by naming it differently. The correct way to make better tiles is to pay for an interactive or epic one!
Also, the Drecthul Commonwealth has replaced the Nirii Dominion as the world's most powerful civilization!
Oh, and see the first post for Artifact rules!
Godly behaviors of particular note
Gilberts action did not work for obvious reasons. The obvious reason is that ALL ACTIONS INVOLVING TILES MUST INCLUDE CO-ORDINATES! Seriously, how do you not get that? No seriously, this is an actual question. I am constantly stating this fact, I put it in massive text on the first post... This still happens like every other turn.
Blarg could not complete his action because... That is not a kind of landscape. Also I don't like the action so I am not making an exception. I'm sure you'll just reword it next turn to be even more terrible though. Know what? I just convinced myself to allow the tile. It shall be represented by your avatar. If your avatar looks shitty because of the low resolution then good!
Felius creates a "Foody" (ugh) catnip field at D6. It is not "incredible" however. That would be too much for a special tile.
The Nirii Dominion
3 Nidos farm at D3 using junk tools to collect 8 food.
7 Nidos research Wood Handled Tools to complete the tech! Proof of Concept has been attained for the related Wooden Tools tech.
Cultivating of Beans
3 Beaners farm at K1 to collect 9 food.
1 Beaner prays to Blarg
1 new civilian is created at the cost of 3 food.
Drecthul Commonwealth
1 Drec completes the farmland at B7 using a stone farming tool.
4 Drecs farm at D5 using 3 junk farming tools and one stone farming tool to collect 14 food.
2 Drecs work on creating stone farming tools using 2 junk tools.
3 Drecs research Stone Housebuilding
Arutz
(Note: You cannot duel wield tools. At least not these particular ones.)
4 Rooties farm at D4 using 2 junk farming tools and 2 junk tools to collect 15 food.
1 Rootie knaps stone.
5 Rooties research basic housing.
Patterian Minds
2 Patpats farm at G2 using junk tools to collect 5 food
2 Patpats research writing
2 Patpats research fertilizer
1 new civilian is created at the cost of 3 food.
The Hamptons
1 Hamham prays to Forknor
3 Hamhams farm at J10 using 3 junk tools to collect 12 food
4 Hamhams research Crude Bows, completing the tech! (Remember, you specifically researched crude bows)
1 Forest Ranger researches shrines.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
4 Food
20 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
34 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
2 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Stone Gathering: 4rp. Proof of Concept
Basic Housing: 8rp. Proof of Concept
Cultivating of Beans
Population
5 Civilians / 10 Housing
Resources
10 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
17 Food
3 Wood
4 Stone
4 Junk Tool
4 Junk Farming Tool
2 Stone Farming Tool. (2/2S, 3/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Patterian Minds
Population
7 Civilians / 10 Housing
Resources
10 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
16 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 11FP
Felius: 6FP
Kyuu: 24FP
Hasoc: 16FP
Snag: 5FP
Rasp: 21FP
Blarg: 16FP
TacTac: 26FP
Arkas: 27FP
Gilbert: 4FP
Turn 38 - Agrarian Age
(https://i.imgur.com/RF9a6fJ.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (4/20S, 4/20L) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (20/20W, 9/20L)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The GM does not like it when Junk farming tools are referred to as just Farming Tools. This might be a problem later.
Godly behaviors of particular note
The Nirii Dominion
3 Nidos farm at D3 using junk tools to collect 8 food.
7 Nidos begin construction on Wooden Houses at D2.
Cultivating of Beans
4 Beaners farm at K1 to collect 10 food
1 Beaner prays to Blarg
Drecthul Commonwealth
2 Drecs farm at B7 using 2 Stone farming tools to collect 11 food
1 Drec works on creating Stone Farming Tools.
4 Drecs work on constructing Stone Housing at C6 using 2 junk tools. All labor that exceeded the amount of available stone was wasted!
1 Drec prays to Felius
2 Drecs forage for stone at C6 using junk tools to collect 5 stone
Arutz
3 Rooties use 3... Wait no they don't. 2 rooties use 2 JUNK farming tools to collect 8 food. One of them spent the turn searching for a third junk farming tool which the Arutz did not have!
1 Rootie creates a JUNK farming tool.
5 Rooties research basic housing
1 Rootie researches stone gathering
(Please refer to "Junk farming tools" with the word "Junk" included)
Patterian Minds
The Patterian Minds stagnate
The Hamptons
1 Forest Ranger creates a Crude Bow
2 Hamhams pray to Forknor
4 Hamhams research shrines
3 Hamhams farm at J10 using junk tools to collect 13 food
Breiger Clan
The Breiger Clan is established at F6!
2 Civilians forage at E5 to collect 3 food
2 Civilians forage at E6 to collect 5 food
1 Civilian forages at E7 to collect 1 food
2 new civilians are made at the cost of 6 food
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
2 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
33 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Stone Gathering: 5rp. Proof of Concept
Basic Housing: 13rp. Proof of Concept
Cultivating of Beans
Population
5 Civilians / 10 Housing
Resources
15 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
18 Food
3 Wood
5 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Patterian Minds
Population
7 Civilians / 10 Housing
Resources
10 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
19 Food
3 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: 7rp. Proof of Concept
Breiger Clan
7 Civilians / 10 Housing
Resources
8 food
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 14FP
Felius: 8FP
Kyuu: 25FP
Hasoc: 17FP
Snag: 6FP
Rasp: 22FP
Blarg: 18FP
TacTac: 27FP
Arkas: 28FP
Gilbert: 5FP
Turn 39 - Agrarian Age
(https://i.imgur.com/1LafzK2.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (9/20S, 9/20L) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (20/20W, 17/20L)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (3/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
0cra_tr0per is in no position to ask me to run Gridland Survival again. If you want a sequel so much why don't you just make it yourself? Actually... Tell you what. If 0cra_tr0per can handle running a decent quality Gridland Survival game for 33 turns (How long my game lasted), I'll make a proper sequel to it. (Note that if this somehow actually happens, this will reduce Gridhood's update speed.)
... You may need to point this post out to me when that day comes because I might forget about it. Also, I reserve the right to stop updating the aforementioned proper sequel if you stop updating your game.
Godly behaviors of particular note
Gilbert decides to remake the Cliff at F1 so that it looks better next to F2. I decided to make this only cost 1FP because I clearly fulfilled his request in the laziest yet still technically correct way possible! It sure does mesh well... With tile F2.
Snag creates a magic beehive at D8
The Nirii Dominion
3 Nidos farm at D3 using junk tools to collect 7 food.
1 Nido forages at C2 using a junk tool to collect 4 food.
6 Nidos work on building wooden housing on D2 using junk tools
Cultivating of Beans
2 Beaners farm at K1 to collect 6 food
2 Beaners work on creating a swampland farm at J1
1 Beaner prays to Blarg
2 new civilians are made at the cost of 6 food.
Drecthul Commonwealth
3 Drecs farm at B7 using stone farming tools to collect 17 food
4 Drecs work on stone housing at C6 using 1 junk tools
3 Drecs forage for stone at C6 using junk tools to collect 10 stone
Arutz
4 Rooties farm at... You've been around long enough for me to not cut you a break for failing to specify a tile. You got nothing. Thank the gods you had a stockpile of food.
3 Rooties research on Basic Housing.
1 Rootie researches Stone Gathering.
Patterian Minds
5 Patpats farm at G2 using junk tools to collect 13 food
2 Patpats research fertilizer
The Hamptons
2 Hamhams pray to Forknor
2 Hamhams research Shrines to complete the tech
3 Hamhams farm at J10 using junk tools to collect 13 food
2 Hamhams begin research on Forest Magic.
The Hamptons do not have any technology that allows them to forage for anything other than food... The forest ranger takes the Crude Bow and 2 food is collected. The Forest Ranger is only barely able to escape!
Breiger Clan
2 Civlians forage at E5 to collect 5 food
2 Civilians forage at E6 to collect 5 food
3 Civilians forage at E7 to collect 5 food.
2 new civilians are created at the cost of 6 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
3 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
23 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 6rp. Proof of Concept
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
5 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
25 Food
3 Wood
10 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Patterian Minds
Population
7 Civilians / 10 Housing
Resources
16 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 4rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
24 Food
3 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Forest Magic: 2rp. Wild Theory
Breiger Clan
9 Civilians / 10 Housing
Resources
10 food
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 17FP
Felius: 9FP
Kyuu: 26FP
Hasoc: 18FP
Snag: 2FP
Rasp: 23FP
Blarg: 17FP
TacTac: 28FP
Arkas: 29FP
Gilbert: 5FP
Turn 40 - Agrarian Age
(https://i.imgur.com/iKei8so.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (3/20).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (19/20S, 15/20L) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (6/10)
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (6/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The god Arkas has reached 30FP! It turns out that this is the limit for a regular god. You can keep skipping turns if you want but you'll never surpass 30 by doing so. See the first post for details on the Greater God upgrade! As an added bonus, check out the Ultimate Tile rules!
Tip: Some techs will be difficult, yet still possible, no matter what you do.
Godly behaviors of particular note
Gilbert gets F1 to mesh with E1 and F2. Obviously not G1 though.
The Nirii Dominion
3 Nidos farm at D3 using junk tools to collect 11 food
1 Nido forages at C2 using a junk tool to collect 2 food
3 Nidos complete the Wooden Houses at D2 and the Nirii Dominion takes control of the tile!
3 Nidos complete work on a farmland at B3 using junk tools
Cultivating of Beans
3 Beaners farm at K1 to collect 9 food
3 Beaners work on a swamp farmland at J1
1 Beaner prays to Blarg
Drecthul Commonwealth
3 Drecs farm at B7 using Stone Farming Tools to collect 16 food
4 Drecs work on building stone houses at C6 using junk tools
3 Drecs forage at C6 to collect 7 stone.
Arutz
4 Rooties farm with 3 junk farming tools and 1 junk tool at D4 to collect 18 food
3 Rooties begin work on basic housing at C4 using 3 junk tools
2 Rooties research Stone Gathering
1 Rootie researches Stone Tools
Patterian Minds
2 Patpats place a warning sign at H1
3 Patpats farm at G2 using junk tools to collect 9 food.
2 Patpats begin research on Scholars
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 12 food
5 Hamhams construct a Shrine at I11
1 Hamham begins research on Primitive Magic
1 Forest Ranger prays to Forknor
Breiger Clan
1 Civlian forages at E5 to collect 1 food
2 Civilians forage at E7 to collect 2 food (ouch)
6 Civilians begin work on a farmland at E6
1 New civilian is created at the cost of 3 food
Nirii Dominion
Population
10 Civilians / 20 Housing
Resources
6 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
31 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 8rp. Proof of Concept
Stone Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
7 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
31 Food
3 Wood
7 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Patterian Minds
Population
7 Civilians / 10 Housing
Resources
18 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 4rp. Theoretical
Scholars: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
26 Food
3 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Breiger Clan
10 Civilians / 10 Housing
Resources
1 food
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 19/30FP
Felius: 10/30FP
Kyuu: 27/30FP
Hasoc: 19/30FP
Snag: 3/30FP
Rasp: 24/30FP
Blarg: 19/30FP
TacTac: 29/30FP
Arkas: 30/30FP
Gilbert: 3/30FP
I have a proposal to bring us both ahead in technology, pm me.
Turn 41 - Agrarian Age
(https://i.imgur.com/64lVS58.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (6/10)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (12/20).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Forest
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Desert
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (9/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
With more than ten people in a civilization (Wow that took longer than I thought), loyalty is now an issue! See the first post for rules about Loyalty!
Don't make secret plans unless you think you can outsmart this GM. If you don't think you're smarter than me then you should forget all about your secret plots before you make things hard on yourself.
Godly behaviors of particular note
Gilbert destroys the land of incredible seagulls by turning it into a desert. He does not have the FP to also change another tile. (It would take 9FP to change a tile into a desert, and change two other tiles as well. You had 3FP.)
The Nirii Dominion
3 Nidos farm at B3 using junk tools to collect 9 food
3 Nidos... ALSO farm at B3 using junk tools to collect 9 food
4 Nidos work on a farmland at C2 using junk tools.
2 new civilians were made at the cost of 6 food.
Loyalty has fallen to 92%
Cultivating of Beans
3 Beaners farm at K1 to collect 8 food
3 Beaners work on a farmland at J1
1 Beaner prays to Blarg.
Drecthul Commonwealth
3 Drecs farm at B7 using stone farming tools to collect 16 food
3 Drecs complete the housing at C6!
4 Drecs research Stonecutting
Arutz
2 Rooties farm at D4 using junk farming tools to collect 8 food
8 Rooties work on building basic housing at C4 using 5 junk tools
Patterian Minds
2 new civilians are made at the cost of 6 food.
4 Patpats farm at G2 using junk tools to collect 12 food.
3 Patpats research Fertilizer
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 11 food
2 Hamhams pray to Forknor at I11 to generate 2FP. (Not an error)
4 Hamhams and 1 forest ranger research Woodcutting
Breiger Clan
3 Biggles forage at E5 to collect 8 food
3 Biggles forage at E7 to collect 3 food
4 Biggles work on making a farmland at E6
Nirii Dominion
Population
12 Civilians / 20 Housing
Loyalty: 92%
Resources
8 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
Loyalty: N/A
10 Civilians / 10 Housing
Resources
29 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 8rp. Proof of Concept
Stone Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Loyalty: N/A
Resources
8 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 20 Housing
Loyalty: N/A
Resources
37 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: 4rp. Proof of Concept
Patterian Minds
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
17 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 7rp. Proof of Concept
Scholars: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Loyalty: N/A
Resources
27 Food
3 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Woodcutting: Proof of Concept.
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
2 food
Technology
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 22/30FP
Felius: 11/30FP
Kyuu: 28/30FP
Hasoc: 20/30FP
Snag: 4/30FP
Rasp: 25/30FP
Blarg: 20/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 1/30FP
Turn 42 - Agrarian Age
(https://i.imgur.com/N9HTP4b.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (12/20).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Forest
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Desert
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (12/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE HAS OCCURRED THIS TURN! Let that serve as a reminder to always always have more food than you need.
Godly behaviors of particular note
Snag is like, totally sadfaced about the destruction of his valuable tile. Then Snag was like, I'm going to wreck up your project too! Nanny nanny poo poo! None of the fluid on tile F1 connects to the fluid on adjecent tiles now.
Blarg creates a pile of junk at D10
Felius turns B6 into a land of "Huge Flying Cats". What could possibly go wrong?
The Nirii Dominion
3 Nidos farm at B3 using junk tools to collect 2 food.
3 Nidos farm at D3 using junk tools to collect 4 food.
3 Nidos work on creating farmland at C2 using junk tools.
3 Nidos research Wood Tools
2 new civilians are made at the cost of 6 food...
But 4 people starved to death!
Ironically, 0cra_tr0per's plan would have gone better, but you couldn't have possibly known that.
Cultivating of Beans
3 Beaners farm at K1 to collect 5 food
3 Beaners continue work on a farmland at J1
1 Beaner prays to Blarg. When was the last time Blarg did anything for you? I don't even remember.
Drecthul Commonwealth
3 Drecs farm at B7 using stone farming tools to collect 3 food.
4 Drecs work on building stone tools using 4 Junk Tools
3 Drecs research Stonecutting
5 new civilians were made at the cost of 15 food.
Loyalty has dropped to 72%
Arutz
3 Rooties farm at D4 using junk farming tools to collect 2 food.
6 Rooties work on building basic housing... Where? Didn't specify a tile, so I have to nullify this action. Come on! You know this! I guess I'll just have to make the notification on the first post even bigger!
1 Rootie continues research on Stone Gathering.
Patterian Minds
I decided to allow stagnation during a famine, provided that it is a SURPRISE famine like this one.
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 3 food.
3 Hamhams pray to Snag at the shrine at I11 to generate 4FP
3 Hamhams research Woodcutting
1 Forest Ranger begins research on wooden housebuilding
Breiger Clan
4 Biggles farm at E6, but only collect 5 food! (See above famine notification)
4 Biggles create junk tools
2 Biggles begin research on Fire
3 Biggles have starved to death!
Nirii Dominion
Population
10 Civilians / 20 Housing
Loyalty: N/A
Resources
0 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 8rp. Proof of Concept
Arutz
Population
Loyalty: N/A
10 Civilians / 10 Housing
Resources
21 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Loyalty: N/A
Resources
6 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 72%
Resources
15 Food
3 Wood
2 Stone
4 Junk Tool
4 Junk Farming Tool
1 Stone Tool (2/2S, 3/4L)
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: 7rp. Proof of Concept
Patterian Minds
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
17 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 7rp. Proof of Concept
Scholars: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Loyalty: N/A
Resources
20 Food
3 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 1rp. Theoretical
Breiger Clan
7 Civilians / 10 Housing
Loyalty: N/A
Resources
0 food
4 Junk Tools
Technology
Fire: 2rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 23/30FP
Felius: 7/30FP
Kyuu: 29/30FP
Hasoc: 21/30FP
Snag: 6/30FP
Rasp: 26/30FP
Blarg: 17/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 2/30FP
Can you test if it is possible to use the cats as mounts?
Out of character I'm pretty sure I need to research technology for that (see what happened with the big mountain with all the metal)
Anything you can do to boost production?
Turn 43 - Agrarian Age
(https://i.imgur.com/ZhLoUxy.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Forest
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
I probably shouldn't let two people have the same color. I'm sure its fine if they are literally on opposite sides of the world though. If I am wrong, then at least nobody will know for... However long it takes to travel halfway across the map. 300 to 400 turns maybe? No idea.
Also, remember to point out any and all GM errors. I never take out my error frustration on the player. (The one time I appeared to was actually me pointing out that it was clearly not an error)
Godly behaviors of particular note
I'm going to rule that Junk Tools are a crafted item and not a basic resource, and thus are not something you can get for FP. I'm also going to rule that it would be a terrible waste of FP even if you could. (Believe it or not, it would actually be more effective than gifting food during a non-famine)
Snag re-gulls G1
Blarg is unable to create Intelligent Psychopathic Zebras at D11. You'll need nothing less than an Interactive tile for that. (You actually could afford it, but you specified 5FP. A wise move if you didn't want to spend 15FP)
The Nirii Dominion
5 Nidos farm at C2 using junk tools to collect 18 food
3 Nidos farm at D3 using junk tools to collect 10 food
2 Nidos farm at B3 using junk tools to collect 6 food
Cultivating of Beans
3 Beaners farm at K1 to collect 7 food
3 Beaners complete the farmland at J1
1 Beaner prays to Blarg
Drecthul Commonwealth
4 Drecs farm at B7 using 3 Stone Farming Tools and 1 Junk Farming tool to collect 21 food
4 Drecs farm at D5 using 3 junk farming tools to collect 11 food
3 Drecs forage at D6 using junk tools to collect 5 food
2 Drecs forage at C6 using 1 junk tool to collect 6 food
1 Drec completes work on a Stone Tool
Arutz
3 Rooties farm at D4 using... (ugh) JUNK Farming tools to collect 13 food
6 Rooties complete the Basic Housing at C4
1 Rootie researches Stone Tools
Patterian Minds
The Patterian Minds Stagnate
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 14 food
1 Hamham creates a junk tool
5 Hamhams research wooden houses
1 Forest Ranger forages at I11 to collect 4 wood
Breiger Clan
4 Biggles farm at E6 using junk tools to collect 12 food
3 Biggles forage at E5 to collect 6 food
Octadians
The Octadians appear at A11!
3 Civilians forage at A11 to collect 4 food
1 Civilian creates a Junk Tool
1 Civilian begins research on Divine Altars
Nirii Dominion
Population
10 Civilians / 20 Housing
Loyalty: N/A
Resources
24 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 8rp. Proof of Concept
Arutz
Population
Loyalty: N/A
10 Civilians / 15 Housing
Resources
24 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 2rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Loyalty: N/A
Resources
6 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 72%
Resources
43 Food
3 Wood
2 Stone
4 Junk Tool
4 Junk Farming Tool
2 Stone Tool (0/2S, 0/4L)
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: 7rp. Proof of Concept
Patterian Minds
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
17 Food
5 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 7rp. Proof of Concept
Scholars: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Loyalty: N/A
Resources
24 Food
4 Wood
4 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 6rp. Proof of Concept
Breiger Clan
7 Civilians / 10 Housing
Loyalty: N/A
Resources
11 food
4 Junk Tools
Technology
Fire: 2rp. Theoretical
Octadians
5 Civilians / 10 Housing
Loyalty: N/A
Resources
9 food
1 Junk Tools
Technology
Divine Altar: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 24/30FP
Felius: 8/30FP
Kyuu: 30/30FP
Hasoc: 22/30FP
Snag: 2/30FP
Rasp: 27/30FP
Blarg: 19/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 3/30FP
What do you want right now? I'm a bit low on FP, so we need to coordinate.
My phone autocorrects "Drecthul" to "Erectile"...
What do you want right now? I'm a bit low on FP, so we need to coordinate.
My phone autocorrects "Drecthul" to "Erectile"...
At the moment we need more people and more technology, and I'm not sure how you could help with either of those for now.
I can help with technology, hold on...
Felius turns C5 into a Library of Godly Knowledge, with images in case they can't read. 5 FP.
Turn 44 - Agrarian Age
(https://i.imgur.com/IBg7wrE.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Forest
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Farmland (2-3|1-3|0)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Tip: If you don't use your tools, you're wasting their potential. Unless of course you have better tools that you are using. Tools are NEVER used automatically.
Godly behaviors of particular note
Felius is unable to create a Library of Godly Knowledge with 5 FP. That will require an Epic tile to do. Feel free to try again when you can muster up the 30FP that requires.
Blarg is unable to create a port city. I'm going to rule that an entire city would require an Ultimate Tile to make. Feel free to try that again after you ascend to become a greater god and accumulate 150 FP.
Buildings are intended to be a civilization thing. Not a god thing. Might I recommend artifacts instead?
The Nirii Dominion
4 Nidos farm at C2 using junk tools to collect 17 food
1 Nido farms at B3 using a junk tool to collect 4 food
1 Nido farms at D3 using a junk tool to collect 2 food
4 Nidos research wood tools
Seven new civilians are created at the cost of 21 food.
Loyalty has dropped to 64%
Cultivating of Beans
3 Beaners farm at K1 to collect 9 food
3 Beaners forage (Instead of farm) at J1 to collect 7 food
1 Beaner prays to Blarg
2 new civilians are made at the cost of 6 food
Drecthul Commonwealth
3 Drecs farm at D7 using Stone Farming Tools to collect... Actually, they discover that there is no farmland at D7.
4 Drecs forage for stone at C6 using Junk Tools to collect 12 stone
2 Drecs create a Stone Tool using Stone Tools
2 Drecs begin research on Animal Domestication
4 Drecs research Stonecutting
Arutz
4 Rooties use 3 junk farming tools and 1 junk tool at D4 to collect 16 food
1 Rootie builds a junk farming tool
5 Rooties research Stone Tools
1 Rootie is now aware that the item names in the inventory trumps the item name in the tech section
3 new civilians are made at the cost of 9 food
Loyalty has dropped to 85%
Patterian Minds
3 Patpats research fertilizer to complete the tech!
1 Patpat makes a junk tool
5 Patpats farm at G2 using junk tools to collect 14 food
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 14 food
4 Hamhams research Wooden Houses
1 Hamham creates a Junk Tool
1 Hamham becomes a Forest Ranger
1 Forest ranger forages for wood at I11 using a junk tool to collect 4 wood
Breiger Clan
4 Biggles farm at E6 using junk tools to collect 11 food
3 Biggles forage at E5 to collect 5 food
3 new civilians are made at the cost of 9 food
Octadians
The Octadians Stagnate
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 64%
Resources
16 Food
0 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 12rp. Proof of Concept
Arutz
Population
13 Civilians / 15 Housing
Loyalty: 85%
Resources
21 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
4 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 7rp. Proof of Concept
Cultivating of Beans
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
9 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 72%
Resources
28 Food
3 Wood
12 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Tool (0/2S, 0/4L)
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: 11rp. Proof of Concept
Animal Domestication: 2rp. Theoretical
Patterian Minds
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
22 Food
6 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Capitalism: 1rp. Wild Theory.
Scholars: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
28 Food
8 Wood
5 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 10rp. Proof of Concept
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
11 food
4 Junk Tools
Technology
Fire: 2rp. Theoretical
Octadians
5 Civilians / 10 Housing
Loyalty: N/A
Resources
9 food
1 Junk Tools
Technology
Divine Altar: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 25/30FP
Felius: 9/30FP
Kyuu: 30/30FP
Hasoc: 23/30FP
Snag: 1/30FP
Rasp: 28/30FP
Blarg: 20/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 4/30FP
Next turn, you will get an artifact. Don't waste my FP with it, use sparingly and with good judgement.
Felius sleeps.
Turn 45 - Agrarian Age
(https://i.imgur.com/HITNjFj.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile
D11: Intelligent Psychopathic Zebras (On activation: Rage themed construction)
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Grove of Trees (Fruit)
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Fertilized Farmland (3-4|2-4|1)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
The players of this game are making very boring fluff-free posts and I don't like that. See the new poll.
Fun fact: Did you know that the civilizations were supposed to PRAY to the gods? Their lack of piety is why the god players are so bored.
Godly behaviors of particular note
Blarg makes some Fruit Trees at E7, and does... Something... at D11. Lets see if this interactive tile survives long enough to do anything interesting before another god decides they don't like it; as Blarg didn't protect it...
The Nirii Dominion
4 Nidos farm at C2 using junk tools to collect 15 food
2 Nido civilians (Not woodcutters) forage for wood at D2 using Junk Woodcutting tools to collect 8 wood
8 Nidos research Wooden Tools
3 Nidos research Food Preservation
Cultivating of Beans
3 Beaners farm at K1 to collect 7 food
For some reason the GM cannot understand, 3 Beaners specifically choose to forage at J1 instead of farm, and collect... 7 food (Which does not help me make my point)
1 Beaner prays to Blarg
2 Beaners research Shamanism. This appears to be a very difficult subject and only 1 RP has been obtained.
Drecthul Commonwealth
3 Drecs farm at B7 using 3 stone farming tools to collect 16 food
3 Drecs use Stone Tools to create more Stone Tools
3 Drecs pray to Felius
4 Drecs research Stonecutting
2 Drecs research Animal Domestication
Arutz
5 Rooties farm at D4 using 4 junk farming tools and 1 junk tool to collect 22 food
5 Rooties research Stone Tools
3 Rooties research Fire
2 new civilians are made at the cost of 6 food.
Loyalty has dropped to 78%
Patterian Minds
5 Patpats convert the farmland at G2 into a Fertilized Farmland
(GM Note: If you have ANY confusion about how fertilized farms work, you better ask your questions now. Don't forget to refer to it as a Fertilized Farmland so I don't accidentally treat it as a normal Farmland.)
The Patterian Mind's population is increased by 1 at the cost of 3 food
3 Patpats research Scholars
1 Patpat prays to Snag
The Hamptons
5 Hamhams research Wooden Houses
2 Forest Rangers forage for wood at I10 using junk tools to collect 8 wood
3 Hamhams pray to Snag at I11 to generate 4FP
Breiger Clan
4 Biggles farm at E6 using junk tools to collect 13 food
6 Biggles research Fire to complete the tech. The Breiger Clan gets the feeling that additional research may be needed to use the destructive force that is called Fire productively.
Octadians
3 Civilians forage at A11 using 1 junk tool to collect 8 food
2 Civilians create junk tools
Oh, and the Octadians are light green now.
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 65%
Resources
16 Food
8 wood
10 Junk Tool
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Wood Tools: At the cost of 3 labor and 3 wood, a Wood Tool may be created. A civilian using a Wood Tool will receive a minor bonus to many actions. You must use the words "Wood Tool" for this to take effect.
Food Preservation: 11rp. Proof of Concept
Arutz
Population
15 Civilians / 15 Housing
Loyalty: 78%
Resources
24 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
4 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 12rp. Proof of Concept
Fire: 3rp. Proof of Concept
Cultivating of Beans
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
14 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Shamanism: 1rp. Wild Theory
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 73%
Resources
29 Food
3 Wood
8 Stone
4 Junk Tool
4 Junk Farming Tool
4 Stone Tool (2/2S, 2/4L)
3 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: 15rp. Proof of Concept
Animal Domestication: 4rp. Proof of Concept
Patterian Minds
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
10 Food
6 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Capitalism: 1rp. Wild Theory.
Scholars: 5rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
18 Food
16 Wood
5 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 15rp. Proof of Concept
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
14 food
4 Junk Tools
Technology
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Octadians
5 Civilians / 10 Housing
Loyalty: N/A
Resources
12 food
3 Junk Tools
Technology
Divine Altar: 1rp. Theoretical
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 26/30FP
Felius: 13/30FP
Kyuu: 30/30FP
Hasoc: 24/30FP
Snag: 7/30FP
Rasp: 29/30FP
Blarg: 2/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 5/30FP
Felius creates the Box of Eternal Cats and lands it on C6. (Artifact, 12 FP)
This seemingly innocuous cardboard box is filled with an infinite amount of magically compressed cats. They begin decompressing and going out into the real world once the box is opened, and stop when it is closed. The cats cannot leave all at once, instead erupting at a rate of 5 cats/second. If the box is broken by a mortal somehow, all of the cats decompress instantly, covering the tile the box was on and surrounding tiles in cats.
Here's the artifact. Keep it safe unless you want a literal catsplosion.
Turn 46 - Agrarian Age
(https://i.imgur.com/HITNjFj.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile. Cannon (7/?)
D11: Intelligent Psychopathic Zebras (On activation: Rage themed construction)
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Grove of Trees (Fruit)
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Fertilized Farmland (3-4|2-4|1)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Box of Eternal Cats. Value: 12. Activation Cost: 1.
On activation: Creates a Cat.
No limit on the amount of uses per turn beyond the Activation Cost.
Challenges are now a thing. See the first post for details, and the new spoiler below.
Also remember to point out any errors you can find. I left an error in this post to test you. Actually no I didn't, if you find any errors it is because I am a dope.
Godly behaviors of particular note
Snag triggers D11 at the cost of 3FP. Progress begins on the construction of a Cannon at D10
Felius creates the world first artifact, the Box of Eternal Cats! I'm going to need a new spoiler for this one.
Blarg sciences at D11. Work on the Cannon continues.
Gilbert is unable to create his tile at A11. Having ability-granting food will require no less than an interactive tile to make and Gilbert only has 5FP.
The Nirii Dominion
4 Nidos farms at C2 using junk tools to collect 15 food
1 Nido farms at D3 using a junk tool to collect 2 food
6 Nidos work on creating wood tools using junk tools.
2 Nidos forage for wood at D2 using junk tools to collect 6 wood
4 Nidos research Farming Tools
Cultivating of Beans
3 Beaners farm at K1 to collect 7 food
3 Beaners farm at J1 using a junk tool that they had for a long time and just didn't use to collect 7 food
1 Beaner Prays to Blarg
1 Beaner researches Shamanism
1 Beaner researches Swamp Herbology
The 'of beans population is increased by 1 at the cost of 3 food.
Drecthul Commonwealth
3 Drecs farm at B7 using stone farming tools to collect 17 food
2 Drecs work on creating Stone Tools using Stone Tools
2 Drecs work on creating Stone Farming Tools using Stone Tools
2 Drecs pray to Felius
6 Drecs research Stonecutting to complete the Tech!
Arutz
4 Rooties farm at D4 using junk farming tools to collect 18 food
1 Rootie creates a Junk Farming Tool
4 Rooties research Fire, confirming the Nirii Dominion's suspicions about them.
4 Rooties research Stone Tools
1 Rootie... Really? If you want to learn new things try RESEARCH!
1 Rootie researches Diplomacy
Patterian Minds
The Patterian Minds Stagnate
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 14 food
5 Hamhams research wooden houses
2 Forest Rangers forage for wood at I10 using junk tools to collect 5 wood
Breiger Clan
4 Biggles farm at E6 using junk tools to collect 12 food
2 Biggles pray to Blarg
4 Biggles research Building Materials
Octadians
3 Civilians forage at A11 using junk tools to collect 6 food
2 Civilians research Divine Altar
1 new civilian is made at the cost of 3 food
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 65%
Resources
16 Food
6 wood
10 Junk Tool
2 Wood Tool (2/3L, 2/3W)
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Wood Tools: At the cost of 3 labor and 3 wood, a Wood Tool may be created. A civilian using a Wood Tool will receive a minor bonus to many actions. You must use the words "Wood Tool" for this to take effect.
Food Preservation: 11rp. Proof of Concept
Farming Tools: 4rp. Proof of Concept
Arutz
Population
15 Civilians / 15 Housing
Loyalty: 78%
Resources
27 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
5 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 16rp. Proof of Concept
Diplomacy: 4rp. Proof of Concept
Cultivating of Beans
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
16 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Shamanism: 2rp. Wild Theory
Swamp Herbology: 1rp. Theoretical
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 73%
Artifacts
Box of Eternal Cats
Resources
31 Food
3 Wood
4 Stone
4 Junk Tool
4 Junk Farming Tool
5 Stone Tool (2/2S, 2/4L)
4 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: A Stonemason's workshop may be created on a tile at the cost of 20 Stone and 30 Labor. Working at a Stonemason's workshop will reduce the labor cost of making items made of Stone.
Animal Domestication: 4rp. Proof of Concept
Patterian Minds
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
10 Food
6 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Capitalism: 1rp. Wild Theory.
Scholars: 5rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
22 Food
21 Wood
5 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 20rp. Proof of Concept
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
16 food
4 Junk Tools
Technology
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Building Materials: 4rp. Proof of Concept
Octadians
6 Civilians / 10 Housing
Loyalty: N/A
Resources
10 food
3 Junk Tools
Technology
Divine Altar: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Challenge!: Generate 100FP for god players.
1st place reward: Immediate 100% Loyalty and a bonus 40FP for a god of your choice.
2nd place reward: Nothing!
3rd place reward: +20% Loyalty and 20FP for a god of your choice
4th place reward: +15% Loyalty and 15FP for a god of your choice
5th place reward: +10% Loyalty and 10FP for a god of your choice
(If this would make a god go over their FP limit, the remainder is WASTED)
The Nirii Dominion: 0
Cultivating of Beans: 0
Drecthul Commonwealth: 0
Arutz: 0
Patterian Minds: 0
The Hamptons: 0
Breiger Clan: 0
Octadians: 0
Forknor: 27/30FP
Felius: 4/30FP
Kyuu: 30/30FP
Hasoc: 25/30FP
Snag: 5/30FP
Rasp: 30/30FP
Blarg: 3/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 6/30FP
It's the Box of Eternal Cats, not the Box of Cats! Correct that!
The GM is very strict here.
Turn 47 - Agrarian Age
(https://i.imgur.com/t6cMzHd.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
C11: Sheer Cliff
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile. Cannon (7/?)
D11: Intelligent Psychopathic Zebras (On activation: Rage themed construction)
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Grove of Trees (Fruit)
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Fertilized Farmland (3-4|2-4|1)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Forest of a Billion Bees (Cultivating of bees)
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Box of Eternal Cats. Value: 12. Activation Cost: 1.
On activation: Creates a Cat.
No limit on the amount of uses per turn beyond the Activation Cost.
The Centennial Solestice has occurred! All prayer performed this turn has been QUADRUPLED! I've been hinting that you should be praying. Don't ignore me! Huh. This might be the first non-horrible special event in this game.
Fun fact: There are no essential techs that everyone needs, and there are hundreds, nay thousands of possible tech paths you can take.
Godly behaviors of particular note
If Blarg meant to activate the Zebras, he should have been more clear about that as I interpreted his post as not intenting to do so.
Snag creates the forest of a Billion Bees at G10
The Nirii Dominion
4 Nidos farm at C2 using junk tools to collect 16 food
1 Nido farms at D3 using a junk tool to collect 2 food
4 Nidos work on creating wooden tools using junk tools
2 Nidos forage for wood at D2 using Wood tools to collect 5 wood
6 Nidos research Farming Tools
Cultivating of Beans
3 Beaners farm at K1 to collect 6 food
3 Beaners farm at J1 using 1 junk tool to collect 6 food
1 Beaner prays to Blarg during the Centennial Solestice to generate 4 FP!!
Due to logistical problems, the 3 beaners working on research only generated 1 RP between them for Swamp Herbology!
Drecthul Commonwealth
4 Drecs farm at B7 using 4 Stone Farming Tools to collect 21 food
1 Drec words on building a Stone Tool using a Stone Tool
4 Drecs forage for Stone at C6 using Stone tools to collect 12 Stone
2 Drecs pray to Felius during the Centennial Solestice to generate 8 FP!!
4 Drecs research Animal Domestication
The Drecs think about using the Box of Eternal Cats, but all 15 workers were doing something else this turn! (Artifacts are treated as tools. I shall add that to the first post at once)
Arutz
5 Rooties farm at D4 using junk farming tools to collect 24 food
5 Rooties research Stone Tools
5 Rooties research Tribal Leadership
Patterian Minds
The Patterian Minds stagnate
The Hamptons
5 Hamhams research Wooden Houses to complete the Tech.
3 Hamhams pray to Snag at the Shrine at I11 during the Centennial Solestice to generate 16 FP!!!
2 Forest Rangers forage for wood at I10 using junk tools to collect 7 wood
Breiger Clan
4 Biggles farm at E6 using junk tools to collect 13 food
2 Biggles pray to Blarg during the Centennial Solestice to generate 8 FP!!
4 Biggles research Building Materials to complete the tech
Octadians
The Octadians stagnate
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 65%
Resources
17 Food
7 wood
10 Junk Tool
4 Wood Tool (0/3L, 0/3W)
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Wood Tools: At the cost of 3 labor and 3 wood, a Wood Tool may be created. A civilian using a Wood Tool will receive a minor bonus to many actions. You must use the words "Wood Tool" for this to take effect.
Food Preservation: 11rp. Proof of Concept
Farming Tools: 10rp. Proof of Concept
Arutz
Population
15 Civilians / 15 Housing
Loyalty: 78%
Resources
37 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
5 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Stone Tools: 21rp. Proof of Concept
Diplomacy: 4rp. Proof of Concept
Tribal Leadership: 5rp. Theoretical
Cultivating of Beans
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
18 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Shamanism: 2rp. Wild Theory
Swamp Herbology: 2rp. Theoretical
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 73%
Artifacts
Box of Eternal Cats
Resources
37 Food
3 Wood
16 Stone
4 Junk Tool
4 Junk Farming Tool
6 Stone Tool (0/2S, 0/4L)
4 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: A Stonemason's workshop may be created on a tile at the cost of 20 Stone and 30 Labor. Working at a Stonemason's workshop will reduce the labor cost of making items made of Stone.
Animal Domestication: 8rp. Proof of Concept
Patterian Minds
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
10 Food
6 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Capitalism: 1rp. Wild Theory.
Scholars: 5rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
12 Food
28 Wood
5 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Houses: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
19 food
4 Junk Tools
Technology
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Octadians
6 Civilians / 10 Housing
Loyalty: N/A
Resources
10 food
3 Junk Tools
Technology
Divine Altar: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Challenge!: Generate 100FP for god players.
1st place reward: Immediate 100% Loyalty and a bonus 40FP for a god of your choice.
2nd place reward: Nothing!
3rd place reward: +20% Loyalty and 20FP for a god of your choice
4th place reward: +15% Loyalty and 15FP for a god of your choice
5th place reward: +10% Loyalty and 10FP for a god of your choice
(If this would make a god go over their FP limit, the remainder is WASTED)
The Hamptons: 16
Breiger Clan: 8
Drecthul Commonwealth: 8
Cultivating of Beans: 4
The Nirii Dominion: 0
Arutz: 0
Patterian Minds: 0
Octadians: 0
Forknor: 28/30FP
Felius: 13/30FP
Kyuu: 30/30FP
Hasoc: 26/30FP
Snag: 17/30FP
Rasp: 30/30FP
Blarg: 15/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 7/30FP
Turn 48 - Agrarian Age
(https://i.imgur.com/t6cMzHd.png)
A1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
B7: Foody Grassland (Foody). Farmland (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
C1: Taiga
C2: Land of Incredible Fertility. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing). Stonemason's Workshop (12/20 Stone, 12/30 Labor) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
C11: Sheer Cliff
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
D3: Catnip Field. Farmland (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
D8: Magical Beehive
D10: Junk Pile. Cannon (7/?)
D11: Intelligent Psychopathic Zebras (On activation: Rage themed construction)
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Grove of Trees (Fruit)
E8: Hole.
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F7: Sandy Beach
F8: Ocean
F9: Ocean
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Probably seagulls)
G2: Fertile Land. Fertilized Farmland (3-4|2-4|1)
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
G6: Ocean
G7: Ocean
G8: Ocean
G9: Algal Bloom
G10: Forest of a Billion Bees (Cultivating of bees)
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain). Warning Sign.
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field. Farmland (2/10)
I10: Forest
I11: Forest
J1: Bog. Farmland (2-3|1-3|0)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Land of Incredible Fertility. Farmland (3-4|2-3|0)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
Box of Eternal Cats. Value: 12. Activation Cost: 1.
On activation: Creates a Cat.
No limit on the amount of uses per turn beyond the Activation Cost.
The game lives! Update speed is probably reduced though. So thats a bit of pessimism for the game's future.
Also, loyalty was implemented in an absolutely terrible way. All civilizations with loyalty values have been changed to reflect how it would be under the new methods. More loyalty loss for high growth in a single turn was a bad idea, I'm stopping that now. Base loyalty will now be -5% for each civilian above 10 before other modifiers. I think its better if this one isn't secret, but don't worry. There are other loyalty related secrets that are less bullshit.
For the sake of making game updates a bit smoother, construction on a tool can no longer begin unless you have enough resources to make the tool at the BEGINNING of the construction. It can still take place over several turns. All tools already in progress are grandfathered exceptions to this rule.
Oh, and double check things. If you noticed me deducting 15FP for what should have been a 10FP interactive tile, let me know and you could get a refund for that. I think I did that at least once.
Godly behaviors of particular note
Gilbert does not have the 13FP required to replace a special tile with an active volcano interactive tile. (The 5FP nitro-volcano variant was a dormant volcano).
Also worthy of note is that you CAN take more than one action on a single tile in a single turn. Thus you can replace with a regular tile (Type is irrelevant) and then replace with a special tile all in one turn. Bit more expensive though. This has also been used to change and protect a tile in one turn.
Snag could not interact with D11 because Gilbert still beat him to it. (Its cheating to intentionally "block" a tile with invalid actions, but I think 0cra_tr0per genuinely didn't realize the cost of what he wanted to do and I didn't think to correct him when I yelled at Felius. So... yeah. This is a fine mess here. I'm sure the smarter god will win in the end though.)
Err... Sorry about that Felius. You didn't do anything bad, I was just grumpy at the time. Just because I'm vetoing the cat base, doesn't mean that some other kind of cat can't go combat the Zebras in some way.
The Nirii Dominion
4 Nidos farm at C2 using wooden tools to collect 18 food
4 Nidos create Wood Woodcutting tools* using junk tools. This is surely the best item name yet.
2 Nidos harvest wood at D2 using junk woodcutting tools to collect 4 wood
5 Nidos research Farming Tools to complete the tech!
2 Nidos begin research on feasting. But food cannot be allocated to it because they didn't... Umm.. Research anything that would let them do such a thing.
Cultivating of Beans
3 Beaners farm at K1 to collect 7 food
3 Beaners farm at J1 using a junk tool to collect 9 food
1 Beaner prays to Blarg
1 Beaner researches Shamanism
2 Beaners research Swamp Herbology.
The Cultivating of Beans needs a food producing tile that they can make a farm on of special tier or greater. Thats not an actual thing they requested. The GM is just pointing out what I thought they should have asked Blarg for... Twenty or so turns ago?
Drecthul Commonwealth
4 Drecs farm at B7 using stone farming tools to collect 23 food
6 Drecs begin construction on a Stonemason's workshop on C6 using 6 Stone Tools. The Drecthul Commonwealth notices that there is not much room left on the tile for constructions!
2 Drecs forage for stone at C6 using junk tools to collect 7 Stone
2 Drecs continue research on Animal Domestication.
1 Drec activates the Box of Eternal Cats... Now there's a cat... And that is all that happens. The cat doesn't seem to care about the Drecthul, but not caring about people is normal for cats.
2 more civilians are made at the cost of 6 food.
Arutz
5 Rooties farm at D4 using 5 junk farming tools to collect
4 Rooties research Stone Tools
5 Rooties research Tribal Leadership
1 Rootie decides to set fire to C5... Fortunately, the stoney mountain isn't particularly flammable and the civilian is able to avoid being harmed. Bonus reasearch points have been obtained for Campfires!
Patterian Minds
1 Patpat fertilizes the farmland at... H2? There is no farmland at H2.
5 Patpats forage (not farm) at H2 using junk tools to collect 14 food
4 Patpats research Scholars to complete the tech.
The Hamptons
3 Hamhams farm at J10 using junk tools to collect 12 food
5 Hamhams build wooden housing using 2 junk tools... on which tile? Okay, I know for a fact that you know you need co-ordinates. Housing is not exclusive to the home tile in this iteration of Gridhood.
2 Forest Rangers research Booze.
Breiger Clan
3 Biggles farm at E6 using... 3 junk tools (because 3 people can't use 4 tools) to collect 10 food
3 Biggles forage at E7 to collect 10 food
2 Biggles pray to Blarg
2 Biggles research Fruit Trees
Octadians
The Octadians stagnate
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 65%
Resources
41 Food
5 wood
10 Junk Tool
4 Wood Tool (0/3L, 0/3W)
2 Wood Woodcutting Tool (0/3L, 0/3W)
2 Junk Woodcutting Tools
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Wood Tools: At the cost of 3 labor and 3 wood, a Wood Tool may be created. A civilian using a Wood Tool will receive a minor bonus to many actions. You must use the words "Wood Tool" for this to take effect.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Food Preservation: 11rp. Proof of Concept
Feasting: 2rp. Theoretical.
Arutz
Population
15 Civilians / 15 Housing
Loyalty: 75%
Resources
46 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
5 Junk Farming Tool
Technology
Construction Materials: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 9rp. Proof of Concept
Diplomacy: 4rp. Proof of Concept
Tribal Leadership: 10rp. Proof of Concept
Campfires: 2rp. Theoretical
Cultivating of Beans
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
24 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Shamanism: 3rp. Wild Theory
Swamp Herbology: 4rp. Theoretical
Drecthul Commonwealth
Population
17 Civilians / 20 Housing
Loyalty: 65%
Artifacts
Box of Eternal Cats
Resources
39 Food
3 Wood
10 Stone
1 Wild Cat
4 Junk Tool
4 Junk Farming Tool
6 Stone Tool (0/2S, 0/4L)
4 Stone Farming Tool. (0/2S, 0/4L)
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Stonecutting: A Stonemason's workshop may be created on a tile at the cost of 20 Stone and 30 Labor. Working at a Stonemason's workshop will reduce the labor cost of making items made of Stone.
Animal Domestication: 10rp. Proof of Concept
Patterian Minds
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
14 Food
6 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Scholars: At the cost of their action for the turn, a civilian may be made into a Scholar. A Scholar can bypass 1 prerequisite for techs with their research. They can also research certain "Just plain hard" techs with one less layer of penalties. They also have a *VERY* small chance to instantly complete a very simple tech. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Capitalism: 1rp. Wild Theory.
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
14 Food
16 Wood
5 Junk Tools
1 Crude Bow
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Wooden Houses: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Booze: 2rp. Theoretical
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
29 food
4 Junk Tools
Technology
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Fruit Trees: 2rp. Theoretical
Octadians
6 Civilians / 10 Housing
Loyalty: N/A
Resources
10 food
3 Junk Tools
Technology
Divine Altar: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" or "Farm" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Diplomacy: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Challenge!: Generate 100FP for god players.
1st place reward: Immediate 100% Loyalty and a bonus 40FP for a god of your choice.
2nd place reward: Nothing!
3rd place reward: +20% Loyalty and 20FP for a god of your choice
4th place reward: +15% Loyalty and 15FP for a god of your choice
5th place reward: +10% Loyalty and 10FP for a god of your choice
(If this would make a god go over their FP limit, the remainder is WASTED)
The Hamptons: 16
Breiger Clan: 10
Drecthul Commonwealth: 8
Cultivating of Beans: 5
The Nirii Dominion: 0
Arutz: 0
Patterian Minds: 0
Octadians: 0
Forknor: 29/30FP
Felius: 14/30FP
Kyuu: 30/30FP
Hasoc: 27/30FP
Snag: 18/30FP
Rasp: 30/30FP
Blarg: 19/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 8/30FP