Turn 7I feel like there are errors somewhere in here, but I'd rather post the turn than delay and try to check through it all.
C4: river meadow
C5: ocean
D3: barren mudfield
D4: barren plains
D5: sea
D6: narrow straight
D6: old battleground (steamworks, titan bones)
D7: bay
E2: advocado grove
E3: chaos forest
E4: barren grasslands
E5: sea
E6: plains
E7: forest
E8: oceanic shallows
F2: rasperry field
F3: grassland
F4: tar pit
F5: plains
F6: plains (farmland)
F7: ocean
G2: old-growth mediterranean forest
G3: barren grasslands
G4: barren grasslands
G5: forest
G6: forest
G7: ocean
H3: tropical rainforest
H4: tropical jungle
H5: tropical rainforest
H6: tropical rainforest
H8: boreal forest
I3: grassland
I4: moon grape field
I5: forest
I6: plains
I9: boreal forest
I11: ice sheet
J8: ash plains
J9: stratovolcano
J10: ice sheet
J11: ice sheet
K9: ice sheet
K10: ice sheet
K11: ice sheet
Godly actions of noteSang creates ash plains at J8, an advocado grove at E2, and a river meadow at C4. His attempts to create a magical Arcadian forest with only 1FP backfire,
losing him 2 FP and creating a chaotic forest. All who enter feel an uncomfortable sense of forboding.
Bakos creates a forest at I5, and plains at I6.
Polygaias creates nothing at C4, and an ocean at C5.
Felkusha Territories1 pops forage the forests at E7, finding 5 food.
2 pops forage the old battleground at D6. They find ancient gods, dead and decaying, filling the air with their alien scent. Fearful of their wrath, the tribesmen cautiously forage around them, finding 2 food.
Additionally, a small handful of people get too close, cutting themselves on the carcass of one dead god or another. The wounds, though minor, are cursed, and the the unfortunate wounded come down with strange ailments and die.
3 pops research spears, gaining a proof-of-concept.
Prayer generates 1 FP for Farsky.
Drecthul Commonwealth4 pops finish building the farm on F6.
2 pops begin researching Basic Weapons, gaining a theoretical understanding.
Legacy Gained! As the first people to
positively modify their living area, the Drecthul have gained the Landshaper trait. Actions such as preparing farmland, irrigation, earthworks, and unpaved trails will have a 20% reduced labor costs.
Sporks4 pops forage at H5 rainforests, finding 6 food.
1 dies to dangerous wildlife.2 pops research Jungle AcclimationThis is a
slow tech. This tech cannot be manually advanced by more than 1 per turn. Redirecting research.
1 pop researches Jungle Acclimation.
1 pop researches Hunting.
1 pop falls ill, and will be unable to work next turn.
The tribe continues to acclimate to jungle life. 1RP generated towards Jungle Acclimation.
The Kingdom of Hurdur1 pop forages at I4 Moongrapes, finding 4 food.
2 pops continue building a farm on I3, bringing it to 4/10.
The tribe grows by 1 pop.
2 pops remain ill, and will be unable to work next turn.
The tribe is slowly acclimating to jungle life. 1RP generated towards Jungle Acclimation.
The Neonight Tribes2 pops forage the submerged ricefield at D3 using 1 makeshift stone tool, finding 8 food and leaving a barren mudfield behind.
3 pops research basic weapons, finishing this tech, and hunting's optional pre-requisite.
1 RP overflows into hunting, gaining proof-of-concept.
Prayer generates 2 FP for Sang.
Torograf Tribes2 pops forage G2 with 1 makeshift stone tool, finding 8 food.
2 pops research farming, completing the tech.
1 research overflows into Agricultural Tools.
prayer generates 1 FP for Sang.
Sang = 4 FP
Ædin = 7 FP
Bakos = 1 FP
Polygaias = 6 FP
Gilbert = 2 FP
Farsky = 3 FP
Felkusha Territories
Population: 7 / 10
Resources:
7 food
0 makeshift stone tools
Research:
Fishing - 1RP, Theoretical
Spears - 6RP, Theoretical
Drecthul Commonwealth
Population: 6 / 10
Resources:
2 food
0 makeshift stone tools
Research: Farming - Complete.
Fishing - 2RP, Theoretical.
Basic Weapons, Theoretical.
Legacies:
Landshapers: Actions such as preparing farmland, irrigation, earthworks, and unpaved trails will have a 20% reduced labor costs.
Sporks
Population: 5 / 10
Resources:
7 food
0 makeshift stone tools
Research: Basic Weapons - Complete.
Jungle Acclimation - 3RP, Theoretical
Hunting - 2RP, Theoretical
The Kingdom of Hurdur
Population: 5 / 10
Resources:
2 food
0 makeshift stone tools
Research: Farming - Complete.
Jungle Acclimation - 2RP, Theoretical
The Neonight Tribes
Population: 6 / 8
Resources:
2 food
1 makeshift stone tools
Research: Basic Weapons - Complete.
Hunting - 4RP, proof-of-concept
Torograf Tribes
Population: 5 / 10
Resources:
5 food
1 makeshift stone tools
Research: Farming - Complete.
Agricultural Tools - 1RP, Theoretical
Legacies:
Ruthless Pursuit - Bonus to killing retreating foes.
Makeshift Stone Toolmaking - At the cost of 2 labor, a "Makeshift Stone Tool" is created. Certain actions recieve a minor bonus when performed with Makeshift Stone Tools. You must use the words "Makeshift Stone Tools" alongside the action to recieve the effect.
Farming A farm may be built on a flat, plains-like land for 10 labor, allowing farming instead of foraging.
Basic Weapons At the cost of 2 labor, a Makeshift Stone Weapon (Melee/Ranged) is created. Type must be chosen at time of creation. 1 person may be equipped themselves with it for a turn, to improve certain actions.