Turn 5. Event: End of the BeginningInto this World, Five Gods arrived. And into this world, 5 Tribes were born, in the Beginning.
Though they knew it not, there homes were lush with promise, the Original Tiles held more life than those to come after.
But now, the Time of the Beginning Wanes. The Fifth Axis Stabilizes. It Exists. And so, some of it's promise wanes with it.Bonus Food Chance from from Foraging in your Home Tile is gone. And so an End, and the true Beginning of this World comes.Rellia flounders about, creating a Forest, then sticking it at E-5.
MonkeyLord acts where Reelia does not, creating Plains at E-3. He further blesses C-3 and D-3 with Fertile Soil.
Dr. Bob, meanwhile, adds Abundant Food to A4 and A5.
MonkeyLord, God of Growth: 8 FP -3-2-2= 1 FP > +4+1+5+2= 13 > 14 FP
Gilbert, God of Cats: 5 FP > +1= 6 > 7 FP
Gen'iak the wise, God of Stupidity: 10 FP > +1+1+2= 14 > 15 FP
Reelia, God of Knowledge: 7 FP > +2= 9 > 10 FP
Dr. Bob, God of Science: 16 FP -2-2 = 12 FP > +2+2= 16 > 17 FP
PromethiaTime seems to pass by so quickly. Though they still recover, they can rest easy having enough housing. What isn't so easy is the change that comes, as food grows less abundant. In truth, they have yet to see what is considered normal up to this point.3 Workers Forage C-5, finding 5 Food.
Gen'iak the wise gains 1 FP from overforaging.
2 Workers Forage D-5, finding 3 Food.
Likewise, 2 workers finish the basic research of crafting Primitive Foraging Tools.
More data in Completed Tech area. Dr. Bob, God of Science, gains 2 FP from this. It's not quite a proper tech, but it will make further research easier.
It is now possible to craft Primitive Foraging Tools, but they don't grant much of a bonus, if any at all. Can also be used as weapons, ala stick/rock to the head. Costs 1 Logistics Action for each Made, but doesn't use up a Worker Action, and can be used immediately by a Worker. They have a habit of being lost/broken though.United TatesFor the United Tates, time stands still. They barely even notice the Food growing Scarcer in their home tile, lost in fervent prayer. And yet, that isn't as much an issue as it could be, for MonkeyLord listens.4 workers pray to
MonkeyLord. +4 FP
3 workers forage for food at B-3, bringing in 8 Food.
1 worker researches Shrine, but gets lost in Prayer to
MonkeyLord. +1 FP.
Shrine Techs Required not met. Techs required to Research said Techs not met. Techs associated to meet those Tech Requirements not met. Point being, you're a long way off from a Shrine.Hests It probably doesn't need to be noted, but it's still remarkable how far the Hests have come so far. From a goddess that ignores the creation of tiles to help, to the Modifiers placed, to their own achievements. For though the World seeks for the Beginning to End, the Hests say No, and fight back against that End. Against all odds, they've managed to maintain their Home's Lush appearance.The Forest has Evolved into a Lush Forest! It's filled with life, and has higher Collection Caps than most other forests. It also can't be created by Gods, and is Unique. MonkeyLord gains 5 FP from this Miraculous Event!1 Worker Researches Agriculture. They end up failing.
Tech Requirements not met.1 Worker Researches Irrigation. They, along with the other researcher, find that tools might help them, though aren't sure how. +1 to Irrigation Research. Insight into New Techs to Research to reduce Irrigation's Cost, Digging Tools, Study of the Land.
1 Worker Researches Herbalism. It goes fairly normally.
2 Pray to
MonkeyLord. +2 FP.
HairfolkAnd lo, in the Days of !!SCIENCE!!, wisdom was found. The Triplets hunt, and the Elder notices the change occurring. And the Tinkerer and the mad child sought their own way to preserve the Tribe.3 workers forage for food in A-4, bringing in 7 Food. They also bring in 1 additional food.
2 workers forage for food in A-5, bringing in 4 Food. They also bring in 2 additional food.
2 Research Herdkeeping.
Stupid Science begins.The KittiesTime passes, as it does, And on the Sheet of Ice, the original energy faded. Still, The Kitties showed restraint, and continued their prayers, working together.1 worker prays to
Gilbert. +1 FP.
1 worker researches Wood Gathering.
4 workers forage for food at A1, finding 4 Food.
Someone would gain FP for this, if it wasn't actually a Wise move.. They still do though. + 1 FP to
Gen'iak the wise, since the fourth kinda failed to bring in anything. Live and Learn.
For your viewing pleasure, the Antics of the Tinkerer and the Mad ChildNo Trigger for learning Cost. Trigger for Huge Breakthrough!Lo, in the ancient times of the Beginning, when food grew scarce, Ammak spoke of his dream with Tarchik the Tinkerer. And so madness began, a great hunt for knowledge. They took what to them seemed the height of toolcraft, and sought the Wilderbeasts. Of majestic zebra, the humble jackrabbit, the hunter hawk, they sought to tame. Of the Deer, they fled their charge. Of the Rabbit, they failed to catch. Of the Hawk, they could only observe. And so they learned, and failed. They tried, and failed. But it gave them new insights, into how to tame them, how to hunt, how to survive.
Any Research made by the Mad Scientist, Tarchik the Tinkerer, that can theoretically be used to tame or hunt has +1 to it's completion next turn. No Research Progress acquired this turn. Tech Requirements not yet met.Gen'iak the wise, God of Stupidity,
Reelia, God of Knowledge, &
Dr. Bob, God of Science, all gain 2 FP.
+8 Food. -8 Food for Upkeep.
United Tates- Aspect: Potato
Workers: 8
Food: 9
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: C-3, Grasslands
Research Pending Completion
Root Research (0/?)
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
+8 Food. -7 Food for Upkeep. Primitive Foraging Tools Complete!
Promethia- Aspect: Fire
Workers: 7
Food: 4
Logistics: 5
House Limit: 7/10
Primitive Houses: 7(holds 1 per house)
Location: C-5, Newborn Rainforest
Research Pending Completion
Fire~-~… (2/?): Note, Dangerous to Research
Primitive Foraging Tools (5/5): COMPLETE
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
[Tier 0]Primitive Foraging Tools (5/5) You can now make Primitive Foraging Tools using a Logistics Action. They're pretty poor. You do know the basics of actually making Simple Tools now though. You just need Wood. [Reduces Research Cost of First Tier Foraging Tools by 3, and all other First Tier Tool Research by 1]
Can be used for combat, which is fine when the opponent doesn't actually have any form of combat ability. Doesn't Cost a Worker Action to make, but they tend to get lost. Can be used immediately.
7 Food(+1 Food) + 4 Food(+2 Food). -6 Food for Upkeep.
Hairfolk- Aspect: !!SCIENCE!!
Workers: 6
Mad Scientists: 1
Food: 14
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: A-5, Grassy Plains
Research Pending Completion
None.
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
!!Science!! (3/3): On completion, one of your workers becomes a Mad Scientist. Mad Scientists are bad at everything except Research, and have a chance of learning the cost of the tech they are researching, and a small chance of making a Huge Breakthrough in a tech they are researching, the breakthrough being equal to the number of Scientist types that are researching that topic that turn.(1 Huge Breakthrough per group) Mad Scientists have a very low chance of being born instead of a regular worker.
+4 Food. -6 Food for Upkeep. +1 to Wood Gathering.
The Kitties- Aspect: Cats
Workers: 6
Food: 8
Logistics: 5
House Limit: 1/10
1 Den: (Holds 10)
Location: A-1, Ice Sheet
Research Pending Completion
Cats [Locked due to location]
Fire (1/?) [Locked, Complete Requisite Tech to continue Research]
Wood Gathering (3/6)
Techs
Basic Warmth (0/0) Start with 1 Den instead of 10 Primitive Houses. The Kitties recover from Hypothermia in less that 1 turn, outside of rainy or particularly cold days. The Den can Hold 10 workers. New Dens require other Techs, but the Den can't be destroyed easily. Remember that Dens can only hold 10, any more are in danger of dying outside.
-5 Food for Upkeep.
Hests, Aspect: Agriculture
Workers: 5
Food: 4
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: D-3, ?Forest
Evolved to Lush Forest!
Research Pending Completion
Irrigation: (1/??) Irrigation has a lot of uses. From allowing your farms to grow crops with less work, to making sure you don't end up sick, or preventing flooding from destroying your homes. It is a Major Project though, and barely able to be done currently. The only reason you can even try is due to your current ideas about Nature. Even with a better base, it's still very hard to do. It would unlock the ability to research Agriculture though.. That faces the same issues, as you need a better base to attempt it.
Digging Tools: [Tier 0 or Tier 1?] (0/?)
Study of the Land: (0/??)
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
Basic Nature Preservation: The Overforage effect on your Home Tile takes 1 turn more to start, giving you 2 turns of foraging in that tile before the effects begin to occur. This also boosts recovery from overforaging, meaning it takes 1 turn to recover from two forage actions on that tile.
This also unlocks potential new Tech Trees, and reduces the cost of some others, if they relate to your Home Tile.
Normal Tiles
Ice Sheet, A-1
Boreal Forest, A-2
Grasslands, C-3, C-2
Grassy Plains, A-5
Forest, A-4, C-4
Newborn Rainforest, C-5
Rolling Hills, B-3
Swamp, D-5
Plains, E-3
Forest, E-5.
Modified Tiles
D-3, Lush Forest. True Lake, has plants, fish. Plant Growth Modifier. Fertile Soil. [Moving to another list]
C-5, Removed from list. Modifiers removed.
A-5, Grassy Plains. Mineral Deposits.
C-3, Grasslands. Fertile Soil.
Lush Forest: A forest that by the actions of the gods, and mostly by the actions of Mortals, is filled with an abundant Growth beyond that of other forests. Certain Collection Caps are higher. A holdover from the Origin of the World.
Lush Forest Modifiers currently in effect: Fertile Soil. True Lake.
Feel free to tell me if you spot an error.
Meanwhile, stuff may happen. Yay~
First Event Threshold has passed. So, GM notes.
United Tates: Not in the best of spots, they've got the tiles, but not the ability to feed themselves, nor any research. They likely have MonkeyLord's attention though. Rank is 4th.
Promethia: Small in number, having overforaged their home tile, they need to forage in the tile north of them. Swamps aren't the best for food without anything else either. They do have a tech that can help them, but they may end up losing someone anyway. 5th.
Hairfolk: Abundant Food won't last forever, but they are in the right place to secure a future. They can go any way really. 3rd.
The Kitties: In a very good position right now, and only need one more tile to secure a future. In my opinion,
which is a bit biased, They should be able to survive fairly easily till the next Event. 1st Place Survival.
Hests: Bit iffy on them. They're next to the United Tates, so that can become an issue if they try to take a bunker approach. But they're also the most advanced tech-wise, with only The Kitties tied with them there later on this Cycle. The Lush Forest and their own Tech is a huge boon, but it can also become a Bane should they be unable to take care of it. I'll have to place them 2nd for survival. The Kitties barely edge them out with their spare food and isolation.