Turn 12: Good job getting your actions in on timeIts like, you don't even listen to my incredibly vague clues.YaraYara begins pondering Artifact Creation again...
Stickwalkers2 workers forage at A7 to collect 4 food
4 workers complete the construction of a Farmland at A6
Confederation of Deer4 workers harvest at the farmland at A5 to collect 12 food!
2 workers begin research on Stone Tools
1 worker prays to Yara
The Amish2 workers forage at B4 to collect 4 food
2 workers forage at B5 to collect 5 food
1 worker prays to Yara to generate 1FP
1 worker does nothing. Oops.
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Wolf of the VoidThe Wolf of the Void considers how to make the plants last longer. It becomes clear that he can use the ability multiple turns in a row to do that, and as long as he keeps spending FP on the ability the effects will continue!
Cait SithThe mushrooms have been lost! Wow, that was fast.
3 workers forage at F5 to collect 5 food
3 workers research Island Foraging Skills to complete the tech!
Drecthul Commonwealth4 workers forage at G5 to collect 8 food
2 workers do research on Boatmaking
1 new worker is created at the cost of 3 food
Arutz5 workers forage at F1 to collect 7 food
3 workers research Hunter-Gathering.
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OtherUngodly forces lurk beyond the pale...
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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.
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.
4/?: 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
1/?: Cracks in the void
2/?: Stone Tools
Workers: 6
Food: 7
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: 7
Food: 8
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: 6
Food: 9
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
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.
1/?: Logistics
10/?: Hunter Gathering
4/?: Boatmaking
Workers: 6
Food: 5
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: 7
Food: 7
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: 8
Food: 7
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. -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