Turn 7: Day of Bloodshed, & 0 Food for the United TatesReelia spends 2 FP to make some trees at C-5. They also make rabbits at D-3 that can eat the poisonous fruits. 4 FP is then spent on making it rain at C-5 and C-3
Gen'iak the wise, God of Stupidity, flexes his immense power to make two 7 FP Artifacts. Being a part of his Aspect, their cost is reduced. They'd normally be 12 and 10 FP respectively.
Artifact Spoiler created, see below.Gilbert, God of Cats, makes more Ice Sheets.
Dr. Bob spends some FP to add Abundant Food to B4 and B5.
This won't come back to bite any Civs at all, will it?MonkeyLord, God of Growth, spends his massive FP to create an ape beast which can only eat the poisonous fruit, and occasionally lays eggs from them.
A Divine Beast has been created! See OP. Spoiler Added.MonkeyLord, God of Growth: 24 FP-20=4 > +5=9+1 > 10 FP
Gilbert, God of Cats: 8 FP-6=2 > +1=3+1 > 3 FP
Gen'iak the wise, God of Stupidity: 14 FP-14=0 > 1+5+3+4=13+1 > 14 FP
Reelia, God of Knowledge: 8 FP-8=0 > +5= 5+1 > 6 FP
Dr. Bob, God of Science: 13 FP-4=9 > 1+5+1=16+1 > 17 FP
Hests In this time, the forest grew, and what should appear but rabbits and a strange beast that ate of the poison fruits carefully. Though this did not solve the issue of the seeds, it did reduce their growth slightly, though spread it further afield.2 workers forage E-3, finding 6 food!
2 Workers forage the Wetlands at D-4. They find transversing the water difficult and wet, and deceptively deep. 1 worker nearly drowns, and they stick to the edges, where food is somewhat scarcer. They bring in 3 Food, and
Gen'iak enjoys the spectacle, gaining 1 FP.
Of another Note, the 2 researching make amazing strides, not only completing Herbalism Research, but also making strides into Forest Survival.
Dr. Bob Gains 1 FP from this event.
Meanwhile, the Capstone Tech Bonus goes to MonkeyLord. +5 FP. Praise the Monkey!United TatesWith time comes experience, should you actually bother to reach for it. Researchers are slapping there heads, and tell others of a fundemental truth. Not all food is above ground, roots can be eaten too.2 workers finish Root Research
Root Research is Complete!Rellia brings in 5 FP from them finally completing their base tech.Dr. Bob, God of Science, similarly brings in 5 FP for the First completed Tech for this Tribe. Ever.Gen'iak the wise, God of Stupidity, gains 1 FP for each turn this research wasn't completed. +5 FP, to be specific.The United Tates can now research new techs related with Roots. In addition, some techs have a reduced cost. Not many though, and it's a minor reduction.In other news, 3 workers bring in 5 Food. The added tech also let's them find 1 Food.
Promethia2 Logistics are used to make 2 Primitive Foraging Tools.
2 Workers research Wood Foraging.
No Primitive Wood Foraging.3 workers forage at B-5 with 3 Primitive Foraging Tools.
They bring back an amazing 12 Food! MonkeyLord Gains 1 FP from this bounty of food.Due to overlapping Actions, a Battle Breaks out for the Forest's Resources!2 workers forage at C-4. They bring back 3 food.
It is raining, and it's still raining. Also, 2 of the workers lost their tools... One worker kept their own though, so that's good.The Kitties1 worker prays to
Gilbert. +1 FP.
1 worker researches Wood Gathering.
4 workers forage for food at A2. They bring in 7 food.
1 new worker is born.
Hairfolk3 workers forage at B-5.
They bring in an amazing 11 Food!MonkeyLord Gains 1 FP from this bounty of food.Due to overlapping Actions, a Battle Breaks out for the Forest's Resources!3 workers and 1 Mad Scientist research Basic Natural Weaving. The Mad Scientist has figured out what the Tech will cost to research.
PM Sent. Dr. Bob, God of Science, gains 1 FP.
War, war never changes.On one side, the Hairfolk travel into B-5, seeking Dr. Bob's Bounties. On the other, the Promethia seek the food to recover back to their earlier glory. Normally, you would expect both sides to posture, as they end up gathering slightly less food than normal from these interactions.
However 2 things prevent this. Both sides really want all that food for themselves. And Promethia has a rock, and it is sharp. They also have a stick, and it is long.
Bloody Battles in the Red ForestAll wish for bounty, but the natural distrust between the two tribes explode into violence. The Hairfolk believe this bounty to be their's given by Dr. Bob. While Promethia believe it their given right to harvest food as needed to survive. It comes to blows.
Battle Report
Hairfolk have no weapons, but wit.
The Promethia are not amused, and strike with vicious cruelty with their crude and primitive attacks.
The Hairfolk fight back, and manage to injure 1 of the Promethia, but the Promethia fight back twice as hard, injuring 2 of the Hairfolk.
The Hairfolk are forced to retreat, and barely manage to escape with some food and their injured.
The Hairfolk return to their tribe with bloody wounds and broken arms, bringing in 5 food and 2 injured.
The Promethia are victorious, and while 1 was injured in the fighting, they quickly recover. They bring in 10 food, having driven off the Hairfolk, as well as 4 additional food as the spoils of their battle.
After Action ResultsHairfolk5 Food was brought in, but it's a far cry from what it could have been. The fact they even managed that much is a miracle.
Pick 1 God to gain 2 FP next turn.2 were injured in the battle, and won't be able to work next turn.
PromethiaPromethia prospers. 1 was slightly injured by their attacks, and there were some minor bruises. It not enough to prevent them from continuing their work though.
They manage to finish their collection, bringing in 10 food out of the 12 they could have. Other than that, they manage to snag 4 Food from what their foes collected.
Gen'iak the wise, God of StupidityBeing the first battle, he gains 3 FP from this.
Other Gods have no vested interest, nor anything that would gain them FP from this.
Additional! Gen'iak the wise, God of Stupidity, gains 4 FP from the United Tates hitting 0 Food!
+5 Food+1 Food. -9 Food for Upkeep.
United Tates- Aspect: Potato
Workers: 9
Food: 0
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: C-3, Grasslands
Research Pending Completion
Root Research (4/4) COMPLETE
Gives additional food when foraging, or during certain action types that relate to Roots. Reduces research cost of certain techs.
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.
2 Primitive Foraging Tools Made, 2 lost. +3 Food.
Additional, Battle Results
1 Worker was slightly injured, reducing their effectiveness for next turn. Suggest having them research rather than forage.
10+4 Food was Gathered. Rejoice!
End report.
-7 Food for Upkeep.
Promethia- Aspect: Fire
Workers: 7
Food: 17
Logistics: 5
House Limit: 7/10
Primitive Houses: 7(holds 1 per house)
Location: C-5, Newborn Rainforest
Tools:
1 Primitive Foraging Tool.
Research Pending Completion
Fire~-~… (2/?): 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.
Battle Results
2 workers were injured, and will be unable to perform actions next turn.
+5 Food was rescued, and that in itself was a Miracle. Pick a God to gain 2 FP next turn. This won't cost you a Logistics slot.
End Report
-7 Food for Upkeep
Hairfolk- Aspect: !!SCIENCE!!
Workers: 4
Injured Workers: 2
Mad Scientists: 1
Food: 13
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/??)
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.
+7 Food. -7 Food for Upkeep. -3 Food for +1 Worker. +1 to Wood Gathering.
The Kitties- Aspect: Cats
Workers: 8
Food: 7
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 (5/6)
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+3 Food. -6 Food for Upkeep.
Hests, Aspect: Agriculture
Workers: 6
Food: 5
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: (5/5) [COMPLETE] See below.
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)
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.
Normal Tiles
Ice Sheet, A-1, B-1, 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
Wetlands, D-4, E-2
Tundra, A-3
Jungle, B-4
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.
A-4. Abundant Food.
B-4. Abundant Food.
B-5. 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) 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.
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.
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.
- Requires Name by MonkeyLord.
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
As always, feel free to tell me if you spot an error. Lot of Stuff this turn.