Turn 8: Oh Lonely End.Reelia uses 6 FP to create special boots that allow the wearer to walk on water while remaining dry. She gives this to the Hests.
Gilbert, God of Cats, creates another ice sheet at B-2.
Dr. Bob, God of Science, builds a
Big Wall, because he can pay for it using
HIS FP. Also to prevent fighting.
It is a very pretty wall, for all that it halves the foraging ability on that tile. This also traps the Stump of the Mainstream on the Hairfolk's side.
MokeyLord creates a Totem of Growth in the middle of the United Tates' Tribe.
see artifact spoiler.Gen'iak the wise, God of Stupidity, is a bit horrified how his power has barely diminished. Clearly, there is much idiocy in this world.
End of the TatesLike right here. Somehow, dumbness has struck the tribe of the United Tates. With no food, and no inclination, it seems they have just laid down to die, as a withering sickness spreads through them, their bodies rotting away. For some reason, the entire tribe feels the need to jump in the Pit of Oblivion.
Gen'iak the wise, God of Stupidity, is
. Regardless, he has gained 14 FP!
The United Tates are no more, and their village lies abandoned, breaking down over the course of this cycle.
A spot is open for another Civ, though note you can't take C-3 as your place at the moment. An Event is occurring,
Discussion of the Gods!Effectively, 3 or so days from now, if there are multiple Tribes applying, the Gods will hold a discussion over which Tribe will be born through their power. The Tribe that appears will then be brought into the game with a bonus to make up for being a bit late, to be determined.
MonkeyLord, God of Growth: 10 FP -10=0 > 1+2=3>+1= 4 FP
Gilbert, God of Cats: 3 FP-3=0 > 1+5=6>+1= 7 FP
Gen'iak the wise, God of Stupidity: 14FP > +14! +1+5+2> 36+1= 37 FP
Reelia, God of Knowledge: 6 FP-6=0 > +3=3 > +1= 4 FP
Dr. Bob, God of Science: 17 FP-15=2 > +2+3+1+3=11 > +1= 12 FP
HairfolkDr. Bob gains 2 FP from a miracle. Likewise, it seems the Hairfolk have also made a miracle, the 4 workers and 1 Mad Scientist finishing their research in merely 1 turn! More than that, the Mad Scientist made a Huge Breakthough.
Choose either Wood Gathering or Wooden Spearmaking, the one you do will gain +1 Research point. +3 FP to
Dr. Bob.Promethia3 primitive foraging tools are made.
5 workers (one injured) research Primitive Spearmaking. Amusingly, this is effectively the same thing the Hairfolk did. +1 FP to
Dr. Bob., and +1 FP to
Gen'iak the wise.
2 workers forage for food at C5 with 2 primitive foraging tools, bringing in 8 Food.
MonkeyLord gains 1 FP from this great haul for only 2 workers.
The Kitties1 worker prays to
Gilbert. +1 FP.
1 worker researches Wood Gathering, finally completing the Tech!
The Kitties can now use [Gather Wood] as an action! Fire Research has been unlocked.
Gilbert, God of Cats gains 5 FP for their first tech completed.
Dr. Bob and
Reelia both gain 3 FP.
5 Workers forage A2.... 3 Food gathered. It seems overforaging is a dangerous thing.
Gen'iak the wise, God of Stupidity, gains 5 FP.
Dr. Bob gains 2 FP.
Hests 3 Workers Forage on D3, avoiding the poisonous fruit and the white ape as best they can. They're not very successful in the latter, and the White Ape waves to them before giving them 2 food. Otherwise, they manage to collect 12 Food.
MonkeyLord is pleased, and gains 2 FP.
3 Workers Research Plant Breeding. It seems it will be a tech that takes a while. They do manage to make some additional progress on it.
Further Details Locked due to complexity, achieve 1/3 progression for notes on toxic fruit. Gen'iak the wise gains 2 FP.
-9 Food for Upkeep. No food available. They've all died. FIN, ending log.
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.
The morale of this story is, if you can't feed yourself, you die. A useful tale we can all do to learn from. You can reapply a bit later.
Promethia- Aspect: Fire
3 Primitive Foraging Tools Made, none lost.. +8 Food. -7 Food for Upkeep
Workers: 7
Food: 18
Logistics: 5
House Limit: 7/10
Primitive Houses: 7(holds 1 per house)
Location: C-5, Newborn Rainforest
Tools:
4 Primitive Foraging Tools.
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.
[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.
-7 Food for Upkeep
Hairfolk- Aspect: !!SCIENCE!!
Workers: 6
Injured Workers: 0. Recovered.
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
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.
[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.
+3 Food. -8 Food for Upkeep.
The Kitties- Aspect: Cats
Workers: 8
Food: 2
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/?) [Unlocked]
Wood Gathering (6/6) [COMPLETE]
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.
12+2 Food. -6 Food for Upkeep.
Hests, Aspect: Agriculture
Workers: 6
Food: 13
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: (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.
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.
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.
- The Special Boots: 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
Reelia, if you have a name for your nameless artifact?
Also, Tribe Spot open. Also, Gen'iak OP.