Turn 9: Tales of Civilization: Divine Disaster Averted.By now it is known that
Gen'iak the wise Has a lot of FP. The death of the Tates made him decide to be a bit more proactive, so the same fate does not befall another tribe. Using 7 of his FP, he obliterates the Ice Sheet at B1, before shaping it anew into a temparate grasslands, and fills them with long-living fig trees.
Gilbert, in response to this, uses 6 FP to add three abundance modifiers to a tile. The Plants grow and grow, reaching deeper and deeper into the ice sheet, and cracks begin to form.
Dr.Bob meanwhile uses 3 FP to create a Forest at E4.
MonkeyLord is Furious, and tree leaves shudder in the wind.MonkeyLord, God of Growth: 4 FP > 1+1+5+2=13 > +5+3+1= 22 FP
Gilbert, God of Cats: 7 FP-6=1 > +1=2 > +5+3+1= 11 FP
Gen'iak the wise, God of Stupidity: 37 FP-7=30 > +3=33 > +5+3+1= 42 FP
Reelia, God of Knowledge: 4 FP > +5+5+1= 15 FP
Dr. Bob, God of Science: 12 FP-3=9 > +1+1=11 > +5+5+1= 22 FP
Hairfolk2 workers forage for food at A-5, finding 5 food.
MonkeyLord gains 1 FP2 workers forage for food at A-4, finding 7 food.
MonkeyLord gains 1 FP1 worker & the Mad Scientist research Stone Knapping, making strides with a breakthrough.
Dr. Bob, God of Science gains 1 FP from this unique idea, plus 1 FP from the breakthrough.1 worker researches... the Stupid Dance. They end up breaking a leg, literally. On the other hand,
Gen'iak the wise, God of Stupidity does gain 3 FP from this, if only from the sheer stupidity involved in injuring yourself.
No progress made.Promethia2 Primitive Spears are made for 2 Logistics.
3 workers make 3 primitive houses.
3 workers forage for food at C4 with 3 primitive foraging tools, bringing in 9 food. Also, one Primitive Foraging Tool was lost.
1 worker researches Fire.
No danger trigger1 new worker is born for 3 food.
Hests 6 Hests research Plant Breeding. They make another breakthrough.
See Story Section below.1 new worker is born for 3 food.
The Kitties1 worker prays to Gilbert.
Gilbert, God of Cats, gains 1 FP.
2 workers research Fire.
4 workers forage for food at A1.
See Story Section Below.The Lupine Jarldom1 workers researches Tool Use.
4 workers forage C3 for food. They find the Grasslands rather overgrown, and find much food there, bringing in 9 Food.
The Grasslands have evolved to the Overgrown Grasslands. MonkeyLord gains 5 FP, as well as 2 additional FP from the Jarldom's first foraging.
Tales of CivilizationHests
The Study of PlantsThe Poison Plants continue there spread, as the Hests are locked in discussion and study. Through effort, they make a breakthough, but realize they have far too much to learn still. They have managed to identify the Poison Plant's reproductive cycle. Of which it has none. New plants are born from the same tree and seed. They don't interact with pollen, nor produce it. The fruits simply drop to the ground and root where they fall, producing ever more, and poisoning the land around them. Eventually, it is predicted they will die out naturally. But the land will be a barren, poisonous place, where no plants can ever grow.
There are few things that can be done now. They've rooted too deep, and the tools they need to destroy it are not with them. At best, they can restrict their growth to an area, but by this point, it's expected to be too late to stop them from affecting the Land.
Due to reaching the 1/3 point in this tech, you've unlocked the ability to Interact with trees and plants. This usually only costs Logistics, but workers can also be assigned for more effective Interaction. The Logistics used determine how effective it will be.Example: 1 Logistics can be used as an Order to collect any Poison Tree Seeds you see lying on the ground. This will make workers in the area pick them up or note where they are, allowing you to prevent any more from growing outside the orchards of them by gathering them over the course of a turn. Thankfully, the seeds don't harm the skin, unlike the fruits.
Dr. Bob gains 5 FP. Reelia gains 5 FP If it were currently possible, MonkeyLord would lose FP from this. But it's not.The Kitties
Water, Food, and ObservationA great blessing falls down from the sky, bringing all sorts of things to root and grow in this ice sheet. Over the course of the days, The Kitties gather much, and are overjoyed. However, one humble researcher, who dedicated an entire Cycle to studying Wood Gathering, notices something. The plants grow, and their roots reach deep into the ice. Yet.. They also notice that cracks seem to be appearing in the ice. Informing their Tribesmembers of this, they succeed in convincing them, and The Kitties become cautious.
Low and behold, as time passes, an unequivocal change occurs as the plants continue to grow. The outer edges begin to die off in growth, while some begin growing even faster. Rather than move their foraging inward, they remain at home, content in their gains. This pays off, as entire sheets begin to collapse, sinking into the water. The cracks go so far as to come near their den, but stops just short of reaching it. The wind blows, and the Kitties get their first look at the water of the sea they've lived on for so long, the cliff stretching down the rocky ice to the shore.
The Kitties have successfully survived a Divine Disaster, brought about by overuse of a Blessing. Not only that, but they've thrived, collecting 24 Food! Beyond this, one of The Kitties have completed a Feat, and can be Named. They single-pawedily alerted the tribe and saved them from a watery grave brought about by greed.
The Tile has evolved to a Broken Ice Sea.
All Gods gain 5 FP. Furthermore, Gilbert, MonkeyLord, and Gen'iak the wise gain an additional 3 FP.The Lupine Jarldom
The Overgrown LandsThe Wolves of the Jarldom are new to civilization, but upon arriving at C-3, they find the grasses tall, and the food ripe for the taking. While there is much to gather here, it initially appears that no trails of anyone before can be found. It's as if barely anything has been taken, though wild animals can still be seen here and there. While being wolves is simple enough, the cost of intelligence is high for a new civilization. But the rewards are sweet.
Promethia- Aspect: Fire
2 Primitive Spears Made, 1 Primitive Foraging Tool lost.. +9 Food. -7 Food for Upkeep. -3 Food for +1 Worker.
Workers: 8
Food: 17
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: C-5, Newborn Rainforest
Tools:
3 Primitive Foraging Tools.
2 Primitive Spears
Research Pending Completion
Fire~-~… (3/?): Note, Dangerous to Research
Wood Gathering (2/?)
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.
[Tier 0]Primitive Spearmaking (5/5) You can now make Primitive Spears using 1 Logistics Actions. [Reduces Research Cost of First Tier Spearmaking by 3, and all other First Tier Tool Research by 1]
The Spear is one of the worlds first weapons, and made simply by bashing a branch against a stone or the ground to create a pointy end. While poor and easy to break in use, with enough force, it's easy to harm some creatures. Just don't go poking anything you shouldn't with them. Still doesn't cost a Worker action, and the other [First Tier Tool Research] reduction effect does not stack. Can be used immediately.
5+7 Food. -7 Food for Upkeep. 1 Worker injured due to stupidity. Huge Breakthrough and cost of tech learned.
Hairfolk- Aspect: !!SCIENCE!!
Workers: 5
Injured Workers: 1.
Mad Scientists: 1
Food: 11
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: A-5, Grassy Plains
Research Pending Completion
Trapmaking (1/??) [LOCKED] Can Technically be completed through Huge Breakthroughs, but at the moment, that's 11 more of them.
Basic Natural Weaving (5/??)
Stone Knapping: (3/??)
Stupid Dance: (0/??) A dance with a high chance of something going wrong. It's also quite stupid. While possible to research it, the prerequisites also aren't unlocked yet, so expect it to be fraught with trial and error. It's also impossible for Scientist types to research it. they're Mad, not stupid.
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.
[Tier 0]Primitive Spearmaking (5/5) You can now make Primitive Spears using 2 Logistics Actions. [Reduces Research Cost of First Tier Spearmaking by 3, and all other First Tier Tool Research by 1]
The Spear is one of the worlds first weapons, and made simply by bashing a branch against a stone or the ground to create a pointy end. While poor and easy to break in use, with enough force, it's easy to harm some creatures. Just don't go poking anything you shouldn't with them. Note, the rarity of trees means it costs 1 more Logistics to make than normal, but it still doesn't cost a worker action, technically.. Can be used immediately.
+24 Food! -8 Food for Upkeep. Divine Disaster Averted.
The Kitties- Aspect: CatsWorkers: 8
Food: 18
Logistics: 5
House Limit: 1/10
1 Den: (Holds 10)
Location: A-1, Ice Sheet
Evolved. Now a Broken Ice Sea. still has an Ice Sheet around it. No Foraging difference from before. Note the water is cold, but fresh.
Location is the white square, where your den is. Will be removed next spoiler update.
Research Pending Completion
Cats [Locked due to location]
Fire (3/?) [Unlocked]
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.
Wood Gathering (6/6) You can now gather Wood. Wood can be used in a variety of ways, and is a very basic building material. And needed for tools as well. Unlocks the [Gather Wood] Action.
-6 Food for Upkeep. -3 Food for +1 Worker
Hests, Aspect: Agriculture
Workers: 7
Food: 7
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: D-3, Lush Forest
Potential Issue: Toxic Fruit Running Wild: Due to a combination of factors, the Poisonous Fruit is spreading, out-performing Native Species due to a lack of natural counters. It's spread is slightly limited, as it can only drop to the ground, but that in itself is dangerous. Left alone, it could permanently change the Lush Forest for the worse.
The Hests' Agriculture Aspect has triggered, potentially leading into an increased research rate for certain techs to deal with the issue.
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/??)
Knowledge of the Land: (0/???) [LOCKED] Multiple Prerequisite Techs to Unlock. This Tech is a Capstone, and is unlikely to be researched anytime soon. It's Cost can be reduced in Various Ways, but not by much.
Forest Survival: (1/5)
Plant Breeding: (12/??) ["Interact" Action Unlocked]{See Story Section for explanation}
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.
Herbalism: The Ability to Gather Regents and Herbs for healing the Wounded and Sick. It Requires 5 Herbs to Heal the Sick, and 3 Regents to Heal the Wounded. When Gathering, declare which one to focus on.
+9 Food. -5 Food for Upkeep.
The Lupine Jarldom, Aspect: Viking[glow]
Workers: 5
Food: 17
Logistics: 5
House Limit: 6/10
{Primitive Houses will Auto-Complete each turn by 1 so long as Logistics remain.}
Primitive Houses: 5(holds 1 per house)
Location: C-2, Grasslands
Research Pending Completion
Warrior Initiative (0/??)
Tool Use (1/6) Cost known due to being linked to [Warrior Initiative].
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.
Normal Tiles
Ice Sheet, B-2, C-1
Boreal Forest, A-2
Grasslands, C-3, C-2
Grassy Plains, A-5
Forest, A-4, C-4, B-5
Newborn Rainforest, C-5
Rolling Hills, B-3
Swamp, D-5
Plains, E-3
Forest, E-5, E-4
Wetlands, D-4, E-2
Tundra, A-3
Jungle, B-4
B-1, Temparate Grasslands.
Modified Tiles
C-5, Trees. And More Rain on top of the Rain.
A-5, Grassy Plains. Mineral Deposits. Abundant Food. Man-Eating, Territorial, Red Plants.
C-3, Grasslands. Fertile Soil. It joins the Rain Tile Collective. Moved to Unique Tile Section.
A-4. Abundant Food.
B-4. Abundant Food.
B-5. Abundant Food.
A-1. Divine Disaster. Occurs when a Tile is modified too heavily from it's original form. In this case, the roots ended up growing and growing from divine power, until the entire tile began to break down. This causes a large section of it to sink into the waters below. Caused by applying 3 modifiers of increasing intensity to the tile. Moved to Divine Disasters History Spoiler in the OP.
B-1. Long-lived Fig Trees. Can be used to reduce food used during a turn by workers working here by 1 using 1 Logistics.
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. Lush. Poisonous Fruit, apparently heliotrope colored.(Invasive Species) Toxin/Poison resistant Rabbits.
Invasive Species: Due to the Combination of the Lush Modifier, and this plant's toxicity, it's starting to run wild. Normally, this alone wouldn't be an issue, but it finds fertile soil to grow in here as well. The Hests have to find a way to deal with them before Turn 10, and preferably earlier.
Overgrown Grasslands: Due to a number of factors, life has grown here beyond other tiles. The resources that can be found vary from the normal Grasslands, and the food that can be gathered is equivalent to a forest. It rains rather often here too. Beyond that, it's a lot harder to actually spot someone due to how high the grasses grow in places, so combat is not always assured when two tribes forage it. And when it is, it is often a quick and bloody affair. The Rain just makes this effect worse.
Broken Ice Sea: Thanks to the number of plant roots that grew, and another unknown factor, the tile ended up breaking. As a result, most of it fell down, sinking to the bottom of the Sea. This Freshwater Sea has places where rocky shores go down to meet it, though it's foraging capacity is no greater than an ordinary Ice Sheet. The Water is cold, so Fishing can be difficult as well. There are also other factors, that await their time to be unlocked by The Kitties. This Tile has a lot of promise, if you can access it.
Labyrinth of Ice: A small labyrinth in the ice sheet. Arrows point the way out. Not currently discovered. Out of the Way, if you're out here, you approach the very edge of the Fifth Axis. Currently Unreachable due to the Divine Disaster on the tile. Located atop Icy Cliffs, overlooking the Broken Ice Sea.
Pit of Oblivion: A strange purple-glowing Pit, going all the way to the center of the Fifth Axis. Slippery outcroppings surround it, so nothing can fall in by accident. Hidden Location due to the difficulty in finding it among the grasses.
The Big WALL: A magnificent wall raised high at B-5, it spreads from north to south. At night, you can see light coming from the top of it. Is unashamedly Spring Green, with Green reaching up at the very top. Despite all this, it may be possible to go around it with the right type of thinking. Looks to be made up of one solid piece from the side.
Grey Binding Casket: Requires a Named Individual to use. As Named Individuals have yet to appear, it's a bit useless for now. Currently Located at D-3.
This artifact is a burial receptacle made of some kind of holy stone. If this artifact is used to lay a mortal to rest, then the mistakes that specific mortal made in life cannot be repeated by anyone else on the tile upon which it is buried. The soul of that mortal will be trapped within the Gray Binding Casket for as long as it remains active. After being defiled, the casket will not work correctly a second time, but it may still have some kind of unpredictable effects.
Stump of the Mainstream: A unmovable object located near the north of B-5. Those who meditate upon it will forever be mediocre, unable to make great advancements. On the other hand, they won't ever screw up anything simple. It also restores mental acuity, removing Madness and other such mental effects. A second meditation leaves that person nearly brain-dead, capable of only the simplest actions.
This is the stump of a particularly large tree. Each turn, one mortal may spend their action meditating while sitting upon this stump. Doing this will purge any abnormal mental conditions affecting that mortal and make them resistant to such effects in the future, and the added clarity will reduce the odds of them screwing up simple tasks. However, this action will doom that mortal to a life of mediocrity; unable to accomplish great things barring other divine altercation. If a mortal meditates upon the stump more than once in their life, they will become like a zombie - unable to perform actions requiring high mental ability but also becoming very easy to manipulate.
Boots of Dryness: Allows the wearer to stay high and dry, walking across water and preventing them from getting wet in the rain. Speaking of, it seems to rain a lot for some reason.
Currently with the Hests at D-3.
The Totem of Growth amplifies the growth of edible plants by a factor of 4 in a 50 yard radius. The only way it can be moved is to place an egg from The White Ape where you wish it to be and say the following: Oh great creator of beasts and totem, may this area see more growth than all the others. After this ritual is complete the Totem of Growth teleports to the egg, destroying the egg in the process.
(Eggs are worth 1 food, and are a special resource that can only be used on the turn after it is collected at the moment.)
[Likewise, 2 Logistics are needed to transport it to another tile, as well as an additional egg. This can be done more slowly however. Once in another tile, another egg is needed to transport it to where you wish it to be.]
{Effectively, 1 egg transports it to the edge of a tile, then it is transported across that edge with another. Then one more to move it where you want, or to another edge of the tile. This Totem also resists movement by other forces.}
Currently at C-3, in the Crumbling Tribe area. Soon, it will be the only mark left of them.
The White Ape
A White Ape of some size. It eats the poison fruits, and lays eggs which can be collected. Territorial, requires gifts to allow collection. Laid back in the presence of the Hests. They're good People, taking such good care of the Forest.
Abilities: Unknown
Yay I suppose. Turn is up, feel free to point out any errors if you see them. This only took 2 & 1/2 hours, thankfully; because I had the rest of the turn ready. Just needed to sit down, and do rolls.
Also, congrats to The Kitties on having the first Named Tribemember. And effectively completely avoiding that disaster.