Turn 45 - 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 (2-3|1-3|0)
B4: Volcano
B5: Mt. Challenge (Very tall, Oxygenated)
B6: Land of Huge Flying Cats
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. Farmland (3-4|2-3|0)
C3: Luxurious Plains (Hunting ground) (Forknor Protection 5)
C4: Coccino Mons (Massive Mountain, Caves, Metals, Jewels). Basic Housing (5 Housing).
C5: Mountain Range
C6: Mountain Range. Mountain Trail. Stone Housing (10 Housing) (Snag Protection 1)
C7: Thick Forest
C8: Caligine Perussi Silvam (Dark, Dangerous, Treasure)
C9: Algal Bloom
C10: Algal Bloom
D1: Taiga
D2: Forest. Wooden Houses (10 Housing)
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
D8: Magical Beehive
D10: Junk Pile
D11: Intelligent Psychopathic Zebras (On activation: Rage themed construction)
B8: Magical Beehive
E1: Cliff
E2: Pile of whatsit.
E3: Swamp
E4: Spawning pit (Dangerous, Snakes)
E5: Forest
E6: Plains. Farmland (2-3|1-3|0)
E7: Grove of Trees (Fruit)
E8: Hole.
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 (Probably seagulls)
G2: Fertile Land. Fertilized Farmland (3-4|2-4|1)
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). Warning Sign.
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 (2-3|1-3|0)
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
The players of this game are making very boring fluff-free posts and I don't like that. See the new poll.
Fun fact: Did you know that the civilizations were supposed to PRAY to the gods? Their lack of piety is why the god players are so bored.Godly behaviors of particular noteBlarg makes some Fruit Trees at E7, and does... Something... at D11. Lets see if this interactive tile survives long enough to do anything interesting before another god decides they don't like it; as Blarg didn't protect it...
The Nirii Dominion4 Nidos farm at C2 using junk tools to collect 15 food
2 Nido civilians (Not woodcutters) forage for wood at D2 using Junk Woodcutting tools to collect 8 wood
8 Nidos research Wooden Tools
3 Nidos research Food Preservation
Cultivating of Beans3 Beaners farm at K1 to collect 7 food
For some reason the GM cannot understand, 3 Beaners specifically choose to forage at J1 instead of farm, and collect... 7 food (Which does not help me make my point)
1 Beaner prays to Blarg
2 Beaners research Shamanism. This appears to be a very difficult subject and only 1 RP has been obtained.
Drecthul Commonwealth3 Drecs farm at B7 using 3 stone farming tools to collect 16 food
3 Drecs use Stone Tools to create more Stone Tools
3 Drecs pray to Felius
4 Drecs research Stonecutting
2 Drecs research Animal Domestication
Arutz5 Rooties farm at D4 using 4 junk farming tools and 1 junk tool to collect 22 food
5 Rooties research Stone Tools
3 Rooties research Fire
2 new civilians are made at the cost of 6 food.
Loyalty has dropped to 78%
Patterian Minds5 Patpats convert the farmland at G2 into a Fertilized Farmland
(GM Note: If you have ANY confusion about how fertilized farms work, you better ask your questions now. Don't forget to refer to it as a Fertilized Farmland so I don't accidentally treat it as a normal Farmland.)
The Patterian Mind's population is increased by 1 at the cost of 3 food
3 Patpats research Scholars
1 Patpat prays to Snag
The Hamptons5 Hamhams research Wooden Houses
2 Forest Rangers forage for wood at I10 using junk tools to collect 8 wood
3 Hamhams pray to Snag at I11 to generate 4FP
Breiger Clan4 Biggles farm at E6 using junk tools to collect 13 food
6 Biggles research Fire to complete the tech. The Breiger Clan gets the feeling that additional research may be needed to use the destructive force that is called Fire productively.
Octadians3 Civilians forage at A11 using 1 junk tool to collect 8 food
2 Civilians create junk tools
Oh, and the Octadians are light green now.
Nirii Dominion
Population
17 Civilians / 20 Housing
Loyalty: 65%
Resources
16 Food
8 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.
Wood Tools: At the cost of 3 labor and 3 wood, a Wood Tool may be created. A civilian using a Wood Tool will receive a minor bonus to many actions. You must use the words "Wood Tool" for this to take effect.
Food Preservation: 11rp. Proof of Concept
Arutz
Population
15 Civilians / 15 Housing
Loyalty: 78%
Resources
24 Food
2 Stone
1 Sharpened Stone
6 Junk Tool
4 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: 9rp. Proof of Concept
Stone Tools: 12rp. Proof of Concept
Fire: 3rp. Proof of Concept
Cultivating of Beans
Population
9 Civilians / 10 Housing
Loyalty: N/A
Resources
14 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
Shamanism: 1rp. Wild Theory
Drecthul Commonwealth
Population
15 Civilians / 20 Housing
Loyalty: 73%
Resources
29 Food
3 Wood
8 Stone
4 Junk Tool
4 Junk Farming Tool
4 Stone Tool (2/2S, 2/4L)
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.
Stonecutting: 15rp. Proof of Concept
Animal Domestication: 4rp. Proof of Concept
Patterian Minds
Population
10 Civilians / 10 Housing
Loyalty: N/A
Resources
10 Food
6 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.
Fertilizer: A farmland may be upgraded to a Fertilized farmland at the cost of 5 labor. A Fertilized Farmland has a higher yield than a normal one, but 1 extra labor must be spent on it in order to work it on each turn you want to work on it. The 1 extra labor uses a separate Logistics Slot and provides no food.
Capitalism: 1rp. Wild Theory.
Scholars: 5rp. Theoretical
The Hamptons
Population
10 Civilians / 10 Housing
- 2 Forest Ranger
Loyalty: N/A
Resources
18 Food
16 Wood
5 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.
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.
Forest Magic: 2rp. Wild Theory
Primitive Magic: 1rp. Wild Theory
Wooden Houses: 15rp. Proof of Concept
Breiger Clan
10 Civilians / 10 Housing
Loyalty: N/A
Resources
14 food
4 Junk Tools
Technology
Fire: A fire may be created at the cost of 1 labor. A tile set on fire will present a danger to all living things on the tile and scare most animals.
Octadians
5 Civilians / 10 Housing
Loyalty: N/A
Resources
12 food
3 Junk Tools
Technology
Divine Altar: 1rp. 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: 3rp. Proof of Concept. (Note: please specify you are researching a tech in the common knowledge pool if you research this)
Forknor: 26/30FP
Felius: 13/30FP
Kyuu: 30/30FP
Hasoc: 24/30FP
Snag: 7/30FP
Rasp: 29/30FP
Blarg: 2/30FP
TacTac: 30/30FP
Arkas: 30/30FP
Gilbert: 5/30FP