*Rules*The rules on post 1 regarding targets now makes a reference to giant targets.
*Tip*I may sometimes neglect to update your characters location in the Character List segment. If I do, you should let me know. Alternatively, you can avoid gathering in the wrong place by specifically stating which tile you want to forage on, even if you are already on that tile.
Remember to ask the other players what you can be doing better to ensure your survival. There are a LOT of things you can be doing to better.
Turn 9All available food items have been consumed.
Easter Sunday finally decides to cut his losses and starts foraging on tile F8. A lack of knowledge about this tile hinders his gathering ability, and nothing of use was located. A previously unknown plant latches onto Easter Sunday's leg! 0 damage is taken, but the plant does not seem to want to let go. Research begins on arrows.
Asker of Questions decides to give chase to the Yider to tile F9. This tile consists of a lot of sand. Asker is able to attack with telekinesis from an unpredicted angle to not be noticed, dealing 1 damage to the Yider. Suddenly, it becomes clear just how dangerous it is to travel into unknown territory! It occurs to Asker that as he pursued the Yider into unknown lands that there is now a plateau on tile F8 which will prevent him from getting back to the rest of his civilization the same way that he came! If that weren't bad enough, he encounters the source of the noise.
A massive monster can be seen in tile G9. This one stands at least 40 meters tall. You can't get a good look at it in a different tile, nor should you want to. The Yider retreats to tile E9, and for the first time ever, following it might be a good idea.
In a refreshing bit of non-terrible news: Research on String has been completed.
Beatrix Purnima harvests the farmland. Surprisingly, she was able to gather 3 love berries this turn. Research begins on fire.
Oblivious to the danger of starvation, Imic continues to research Carpentry. The building "House" may be created; though it will do little to alleviate your immediate food crisis.
Finsternis Geist Creates a farming tool from the collected wood from the tree. This may actually be useful when the farmland reaches a size of 4 or greater. Finsternis collaborates with Beatrix Purnima on the Fire research and a breakthrough is made!
Having correctly guessed the prerequisite for Cooking, the research costs on cooking has decreased to one question mark!
Agriculture: The building "Farmland" may be created on a tile. A size 0 farmland can be created for 5 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the farmland can only accommodate one type. Each size on the farmland allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. Much more reliable than foraging.
Basic Tools: The tool "Gathering Tool" may be created at a cost of 1 labor and 1 building material. When the tool is created, one resource is designated. Using the tool increases labor by 1 when attempting to gather that material. Does not stack with most other tools.
Bow: the weapon "Bow" may be created at a cost of 2 building material and 1 string. Not all materials will create a functional weapon. A bow may be used to make a ranged attack in an adjacent tile.
Carpentry: The building "House" may be created on a tile at the cost of 5 labor and 10 wood. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Farming: A "Farming tool" may be created at the cost of 2 labor and 2 building materials. Farming tools increase labor when performing a farming action by 2. Does not stack with most other tools.
Fertility: the item "Fertilizer" may be made with 1 plant and 1 labor, or 2 labor in a area with an abundance of plants. Fertilizer can repair 2 points of damage to farmland, or contribute 2 points of labor to its construction. Also has a chance to cause positive effects to occur when working the farm. The plant used to make it does not need to be edible.
Fire: The building "Campfire" may be created at a cost of 2 labor and 2 wood. Each turn the Campfire requires a maintenance cost of 1 burnable material in order to continue functioning. If a campfire stops burning it will be destroyed. Note that someone must declare what material is being used to keep the fire burning on literally every single turn to keep it going. Resting at a campfire will restore an additional point of health, and fire has a chance to cause fear to non-intelligent creatures. This fear may bypass fear immunity.
Fishing Rod: The tool "Fishing Rod" may be created at a cost of 3 labor and 1 building material. This tool can be used to obtain otherwise unattainable items from water sources; but it is otherwise less effective than foraging.
Healing: A civilian may consume an additional food in a turn to restore its health by 1.
Herbology: A "Salve" may be created at the cost of 1 labor, 2 herbs and 1 water. The water cost is not applicable on a tile that has water. The effect of the salve varies on the item used to make it. Note that the communal inventory cannot directly store liquids such as salves.
Hoe: The tool "Hoe" may be created at a cost of 1 labor and 2 building materials. Equipping a hoe will give you a x2 labor multiplier when creating farmland. Does not stack with most other tools.
Irrigation: The building "Paddy field" may be made on a tile with natural water. A size 0 Paddy Field may be created at a cost of 8 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the Paddy Field can only accommodate one type. Each size on the Paddy Field allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. The Paddy Field can be used to cultivate plants that require large amounts of water.
Knife: The weapon "Knife" may be created at the cost of 1 labor, 1 building material and 1 sharp material. A knife will increase final melee damage by 1 and may have other utilities.
Palisade: The building "Palisade" may be created on a tile at the cost of 2 labor and 3 building material. Attacking this building without a tool deals retalliation damage to the attacker based on the materials used. Cannot be used to wall off large areas.
Rationing: A material may now be marked as "Rationed". A rationed item will not be consumed even if it would cause starvation. This can have negative effects on morale, but can preserve high value food items or prevent higher starvation levels later.
Stone Flail: The weapon "Stone Flail" may be created at a cost of 1 building material, 1 string and 1 masonry. This weapon increases base damage by 1 and may have other utility.
String: The material "Simple String" may be created at the cost of 1 labor and any plant. Items created with Simple String may break under stress. Not all Simple Strings are of equal quality.
Trap Design: The building "Pit Trap" may be created on a tile. The labor cost to create a pit trap is [building size]*[building size]. (EX: A size 3 trap would cost 9 labor). Not effective on all creatures, and completely ineffective if the trap is smaller than the target.
Cooking: 5/? (Beatrix Purnima)
Arrows: 5/? (Easter Sunday)
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures
E8: Unfamiliar area, waterfall, Predator Sighting
F5: Familiar Waterfall
F6: Ygdrassil, Mushrooms
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs
Size 2 Farmland (+). (2 Love Berry until size 3)
F8: Unfamiliar area. Contains a plateau.
F9: Unfamiliar area. Sand, Cannot move to F8 from here.
G5: Familiar Cliff Area, Rocks
G6: Familiar Forest Area, Fruit, Thieving Animals
G7: Familiar Desert Area, River
Yider: A large yellow hexapod with a long and thick neck, and sharp claws and teeth. It is also about twice your size. This creature is known to avoid hunting dangerous prey, and can be scared off by a co-ordinated assault. Known to have over 35 health.
Angelo Moore. (tntey). Alpha Male. Growing, Brewing, Scouting, Persuation, Blades. Unknown
Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 8 Health. F9
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 12 Health. F7
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 6 Health. F8.
Finsternis Geist (Sprityo). Alpha Female. Inspirational Leader, Hawkeye, Blacksmith, Blessing of the Wind, Trapper. 20 Health. F6
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 18 Health. F6.
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Farming Tool (+2 Labor for farming actions)
3 Love Berry: (food) A red colored berry.
0 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation.
0 Unnamed Green Berry: (food) A green colored berry.
0 Unnamed Herb: (food) A dark green plant that grows in water.
0 Golden Fruit: (food) A yellow fruit.
0 Unnamed Mushrooms: (food) A light brown colored mushroom
1 Yggdrasil Branches: Fallen branches from the giant tree.
2 Bloody Thorns: A plant that causes harm on contact.
1 Unnamed Glowing Blue Plant: A plant that glows.
1 Unnamed Vine: A plant that can function as a string as it is.
4 Unnamed Yellow Plant: A tall yellow plant. Not edible. Also not a string.
1 Unnamed nut: A large circular plant product with a tough outer shell.