Ice-reach
Karya & Nis- workers
7 primitive houses
4 food{- collected, 2 eaten}
Gear Section
2 Primitive Tools
Tech Section
Simple Magic: 4/4 Complete! Magic Section for Ice-reach moved to it's own Lists.
Primitive Tool Making: 6/6- You can now create Primitive Tools. Primitive Tools require 1 labor and no resources to create. They offer a small bonus to foraging for food, regents, and materials. To use them, simply type "#1 Worker using #1 crude tool [Action] at [Tile]".
Living off the Ice: -/? ~{Cannot be researched currently, requires 5 regular workers,
}
Pusillanimous Summation
8 workers
8 primitive houses
12 food{7 collected, 8 eaten}
Tech Section
Mad Strain: 3/3- Upon completion of this tech, 1 worker becomes a Mad Genius. Mad Geniuses are bad at everything except research, and have a 1d3 chance of making a breakthrough in unconventional research. 1d10 chance of a worker being born a Mad Genius. Opens up new research topics.
Pottery:: 9/10
Herbalism: 6/6 Complete!- You can now forage for Regents. 3 Regents can be used to heal 1 worker, allowing them to work for that turn. Grants a minuscule bonus to foraging in plant heavy tiles.
Iron Claws
7 workers
7 primitive houses
13 food{8 collected, 7 eaten}
Gear Section
2 Primitive Tools
Tech Section
Metallic Ingenuity: 10/10 Complete!- You can now build Metallic Tools. You can build a Metallic Tool by Foraging for Ore Parts, then using an Ore Parts, as well as 1 Wood OR 1 Stone plus 1 Binding Regent to build it. Ore Parts must be found individually. Example: Spear Ore Parts. Axe Ore Parts. Knife Ore Parts.
Boosts research involving Metals and Ores by 1. Can now forage for Ore Parts. Can now forage for Binding Regents.
Primitive Tool Making: 6/6 -You can now create Primitive Tools. Primitive Tools require 1 labor and no resources to create. They offer a small bonus to foraging for food, regents, and materials. To use them, simply type "#1 Worker using #1 crude tool [Action] at [Tile]".
Mining- 1/?
Stone- 4/6
The Stonejaws
5 workers
5 primitive houses
7 food{8 collected, 5 eaten}
Unrest Report
Unrest is now decreasing at 1 per turn. Reason- Sufficient Housing
Unrest Total 0/100
Unrest Report Ended.
Tech Section
Geophagia: 7/7 -You now have a 10% chance of consuming 1 less food, for each worker you have. This means that with 10 workers, you have a 100 percent chance of consuming 1 less food. At 11, 10% chance of consuming 2 less food. 20 workers means you consume 2 less food.
Geology: 0/?
Shashame Tribe
6 workers{1 not at home}
4 primitive houses{1 built this turn}
11 food{5 gathered,
7 6 eaten}
Unrest Report
+4 Unrest. Total 14/100
The Tribe is restless.
Item Section
Strange Rock? From B1.
Tech Section
Agile Movement: 5/? {-}
Wetland Survival: Stalled. Requires 3 different Survival Techs of the Wetland Category.
Mangrove Survival: 6/6 -Having gained and compiled knowledge of the Mangroves, you now gain a small bonus to foraging and fighting actions in that tile type.
Swampland Survival: 1/?
Building Materials: 1/?
The Garrison
5 workers
10 primitive houses
12 food{7 gathered, 5 eaten}
Tech Section
Passing of Seasons- 1/?