Turn 13 - 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:
Blarg spends 4 FP to put 2 points of protection on G7.
For 5 FP,
Nagas changes the swamp at H6 to a Snekky Swamp.
Disci, god of Discipline arrives! (Pick a color, Disci!)
Other Game Events:
The Zebras at G7 worship
Blarg! The Swamp god gains 3 FP!
Spudwolf is spotted in the distance running east through tile D3!
Civilization actions:
Orassan Empire5 civilians forage for food at B3 with 5 crude tools and one Bountiful Basket (the basket affects only one worker at a time!) and find 17 food. Workers report decreased efficiency from more than 3 workers foraging.
2 civilians research farming and the tech is completed.
1 civilian makes a crude spear.
The Xekarni1 worker trains to become a spear warrior.
Goruk and 2 workers research raiding, and the tech is complete.
5 workers research poisonous plants and the tech is complete.
The PeopleThe champion worker and one regular worker finish researching Primitive Spearmaking.
3 regular workers forage at I4 with 3 crude tools and find 9 food.
3 regular workers forage at H4 with 1 crude tool and find 9 food.
2 regular workers make 2 crude tools.
Cait Sith2 workers grab crude spears and fish at J-1. They find 6 food.
2 workers forage at J-1 and find 4 food.
2 workers grab crude spears and fish at K-1. They find 6 food.
4 workers research writing.
Jotun Oligarchy2 workers, and 1 greenthumb with a Bountiful Basket harvest the Orchard at C4 and find 18 food.
3 workers forage for food at C3 and find 8 food.
3 workers begin research on Animal Husbandry.
1 New worker is made at the cost of 4 food.
Farsky gets 3 FP!
Mabel gets 2 FP!
1 Food is fed to the Tame Cobras.
Nagas gets 1 FP!
Dipnoi Republic3 Workers hunt in H6 with 3 Blowdarts and find 7 food.
4 Workers upgrade 4 Primitive Houses into 4 Fine Mud Houses.
Amastay gets 2 FP!
3 Workers research Primitive Barricades and the tech is complete.
3 food spent to make 1 worker.
Fed 2 Food to the Tame Giant Anaconda.
Nagas gets 1 FP!
Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 10 primitive
Resources:
9 workers
1 Greenthumb worker
32.5 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.")
Animal Husbandry, 3 of ? (Incomplete)
Notes:
Greenthumb workers get a bonus to building farms and orchards, and to farming and harvesting.
Dipnoi Republic
Tile: I6
Trait: Mud
Housing: 6 primitive, 4 fine mud (houses 11 total)
Resources:
11 workers
2 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, 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: 10 primitive
Resources:
9 workers
1 champion warrior
17 Food
6 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, 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.)
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:
7 workers
1 spear warrior
Goruk, legendary spear warrior
1 food
4 crude spears
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.)
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
13 food
5 crude tools
1 crude spear
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".)
Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
10 workers
16 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: 1 of ? (incomplete)
Writing: 5 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): 7 FP
Amastay (Construction): 14 FP
Blarg (Swamps): 5 FP
Mabel (Demihumans): 4 FP
Malvol (Slaughter): 12 FP
Farsky (Titans): 8 FP
Izzith (Magic): 18 FP
Disci (Discipline): 4 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.