*Tip*Using nothing but the results of technology that you already researched, it is possible for a single person to get 5 food in a single turn. If you think about how this can be achieved and work together, you can make this a reality.
Be as specific as possible when describing your actions, otherwise you risk them being misinterpreted.
Remember that if you want to use items to expand a building you NEED TO SPECIFY THAT, even though adding items to a building is a free action. I suspect that someone intended to do that this turn; I am not processing that particular behavior this turn so that you will not forget to do this in subsequent turns.
Remember to specify food if you need to eat; rationed items will not be consumed unless you specify otherwise. You don't want the cause of your death to be starvation when you actually have food.
Turn 11All food is eaten except for the Love Berries. Finsternies Geist and Imic take 2 starvation damage.
Easter Sunday begins work on a Pitfall trap at E7. 6 more labor will be required to get it to size 3.
Asker of Questions forages and scouts in E8. Asker forages 1 blue herb, and is able to locate a Predator Nest in this area! Area E8 is now marked as familiar on the map, and no longer produces penalties for actions in it. However, this does nothing to avert the fact that it has a predator nest. In this area there are several unknown limbless creatures with large teeth. One of them Bites Asker to deal 1 damage.
Imic continues to work on the Paddy Field.
Beatrix Purnima harvests the farmland at E7 to collect 1 Love berry and 1 Giant love berry. A swarm of insects appear at the farmland in F7, and Beatrix takes 1 damage from insect stings while harvesting. Research begins on Shields.
Finsternis Geist gathers love berries using the gathering tool. 2 Love berries and 1 unnamed Green berry are collected. Research STOPS on Advanced Farming and begins on Better Tools. It appears that this technology is also missing some prerequisites.
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.
Arrows: The item "Basic Arrows" can be created with 1 wood and 2 labor. One is expended when attacking with a bow. Expect to get several of them when this is crafted.
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.
Cooking: Cooking may now be attempted on a tile with a Campfire by expending one or more items as well as at least 1 labor. Results will vary wildly.
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.
Rope: The building material "Rope" may be created at the cost of 4 string and 1 labor. Has miscellaneous uses.
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.
Masonry: 5/? (Imic)
Advanced Farming: 5/?? (Finsternis Geist)
Better Tools: 5/?? (Finsternis Geist)
Shovel: 5/? (Easter Sunday)
Carpentry Tool: 6/? (Asker of Questions)
Shields: 5/? (Beatrix Purnima)
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures, Size 1 Pitfall Trap (1 Labor to size 2)
E8: Familiar Hybrid area, waterfall, River, predator Nest, Herbs, sand
E9: Unfamiliar area, caves, Cannot move to D9 from here
F5: Familiar Waterfall
F6: Ygdrassil, Mushrooms
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs
Size 2 Farmland (+). (2 Love Berry until size 3), Incomplete Paddy Field (2 labor to size 0)
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 37 health.
Vine Grabber: A plant that latches onto prey. Not a serious threat, unless something else is in the area. Expected to have 3 or less health.
Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 2 Health. E8
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 9 Health. F7
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 4 Health. F8.
Finsternis Geist (Sprityo). Alpha Female. Inspirational Leader, Hawkeye, Blacksmith, Blessing of the Wind, Trapper. 18 Health. F6
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 16 Health. F7.
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Gathering Tool: Love Berry (+1 labor for gathering Love Berries)
1 Farming Tool (+2 Labor for farming actions)
5 Love Berry: (food)(RATIONED) A red colored berry.
1 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation.
1 Unnamed Green Berry: (food) A green colored berry.
0 Waterleaf: (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
0 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant
1 Unnamed Blue Herb: (food) A blue herb
0 Yggdrasil Branches: Fallen branches from the giant tree.
2 Bloody Thorns: A plant that causes harm on contact.
1 Glowroot: A plant that glows.
1 Ropevine: 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.
2 Vine Grabber plate: A flat and durable plant product. Not edible.