Ice-reach
Karya & Nis- workers
7 primitive houses
2 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. New Spell Zap Added.
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
10 food{6 collected, 8 eaten}
4 Regents{4 Gathered this turn}
1 Base Clay
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: 10/10 Complete? I, the GM, have little idea why you'd want this, but you researched it. Large or Small, Pottery requires you mix water, mud and sand together to form the base, then shape the thing and bake it. This requires a form of fire, which you don't have. Or the Sun-baked sands themselves to bake the Pottery. Small Pottery can hold 2 Food or enough Water for a trip to a tile 1 space further than you can normally travel. It takes two turns to make such a trip however, and is fraught with peril. You need a Pottery with Food and Pottery with Water for a worker to travel.
Small Pottery requires 1 Base Clay, and holds 2 food or enough water for 1 worker.
Big Pottery requires 2 Base Clay, and holds 4 food or enough water for 2 people.
Travel Pottery requires 3 Base Clay, and holds 6 food or enough water for 3 people.
I have no idea what you're going to do with this besides that, but I guess that's why you're the Mad ones. It takes 1 turn and labor to form Base Clay, and 1 Sunny turn to bake it in the sands. Big Pottery requires 2 Labor and Travel Pottery 3. Small requires 1 Labor.
Herbalism: 6/6 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
11 food{5 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- 4/6
Stone- 6/6 Complete! You can now collect Stone. Stone can be collected by either Foraging or Mining it with crude tools. You use this action by "# Workers Mine for Stone with 'Tools' at J2/Forage for Stone at 'Tile Name'"
Being on a rocky mountain, Stone will always be in some abundance, so long as you mine the stuff.
The Stonejaws
5 workers
5 primitive houses
16 food{9 collected, 4 eaten[Geographia triggered}
2 Sea Turtles to either release into your lake or use for food next turn.
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}
10 primitive houses{6 built this turn}
5 food{- gathered, 6 eaten}
Unrest Report
Unrest is now decreasing at 1 per turn. Reason- Sufficient Housing
Total 13/100
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
13 food{6 gathered, 5 eaten}
Tech Section
Passing of Seasons- 4/?