Turn 15 - The Stone Age - Year of the Dragon
Noteworthy tiles:
Artifacts:
Creatures:
D4: A pack of tame cobras
E3: Aggressive Dire Wolves
E4: Abundant Egg-Laying Harmless Snakes
H3: Spudwolf
H7: Aggressive Swamp Pygmies
I4: Herd of firebreathing carnivorous horses
I6: Tame Giant Anaconda
G7: Talking Tool-using Farming Swamp Zebras
Divine Projects:
Arena Mode Result:The Champion of The People could see the Colossus as he neared his destination from quite far away. As he got closer, he wondered at the absurdity of being ordered to fight
that. For the Colossus was like a mountain of stone that stood on two legs.
He felt numb. He did not even want to be the Champion. He was perfectly content to spend his days in anonymity foraging or researching. He didn't understand why he had to be chosen by Amastay.
There is no way I can defeat that thing, he thought, as the size of the Demihuman Colossus became apparent. And as he approached, the ground suddenly lurched. For the bewildering moment before he realized that it was an earthquake, he felt confused despair. When the shaking stopped, he could see that the Colossus still stood there waiting for him, unfazed.
But then there was suddenly a reassuring breeze. For some reason his thinking became more clear, as if the breeze had dispersed his dark thoughts. He found that he felt more bold and determined as he hefted the strange hammer with the blue haft. He approached, and as he got close enough, he charged.
The Colossus seemed to take some time to come to life. By the time the Colossus began moving, taking hold of the giant stone sword slung on its back, the Champion had already closed the distance, and was running between its legs. The Champion swung !*Rehield*! at a leg as he passed underneath, and there was an otherworldly metallic clang as the hammer bit out a chunk, leaving a red-hot smoldering gash. The clang was strangely persistent in the air as the Champion turned for another pass.
By now, the Colossus was moving with surprising speed, considering its size; but the Champion dashed between its legs again, and !*Rehield*! bit out a chunk of the other leg.
The Champion now circled again, and observed the speed with which the Colossus swept the giant stone sword. With a split-second thought, Champion calculated that if he timed it right, he could duck the swing, dodge towards the Colossus, and be in position to take out a kneecap. But right before the moment to duck came, there was suddenly another lurching of the ground, this time
violently. Surprised, the Champion stumbled toward the Colossus, out of the path of the stone blade, but into the path of the stone hands holding the blade. The Champion was struck by the massive stone hands, sending him flying a good 20 meters.
The earth was still violently shaking as he hit the ground. Luckily, even the Colossus had trouble keeping its footing, giving him some time to recompose himself.
His left side was in immense pain from broken ribs, and his left arm wouldn't move and was numb. He realized that he had lost hold of !*Rehield*!, but couldn't spare a moment to look around for it, since he had to roll quickly to the right to avoid a massive stone fist intent on crushing him. After rolling, he sprang to his feet and looked around wildly, and saw a blue glint a ways away on the other side of the Colossus.
He sprinted towards the glint, and dodged, and ducked another swing of the giant sword. He made it to the hammer, picked it up, spun and heaved it at the head of the Colossus as it was off balance at the end of the swing. The hammer, luckily, went hammer-side first into the side of the head of the Colossus. The hammer came out the other side of its head, leaving a large crater. The Colossus stumbled, and the massive head cracked and then split in half, one half falling to the front, the other half falling to the rear. The stone sword dropped to the ground, and the body fell and ceased moving.
Result: Champion of the People was victorious, but injured!
Blarg bet 1 FP on the Colossus and lost!
Nagas bet 2 FP on the Colossus and lost!
Malvol was intrigued by the battle! (Even though it wasn't exactly a "slaughter") He gains 1 FP!
The Champion Warrior absorbs the power of the Demihuman Colossus!
Farsky likes this! He gains 3 FP!
Mabel is excited! She gains 3 FP!
Izzith enjoyed observing the magic hammer in action! He gains 3 FP!
Disci was impressed by the discipline the Champion displayed! She gains 3 FP!
Other Game Events:
The Zebras at G7 worship
Blarg! The Swamp god gains 1 FP!
The Dragon of the Underworld has fallen asleep and is snoring! This is causing violent tremors throughout the land!Godly actions of note:
Amastay gives 1 FP to
Mabel and 1 FP to
Nagas.
Holo, goddess of the Harvest, arises! She creates a plains at D2!
Mabel creates the artifact "Masterful Fishing Net" at F6 for 5 FP!
Izzith creates a Verdant Magical Forest at I4, for 5 FP!
Blarg hangs with the Zebras.
For 3 FP,
Disci Zaps a Cait Sith worker, causing it to morph into a writer!
For 5 FP,
Nagas upgrades the ocean at F6 into the Sea of Serpents!
Civilization actions:
Dipnoi Republic6 Workers build a Mud Barricade in I6.
Amastay gets 3 FP!
5 Workers hunt in J5 with 5 Blowdarts. They attempt to bring the Anaconda along, but it isn't trained. They are ambushed by black wolves! 1 worker is killed and 1 is injured!
Malvol gets 3 FP! They find 17 food!
2 Food is fed to the Tame Giant Anaconda.
Nagas gets 1 FP!
The earth trembles! The Mud Barricade is damaged by 2 points! 2 primitive and 1 fine mud houses collapse!The Merfolk Council.2 workers attempt to fish but can't because they have no spears. They instead forage for 5 food.
2 workers research Coral Farming.
1 worker prays to Mabel.
6 food is spent to make 2 workers.
Mabel gets 2 FP!
The underwater settlement is mostly undamaged by the earthquakes.Cait Sith4 workers become apprentices.
Disci gets 4 FP!
Izzith gets 4 FP!
2 workers will pick up their spears and fish at J-1 and find 7 food.
2 more pick up their spears to fish at K-1 and find 6 food.
Izzith gets 1 FP!
2 workers research early philosophy.
2 houses collapse!The People3 workers research Woodcutting.
2 workers research Wonder Construction and the tech is complete!
Amastay gets 1 FP!
2 workers make 2 crude spears.
2 workers hunt at H4 with 2 crude spears and find 7 food.
Champion worker takes !*Rehield*! and goes to fight the demihuman colossus at H5. The Champion is victorious!
The Champion is now legendary and can be named! However, the Champion is injured!
Your settlement was raided by the Xekarni! 2 workers are lost! You lost 10 food and 2 crude tools!The massive earthquake destroys 2 houses!Orassan Empire3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 13 food.
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers research Woodcutting.
2 workers make primitive spears.
1 worker grabs a spear before fishing with it at B3 and finds 3 food.
2 houses collapse in the earthquakes!Jotun Oligarchy2 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" harvest the Orchard at C4 and find 20 food.
Holo gets 3 FP!
2 workers forage for food at E4 and find 5 food. The ruins have nothing of value.
3 workers forage for food at C3 and find 5 food and 3 bloodberries! The Bushes of Empowerment are depleted.
2 workers work on upgrading Primitive Buildings into Giant Primitive Buildings at D4 and 3 houses are upgraded.
Amastay gets 2 FP!
1 workers research Animal Husbandry.
1 New worker is made at the cost of 4 food.
Farsky gets 2 FP!
Mabel gets 1 FP!
1 Food is fed to the Tame Cobras.
Nagas gets 1 FP
The orchard at C4 is damaged by 3 points! 1 Primitive House collapses!The XekarniGoruk (armed with a poisoned crude spear), 2 spear warriors and 1 slightly snake-like worker (armed with 3 crude spears) raid The People for food at H4. The party catches the People off guard! Their Champion is elsewhere! The raiding party kills 2 workers of The People!
Malvol gets 6 FP!!! They steal 2 crude tools and 10 food! The poisoned spear is no longer poisoned.
1 slightly snake-like worker trains to become a spear warrior.
Disci gains 2 FP!
2 workers craft 2 crude spears.
2 workers forage for food at J6 and find 5 food.
3 houses collapse!Civilization status:
The Jotun Oligarchy
Tile: D4
Trait: Giants
Housing: 3 primitive, 6 giant primitive (houses 12 total)
Resources:
11 workers
1 Greenthumb worker
39 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.)
Notes:
Greenthumb workers get a bonus to building farms and orchards, and to farming and harvesting.
"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: 4 primitive, 3 fine mud (houses 7.75 total)
Resources:
10 workers (1 injured)
5 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, 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: 8 primitive
Resources:
7 workers
1 "namepending", Legendary Champion Warrior (injured, absorbed Demihuman Colossus power)
3 Food
4 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, 1 of ? (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: 7 primitive
Resources:
2 workers
3 slightly snake-like workers
1 spear warriors
2 slightly snake-like spear warrior
Goruk, legendary spear warrior (slightly snake-like)
16 food
6 crude spears
2 crude tools
3 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
6 cat-like demihuman workers
20 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, 4 of 6 (incomplete)
Cait Sith
Tile: K1
Trait: Magic
Housing: 8 primitive
Resources:
5 workers
4 apprentices
1 writer
19 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, 3 of ? (incomplete)
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.)
The Merfolk Council.
Tile: F6
Trait: Merpeople
Housing: 10 primitive
Resources:
7 workers
6 food
Technologies:
Water Dominion, 1 of ? (incomplete)
Coral Farming, 2 of ? (incomplete)
Godly status:
Nagas (Snakes): 3 FP
Amastay (Construction): 7 FP
Blarg (Swamps): 4 FP
Mabel (Demihumans): 15 FP
Malvol (Slaughter): 16 FP
Farsky (Titans): 12 FP
Izzith (Magic): 17 FP
Disci (Discipline): 10 FP
Holo (Harvest): 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.