*Rules*See the Research section of page 1 for information on about Science difficulty.
*Questions Answered*Yes, poison damage is taking effect. It is not announced each turn, but if you were paying attention to the bestiary you may have noticed the damage being calculated.
You cannot change the contents of a farm with the technology currently available to you. It would make more sense to *Hint removed so you can get the satisfaction of figuring it out yourself*
*Tip*You should not have, and should not continue to try to kill that Yider after it started to flee.
Don't do nothing but research. Research is a free action. This has been repeatedly stated, and you can clearly see other players do this all the time. At least declare you are using deep thinking or forage or something.
Turn 8Three food items are eaten from the Communal Inventory. There is not enough food for all civilians. Imic and Easter Sunday take 2 starvation damage.
Beatrix Purnima harvests the farm, collecting 2 love berries; one of which is a Giant love berry! Research begins on Cooking. At least one prerequisite technology is missing for this research, and progress on it will be slower than normal.
Asker of Questions takes a look at the yellow plant. Not much is learned about it; but at the very least it can be determined that it would not function as a string. Asker then moves to F8 and throws a rock at the Yider to deal 3 damage. The Yider hits back to deal 5 damage.
Imic moves to E6 and does not perform any labor. Research begins on carpentry.
Despite being badly injured, Easter Sunday continues to pursue the Yider, and throws a rock at it. It turns out that telekinesis is hard to focus on a moving object, and no meaningful increase in damage has been noticed as the Yider is hit for 4 damage. The Yider begins to walk with a limp, but remains able to continue moving to tile F9. The Knife technology has been completed.
A loud rumbling sound can be heard coming from tile G9. Usually your hearing is not keen enough to notice stuff like that coming from another tile.
Finsternis Geist uses the gathering tool (By the way, you really should declare you are using the tool so I do not forget about it) and is able to gather 3 golden fruit... But one of them is stolen! Its one of those tree climbing critters again! It is now possible to ration food to prevent it from being eaten even if starvation would occur if it is not.
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.
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.
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.
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.
String: 12/? (Asker of Questions)
Cooking: 5/?? (Beatrix Purnima)
Carpentry: 5/? (Imic)
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.
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 33 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. F8
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. F7. Starvation(1)
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. Starvation(1)
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Love Berry: (food) A red colored berry.
1 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.
2 Golden Fruit: (food) A yellow fruit.
0 Unnamed Mushrooms: (food) A light brown colored mushroom
3 Unnamed 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.