Turn 4, Science, Rebuilding, And Unlimited Power!!! Sort of.And the gods act once more, as power surges through some of them. Dr. Bob, you doing an experiment or something?Reelia uses her power to make it rain in C-5. This is a bit like applying a bandage after the wound has scared, but the river is back to normal. It's also quite humid. And rainy-ish. She also boosts the Plant Growth in D-3. It doesn't do much at the moment.
MonkeyLord, God of Growth, creates Rolling Hills at B-3. They're quite windy.
Gen'iak the wise, God of Stupidity, shows his wisdom, creating a Swamp at D-5.
Dr. Bob creates Mineral Deposits at A-5. Not that anyone can see them, they're buried.
Fifth Axis is confused, not that useful in the near future. Congrats on that.MonkeyLord, God of Growth: 7 FP-3=4. > +1+2=7 FP > 8 FP
Gilbert, God of Cats: 3 FP > +1=4 FP > 5 FP
Gen'iak the wise, God of Stupidity: 9 FP-3=0. > +2+1=9 FP > 10 FP
Reelia, God of Knowledge: 4 FP-2-2=0. > +1+5=6 FP > 7 FP
Dr. Bob, God of Science: 5 FP-2=3. > +2+5+5=15 FP > 16 FP
Hairfolk2 Workers offer Prayer to
Dr. Bob. +2 FP.
And 1 researches further the Mysteries of !!SCIENCE!!, and falls to Madness. But it is also Genius!
!!SCIENCE!! has been done, and 1 Worker becomes a Mad Scientist! See Completed Tech for the effects. Dr. Bob, God of Science, gains 5 FP from their first completed tech, and it's Science angles.
Gen'iak the wise Similarly gains 2 FP for it's silliness. There shall likely be Stupid Science in the future.
3 workers forage at A4, and find 4 Food.
Gen'iak the wise gains 1 FP from this act of ineptitude.
And lo, another child is born into the tribe.
No madness trigger, +1 FP to
MonkeyLordUnited Tates2 Workers Pray to
MonkeyLord for his gifts. +2 FP.
3 workers forage for food at C-2, bringing in 6 Food.
3 workers forage for food at C-4, bring in 9 Food.
PromethiaThe Forest falls to cinders, and the rain comes to wash away the smoke and fill the rivers once more. The Forest is left scarred, different for before. Yet in some ways, there is something new to it as well. Only time will tell what.4 workers take their time to erect 4 houses. It is very wet, but they do so.
2 workers forage for food. They manage to collect 5 Food.
1 worker Prays to Reelia
The Kitties1 Worker Prays to
Gilbert, God of Cats +1 FP.
The Wanderer continues to ponder Wood. The new area has these things called Trees.. +1 Research into Wood Gathering.
4 workers forage at A-2. They bring in 11 Food, enough to see them fed, and then some.
Hests In the Hests Tribe, there is much rejoicing by a couple of Tribe members. They quickly explain their theories, and the workers in charge of foraging listen, before eventually smiling.2 Workers finish Basic Nature Preservation, and share their Findings. The Hests can now forage twice in their Home Tile before Overforage effects begin to occur. In addition, a single turn not spent foraging there will recover the tile at a boosted rate.
Using this knowledge, 3 Workers bring in 7 food this cycle.
Rellia brings in 5 FP from this boost in Knowledge a Tribe has attained for themselves.Dr. Bob, God of Science, similarly brings in 5 FP for the First completed Tech for this Tribe, brought about through Study of the Land.The Hests likewise can Research certain Tech Trees now, related to the land around them in their Home Tile.
6 Food + 9 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.
4 Primitive Houses Built. +5 Food. -7 Food for Upkeep.
Promethia- Aspect: Fire
Workers: 7
Food: 3
Logistics: 5
House Limit: 7/10
Primitive Houses: 7(holds 1 per house)
Location: C-5, Forest?
Forest has been changed through a series of events to a Newborn Rainforest.
Unrest Report: Stable. Issues taken care of. Closing Report.
Research Pending Completion
Fire~-~… (2/?): Note, Dangerous to Research
Primitive Foraging Tools (3/5):
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.
+4 Food. -6 Food for Upkeep !!SCIENCE!! has been Achieved, Worker morphs to Mad Scientist. -3 Food for +1 Worker.
Hairfolk- Aspect: !!SCIENCE!!
Workers: 7
Sheet is morphed.
Workers: 6
Mad Scientists: 1
Food: 6
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: A-5, Grassy Plains
Research Pending Completion
!!Science!! (3/3) 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.
!!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.
+11 Food. -6 Food for Upkeep. +1 to Wood Gathering.
The Kitties- Aspect: Cats
Workers: 6
Food: 10
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 (2/?)
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.
+7 Food. -5 Food for Upkeep. +2 Basic Nature Preservation, Tech Complete, and Applied.
Hests, Aspect: Agriculture
Workers: 5
Food: 9
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: D-3, Forest
Research Pending Completion
Basic Nature Preservation: (6/6) 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.
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, D-3, A-4, C-4
Newborn Rainforest, C-5
Rolling Hills, B-3
Swamp, D-5
Modified Tiles
D-3, Forest. True Lake, has plants, fish. Plant Growth Modifier.
C-5, Forest. Heat added to increase Fire chance. Now a Dry Forest. Currently on Fire. Rain has turned it into a Newborn Rainforest.
A-5, Grassy Plains. Mineral Deposits.
Feel free to tell me if you spot an error.
Also, please remember to put your
colored and bolded name above your action. This means you Reelia.
Hests, you have 5 workers, not 6.