Turn 11- Limits, Divine & Mortal. Thul Ponders Improved Woodlands, despite having never created Woodlands in the first place. Still, it seems a simple enough task, though he feels as if he is missing something vital. Ah well, probably not a big deal, Improved Woodlands. 1/3
Jaanin'Maldaraak Ponders. 11/12
Jaanin'Maldaraak also does other things. The creation of Shrublands, keeping with diversifying his portfolio. He also creates a Mountain, and feels that there may be something to it not immediately apparent to his divine eye. It is very large.
The WestThe Tauri3 workers scavenge for food at C3, finding 6 food.
1 worker scavenges for food at B3, finding 2 food.
1 worker prays to Thul. +1 FP to Thul.
Spiderlings2 workers scavenge B5, finding 4 food.
3 workers pray fervently to Thul. +3 FP.
The Zebra Commonwealth2 Workers scavenge for food on C7, finding 3 food.
2 Workers scavenge for food on C6, also finding 3 food.
1 Worker prays to Thul. +1 FP.
1 Worker researches wood gathering. 2/?.
See overview below.
The EastZastarn Bonekin2 workers forage F1, finding 5 food.
2 workers forage f2, and find 8 food.
2 workers forage f3, finding 5 more food.
1 worker prays for more land, even as it is answered. +1 FP to Jaanin'Maldaraak.
Swampmen of Uudvurk2 Swampmen forage the wetland at G4, finding 6 food.
1 Swampman forages the swamp at F4, only finding 1 food.
1 Swampman continues to research basic stone tools. 11/??
1 Swampman worships Jaanin lavishly. +1 FP to Jaanin'Maldaraak.
Extradimensionals3 workers forage at G6, and their luck continues, finding 10 food.
3 workers forage at F5, finding 6 food.
2 workers research Stone Gathering. 2/?
2 new workers are created for 6 food.
SummaryI'll note the Extradimensionals Luck is still going strong. And it still is.
See overview below.
Thul, +5 FP from Tribes.
Jaanin'Maldaraak, +2 FP from Tribes
FP: 5
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 FP: Create Deer- Creates 5 deer which can repopulate if hunted. A successful hunt drops 5 food per target. Limit 1 group per tile. Can be replenished by Thul using 1 FP per Deer, or simply 3 FP. Note that Hunting requires tech with which to hunt, and Hunts may not always meet with success. A Tribe can choose how many they aim to down if hunting directly. So long as at least 2 exist, they will repop at 1 per 2 turns.
(1) FP: Replenish Basic Food- Replenishes a Tile's Basic Food. Only works if there is food to replenish, and results show at end of the turn. Cost is dependent on number of Tribe Members Worshiping Thul. 5+5+6=16. At 20 will become 2 FP cost. At 30 3 FP cost.
Improved Woodlands 1/3:
C5: Forest. Deer group(5/5).
C6: Forest. Deer group(5/5).
FP: 3
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
Tile Detail Observation?: 11/12
Logged Incomplete:
Theoretical Tile Detail Prediction(Name Pending): -/??
Replenish Basic Food's Time reduced to 5.
Blenderong Tribe
Trait: Feral Instinct
Tribe Total: 5
Workers: 5
Food: 11
Deaths: 1
Fallen to their Base Instincts on Turn 6-7
Spiderlings
Trait: Fine Grip
Tribe Total: 5
Workers: 5
Food: 7
Deaths: 1
The Zebra Commonwealth
Trait: Unknown Potential
Tribe Total: 6
Workers: 6
Food: 14
Deaths: 2
The Tauri
Trait: Elden Linage
Tribe Total: 5
Workers: 5
Food: 9
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Food currently available. Wood currently available.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Make Wooden Tools: Use knowledge, materials, and labor to craft wooden tools.
Research
Trap Making: 10/??
Wooden Tools: 12/12: Tools comprised of wood, they can be used for various matters. Not as good as specialized tools, but will reduce the research needed to make them. Requires 3 Wood, 2 Labor to create 1 Wooden Tool. Note that Wood Gathering is recommended, though you can now Scavenge for the materials instead of food.
Due to missing techs, various aspects were/are different.
Note that Fine Grip does not apply currently. Techs are missing.
Stone Tools: 5/??
Wood Gathering 2/?
Wood Tools Section
Wooden Spear: 1/?
Esoteric Art Research.
None.
The Amazons
Trait: Tribal Superiority
Tribe Total: 6
Workers: 6
Food: 7
Jumped into the White on Turn 6.
Swampmen of Uudvurk
Trait: True Faith
Tribe Total: 5
Workers: 5
Food: 10
Deaths: 1
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Workers: 10/10
Food: 26
Zastarn Bonekin
Trait: Unusual Diet
Tribe Total: 7
Workers: 7
Food: 18
Injured: None.
Deaths: 1
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Food currently available. Scavenge is Unavailable.
Forage: Forage a tile to collect Food. Prevents complete failure so long as it can be found.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, Food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Research
Basic Stone Tools: 11/??
Knapping: 6/6: The act of taking stones and striking them against each other to create edges. A fundamental part of successfully creating most stone tools, but only a part. Still, it should reduce the time it takes. It also may have other uses.
Farming 10/??
Foraging 6/6: Long gone are the days of Scavenging the land with barely any idea of what is edible, and what is not. Now you at least have some understanding, and with it will have slightly more success when gathering Food, so long as at least 2 workers are working together. Though it will still prevent the Tribe from not being able to find anything even if they work alone.
Regent Gathering 1/??
Stone Gathering: 2/?
OverviewOn Turn 0, the gods fought. On turn 1, the Gods created.
On Turn 2, Mortals were born. On Turn 3, Mortals first acted.
On turn 5, the Void Age came to an end, and the first deaths occurred.
It is now Turn 11, and the first 10 turns have passed. So it's time for the first judging. Looking at the data, Jaanin'Maldaraak's Eastern Tribes are dominating the battle, with more food, more workers, and a higher technological basis. Thul's Western Tribes, meanwhile, have more diverse technological roots, but only wooden tools to their name. All original three tribes have also suffered deaths.
Meanwhile, the Extradimensionals look like they need a nerf. Except that the only thing that would help is nerfing their freaking luck. They are the first to reach 10 Tribe Members, and the first to realize that in order to safely gain more will require better housing. They can go above 10, but they will find problems in that that will steadily increase as they get closer to 20/10.
Well, the current Frontrunner is the East. We'll see if that changes. Also, no event right now, the Era of Beginnings is still ongoing.
Let me know if you spot errors, as always.