Exploitation III: Tree Amigos
With the lack of an immediate threat to draw the tribe's attention, the Baobabi were able to focus more readily on developing themselves. In order to facilitate this change in direction, the tribe has begun to harvest the
Rubber Tree Copse in
47-C at the behest of one of the Major Founders
(Powder Miner +1I). Thanks to their well-crafted stone tools, the tribe was able to make quick work of the trees they required for whatever purposes they deemed necessary.
New Resource Exploited: Rubber Tree Copse
(Wood x2, Chemicals) The regular movement of Baobabi gatherers in the area did draw some unwanted attention from the local
Cheetahs. While the creatures aren't likely to hunt outside of their territory,
47-C is indeed what they would consider their own stomping(/stalking/sprinting) grounds. Trespassing within their homeland has seen the occasional attack on your gathering parties should someone get just a little too separated from the bulk of the group. Fortunately, as their sudden intense bursts of speed often left the
Cheetahs winded and vulnerable, and your people
did do their best to stick together, attacks were kept to a minimum. It is likely however that any increase in human presence will require an active defense.
It is now the Experimentation Phase. You can now propose a new technology or advancement to give your people a significant step forward. Now that you have more
Wood you can also decide to fund the
Baobabi Longbow's upkeep or let it go unpaid and slowly fade into obscurity.
Improved Stone Tools: Provides durable tools for basic tasks, doubling Wood and Stone Exploitation, requires access to Stone, Wood, Textile.
-Stone Spear: Allows Exploitation of larger beasts for Food, requires access to Stone.
Bolas: Stones bound by rope used to ensnare and capture or cripple prey at range, requires access to Stone and costs 1 Textile in upkeep.
Baobabi Longbow: A composite recurved bow around 175-180cm long. Powerful and relatively silent. A weapon ahead of its time. Requires access to Textile and a Medium+ Animal Resource and costs 1 Wood upkeep. Uncommon due to unpaid upkeep.
-Stone Arrows: Stone arrows with wooden shafts and feather fletching. Effective. Requires access to Wood, costs 1 Stone in upkeep.
Primitive Rope: Dried, braided reeds that let the tribe secure and bundle objects. Allows for Wood Exploitation 1 square outside of the civilization's borders, requires access to Textiles.
Primitive Firemaking: A base tech vital for survival.
Persistence Hunting: Allows for Food Exploitation 1 square outside of the civilization's borders.
-Efficient Hunting: Smarter tactics allow your hunters to gain +1 Food from hunted resources.
Waterskins: Animal bladders with wood stoppers and pullstrings used to transport water. +1 to borders around fresh water settlements, +1 to Exploration Range.
Early Animal Domestication: With a very basic understanding of how to pacify animals, your people are capable of attempting domestication.
Animal Bone Accessories: Jewelry, wards, and charms made of bone that provide a positive impact on tribal morale, requires access to a living (nonhuman) animal.
-Lion's Skull: The skull of the lion that led the Maneater Pride. A symbol of hunting mastery, power, prestige, and leadership within the tribe.
Subsistence Foraging: Allows for the bare minimum of passive Food collection for low populations in plentiful regions.
-Societal Herbalism: Your people as a whole have a basic familiarity with how to utilize the plant life around them. They are beginning to understand the life cycle of plants.
--Guarri Bark Paste: A bark and water mash that can be spread over open injuries to provide a level of pain relief and infection resistance.
-Primitive Dendrology: The tribe can identify the useful parts of trees better, providing Food or Chemicals in addition to Wood.
--Seedkeepers: Tribal collectors of seeds who spread them as they travel. They also keep track of tribal folklore using local trees as reference points for certain events.
---Woodsongs: Tales of the Seedkeepers turned into chants and accompanied by a rhythmically plucked bow. Is considered the foundation of the greater Baobabi language.
Hide Tents: Provides basic shelter.
-Pit House: A semiburied wood and grass structure that provides good environmental protection, improves quality of life, and sets the stage for further enhancements to bolster a more sedentary lifestyle, requires 1 Wood per Settlement for upkeep.
The Baobab of Bones: A tree used to mark tribal deaths due to lions now adorned by the sun-bleached bones of said lions. The deceased are left as offerings at its base. Is not a health hazard thanks to local scavengers stealing away with corpses in the night. The bones hanging from the branches act as a macabre windchime.
Food: 5/5
Wood: 2/4 (Pit Houses(-2))
Stone: 1/2 (Stone Arrows(-1))
Magnetofumes: 0/0
Chemical: 1/1
Textile: 0/1 (Bolas(-1))
Sand: 0/0
46-C: Savannah, Desert
46-D: Savannah, Desert, Beach
46-E: Desert, Beach, Coast, Shallow Water
47-B: Savannah, Freshwater Spring, Freshwater Stream, Beach, Coast, Shallow Water [Explored]
47-C: Savannah, Freshwater Stream [Explored]
47-D: SETTLEMENT, Savannah, Beach, Coast, Shallow Water [Explored]
47-E: Shallow Water
48-B: Savannah, Beach, Coast, Shallow Water
48-C: SETTLEMENT, Savannah, Freshwater Stream, Freshwater Lake [Explored]
48-D: Savannah, Beach, Coast, Shallow Water
48-E: Shallow Water
49-B: Shallow Water
49-C: Savannah, Plateaus, Beach, Coast, Shallow Water [Explored]
49-D: Savannah, Beach, Coast, Shallow Water
Identified, Identified but Currently Useless and Exploited
47-B: Food x3 (Barley Fields, Wildebeest Herd, Marula Tree Grove), Wood (Marula Tree Grove), Malachite River Stones (Stone), Alligators? (Alligators?)
47-C: Food (Zebra Herd), Wood x2 (Rubber Tree Copse(+1)), Chemicals (Rubber Tree Copse), Magnetofumes (Fumic Geyser), Cheetahs? (Cheetahs?)
47-D: Food x3 (Wildebeest Herd(+1), Acacia Grove), Wood x2 (Acacia Grove(+1)), Stone x2 (Granite Inselberg(+1)), Magnetofumes (Fumic Geyser)
48-C: Food x2 (Antelope Herd, Elephant Herd) Food x2 (Ostrich Flock(+1)), Ivory (Elephant Herd), Clay (Lakeside Red Clay Deposit), Textiles (Lakeside Reeds)
49-C: Stone (Limestone Chimneys), Magnetofumes x2 (Fumic Plateau), Sand (White Quartz Beach)
Major Founders:
Powder Miner - (6I/0P)
m1895 - (2I/1P)
Nuke9.13 - (2I/0P)
Minor Founders:
a1s - (1I/1P)
Taricus - (1I/1P)
Kashyyk - (1I/0P)
Quarque - (1I/0P)
Fluffe1199 - (0I/0P)
Light forger - (0I/0P)
Doomblade187 - (0I/0P)
sketchykeeps - (0I/0P)
Knightwing64 - (0I/0P)
chubby2man - (0I/0P)