Turn 30 - Agrarian AgeA1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Alien Jungle
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
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 (3-4|2-3|0)
B8: Alien Jungle
B9: Alien Jungle
B10: Alien Jungle
B11: Alien Jungle
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 (3-4|2-3|0)
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 (2-3|1-3|0)
G2: Fertile Land
G3: Salt Flats
G4: Marsh
G5: Rocky Shoreline
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. Farmland (2/10)
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 (2-3|1-3|0)
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
The very well advertised famine has begun! Hope you all are ready... Oh who am I kidding? Not all of you were ready.Godly behaviors of particular noteNo food-related weather happened. Food isn't weather. See the first post for rules regarding gifts.
The Nirii Dominion2 people forage for wood at D2 using 2 junk tools (Not 3, that would be silly) to collect 5 wood.
4 people research Woodcutting tools
4 people research Diplomacy. As they now have higher progress on the tech than the common knowledge, the tech is now in the civilization spoiler.
Cultivating of Beans3 people farm at K1 using 1 junk tool to collect 2 food.
2 people research Swamp Housebuilding
1 person prays to Blarg
1 person researches Rationing
Drecthul Commonwealth4 people research Stone Housebuilding
5 people research Stone Tools
Arutz4 people research mountain construction.
4 people research farm tools.
1 person forages at C4 to collect 0 food.
The Arutz quickly realize that Junk tools are worthless for aiding research.
Patterian Minds4 people forage at G1 using junk tools to collect 2 food.
1 person forages at H1 to collect 0 food.
The Hamptons2 people forage at J11 using 1 junk tool to collect 0 food.
2 people farm at J10 using 1 junk tool to collect 2 food.
2 people research forest survival.
KaniarusCan't stagnate during a famine. The Kaniarus still lose 5 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
24 Food
12 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: 8rp. Proof of Concept
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: 6rp. Theoretical. Halted.
Diplomacy: 5rp. Proof of Concept
Arutz
Population
9 Civilians / 10 Housing
Resources
34 Food
5 Junk Tool
Technology
Construction Materials: 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.
Mountain Construction: At the cost of 10 Stone and 15 labor a Stone Wall may be built on a mountain tile. A Stone Wall will grant a combat advantage when defending on the tile.
Farming Tools: 6rp. Proof of Concept
Woodcutting Tools: 1rp. Theoretical
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
13 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.
Will-o'-wisps: You may now interact with tiles without the risk of Will'o'wisp related danger. Note that you must specify this tech when you do so or your people will be careless!
Swamp Housebuilding: At the cost of 10 labor, a Makeshift Hut may be created on a wetlands tile. Each hut will increase the population limit by 2.
Rationing: 4rp. Proof of concept
Will-o'-wisp Capture: 1rp. Wild Theory
Drecthul Commonwealth
Population
9 Civilians / 10 Housing
Resources
24 Food
3 Wood
6 Stone
4 Junk Tool
4 Junk Farming 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: Most tool techs may now be used to create a "Farming Tool" instead of a standard tool. Farming tools have a better result in farming actions, but are useless for all other actions. You must specify the tool by its name or it will not be used. WARNING: Farming tools are not helpful for foraging actions.
Stone Tools: 7rp. Proof of Concept
Stone Housebuilding: 4rp. Theoretical
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. You must specify a civilian is going idle for this to take effect. Going idle for several turns in a row applies the same combat penalty as Stagnation.
Capitalism: 1rp. Wild Theory.
Writing: 1rp. Theoretical.
The Hamptons
Population
6 Civilians / 10 Housing
Resources
11 Food
2 Junk Tools
Technology
Forest Survival: 6rp. Proof of Concept
Kaniarus
Population
5 Civilians / 10 Housing
Resources
3 Food
2 Junk Tools
Technology
Fishing: 2rp. Theoretical
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" or "Farm" 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.
Diplomacy: 1rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 12FP
Felius: 9FP
Kyuu: 17FP
Hasoc: 7FP
Snag: 5FP
Rasp: 15FP
Blarg: 13FP
TacTac: 19FP
Arkas: 20FP
Gilbert: 3FP