Turn 20: You were warned.The predicted food related disaster has struck! It seems that all of the food in the world has simultaneously rotted to the point of inedibility. Its a mystery as to why this happened. Your food stockpile is now zero, which means any civilian that does not personally collect at least 1 food next turn will probably die of starvation!YaraYara continues to ponder Beast Creation, and finds a way to increase the amount of wild animals on a tile.
Stickwalkers6 workers harvest the farmland at A6, but not a single piece of edible food was collected.
2 workers begin research on Fire.
Confederation of Deer8 workers harvest the farmland at A5. All the crops went bad. All of them.
1 worker makes a stone weapon
-- (If you meant to make a paleolithic tool, use the correct tool name next time. I'll let you change it this one time if that is the case)
1 worker prays to Yara to generate 1 FP
The Amish8 workers harvest the farmland at B4. For unknown reasons, the crops all went bad.
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Wolf of the VoidThe Wolf of the Void begins to consider Fire Magic for the Civs.
Cait Sith4 tribesmen forage at F5, but nothing edible can be found.
5 workers begin work on a Farmland at F5
2 workers create Paleolithic Tools
Drecthul Commonwealth3 tribesmen forage G5, but there is no food to be found.
1 worker forages at G5 and brings back 0 food.
2 workers forage for wood at G5 to collect 4 wood
1 worker prays to the Wolf of the Void to generate 1 FP
Arutz5 tribesmen forage at F1. They get 0 food this turn.
3 workers research fire.
2 workers create Paleolithic Tools
1 worker researches Hunting Tools
The Nords2 tribesmen forage at H7. All the food on the tile seems to have gone bad.
3 workers research Wood Weapons.
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OtherAAAAA! AAAAA!The Screamy screams at AAAAA! C3
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FP: 3
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.
4 FP: Add additional wild animals to a tile to convert it into a special tile. This increases danger but also increasing hunter yields.
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.
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.
Stone Tools: A Paleolithic Tool may be made at the cost of 1 Labor. Paleolithic tools can reduce penalties from certain non-food gathering actions. If you forget to specify that one of your people is using a Paleolithic Tool, 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
2/?: Fire
Workers: 8
Food: 0
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: 10
Food: 0
Stone Weapons: 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.
Workers: 8
Food: 0
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: 7
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
2/?: Fire Magic
1/?: Fire magic for the Civs
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.
Boatmaking: A rowboat may be created at the cost of 10 wood and 5 labor. Using a rowboat will allow a group of up to 3 people to cross water hazards. Make sure you are clear about how the rowboat is used when you use it.
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.
Stone Tools: A Paleolithic Tool may be made at the cost of 1 Labor. Paleolithic tools can reduce penalties from certain non-food gathering actions. If you forget to specify that one of your people is using a Paleolithic Tool, they forgot it too
1/?: Logistics
9/?: Wood Weaponry Crafting
8/?: Food preservation
5/?: Fire
1/?: Hunting Tools
Workers: 7
Tribesmen: 4
Total Population: 11
Food: 0
Paleolithic Tools: 2
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: 0
Wood: 9
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: 6
Tribesmen: 5
Total Population: 11
Food: 0
Paleolithic Tools: 2
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: 2
Tribesmen: 3
Total Population: 5
Food: 0
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-
F2: Arutz Home Tile
F5: Cait Sith Home Tile (Farmland 5/10L)
G5: Drecthul Commonwealth Home Tile
G7: The Nords Home Tile