Exploitation I: The Herbalism Boom Roll:10
With some more permanent homes set up, the tribespeople had plenty of time to familiarize themselves with the local flora like never before. While your people had fairly solid knowledge on some very obvious fruits and how to identify some root vegetables, a small handful of tribespeople led by a Minor Founder
(Nuke9.13 +1I) set about identifying the properties of the wide variety of plants they came across on a semiregular basis. Word of mouth saw these teachings passed down, often in the form of a song, and these catchy if somewhat inelegant vocalizations made memorization all the easier. Even if one did not specifically follow the path of the shaman, just about everyone knew the basic identifiers for
Common Guarri, a tree with edible berries and medicinal bark that could ease headaches when chewed on. In fact, your people had songs about every tree in the region that expressed their ability to also provide either
Food or
Chemical in addition to
Wood. Chemical resources may also otherwise be discovered on the map and may be used as upkeep for everything from natural remedies to synthesized narcotics to a well-maintained medical service or pesticides. The pool of additional resources may grow or change based on the environment and the knowledge of your people as time goes on.
Technology Discovered: Societal HerbalismTechnology Discovered: Primitive DendrologyTechnology Discovered: Guarri Bark PasteThe
Acacia Grove in
47-D now additionally produces
Food.
Guarri Bark Paste is the most prominent concoction to come out of the tribe's initial foray into herbalism. The bark is ground up and mixed with water until it becomes a dense wet mash, and is slathered across scrapes, cuts, and other minor wounds to act as a mild painkiller. It also reduces the risk of infection.
Your people also paid close attention to the seasonal growth of the local herbs and foodage, and the more observant among the tribe noted the means with which the various plants propagated. A new job within the tribe arose: Seedkeeper. Seedkeepers mimicked the animals the local flora usually used to spread, collecting seeds and seed pods and spreading them wherever they may go.
Seedkeepers provide the tribe with two Wood Tokens, which can be used when expanding to add a Wood Resource in that zone.Technology Discovered: SeedkeepersWith all these changes occurring so rapidly, your people have had to rapidly adjust as well. While your people still have something of a wanderlust, the need to migrate with a herd of animals is reduced with the rising dependency on generally immobile flora. The adoption of this new lifestyle marked the first time in the history of your people that more people had settled into generally permanent tent villages than remained migratory.
It is now the Experimentation Phase. This will represent the largest potential leap in knowledge that your people will have in a turn. Unlike the other phases, proposals for new advancements in the Experimentation Phase do not need to be directly related to an existing technology or piece of knowledge. These proposals are meant to be your steps into or creation of new fields of research and industry - metalworking, democracy, and nuclear power are all likely things you will be able to do during as Experiments. Keep in mind though that while the new knowledge does not need to be directly connected, you still need to build proper foundations. Trying to make a space shuttle before you grasp sailing might be a little odd, and making a submarine before you can utilize metals might be even odder. These crazy things may still be
possible, but your society is going to need to develop in such a way that a nonmetal submarine is a viable and sane idea that the population would be willing to adopt. And remember, chosen proposals in this phase give 2 Influence as opposed to 1!
GM Note: Don't expect so much to come from your advancements every phase. You guys just got lucky with a max roll on your first one. Rolls this high will always drastically impact your society.
As always, feel free to ask me about the viability of proposals or any other questions you may have here or in the discord server linked in the OP!
Stone Tools: Provides basic tools for basic tasks, requires access to Stone
-Stone Spear: Allows Exploitation of larger beasts for Food, requires access to Stone
Primitive Firemaking: A base tech vital for survival
Persistence Hunting: Allows for Food Exploitation 1 square outside of the civilization's borders
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.
Hide Tents: Provides basic shelter.
Food: 2/2
Wood: 1/1
Stone: 0/1 (Lion Attacks - 48-C)
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
47-C: Savannah, Freshwater Stream
47-D: SETTLEMENT, Savannah, Beach, Coast, Shallow Water
47-E: Shallow Water
48-B: Savannah, Beach, Coast, Shallow Water
48-C: SETTLEMENT, Savannah, Freshwater Stream, Freshwater Lake
48-D: Savannah, Beach, Coast, Shallow Water
48-E: Shallow Water
49-B: Shallow Water
49-C: Savannah, Plateaus, Beach, Coast, Shallow Water
49-D: Savannah, Beach, Coast, Shallow Water
Identified, Identified but Currently Useless and Exploited
47-D: Food x2 (Wildebeest Herd, Acacia Grove), Wood x1 (Acacia Grove), Stone x1 (Granite Inselberg), Magnetofumes x1 (Fumic Geyser)
48-C: Food x2 (Antelope Herd, Elephant Herd), Ivory (Elephant Herd), Clay (Lakeside Red Clay Deposit)
Major Founders:
Taricus - (1I/0P)
m1895 - (1I/0P)
a1s - (1I/0P)
Minor Founders:
Nuke9.13 - (2I/0P)
Powder Miner - (1I/0P)
Fluffe1199 - (0I/0P)
Light forger - (0I/0P)
Doomblade187 - (0I/0P)
sketchykeeps - (0I/0P)