Turn 17 - The Stone Age
Noteworthy tiles:
Artifacts:
Creatures:
B4: Violent man-eating seagulls
D4: A pack of tame cobras
E3: Aggressive Dire Wolves
E4: Abundant Egg-Laying Harmless Snakes
F6: Marine duck
H3: Spudwolf
H7: Aggressive Swamp Pygmies
I4: Herd of firebreathing carnivorous horses
I6: Tame Giant Anaconda
G7: Talking Tool-using Weapon-using Farming Swamp Zebras
Divine Projects:
Other Game Events:
The Zebras at G7 worship
Blarg! The Swamp god gains 1 FP!
Godly actions of note:
Disci puts 3 FP into the divine project "Swamp of Every Challenge".
Blarg spends 5 FP to teach weapon use to the Zebras. Then
Blarg puts 2 FP into "Swamp of Every Challenge," completing the project!
Nagas replaces the Taiga at B4 with a tropical beach for 3 FP. Then
Nagas creates a flock of violent man-eating seagulls at B4 for 5 FP.
For 10 FP,
Amastay creates the Armor of Purity and places it at H4! (please provide tile coords when making artifacts)
Keerim, god of Birds arrives! He creates an ocean at C6, a rainforest at D7, and a marine duck at F6.
Farsky stagnates. (Another turn of no participation! Very naughty!)
Civilization actions:
Dipnoi Republic1 Worker builds a Primitive House.
3 Workers hunt in J7 with 3 Blowdarts and get 8 food.
2 Workers forage for Food in I6 and find 7 food.
4 Workers research Domestication.
The injured worker recovers.
2 food is fed to the Tame Giant Anaconda.
Nagas now wants something more exciting than feeding snakes to get his kicks. Gods can be total primadonnas at times.
Cait Sith4 apprentices restart research on Advanced Magic Theory. 1 is using the Arcanum Botanica for references. Advanced Magic Theory is still stalled. One of the apprentices theorizes that the Cait Sith might need at least one Philosopher to introduce more advanced ways of thinking. 2 apprentices think that Magic Runes like in the Arcanum Botanica might be necessary, and research it. 1 apprentice finds a small section in the back of Arcanum Botanica describing some kind of building. The book is written in what is called an
abjad script, meaning that vowels are implied and not written. This makes it hard to figure out how some words are pronounced, because the vowels for unfamiliar proper names have to be guessed, but the name for it is something like "Higawayrtsa," or "Hagweratas," or "Hegwurths," something like that.
2 workers pick up crude spears and fish at J-1 and get 7 food.
2 workers pick up their spears and fish at K-1 and get 5 food.
Izzith gets 1 FP!
1 Writer and 1 worker research Spiritualism. (nature spirits is a separate tech?)
Orassan Empire3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 12 food.
2 workers use 2 crude tools to continue working on a farm at B3 and the farm is completed!
Amastay gets 3 FP!
Holo gets 3 FP!
2 workers build new housing.
2 workers forage for wood where???
1 worker grabs a crude spear before fishing with it at B3 and finds 2 food.
The PeopleYmar and two regular workers research Raiding.
3 workers forage at I4 using 2 crude tools and find 7 food.
Izzith gets 1 FP!
2 workers hunt at H4 using 2 crude spears and get 7 food.
The Merfolk Council 1 worker who already has a Masterful fishing net moves to E7 and fishes at E7 and finds 3 food.
1 worker collects the Masterful fishing net at F6 and uses it to fish at F6 and finds 4 food.
3 workers pray to Mabel.
3 workers research coral farming.
Spent 6 food to make 2 workers. The 2 new workers morph into aquatic nagas!
Nagas gets 6 FP!!!
Mabel gets 2 FP!
1 worker dies of starvation!Jotun Oligarchy1 workers using no tools, 1 Bountiful Gatherer using no tools and 1 Greenthumb using the artifact "Bountiful Basket" harvest from the Orchard at C4 and find 19 food.
Holo gets 3 FP!
2 workers construct a Giant Primitive House at D4.
Amastay gets 1 FP!
7 workers begin construction of a Ranch at E4 and the Ranch is completed!
Amastay gets 3 FP!
1 workers researches Stone and the tech is completed!
1 New worker is made at the cost of 4 food. These damned Giants breed like rabbits.
Farsky is just barely interested enough to get 1 FP.
1 Food is fed to the Tame Cobras.
Hidden Monastery arises at J9!
2 workers forage on J8 and find 3 food.
2 workers forage on K8 and find 3 food.
1 worker researches primitive weapons.
3 food spent to create 1 worker.
The Xekarni1 horse tamer and 4 workers research Animal Taming.
Goruk and 2 spear warriors (armed with 3 crude spears) hunt at J5. They get 7 food. They are attacked by an elder dire wolf leading several lesser dire wolves! 1 spear warrior is injured! They slay several wolves, but the elder escapes!
Malvol gets 1 FP! The wolf carcasses provide another 3 food.
1 worker builds a primitive house at I5 using 1 crude tool.
3 food is spent to create 1 new worker.
Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 10 giant primitive (houses 15 total)
Resources:
12 workers
1 Greenthumb worker
1 Bountiful Gatherer
24.5 food
3 bloodberries
Technologies:
Gigantic Structures, 4 of 4 (You can now build giant-sized versions of buildings! Giant-sized versions cost twice the resources and labor, but have twice the benefits. Farm and orchard yield is not affected, but efficiency is. For example, 6 workers can harvest or farm gigantic orchards and farms with no loss in efficiency. Giant-sized houses house 1.5X giant workers, or 3X normal sized workers. Additionally, giant workers provide 50% more labor when constructing giant-sized buildings, or any construction that costs 10 or more labor. Normal sized buildings can be upgraded into giant-sized by putting in the normal sized costs in labor and resources again.)
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.")
Animal Husbandry, 8 of 8 (Allows construction of the ranch. The ranch costs 10 labor and no resources. A ranch can hold 1 herd. A herd can be put into the ranch with the command "1 worker lassos the herd of whatever at A1," or something like that. An actual herd of some kind of tamable animal must exist somewhere within range of your settled tile! Dangerous animals might cause injury or death. Once a herd is in your ranch, you can then use action "X workers ranch at tile" or "X workers butcher at tile" to get food. Using more than 3 workers to butcher will deplete the herd. This tech also allows research into horseback riding and other advanced techs related to animal domestication.)
Stone, 6 of 6 (Workers can now forage for stone.)
Notes:
Greenthumb workers get a bonus to building farms and orchards, and to farming and harvesting.
Bountiful Gatherers get a bonus to foraging.
"Bloodberries" can be eaten with the action "x workers eat x bloodberries." Size of the worker does not matter. Those workers will gain the benefits, and will not consume food that turn.
Dipnoi Republic
Tile: I6
Trait: Mud
Housing: 6 primitive, 4 fine mud (houses 11 total)
Resources:
11 workers
10 food
3 reagents
5 blowdarts
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, 5 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.)
Primitive Barricades, 6 of 6 (A primitive barricade can be constructed in any tile, 1 per tile. It costs 6 labor and 3 wood. This building provides a small bonus to the defenders in combat in the tile. It also helps to keep out wild animals.)
The People
Tile: H4
Trait: Megaprojects
Housing: 9 primitive
Resources:
7 workers
Ymar, Legendary Champion Warrior (absorbed Demihuman Colossus power)
5 Food
2 crude tools
2 crude spears
Technologies:
Wonder Construction, 4 of 4 (Wonders are unique megaprojects that take lots of labor and resources. They impart special benefits to the civilization that builds them. A wonder must be researched like a tech. They typically require lots of labor to research, and lots of labor and resources to construct. Wonders of the Stone Age typically require stone which might require you to research Stoneworking before construction can begin. Techs similar to Mathematics no doubt will help with wonder construction. Workers of civs with the Megaprojects trait add 50% more labor when construction wonders. There can only be 7 wonders from each age constructed ever.)
Woodcutting, 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.)
Primitive Spearmaking, 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.)
Raiding, 4 of 6 (incomplete)
Notes:
Worker type "Champion warrior" receives a good bonus in combat, but is poor at all other activities except hunting and researching martial techs.
The Xekarni
Tile: I5
Trait: Raider
Housing: 10 primitive
Resources:
3 workers
3 slightly snake-like workers
1 spear warriors (injured)
1 slightly snake-like spear warrior
1 horse tamer
Goruk, legendary spear warrior (slightly snake-like)
13 food
6 crude spears
4 crude tools
8 reagents
Technologies:
Raiding, 4 of 4 (Raiding is now available as an action! Raiding is a surprise attack intended to get in, grab resources and objects, and then get out before the defenders can respond. Workers can also be captured if your technology supports it! Raiding need not be conducted against a settled tile, but can be ordered to a tile where you expect enemy workers to be doing things. Raiding is not always successful; sometimes a pitched battle is the result, and sometimes the raiders retreat without getting anything. Raiding tends to be less successful against well armed foes in well defended positions. Civs with the Raider trait get a bonus to raiding.)
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, 8 of 8 (Reagents can now be used to poison weapons! 3 reagents and 1 labor can be spent to poison one weapon. Poisoned weapons are deadly against most creatures. The poison lasts for one combat, after which the poisoned weapon reverts to a normal weapon.)
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.)
Animal Taming, 5 of ? (incomplete)
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.
Entire civ is stronger, more agile, and has more endurance. (Swamp of Strength effect)
Orassan Empire
Tile: B3
Trait: Eskimo
Housing: 8 primitive
Resources:
4 workers
6 cat-like demihuman workers
33 food
5 crude tools
3 crude spears
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, 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.)
Farming, 8 of 8 (You can now construct Farms! Farms cost no resources, but 10 labor, to build. Farming does not impact the efficiency of foraging taking place in the same tile. Farms can be farmed with the "farm" or "harvest" command. Usage: "3 workers farm at A1 with 3 crude tools".)
Woodcutting, 6 of 6 (Allows foraging for wood.)
Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
5 workers
4 apprentices
1 writer
14 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. )
Advanced Magic Theory, 1 of ? (research stalled)
Simple Spells, 4 of 4 (You can now research simple spells! Think introductory level, apprentice spells. Note that many spells have a reagent cost to cast. However, most simple level spells should cost only 1 reagent, and magical spellcasters reduce the reagent cost of all spells by one, making most simple spells free to cast for magical spellcasters! Spells are researched like a normal tech, except only spellcasters can research them!)
Early Philosophy, 8 of 8 (You can now create Philosophers! Philosophers can use the argue action. Each philosopher arguing gives a slight chance to make workers researching on the same turn have a breakthrough, giving bonus research. Usage: "X philosophers argue." Philosophers are useless at everything except arguing; they will not even defend themselves if attacked! This tech is also necessary to get many more advanced techs.)
Writing, 8 of 8 (You have discovered writing! This tech is necessary for many more advanced techs. Additionally, this tech increases your logistics by 1.)
Logistics, 6 of 6 (You discover new ways to organize workers. Increases your logistics by 1.)
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.)
Magic Runes, 2 of ? (incomplete)
Spiritualism, 2 of ? (incomplete)
Arcanum Botanica research, 1 of 1 (This artifact spellbook contains many spells for manipulating plants. Just about any spell imaginable that impacts foraging, farming, or harvesting can be found inside. However, remember that apprentices can only cast "simple" spells; many of the spells in the book are much too advanced for an apprentice to comprehend! Also, this spellbook does not provide free spell research. The only one who can cast spells from it is the spellcaster in possession of it; thus, only one spell can be cast a turn from the book. Remember that there is a reagent cost to spells (though magical trait does take away 1 from casting cost of spells). If you want to cast a spell from it, you should ask the GM if it is possible first.)
The Merfolk Council
Tile: F6
Trait: Merpeople
Housing: 10 primitive
Resources:
6 workers
3 aquatic Naga worker
0 food!
Technologies:
Water Dominion, 1 of ? (incomplete)
Coral Farming, 6 of 8 (incomplete)
Hidden Monastery
Tile: J9
Trait: Monks
Housing: 10 primitive
Resources:
5 workers
8 food
Technologies:
Enter the Dragon, 1 of ? (incomplete)
Godly status:
Nagas (Snakes): 8 FP
Amastay (Construction): 11 FP
Blarg (Swamps): 4 FP
Mabel (Demihumans): 21 FP
Malvol (Slaughter): 7 FP
Farsky (Titans): 16 FP
Izzith (Magic): 20 FP
Disci (Discipline): 1 FP
Holo (Harvest): 11 FP
Keerim (Birds): 1 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.