Turn 25 - Agrarian AgeA1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Berry Plains (Foody) Farmland (3/10)
C1: Taiga
C2: Land of Incredible fertility (Modifies certain building effects). Farmland (3-4|2-3|0). (Forknor Protection 5)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels)
C5: Mountain Range
C6: Mountain Range. Mountain Trail (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Desert
D3: Catnip Field. Farmland (2/10)
D4: Fruitful Plains. Farmland (1/10)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Mountain Range
D7: Mountain Range
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Flood plain. Farmland (3/10)
G2: Fertile Land
G3: Salt Flats
G6: Ocean
G9: Algal Bloom
G10: Tundra Beach
G11: Taiga Pine Forest
H1: Obstructive Jungle (Difficult terrain)
H2: Ancient Town Ruins? (Destroyed structures) (Blarg protection 3)
H3: Pocosin
H4: Lagoon
H5: Ocean
H6: Ocean
H7: Ocean
H8: Algal Blooms
H9: Rocky Beaches
H10: Taiga Pine Forest
H11: Nivea Silvis (Dark, Dangerous, Treasure, Snow)
I1: Cave system
I2: Salt Lake
I3: Swamp
I4: Estuary
I5: Ocean
I6: Ocean
I7: Ocean
I8: Rocky Beach
I9: Rocky Field
I10: Inhospitable Tundra (Sterile)
I11: Forest
J1: Bog. Farmland (1/15)
J2: Bayou
J3: Bayou
J4: Mudflat
J5: Ocean
J6: Ocean
J7: Sandy Beach
J8: Badlands
J9: Barren Desert
J10: Plain Catnip Field. Farmland (2/10)
J11: Mushroom Grove
K1: Mysterious Swamp (Blarg Protection 3) (Will-o'-wisps, Mysterious), Farmland (2-3|1-3|0)
K2: Mangrove Forest
K3: Bog
K4: Salt Marsh
K5: Ocean
K6: Ocean
K7: Sandy Beach
K8: Badlands
K9: Grassland
K10: Desert Wasteland
K11: Magma Pool
A FAMINE WILL BEGIN ON TURN 30. IF YOU DO NOT PREPARE FOR IT, YOUR CIVILIZATION WILL DEFINITELY BE DESTROYED!
The gods are gaining FP each turn again! Looks like the flow didn't stop, some of it just came a few turns early!Godly behaviors of particular noteMoving tiles isn't really a thing. I'm going to assume Blarg meant to replace a tile and create a new Salt Flats.
The Nirii Dominion3 people farm at C2 using junk tools to collect 11 food
1 person forages at C3 using a junk tool to collect 1 food
1 person forages at D2 for wood using a junk tool to collect 3 wood
4 people research food preservation
1 person prays to Forknor
Cultivating of Beans4 people work the farmland at K1 using 1 junk tool to collect 10 food.
1 person researches swamp housebuilding
1 person prays to Blarg
1 person researches Will'o'wisps
3 food is expended to increase population by 1.
Drecthul Commonwealth2 people forage at B7 using junk tools to collect 6 food.
1 person forages at B6 to collect 3 wood.
3 people work on constructing a farmland at B7.
3 people research farming tools.
Tir ClochTir Cloch stagnates. (Not totally annihiliated yet, annihilation cannot be undone so I want to make sure their player is certain of their decision)
Arutz1 person works on creating a farmland at D4.
4 people forage (not farm) at D4 using junk tools to collect 10 food.
Patterian Minds1 person researches Rationing, completing the tech!
1 person works on the farm at G1 using a Junk Tool.
3 people forage at H2 using junk tools to collect 7 food.
The Hamptons3 food is expended to increase population by 1.
2 people work on a farmland at J10 using 1 junk tool.
1 person forages at J10 using a junk tool to collect 2 food.
2 people research forest survival
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
5 Food
3 wood
10 Junk Tool
Technology
Tribal Worship Dance: Your civilization may perform a Tribal Worship Dance. This action will only work if every single member of your tribe participates, and provides FP to a specified god.
Woodcutting: It is now possible to forage for Wood on tiles! You must specify that you are foraging for "Wood" or else it will be assumed you meant to forage for food.
Woodcutting Tools: 3rp. Theoretical
Wooden Housebuilding: At the cost of 20 wood and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a forested tile, 30 in a flatland tile and 50 on a mountain tile. Special tiles may require a different amount of labor.
Food Preservation: 4rp. Theoretical
Arutz
Population
8 Civilians / 10 Housing
Resources
10 Food
5 Junk Tool
Technology
Mountain Construction: 3rp. Halted
Construction Materials: 5rp. Proof of Concept
Farming Tools: 2rp. Theoretical
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
8 Civilians / 10 Housing
Resources
9 Food
1 Junk Tool
1 Basket
Technology
Swampland Farming: A farmland may be created on swamp tiles at the cost of 15 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Swamp vine basket weaving: A basket may be created at the cost of 2 labor on a swamp tile (Co-ordinate specification required). Foraging with a basket will allow a unit to forage at a tile that is 2 tiles away from an owned tile. Trying to cross difficult terrain such as mountains or ocean will prevent an action from working and crossing dangerous tiles still causes danger. The word "Basket" must be included for this to take effect, and you must specify the tile that the unit travels through to get to its final destination.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Swamp Housebuilding: 5rp. Proof of concept
Will-o'-wisps: 7rp. Proof of concept.
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
8 Food
3 wood
4 Junk Tool
Technology
Mountaineering: At the cost of 3 labor, you may survey a mountain tile to reveal hidden information via PM. (Cost is increased for certain special mountains).
Mountain Trail: A mountain trail may be created on mountain tiles at the cost of 10 labor. Special mountains may require additional labor. If a mountain has a mountain trail, foraging on the mountain will provide increased yields. Additionally, the mountain will no longer be treated as difficult terrain.
Building Material: It is now possible to forage for Wood or Stone on tiles! You must specify that you are foraging for "Wood" or "Stone" or else it will be assumed you meant to forage for food.
Hunting: You may now attempt to "hunt" on any tile. If successful, a hunt will trigger a combat encounter that provides food and possibly other resources. Your people can die on a hunt.
Farming Tools: 3rp. Theoretical
Tir Cloch
Population
5 Civilians / 10 Housing
Resources
4 Food
1 Junk Tool
Technology
Construction Materials: 2rp. Theoretical
Basic Stone Buildings: 2rp. Theoretical
Mountaineering: 4rp. Proof of Concept
Stoneworking: 3rp. Proof of Concept. Halted.
Patterian Minds
Population
5 Civilians / 10 Housing
Resources
3 Food
4 Junk Tools
Technology
Rationing: Instead of taking a normal action, a civilian may Idle. If a civilian Idles, then it does not require food for the turn. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
3 Food
2 Junk Tools
Technology
Forest Survival: 3rp. Proof of Concept
Farmland: A farmland may be created on most types of flat tile at the cost of 10 labor. A farmland may be worked to collect food and the farmland yield effect is shown on the tile info spoiler. Limit of one per tile. The word "Farmland" must be used when collecting from a farmland.
Junk Tools: At the cost of 1 labor, a "Junk Tool" is created. Junk tier items do not require specified resources to make and only the labor is required. A civilian can use a Junk tool while taking certain actions to have a chance to get a minor bonus. You must use the words "Junk Tool" alongside a civilian action or it will not take effect.
Forknor: 6FP
Felius: 4FP
Kyuu: 12FP
Hasoc: 2FP
Snag: 1FP
Rasp: 10FP
Blarg: 6FP
TacTac: 14FP
Arkas: 15FP
Gilbert: 6FP