Turn 8: The Rooties are back!Tip: Diagonal tiles do NOT count as adjacent.
As always, point out any errors that I make.YaraYara creates a Prairie tile at B4.
Yara continues to ponder Artifact Creation...
Stickwalkers3 workers research Stone Knapping
3 workers research Agriculture
Despite there being overlap with Agriculture, both techs have been completed this turn!
Confederation of Deer1 worker prays to Yara to generate 1 FP
3 workers forage at A5 to collect 6 food
3 workers forage Agriculture. The tech is complete...
1 new worker is created at the cost of 3 food.
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Wolf of the VoidThe Wolf of the Void creates a Boreal Forest at F1.
Pondering Lesser Beast Creation, the Wolf of the void makes a breakthrough! Using FP instead of Food, divine animal units can be created to join the ranks of your people.
Cait Sith3 workers forage at F5 to collect 5 food.
-- It seems as though tile F5 is not a particularly hazardous place...
3 workers begin research on Island Foraging Skills.
Drecthul Commonwealth3 workers forage at G5 to collect 5 food.
1 worker prays to the Wolf of the Void to generate 1 FP
2 workers research Wood Foraging
ArutzThe Arutz do nothing because you can't do things before you exist.
Also, the Arutz exist... Not now... Not now... NOW!
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FP: 1
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
2 FP: Grant a weather effect on a tile for one turn.
2/?: Tile improvement.
3/?: Artifact Creation
Stone Knapping: Stone weapons may be made at the cost of 1 Labor. Stone weapons are an improvement over being unarmed. If you forget to specify that one of your people is using a stone weapon, they forgot it too.
Agriculture: A farmland can be created at the cost of 10 labor. A completed farmland may be utilized with the "Harvest" action to provide food. Its effects vary by terrain type.
2/?: Weaving
Workers: 6
Food: 8
Home Tile: A6
Worker Ability: The tough body of a Stickwalker provides protection against many common workplace hazards, and some predators will not identify them as food.
Workers: 8
Food: 3
Home Tile: A5
Worker Ability: The sharp senses of the deerpeople allow them to easily identify dangers making them extremely hard to sneak up on.
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FP: 2
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 or 5 FP: Lesser Beast Creation. You may design an animal on a tile you own which will become part of a civilization. These animals will consume 1 food per turn and are unable to performed complicated actions such as prayer and research. Creating a new variety of beast will cost 5 FP, while creating a kind that already exists in the world costs 3 FP.
4/?: Tile Fertility
Island Survival Skills: Reduces the danger from island and similar tiles. In order for this tech to function, you must reference it in your action post. If you do not, your people will be careless and fail to benefit from this tech.
9/?: Wood Foraging
1/?: Logistics
3/?: Island Foraging Skills
Workers: 6
Food: 8
Home Tile: F5
Worker Ability: The keen senses of the Cait Sith may allow them to notice things that others might miss and their nocturnal preferences can reduce the impact of worker overlap with neighbors.
Workers: 6
Food: 6
Home Tile: G5
Worker Ability: The Ratpeople are proficient at navigating several types of difficult terrain that other races would struggle to get through.
Workers: 5
Food: 10
Home Tile: F2
Worker Ability: The Spidermonkeygoats are, for lack of a better term, courageous. They will never refuse an order due to unsafe working conditions and won't suffer certain problems caused by the death of other workers.
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A5: Confederation of Deer Home Tile
A6: Stickwalker Home Tile
F2: Arutz Home Tile
F5: Cait Sith Home Tile
G5: Drecthul Commonwealth Home Tile