Turn 37 - Agrarian AgeA1: Taiga
A2: Taiga
A3: Forest
A4: Forest
A5: Forest
A6: Desert
A7: Desert
A8: Alien Jungle
A9: Alien Jungle
A10: Alien Jungle
A11: Alien Jungle
B1: Taiga
B2: Reformed Earth
B3: Catnip Field. Farmland (6/10)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Forest
B7: Foody Grassland (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
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 (2-3|1-3|0)
D4: Fruitful Plains. Farmland (3-4|2-3|0)
D5: Catnip Field. Farmland (2-3|1-3|0)
D6: Foody Catnip Field. (Food, Hallucinogens)
D7: Mountain Range
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains
E7: Forest
F1: Cliff
F2: Cliff
F3: Cliff
F4: Cliff
F5: Cliff
F6: Rocky Coast
F10: Algal Bloom
F11: Tropical Beach
G1: Land of Incredible Seagulls (Umm... Seagulls.)
G2: Fertile Land. Farmland (2-3|1-3|0)
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: Forest
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: Land of Incredible Fertility. Farmland (3-4|2-3|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
Also, artifacts can now be a thing! See the first post for details. Also tip: You will never exceed the limits of a tile by naming it differently. The correct way to make better tiles is to pay for an interactive or epic one!
Also, the Drecthul Commonwealth has replaced the Nirii Dominion as the world's most powerful civilization!
Oh, and see the first post for Artifact rules!Godly behaviors of particular noteGilberts action did not work for obvious reasons. The obvious reason is that ALL ACTIONS INVOLVING TILES MUST INCLUDE CO-ORDINATES! Seriously, how do you not get that? No seriously, this is an actual question. I am constantly stating this fact, I put it in massive text on the first post... This still happens like every other turn.
Blarg could not complete his action because... That is not a kind of landscape. Also I don't like the action so I am not making an exception. I'm sure you'll just reword it next turn to be even more terrible though. Know what? I just convinced myself to allow the tile. It shall be represented by your avatar. If your avatar looks shitty because of the low resolution then good!
Felius creates a "Foody" (ugh) catnip field at D6. It is not "incredible" however. That would be too much for a special tile.
The Nirii Dominion3 Nidos farm at D3 using junk tools to collect 8 food.
7 Nidos research Wood Handled Tools to complete the tech! Proof of Concept has been attained for the related Wooden Tools tech.
Cultivating of Beans3 Beaners farm at K1 to collect 9 food.
1 Beaner prays to Blarg
1 new civilian is created at the cost of 3 food.
Drecthul Commonwealth1 Drec completes the farmland at B7 using a stone farming tool.
4 Drecs farm at D5 using 3 junk farming tools and one stone farming tool to collect 14 food.
2 Drecs work on creating stone farming tools using 2 junk tools.
3 Drecs research Stone Housebuilding
Arutz(Note: You cannot duel wield tools. At least not these particular ones.)
4 Rooties farm at D4 using 2 junk farming tools and 2 junk tools to collect 15 food.
1 Rootie knaps stone.
5 Rooties research basic housing.
Patterian Minds2 Patpats farm at G2 using junk tools to collect 5 food
2 Patpats research writing
2 Patpats research fertilizer
1 new civilian is created at the cost of 3 food.
The Hamptons1 Hamham prays to Forknor
3 Hamhams farm at J10 using 3 junk tools to collect 12 food
4 Hamhams research Crude Bows, completing the tech! (Remember, you specifically researched
crude bows)
1 Forest Ranger researches shrines.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
4 Food
20 wood
10 Junk Tool
2 Junk Woodcutting Tools
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.
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.
Woodcutting Tools: Most tool techs may now be used to create a "Woodcutting Tool" instead of a standard tool. Woodcutting tools have a better result in wood gathering actions, but are useless for all other actions. You must specify the tool by its name or it will not be used.
Diplomacy: It is now possible to exchange things with other civilizations. Note that bad things may happen when you do.
Wood handled tools: When creating many kinds of tools, one material may be substituted for wood! Note that certain techs or certain parts of tools cannot be replaced this way, and this only works once per tool.
Food Preservation: 8rp. Proof of Concept
Wood Tools: 5rp. Proof of Concept
Arutz
Population
10 Civilians / 10 Housing
Resources
34 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
2 Junk Farming 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: 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.
Woodcutting Tools: 1rp. Theoretical
Stone Knapping: 1 Sharpened Stone may be created at the cost of 1* stone and 1 labor. You need at least 2 stone to do this but one only has a chance to be used up.
Stone Gathering: 4rp. Proof of Concept
Basic Housing: 8rp. Proof of Concept
Cultivating of Beans
Population
5 Civilians / 10 Housing
Resources
10 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: 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.
Advanced Swamp Housbuilding: 4rp. Theoretical.
Will-o'-wisp Capture: 1rp. Wild Theory. Halted
Drecthul Commonwealth
Population
10 Civilians / 10 Housing
Resources
17 Food
3 Wood
4 Stone
4 Junk Tool
4 Junk Farming Tool
2 Stone Farming Tool. (2/2S, 3/4L)
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: At the cost of 4 labor and 2 stone, a Stone Tool may be created. A civilian using a Stone Tool will receive a minor bonus to many actions. You must use the words "Stone Tool" for this to take effect.
Stone Housebuilding: At the cost of 20 stone and X labor, wooden housing may be built on a tile to provide +10 Housing. Labor cost is 20 in a mountain tile, 30 in a flatland tile and 50 on a forest tile. Special tiles may require a different amount of labor.
Patterian Minds
Population
7 Civilians / 10 Housing
Resources
10 Food
5 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.
Writing: A warning sign can be created created on a tile at the cost of 2 labor. Warning signs will reduce the odds of accidents happening on the tile. Note that multiple signs suffer from severe diminishing returns.
Capitalism: 1rp. Wild Theory.
Fertilizer: 2rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
16 Food
3 Junk Tools
Technology
Forest Survival: At the cost of their action for the turn, a civilian may be made into a Forest Ranger. A Forest Ranger gets a bonus in forest tiles. Each civilian can only have one profession, and must be reffered to by it in order for the bonus to count.
Crude Bows: A Crude bow may be created at the cost of 1 labor. Civilians using a Crude Bow have a chance to get a slight advantage in combat situations.
Shrines: 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" 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: 2rp. Theoretical. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 11FP
Felius: 6FP
Kyuu: 24FP
Hasoc: 16FP
Snag: 5FP
Rasp: 21FP
Blarg: 16FP
TacTac: 26FP
Arkas: 27FP
Gilbert: 4FP