Turn 3Remember, items have no effect unless you specifically state so in an action using them. I don't want bitching about items not being used because they weren't mentioned in a civilization action, so please mention any tools you plan on using.
God actions:
Sisslak creates a desert in the center of the map.
Blarg creates a mangrove forest near his swamp. Of course it HAS to be something I can't draw to save my own life.
Na expands the rainforest to the west.
Clak Clonk and
Felius rest.
Civilization actions:
The Arclings1 worker forages the northeast of the Skull Island Nose, gathering 2 food.
Another worker forages the north of the Skull Island Nose, bringing back 1 food.
Three workers research toolmaking, granting 3 + 1 (Technology) research, plus 6 extra research points just so that the first turn wasn't wasted for
The Arclings, going past the 8 point requirement.
The Pakii3 workers forage the nearby grasslands for food, bringing back 5 food.
2 workers research something that forced the GM to google something just to find out what the fuck the research topic is, and get 2 + 1 (Seafaring) RP in Dugout Canoes.
1 new worker is born.
Clak Clonk (Clockwork): 3FP
Na (Growth): 1FP
Felius (Cats): 2FP
Blarg (Wetlands): 1 FP
Sisslak (Drylands): 2 FP
The Arclings (Technology (50% chance to get an extra research point per researcher))
Location: Skull Island Nose
5 Civilians
3 Food (3 generic)
Food upkeep: 5/turn
Tech:
Toolmaking (8/8) Allows construction of primitive tools for one labor. Primitive tools improve various actions for a bit, and cost 1 labor to make.
The Pakii (Seafaring (Much better at fishing, making and using aquatic vehicles, and other sea necessities))
Location: North Pakii Island
6 Civilians
7 food (7 generic)
Food upkeep: 6/turn
Tech:
Dugout Canoes (2/?)