*Tip*I am trying to be a fair GM, but the things you guys do...
Turn 10All available food is eaten. Beatrix Purnima and Easter Sunday take 2 starvation damage!
Imic moves to F7 and harvests the farmland and collects 2 love berries. Research begins on Masonry
Beatrix Purnima attempts to expand the farm, but without food being available there are no love berries to plant. Research on cooking resumes. You may want to consider rationing the items you collect if you want to use them specifically for farming.
Asker of Questions decides to pursue the Yider to tile E9 and attacks it with Telekinesis to deal 1 damage. Unfortunately the Yider was too aware that it was being followed and discovered Asker, attacking for 5 damage. This tile appears to contain some caves, one of which the Yider retreats into. There seems to be no path to the west from this location. Research begins on the rope.
Mercifully, Easter Sunday is not able to both break free from the plant and move towards certain death this turn. Easter Sunday attacks the plant and is able to break it apart. 2 unnamed plates and 1 unnamed plant tissue have been collected from the destroyed specimen.
Finsternis Geist searches for Love Berries, and is able to find 1 of them, as well as an unnamed Green berry. Research begins on Advanced Farming. It seems that some prerequisites to much more sophisticated farming methods are missing and this research will take quite a while.
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: 10/? (Beatrix Purnima)
Arrows: 5/? (Easter Sunday)
Masonry: 5/? (Imic)
Rope: 6/? (Asker of questions)
Advanced Farming: 5/?? (Finsternis Geist)
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
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)
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.
Angelo Moore. (tntey). Alpha Male. Growing, Brewing, Scouting, Persuation, Blades. Unknown
Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 3 Health. E9
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 10 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. 20 Health. F6
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 18 Health. F7.
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.
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
1 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant
1 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 Unnamed plate: A flat and durable plant product. Not edible.