Turn 20 - The Stone Age -
Year of the BirdNoteworthy tiles:
Artifacts:
Creatures:
C4: Violent man-eating seagulls
D4: A pack of tame cobras
E3: Aggressive Dire Wolves
E4: Abundant Egg-Laying Harmless Snakes (in ranch)
F6: Marine duck
H3: Spudwolf
H5:
Bakhon the WondrousH7: Aggressive Dipnoi-speaking House-building Swamp Pygmies
I4: Herd of firebreathing carnivorous horses
I6: Tame Giant Anaconda X 2
J2:
Elder LindormG7: Nonviolently-worshipping 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!
The Year of the Bird has arrived! Expect peculiar avian behavior!
Keerim gets 3 FP!
Godly actions of note:
For 3 FP,
Keerim Zaps a worker of The People into a half-secretary bird!
For 5 FP,
Nagas creates another Tame Giant Anaconda and places it at I6.
Mabel does not have enough FP to create the Fey Hair-Ribbon. (+5 for makes demihuman, +5 for removes terrain restrictions, +5 for provides protection = 15 FP)
Civilization actions:
The XekarniThe injured worker is healed using 3 reagents.
3 workers (armed with 3 crude spears) forage for food at I4 using 3 crude tools and get 8 food.
1 spear warrior and 2 workers (armed with 3 crude spears) hunt at J6 and get 7 food.
1 horse tamer and 1 worker research Equestrianism.
Goruk sentries at I4 with 1 crude spear.
1 spear warrior sentries at I5 with 1 crude spear.
The Xekarni are attacked by giant eagles at I5! All warriors on sentry duty return to defend their settled tile! The warriors fight off the attack with no injuries! Several giant eagles are slaughtered for 5 food! Malvol gets 2 FP! Farsky gets 1 FP! Keerim gets 1 FP!Dipnoi Republic1 Worker trains to become a Snake Tamer.
Disci gets 3 FP!
3 Workers hunt in I7 with 3 Blowdarts and get 10 food.
3 Workers forage for Food in I6 and get 10 food.
3 Workers forage for Food in H6 with 3 Blowdarts for self-defence and find 7 food. One worker is injured by snakebite!
Nagas gets 1 FP!
1 Worker starts building a Ranch in I6.
2 food fed to the Tame Giant Anaconda.
Another Anaconda arrives!A plague of crows descends on the Dipnoi's settled tile! 6 food is stolen by crows! Keerim gets 2 FP! Blarg gets 1 FP!
Cait Sith1 Philosopher is ordered to bathe in the magic spring, but the philosopher argues that he is an idealist, and that through the application of Pure Thought, he has determined that uncleanliness as a concept is based on empirically-misguided materialism, and therefore does not really exist.
Izzith is amused, and gets 1 FP.
2 workers pick up crude spears and fish at J-1 and get 5 food.
2 workers pick up crude spears and fish at K-1 and get 5 food.
The other 5 (4 apprentices and 1 writer? Please be explicit to help GM) research Magic Runes and the research is complete!
Izzith gets 5 FP!!!
Angry birds circle overhead but are repulsed by the philosopher's stench!!!Orassan Empire3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and get 15 food.
Holo gets 1 FP!
3 workers research wooden structures.
3 workers forage for wood with 2 crude tools at B3 and get 11 wood.
1 worker grabs a crude spear before fishing with it at B3 and gets 3 food.
Birds of Ill-Omen circle overhead! Panic ensues, and 2 workers are injured! Keerim gets 2 FP! The People3 workers research Woodcutting.
Ymar with !*Rehield*! and the Armor of Purity and 2 workers with 2 crude spears fish at G4. Ymar is not able to fish with !*Rehield*!. The workers who have no boats must fish from shore, and get 3 food.
1 worker researches Primitive Furniture.
3 workers research Stone.
Crazed pelicans attack the party at G4! Ymar repells them! 1 worker is injured! Pelicans are butchered for 3 food. Malvol gets 1 FP. Keerim gets 1 FP.Hidden Monastery3 workers forage food on J8 and find 9 food.
3 workers forage wood on K8 but are not yet able to cut wood, so forage for food instead. They get 4 food.
1 worker with cobra-style martial arts and 2 workers research Sensei Tradition. They make a breakthrough, and the research is completed!
Disci gets 2 FP!
Birds of Paradise alight on the Monastery! All research gets a bonus this turn! Keerim gets 3 FP! The Jotun Oligarchy5 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" Harvest from the orchard at C4 and get 33 food!!
Holo gets 4 FP!
The Aggressive Carnivorous Seagulls become crazed and attack with a furious bloodlust! 1 worker is injured and 1 worker is killed! Malvol gets 3 FP! Keerim gets 3 FP!2 workers eat 2 bloodberries at C4.
1 worker and 1 Bountiful Gatherer (ate bloodberry) wields the artifact "Giant-sized Flint Sickle of Harvesting" and forages for Stone at C3 and gets 6 stone.
Izzith gets 1 FP!
5 workers research Stonecrafting.
1 Food is fed to the Tame Cobras.
The Merfolk Council stagnates.
Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 10 giant primitive (houses 15 total)
Resources:
10 workers (1 injured)
2 workers (ate bloodberries)
1 Greenthumb worker
1 Bountiful Gatherer (ate bloodberry)
49.5 food
0 bloodberries
12 stone
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.)
Stonecrafting, 10 of 12 (incomplete)
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: 2 primitive, 8 fine mud (houses 12 total)
Resources:
11 workers (1 injured)
1 snake tamer
9 food
0 reagents
6 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, 8 of 8 (You can now train workers to be snake tamers. Snake tamers can perform all worker actions. They can also tame wild or hostile, nonsentient, snake-like creatures. There is a chance the Snake tamer will be injured if the creature being tamed is dangerous. Snake tamers can also lead tame snakes into other tiles. Snake tamers can also order tame snakes to attack a tile, and tame snakes will defend a snake tamer if he is attacked.)
Domestication, 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.)
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:
8 workers (1 injured)
1 half-secretarybird worker
Ymar, Legendary Champion Warrior (absorbed Demihuman Colossus power)
7 Food
6 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, 4 of 5 (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, 6 of 6 (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 Furniture, 1 of ? (incomplete)
Stone, 3 of 5 (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
1 slightly snake-like worker
2 moderately snake-like workers
1 spear warriors
1 slightly snake-like spear warrior
1 horse tamer
Goruk, legendary spear warrior (slightly snake-like)
15 food
8 crude spears
4 crude tools
5 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, 8 of 8 (Allows taming of nearby animals. 1 worker can tame 1 animal. A single animal can be tamed from a herd. The tame animal goes to your settled tile and requires food as upkeep. Dangerous animals might injure or kill the taming worker. Animal tamer type workers are much less likely to be injured when taming their type. Allows research into animal mount techs such as horseback riding.)
Sentry Duty, 5 of 5 (Martial type workers can go on sentry duty. A tile must be specified. Usage: "X warriors sentry at A1 with X weapons". Each warrior on sentry duty decreases the odds of a raid or other attack at that tile being effective. Warriors on sentry duty in other tiles will return to defend their home tile if it is attacked.)
Equestrianism, 2 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 (2 injured)
6 cat-like demihuman workers
52 food
11 wood
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.)
Wooden Structures, 6 of ? (incomplete)
Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
4 workers
3 apprentices
1 disciplined apprentice
1 writer
1 philosopher
12 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, 15 of 15 (This tech allows for the creation of spellbooks. Spellbooks are necessary for (non-magical) spellcasters to cast spells. Spellbooks also slightly increase the power of some spells, making them still useful for inherently magical spellcasters. Spellbooks require 1 book to make, and 1 labor, and can only be made by spellcasters. "Writer" spellcasters get a bonus when making spellbooks. This tech is also necessary in order to research higher forms of magic.)
Spiritualism, 5 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
7 food
Technologies:
Water Dominion, 1 of ? (incomplete)
Coral Farming, 8 of 8 (Coral farms can be built in salt water tiles. They are identical to land farms but can only be in salt water. They cost 10 labor and no resources to make. Command to farm: "X workers farm at A1 with X tools".)
Hidden Monastery
Tile: J9
Trait: Monks
Housing: 10 primitive
Resources:
8 workers
1 master cobra-style martial artist
8 food
Technologies:
Enter the Dragon, 4 of 4 (Allows construction of the Martial Arts School. It costs 10 labor and 10 wood. The Martial Arts School can train workers to be beginner martial artists. Beginner martial artists can do all vanilla worker actions but are better in combat.)
Sensei Tradition, 7 of 7 (Upon completion of this tech, one martial artist with a particular style becomes a master martial artist of that style. A master (or higher) martial artist can teach his style to 1 beginner martial artist a turn. If a Martial Arts School is owned, a master can train any one worker to be a beginner martial artist of his style a turn. This tech also allows martial arts masters to create one manual of his style! The Style Manual (with a martial arts school) allows the master to train beginner martial artists of his style into journeyman martial artists of his style, 1 per turn. A Style Manual requires 1 book to create.)
Godly status:
Nagas (Snakes): 3 FP
Amastay (Construction): 18 FP
Blarg (Swamps): 10 FP
Mabel (Demihumans): 11 FP
Malvol (Slaughter): 19 FP
Farsky (Titans): 3 FP
Izzith (Magic): 18 FP
Disci (Discipline): 7 FP
Holo (Harvest): 23 FP
Keerim (Birds): 19 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.