Turn 21: Learning about food.Can you guess some of the quirks to food gathering? If you can, that gives you a tactical advantage!YaraYara ponders beast creation, something she already knew how to do.
Yara makes it rain at A5. It will take effect next turn.
Stickwalkers8 workers harvest the farmland at A6 to collect 20 food.
Confederation of Deer10 workers harvest the farmland at A5 to collect 20 food.
The Amish6 workers harvest the farmland at B4 to collect 16 food
2 workers forage at C4 to collect 4 food
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Wolf of the VoidThe Wolf of the Void adds additional edible plants to F1 and F5. They will be available on the next turn. (It is recommended civs point this out to reduce the risk of me forgetting)
Cait Sith4 Tribesmen forage at F5 to collect 15 food
7 workers forage at F5 to collect 20 food
-- It seems that Paleolithic Tools are not really useful for this job.
Drecthul Commonwealth3 tribesmen forage at G5 to collect 11 food
1 worker forages at G5 to collect 2 food
3 workers forage at G4 to collect 5 food
-- 1 worker has drowned! Too bad they didn't have a boat.
Arutz5 tribesmen forage at F1 to collect 13 food
-- It seems that Paleolithic Tools are not really useful for this job.
5 workers forage at F1 to collect 8 food
The NordsThe Nords stagnate. They'll need to gather next turn to survive...
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OtherThe Screamy has AAAAA! starved to death! Even in death AAAAA! you can hear its screams. AAAAA! When I said you needed to get AAAAA! at least 1 food I meant it!
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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.
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: 12
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: 10
Stone Weapons: 2
Paleolithic Tool: 1
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: 12
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: 1
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: 24
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: 3
Tribesmen: 3
Total Population: 6
Food: 11
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: 10
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