Turn 39 - 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. Stone Housing (9/20S, 9/20L) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
D1: Taiga
D2: Forest. Wooden Houses (20/20W, 17/20L)
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
B8: Magical Beehive
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
F7: Sandy Beach
F8: Ocean
F9: Ocean
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
G7: Ocean
G8: 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 (3/15)
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
0cra_tr0per is in no position to ask me to run Gridland Survival again. If you want a sequel so much why don't you just make it yourself? Actually... Tell you what. If 0cra_tr0per can handle running a decent quality Gridland Survival game for 33 turns (How long my game lasted), I'll make a proper sequel to it. (Note that if this somehow actually happens, this will reduce Gridhood's update speed.)
... You may need to point this post out to me when that day comes because I might forget about it. Also, I reserve the right to stop updating the aforementioned proper sequel if you stop updating your game.Godly behaviors of particular noteGilbert decides to remake the Cliff at F1 so that it looks better next to F2. I decided to make this only cost 1FP because I clearly fulfilled his request in the laziest yet still technically correct way possible! It sure does mesh well... With tile F2.
Snag creates a magic beehive at D8
The Nirii Dominion3 Nidos farm at D3 using junk tools to collect 7 food.
1 Nido forages at C2 using a junk tool to collect 4 food.
6 Nidos work on building wooden housing on D2 using junk tools
Cultivating of Beans2 Beaners farm at K1 to collect 6 food
2 Beaners work on creating a swampland farm at J1
1 Beaner prays to Blarg
2 new civilians are made at the cost of 6 food.
Drecthul Commonwealth3 Drecs farm at B7 using stone farming tools to collect 17 food
4 Drecs work on stone housing at C6 using 1 junk tools
3 Drecs forage for stone at C6 using junk tools to collect 10 stone
Arutz4 Rooties farm at... You've been around long enough for me to not cut you a break for failing to specify a tile. You got nothing. Thank the gods you had a stockpile of food.
3 Rooties research on Basic Housing.
1 Rootie researches Stone Gathering.
Patterian Minds5 Patpats farm at G2 using junk tools to collect 13 food
2 Patpats research fertilizer
The Hamptons2 Hamhams pray to Forknor
2 Hamhams research Shrines to complete the tech
3 Hamhams farm at J10 using junk tools to collect 13 food
2 Hamhams begin research on Forest Magic.
The Hamptons do not have any technology that allows them to forage for anything other than food... The forest ranger takes the Crude Bow and 2 food is collected. The Forest Ranger is only barely able to escape!
Breiger Clan2 Civlians forage at E5 to collect 5 food
2 Civilians forage at E6 to collect 5 food
3 Civilians forage at E7 to collect 5 food.
2 new civilians are created at the cost of 6 food.
Nirii Dominion
Population
10 Civilians / 10 Housing
Resources
3 Food
0 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
23 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
3 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.
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.
Basic Housing: At the cost of 20 labor, Basic Housing may be made on a tile. Basic Housing provides 5 housing.
Woodcutting Tools: 1rp. Theoretical
Stone Gathering: 6rp. Proof of Concept
Cultivating of Beans
Population
7 Civilians / 10 Housing
Resources
5 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
25 Food
3 Wood
10 Stone
4 Junk Tool
4 Junk Farming Tool
3 Stone Farming Tool. (0/2S, 0/4L)
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
16 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: 4rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 1 Forest Ranger
Resources
24 Food
3 Junk Tools
1 Crude Bow
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: A shrine may be created on a tile at the cost of 5 labor. Praying on a tile with a shrine will increase FP generation. Note that it will not work unless a certain amount of people pray in a single turn.
Forest Magic: 2rp. Wild Theory
Breiger Clan
9 Civilians / 10 Housing
Resources
10 food
Technology
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: 17FP
Felius: 9FP
Kyuu: 26FP
Hasoc: 18FP
Snag: 2FP
Rasp: 23FP
Blarg: 17FP
TacTac: 28FP
Arkas: 29FP
Gilbert: 5FP