Turn 12 - The Stone Age
Noteworthy tiles:
Artifacts:
Creatures:
D4: A pack of tame cobras
E3: Aggressive Dire Wolves
H5:
Demihuman ColossusI4: Herd of firebreathing carnivorous horses
I6: Tame Giant Anaconda
G7: Talking Tool-using Farming Swamp Zebras
Divine Projects:
Godly actions of note:
Amastay changes a worker of The People into a Champion Warrior for 9 FP! Then he tries to create an artifact, but fails. (5 minimum cost for artifacts)
Mabel creates a Bountiful Basket at D4 for 5 FP, and another Bountiful Basket at B3 for 5 FP.
Blarg spends 5 FP to teach the Zebras at G7 tool use.
Farsky puts 11 FP into the project "Demihuman Colossus," finishing the project! A Demihuman Colossus is created in H5!
Other Game Events:
The Zebras at G7 worship
Blarg! The Swamp god gains 3 FP!
Civilization actions:
Orassan Empire3 workers forage at B3 and find 4 food.
2 workers build 2 crude tools.
2 workers finish up Primitive Spearmaking.
1 worker researches Farming.
The People3 workers forage at I4 with 3 crude tools and find 9 food.
1 worker forages at H4 with 1 crude tool and find 4 food.
4 workers research Primitive Spearmaking.
2 workers pray to Amastay.
The Xekarni3 workers finish putting together the training field at I5.
Amastay gets 4 FP!
Goruk and 2 workers hunt at H5 with 3 crude spears and find 7 food.
2 workers research Poisonous Plants.
1 worker gathers reagents at I5 and finds 2 reagents.
Dipnoi Republic3 Workers hunt in H6 using 3 Blowdarts and find 9 food.
Blarg gets 1 FP!
3 Workers forage for Food in I7 and find 9 food.
3 Workers research Primitive Barricades.
3 food is spent to make 1 worker.
The giant anaconda is fed 3 food. (does not count as an action)
Jotun Oligarchy2 workers and 1 Greenthumb harvest the Orchard at C4 and get 14 food.
3 workers forage for food at C4 and find 10 food.
1 worker travels to C3 to attack anyone else on the tile.
The worker enters C3 with death on his mind. He finds a pack of dire wolves, as expected. However, strangely, they don't attack, but run from the giant!
The giant gives chase. The wolves lead the giant to a hilltop. There, standing defiantly on the hilltop and clutching a spear, is a scarred and tattooed man. He pets the wolves, clearly friendly with them. Tattooed on his chest is a potato suckling at a wolf's teat!
"You desire death then, giant?" says the tattooed warrior. "Very well, I am happy to oblige!" And he charges!
An epic battle ensues! The tattooed warrior is too fast and skilled for the giant! Eventually, the giant, bleeding from multiple pricks of the spear, becomes exhausted. The warrior delivers the killing thrust, and the giant is slain! Malvol thoroughly enjoyed the battle! He gains 5 FP! The Bushes of Empowerment sprout berries!
3 workers begin research on Gigantic Housing, but decide to finish Gigantic Construction instead. The tech is completed!
1 Food is fed to the Tame Cobras.
Cait Sith2 pick up the crude spears to fish at J-1, and find 4 food.
Another 2 pick up crude spears to fish at K-1, and find 5 food.
1 worker researches Simple Spells and the tech is completed.
5 workers attempt to further their knowledge of Magic Theory. 1 point is put into Advanced Magic Theory before the research stalls because something is missing. 1 point is put into Writing, and another point is put into Early Philosophy. 2 workers are confused and do nothing.
Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 10 primitive
Resources:
8 workers
1 Greenthumb worker
25 food
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.")
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:
10 workers
10 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.)
Primitive Barricades, 3 of ? (incomplete)
The People
Tile: H4
Trait: Megaprojects
Housing: 10 primitive
Resources:
9 workers
1 champion warrior
9 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.)
Primitive Spearmaking, 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:
8 workers
Goruk, legendary spear warrior
11 food
4 crude spears
5 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, 5 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
4 food
5 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, 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, 6 of 8 (incomplete)
Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
10 workers
10 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!)
Early Philosophy: 1 of ? (incomplete)
Writing: 1 of ? (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): 9 FP
Amastay (Construction): 11 FP
Blarg (Swamps): 5 FP
Mabel (Demihumans): 1 FP
Malvol (Slaughter): 11 FP
Farsky (Titans): 4 FP
Izzith (Magic): 7 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.