Turn 17: Food related disaster still upcoming!The Walla-Walla Tribe now exists at C5. That is what I would be saying if there was a tile at C5, which there is not. Your start tile needs to have been created by a god player. For the record, the following tiles are valid starting spots as of right now: C2, C3, B5, A7, C7, F1, F3, G4, E5, H7
Also to be clear, no tile that only costs 3 FP is an advanced tileYaraYara converts a Stone Weapon into an artifact at the cost of 5 FP!
Yara continues to ponder beast creation. She already has a method of making tiles more dangerous...
Stickwalkers6 workers pray to Yara to generate 6 FP
2 workers are born at the cost of 6 food
Confederation of Deer4 workers harvest the farmland at A5 to collect 12 food
3 workers research stone tools
-- It seems that a considerable amount of progress has been lost as a result of the simultaneous research of two techs that do the same thing! Stone Tools and Stone Axes have merged into a single tech.
1 worker prays to Yara to generate 1 FP
The Amish3 workers forage at B4 to collect 8 food
3 workers forage at B5 to collect 9 food
1 worker creates a Stone Weapon
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Wolf of the VoidThe Wolf of the Void ponders magic. It seems like a vague subject
Cait Sith3 tribesmen forage at F5 to collect 11 food
3 workers research Agriculture
-- It seems that there was some overlapping research this turn, disproving the theory that the problem cannot arise with only three!
3 workers begin research on food preservation
1 worker becomes a Tribesman!
Drecthul Commonwealth3 workers forage at G5 to collect 8 food
3 workers have become Tribesmen
1 worker prays to the Wolf of the Void to generate 1 FP
Arutz5 tribesmen forage at F1 to collect 16 food
4 workers research stone tools
-- It seems that some progress has been lost when one of the workers hit their head on a rock
1 worker prays to the Wolf of the Void to generate 1 FP
The Nords2 workers forage at G7 to collect 2 food
3 workers research Boatmaking
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OtherThe Screamy AAAAA! screams at AAAAA! C3
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FP: 7
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
5 FP: Turn a regular tile into a special tile. Special tiles can have higher yields, but are more dangerous.
2 FP: Grant a weather effect on a tile for one turn.
5 FP: Convert a regular tool or similar object into an Artifact variant of itself. Artifacts tools are more effective than normal ones. You can only ever make one artifact of each kind of tool.
2/?: Beast 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
10/?: Stone Tools
Workers: 8
Food: 10
Stone Weapons: 1
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: 13
Stone Weapons: 2
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.
Workers: 7
Food: 14
Stone Weapons: 3 normal, 1 artifact
Home Tile: B4
Worker Ability: The work ethic of the Humans provides them with a bonus when using technology that has become mostly obsolete.
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FP: 4
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.
3 FP: You may create additional plants on a tile which can affect mortal jobs there. This effect will only last one turn.
4/?: Tile Fertility
1/?: Divine Flex Tape
2/?: Magic
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.
Wood Foraging: You may choose to forage for wood instead of food. If you do not specify this in your post, it will be assumed you don't use this tech.
Island Foraging Skills: Allows you to gather more food on Island and similar tiles using the foraging ability. 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.
Hunter Gathering: A citizen may spend its action to become a Tribesman! This is mutually exclusive with most other vocations. Tribesmen have different abilities than workers.
1/?: Logistics
16/?: Boatmaking
6/?: Wood Weaponry Crafting
9/?: Stone Tools
7/?: Agriculture
3/?: Food preservation
Workers: 6
Tribesmen: 4
Total Population: 10
Food: 11
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.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. Cait Sith tribesmen are adept at seeking out the best locations and gain a bonus when nobody else uses the tile the work on. (Make sure to point this out so the GM doesn't forget)
Workers: 4
Tribesmen: 3
Total Population: 7
Food: 10
Home Tile: G5
Worker Ability: The Ratpeople are proficient at navigating several types of difficult terrain that other races would struggle to get through.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. The Ratperson Tribesmen can work 1 tile further away from the home tile than otherwise possible.
Workers: 5
Tribesmen: 5
Total Population: 10
Food: 21
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.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. Spidermonkeygoat tribesmen gain a bonus while working in advanced tiles.
Workers: 5
Food: 7
Home Tile: G7
Worker Ability: The Nords suffer lesser penalties for working in dangerously cold environments.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. Nord tribesmen also gain a bonus in combat.
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A5: Confederation of Deer Home Tile. -Farmland-
A6: Stickwalker Home Tile. -Farmland-
B4: The Amish Home Tile (Farmland 2/10L)
F2: Arutz Home Tile
F5: Cait Sith Home Tile
G5: Drecthul Commonwealth Home Tile
G7: The Nords Home Tile