Player: RAM
Health: 10/10: -0
Happiness: 27/28: -1
Mortality: 5/10: -1
Trait: [b]Keen Eye[/b]: You are a much better explorer than others. You get to draw two exploration cards instead of one when exploring.
Conditions:Basic Hunger, Basic Dissatisfaction, Basic Recovery, Mortal.
Inventory:
1 Food: -1
Primitive Trinket
1 Food Shaped Charm from Griffionday(primitive trinket)
Holdings:
Plop of Empty Land (5/5 food capacity, +1 food per turn)
Plot of Empty Land (5/5 food capacity, +1 food per turn. May be exploited once per round.)
@Plot of Empty Land (5 food capacity, +1 food per turn. May be exploited once per round.)
1 Plot of Empty Land (5/5: +1)
~1 Plot of Irrigated Land (3/5: +1)
!Medium Delite Claim (80 Delite Capacity, 10% Delite Recovery).
Grebin Claim (20 Grebin Capacity)
Medium Tomatunk Claim (250 Tomatunk Capacity)
Knowledge:
Improved Farming Techniques
In Progress:+2 event, 20 research Crossbreeding.
(7*)Grow food~
(3 to 23/50) Research Crossbreeding
(2*)Learn Companion planting
(0)Give 1 food to GreatWyrmGold
(0)Loan !Delite claim to Unholy_Pariah for long enough to work it.
(0)Give Griffionday 1 @plot of empty land
(0)Tattle+1: No Entertainment to research.
(0)Tattle+1: The following entries seem to be missing from the first post
Hunting Trip (explore, cost: 4 time) - A rare collaborative effort, this allows a player to form or participate in a Hunting Party. To form a hunting party, declare your intent (you may only form one per turn). Others may then choose to join your hunting party (you may limit who joins). An initial, one person hunting party has a 5% chance to capture an animal. Every additional Hunting Trip action dedicated to this party, from any player, adds a 5% of success. Players with Keen Eyes add an additional 5% chance of success when they go on a Hunting Trip. If the hunting trip succeeds, a random animal will be pulled from the animal deck and granted to the player who lead the Hunting Party. Note that some animals are significantly rarer than others.
Butcher (labor, cost: 4+x time) - Turn a group of animals into food and other resources. The exact amount of time, and the amount of food or other resources produced, depends on the animal. Unless otherwise stated, a group of animals produces 1 food for the base time cost, by default.
Domesticate (care, cost: 10, requires Knowledge: Domestication) - Raise a group of animals such that they have a chance of becoming domesticated at the beginning of the next turn. Requires 1 food. Rate of success depends on the animal.
Primitive Traps (cost: 15 time, 1 delite, produces a prototype) - Create a trap object to aid in hunting trips. May be used any number of times. Each player may only use one trap.
Improved Hunting Techniques (cost: 25 time) - Gain a bonus to success when hunting.
Animal Training (cost: 20) - Slightly increase chance of domesticating animals. More importantly, allow the training of work animals.
And the lack or required research may be an over-sight...
And for good measure I will be pasturising any wild animals that I end up with.
(0)do not yet return 1 Food Shaped Charm from Griffionday
P.S.
I would be interested in trading away two empty plots for an irrigated field.
P.P.S.
Is happiness supposed to round up or down from bad Omens?
P.P.P.S.
Griffionday, how about I give you two empty plots of land in exchange for the chuckplot?
I am sort of strapped for actions at the moment, but it would be sad if you didn't get the firstborn chuckduck. I am happy for you have it, but some food would help the process.
Do you want your trinket back?
As for teaching domestication, it seems to me that only one person needs domestication, as its only real advantage is in letting you domesticate the critters after they are caught... But the more the merrier as far as knowledge goes I suppose...