Turn 11 - The Stone Age
Noteworthy tiles:
Artifacts:
Creatures:
D4: A pack of tame cobras
E3: Aggressive Dire Wolves
I4: Herd of firebreathing carnivorous horses
I6: Tame Giant Anaconda
G7: Talking Farming Swamp Zebras
Divine Projects:
Godly actions of note:
Blarg creates Willamette at G7 for 5 FP!
Nagas creates a tame giant anaconda at I6 for 5 FP! Then
Nagas creates a pack of tame cobras at D4 for 5 FP! Then
Nagas creates a Serpent Jungle at J4 for 5 FP! Then
Nagas creates oceans at G5 and G6, a swamp at K4, and rainforests at J7, K5, K6, and K7! Then
Nagas adds mangrove forests to A2 and A4! (will add those to map on turn 12)
For 5 FP,
Malvol adds the Bushes of Empowerment to the hills at C3!
For 10 FP,
Mabel changes the mangrove forest at K1 into a Magical Demihuman Mangrove Forest.
Amastay makes the herd of horses at I4 carnivorous and firebreathing!
Other Game Events:
The Year of the Snake has passed!The Zebras at G7 begin worshipping
Blarg! The Swamp god gains 2 FP!
A mighty howl of despair comes from tile E4!
Civilization actions:
Cait Sith5 workers research Magic Theory. The tech is complete! The excess research is put into Simple Spells!
2 workers pray to Mabel.
3 workers recover from injuries.
Orassan Empire3 civilians forage at B3 with 3 crude tools and find 8 food.
1 civilian researches primitive spearmaking.
1 civilian researches farming.
6 food is spent to make 2 workers. The workers morph into cat-like demihuman workers!
Mabel gets 4 FP!
Blarg gets 1 FP!
1 worker recovers from injuries.
The People2 workers forage at H4 with 2 crude tools and find 5 food.
2 workers forage at I4 with 2 crude tools but are driven away by 3 armed strangers!
2 workers research Plains Survival, and the tech is complete!
3 workers pray to Amastay.
3 food is used to create a worker.
Jotun Oligarchy2 workers and 1 Greenthumb worker forage at C4 and find 10 food.
4 workers work on constructing an Orchard at C4, and the orchard is completed!
Amastay, god of Construction, is thrilled! He gains 6 FP!!!
2 workers pray to Farsky.
1 worker prays to Izzith.
A pack of tame cobras appears at D4! They should be fed at least 1 food every turn, or they might go wild!
The XekarniGoruk and 2 workers grab 3 crude spears and hunt horses at I4, and get 7 food. The hunters encounter 2 strangers there! After a tense exchange of shouting and flailing of weapons, the strangers flee!
3 workers forage at I4 and find 8 food.
2 workers work on a training field at I5.
3 food is spent to make 1 worker.
Dipnoi Republic2 Workers research Mud Construction, and the tech is complete!
3 Workers hunt in H6 with 3 Blowdarts and get 8 food.
Blarg gets 1 FP!
2 Workers forage for Food in I7 and find 5 food.
6 Food is used to create 2 Workers.
A tame giant anaconda appears at I6! It should be fed at least 2 food every turn, or it might go wild!
Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 10 primitive
Resources:
9 workers
1 Greenthumb worker
15.5 food
Technologies:
Gigantic Structures, 1 of ? (incomplete)
Orchards, 8 of 8 (You can now construct orchards! They must be constructed in plains-like terrain or in forests. They cost no resources to make, but cost 10 labor to make. This large project can be built over several turns. Orchards can be harvested using the "harvest" command. Usage: "1 worker harvests A1 with 1 crude tool.")
Notes:
Greenthumb workers get a bonus to building farms and orchards, and to farming and harvesting.
Dipnoi Republic
Tile: I6
Trait: Mud
Housing: 10 primitive
Resources:
9 workers
7 food
3 reagents
3 blowdart
Technologies:
Mud Survival, 4 of 4 (Workers get a small bonus to all foraging in muddy tiles. Workers get a small bonus to all combat in muddy tiles. Muddy tiles are typically tiles like swamp or riverbanks, or land tiles where it has recently rained.)
Herbalism, 6 of 6 (Workers are now slightly better at foraging for food. Workers can now forage for reagents. Reagents have healing properties, and might have other uses. 3 reagents can be spent to heal 1 worker.)
Blowdarts, 6 of 6 (You can now create blowdarts! They cost no resources, but need 1 labor, to make. When used, you must specify how many blowdarts you are using. Blowdarts add a small bonus in combat, and can be used for hunting.)
Snake Taming, 1 of ? (research stalled)
Domestication, 1 of ? (incomplete)
Mud Construction, 7 of 7 (Primitive houses can be upgraded to Fine Mud houses for 1 labor each. Fine Mud houses house 1.25 workers each. Mud versions of constructions that you can build can be built. Mud versions of buildings can have one required resource besides labor substituted with "mud", which is always free. Mud versions of buildings can only be built in muddy tiles.)
The People
Tile: H4
Trait: Megaprojects
Housing: 10 primitive
Resources:
10 workers
6 Food
4 crude tools
Technologies:
Wonder Construction, 1 of ? (incomplete)
Simple Hunting Traps, 6 of 6 (This tech gives a small bonus when hunting or fishing, and a very small bonus when foraging for food.)
Tool Usage, 6 of 6 (You can now create crude tools for the cost of 1 labor. Crude tools cost no resources. Crude tools give a small bonus to foraging, farming, harvesting, and construction. Usage: "1 worker forages at A1 with 1 crude tool".)
Domestication, 3 of ? (incomplete)
Plains Survival, 6 of 6 (Workers get a small bonus to all foraging in plains-like tiles. Workers get a small bonus to all combat in plains-like tiles.)
The Xekarni
Tile: I5
Trait: Raider
Housing: 10 primitive
Resources:
8 workers
Goruk, legendary spear warrior
13 food
4 crude spears
3 reagents
Technologies:
Raiding, 1 of ? (incomplete)
Primitive Weapons, 5 of 5 (You can now create crude spears! They cost no resources, but need 1 labor, to make. When used, you must specify how many crude spears you are using. They provide a small bonus to combat and allow hunting or fishing.)
Poisonous Plants, 3 of ? (incomplete)
Herbalism, 6 of 6 (Workers are now slightly better at foraging for food. Workers can now forage for reagents. Reagents have healing properties, and might have other uses. 3 reagents can be spent to heal 1 worker.)
Battle Formations, 7 of 7 (You can now construct the Training Field! The Training Field can convert one worker a turn into a spear warrior, at the cost of their action for the turn. The Training Field costs no resources and 5 labor to make. This tech also slightly increases the combat ability of warriors when they fight alongside at least one other warrior.)
Notes:
Worker type "Spear Warrior" receives a bonus in combat, especially while using a spear. However, this worker type is bad at everything else except hunting and researching martial techs.
Orassan Empire
Tile: B3
Trait: Eskimo
Housing: 10 primitive
Resources:
4 workers
4 cat-like demihuman workers
8 food
3 crude tools
Technologies:
Coldlands survival, 4 of 4 (Workers get a small bonus to all foraging in cold tiles. Workers get a small bonus to all combat in cold tiles. Cold tiles are typically tiles like Tundra or Taiga, or land tiles where it has recently snowed.)
Tool Usage, 6 of 6 (You can now create crude tools for the cost of 1 labor. Crude tools cost no resources. Crude tools give a small bonus to foraging, farming, harvesting, and construction. Usage: "1 worker forages at A1 with 1 crude tool".)
Primitive Spearmaking, 4 of 6 (incomplete)
Farming, 5 of ? (incomplete)
Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
10 workers
11 food
4 crude spears
Technologies:
Magic Theory: 4 of 4 (You can now train apprentices! Apprentices are spellcasters and can cast simple spells, assuming you have any researched. They must have a spellbook to cast spells, unless the apprentice is inherently magical. Apprentices are poor in hand-to-hand combat but might be deadly in a support role, depending on your spells. They are bad at everything except researching, creating spellbooks, and casting spells. To train one, simply use "1 worker trains to be apprentice" as an action. )
Simple Spells: 3 of 4 (incomplete)
Logistics: 6 of 6 (You discover new ways to organize workers. Increases your logistics to 6.)
Primitive Spear-Making: 6 of 6 (You can now create crude spears! They cost no resources, but need 1 labor, to make. When used, you must specify how many crude spears you are using. They provide a small bonus to combat and allow hunting or fishing.)
Godly status:
Nagas (Snakes): 8 FP
Amastay (Construction): 13 FP
Blarg (Swamps): 5 FP
Mabel (Demihumans): 10 FP
Malvol (Slaughter): 5 FP
Farsky (Titans): 14 FP
Izzith (Magic): 6 FP
Techs known to all:
Primitive Buildings: This allows primitive houses to be built. Each primitive house houses one worker. Primitive houses are made of mud and sticks and require no resources to make. They require only 1 worker to make. This tech also allows research into other primitive building types.