Turn 6: Invasion of Poison Fruits, Contemplation, and the United Tates finally start Root Research.Reelia Finally creates a tile next to the Hests, the Wetlands at D-4. She also creates a Wetland at E-2, and brings Lush
er Growth to D-3. She also kinda ignores Promethia, at the moment.
Gen'iak the wise, God of Stupidity, decides to add a few idiot hazards to 4 tiles.
See Below in Tile Section. In other news, things happen.
Gilbert, God of Cats, connects the world together, with a tile no-one can currently reach. A Tundra is created at A-3.
Dr. Bob Creates a Forest at B-5, creating another potential avenue of fighting for Promethia. Likewise, he creates the first Jungle in the Fifth Axis at B-4.
MonkeyLord, God of Growth, doesn't feel the need to do anything, though does complain about
Reelia.
MonkeyLord, God of Growth: 14 FP > +1+1+2+1+4= 23 > 24 FP
Gilbert, God of Cats: 7 FP-3=4 > +2+1= 7 > 8 FP
Gen'iak the wise, God of Stupidity: 15 FP-8=7 > +2+1+1+2= 13 > 14 FP
Reelia, God of Knowledge: 10 FP-8=2> 6 > +1= 7 > 8 FP
Dr. Bob, God of Science: 17 FP-6=11 > +1= 12 > 13 FP
Promethia2 Logistics are used to make 2 Primitive Foraging Tools.
3 workers forage at C4 with 2 Primitive Foraging Tools. They bring back 7 food.
3 workers forage at D5. Through diligent effort, they bring in 3 food.
1 worker prays to
Reelia. +1 FP.
In other news, someone loses their Primitive Foraging Tool in the underbrush. The other keeps tight hold of their's though. Gen'iak the wise gains 2 FP.
Hests In the Lush times, Reelia visits to grant additional Lushness to the forest. The trees grow ever more, as does an intruder to the forest.3 Workers Forage on D3, gathering 6 food. They also find a strange new thing growing in their forest at a rapid-ish rate.
1 Worker Prays to
MonkeyLord. +1 FP.
1 Worker Researches Knowledge of the Land. This doesn't exactly go according to plan due to a mix-up, and they decide to research a prerequisite tech for it, Herbalism.
3 Food is spent to create another worker.
MonkeyLord gains 1 FP.
The Kitties1 worker prays to
Gilbert. +1 FP.
1 worker researches Wood Gathering.
4 workers forage for Food at A2. Things seem to have gone routinely, as they bring in the exact same amount as last time, 11 Food.
Gilbert, God of Cats, and
MonkeyLord, God of Growth, both bring in 2 FP from this event.
1 new worker is born for 3 food.
Gilbert, God of Cats, and
MonkeyLord, God of Growth, gain 1 FP from this event.
Hairfolk3 Workers Forage at A-4, managing to collect 4 food. They also bring back 3 food from the Abundance that can be reached.
Gen'iak the wise watches, gaining 1 FP.
1 Mad Scientist and 2 Workers research Trapmaking.
Stupid Science begins again.1 Worker contemplates Science. !!SCIENCE!! is already completed.
Gen'iak the wise and
Dr. Bob gain 1 FP.
United Tates4 workers pray fervently to
MonkeyLord. +4 FP.
2 workers forage for food at C-3, bringing in 5 Food.
2 workers research Root Research. It's fairly simple for them.
1 new worker is born for 3 food. This is somewhat regular by now.
In those days did Ammak retire to better contemplate Science. As the Mad Tinkerer drew in two others in her research.No Trigger for learning Cost. No Trigger for Huge Breakthrough.
And so the Mad plotted, and so they also saw the new plant feast upon a few of the unwary animals. But lo, did they fail to come to a realization. But for 1 who thought that in order to trap them required trickery. But the Mad Scientist ignored them in her madness.+1 to Trapmaking. Basic Natural Weaving Prerequisite Tech found, no other research progress.
Gen'iak the wise gains 2 FP.
+5 Food. -8 Food for Upkeep. -3 Food for +1 Worker.
United Tates- Aspect: Potato
Workers: 9
Food: 3
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: C-3, Grasslands
Research Pending Completion
Root Research (2/4)
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.
7 Food+3 Food. -7 Food for Upkeep. 2 Primitive Foraging Tools Made, 1 lost.
Promethia- Aspect: Fire
Workers: 7
Food: 7
Logistics: 5
House Limit: 7/10
Primitive Houses: 7(holds 1 per house)
Location: C-5, Newborn Rainforest
New Section: Tools:
1 Primitive Foraging Tool.
Research Pending Completion
Fire~-~… (2/?): Note, Dangerous to Research
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.
4 Food(+3 Food). -6 Food for Upkeep.
Hairfolk- Aspect: !!SCIENCE!!
Workers: 6
Mad Scientists: 1
Food: 15
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 (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.
!!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. -3 Food for +1 Worker. +1 to Wood Gathering.
The Kitties- Aspect: Cats
Workers: 7
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 (4/6)
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.
+6 Food. -5 Food for Upkeep. -3 Food for +1 Worker.
Hests, Aspect: Agriculture
Workers: 6
Food: 2
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/?)
Herbalism: (2/5)
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. As a Bonus, pick 1 God next turn, and they will receive +5 FP.
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, B-5
Newborn Rainforest, C-5
Rolling Hills, B-3
Swamp, D-5
Plains, E-3
Forest, E-5
Wetlands, D-4, E-2
Tundra, A-3
Jungle, B-4
Modified Tiles
C-5, Removed from list. Modifiers removed.
A-5, Grassy Plains. Mineral Deposits. Abundant Food. Man-Eating, Territorial, Red Plants.
C-3, Grasslands. Fertile Soil.
A-4. Abundant Food.
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)
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.
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.
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.
Feel free to tell me if you spot an error.