Turn 8: The First Hunt
All is silent above. But below, progress marches on. Or something. The Igwam Tribe gather much from their home, 9 food. And some of it is used for a debate around the fires, figuring out how to make use of their Wood Gathering. The Verdent Commonwealth pray to Fyla and collect food from their home tile, and manage to catch a flying rat trying to steal their own supplies, adding them to the stockpile with pointy pointy sticks.
The Wraiths themselves go on a massive hunt for food, amassing astounding 14 food in total. They certainly won't be going hungry. Even if the elder seems to be spending their time thinking and watching.
Wood Gathering 4/6: Punch Wood. Get Wood. Wood can be gathered from places with a decent amount of it, and used for a number of things, from housing to furniture to facilities and tools. Even boats if you have enough time. To gather wood, just roll the number listed on the tile, and any other modifiers.
Tools can and will modify how much you can gather, with more specialized tools being better at certain actions. (As Igwam have fire, this is completed. Thanks to Silent for pointing that out.)
Pack Hunting Tactics 2/10: Steps towards a successful hunt. Unlike strategy, these are more for in the moment thinking. Pack tactics is another thing altogether. When Hunting with 3 [Wraiths], gain a 1d2 chance of avoiding injury from failed danger rolls, then roll that danger roll again.(This repeats until no danger remains or it fails) If this does not trigger, increase hunting yield by 3. If a worker is injured, will ensure they survive outside of overwhelming odds against them.
While it is true the Fundamental Process gives the research value of other techs, this is due to them being in a clear tree. Wood Crafting is not, able to be a number of techs from less waste when using wood to crafting basic furniture.
In other news, the tiles next to The Igwam Tribe have been updated with wood values where applicable. Hunted 1 is also now an effect, treat it the same as Foraged 1. It will recover if the tile is not hunted for a turn. These effects are usually independent of other effects like it.
Mu: God of Events, Narration, and Endings. FP: ?
Fyla: God of Forests, Floara, and Fauna. FP: 11
The Red Grail, God of Blood, Corruption and Madness. FP: 7
Xilon Klok, God of Chaos, Time, and Fear. FP: 8
Verdant Commonwealth.
Food : 10
Workers: 5
RP:1
Special trait: Small Minds
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Basic Weaponry research: 4/4 Crude branches and sharpened sticks used as clubs and spears respectively, they offer a minor bonus to combat. Small stature of the Fae renders them less effective, but easier to make, only requiring a worker action in a wooded area, or 1 Wood. Adds 0.3 per equiped worker to combat rolls. (.5 normally) Normally requires 2 Wood to make, with a research cost of 0/6.
Gear:
5 Small Pointy Sticks. They are very pointy. Adds 0.3 to combat rolls when equipped.
Igwam Tribe
Igwam Civilians: 5
Food: 15
RP: 1
Special trait: Introvert
Wood Gathering 4/4: Complete.
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Fire 10/10: The gift of fire is a danger and blessing. Reduces food upkeep by 1 per 5 tribe members. Can cook food near the flames. (Reduces Wood Gathering tech to 0/4 if you don't have it yet.)
Fundamental Process 6/6: Every reaction has an action behind it. Unlocks Researcher 0/10. Applied Study 0/12, and Hypothesis 0/20 available in sequence, with each Researcher reducing their final costs by 1.
Wood Gathering 4/4: Punch Wood. Get Wood. Wood can be gathered from places with a decent amount of it, and used for a number of things, from housing to furniture to facilities and tools. Even boats if you have enough time. To gather wood, just roll the number listed on the tile, and any other modifiers.
[The Sound of a Great Wind Rushing Through The Void]
Wraith Civilians: 6
Food: 14
Special Trait: Hunger for Survival
Pack Hunting Tactics 2/10: Steps towards a successful hunt. Unlike strategy, these are more for in the moment thinking. Pack tactics is another thing altogether. When Hunting with 3 [Wraiths], gain a 1d2 chance of avoiding injury from failed danger rolls, then roll that danger roll again.(This repeats until no danger remains or it fails) If this does not trigger, increase hunting yield by 3. If a worker is injured, will ensure they survive outside of overwhelming odds against them.
Tech
Careful Foraging 10/7-10: When Foraging, can declare Care in how you forage. Reduce food gained by 1 per worker, to a minimum of 1 per worker. This is done before rolls are made.
(Warning: Hunger for Survival has a Wd3 chance of negating this. [W=Number of Workers. If rolling a 1, that worker's instance of Care is negated.])
+0d1 to a tile's natural danger rolls when active. (Example: Flower Fylde's 1d2 becomes 1d3. Fylan Foilage changes from 1d6 to 1d7.)
Cost changed to 0/7 for other tribes.
Foraging Improvements 5/5: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile. Hunger for Survival Effect: Roll 1d3 if choosing to not use this tech, on a 1 it activates automatically.
Hunting 5/5-6: The tactics involved in hunting are many, but in the end it becomes poking a beast with a stick. Unlocks the Hunting action, requires a weapon to use. (Interaction: If a worker carefully forages, it can reduce the danger of another action in the tile. Not more than 1 additional action however, further tech needed.)
Informational: Turn 5For posterity are the following recorded."Fylan Foliage": Foraged 1. 1d4 food. Depletion Number is 16 Food. [F6]
"Flower Fylde": Normal. 1d2 food. No Depletion Number. If 3 or less workers, roll 1d2 for injury, if more roll 2d2. (On 1, random worker is injured)[F7]
"Fragrant Feywyld": 1d3 food. Depletion Number is 12 Food. 1d3 kidnapping effect. (On 1, apply effects: 1 worker=all lost. 2 workers=half food/if less than 4 food lost random worker takes injury. If 3+, treat as if Depletion was 1 greater/roll 1d3: if 1 enter Combat.) [G6]
"Fruitfyl Frontage": 1d4 food, 1d3 Stone, 1d2 Wood, 1d1 Hunting. Depletion Number is 16 Food, 12 Stone, 8 Wood, 8 Hunting. Roll 1d3 when acting here and on a 1 roll an additional 1d2. If 1, a random worker dies.[F5]
"Empty Isle": Foraged 1. 1d3 food, 1d3 wood. Depletion Number is 12 Food, 12 Wood. [H9]
"Fractured Fernery": 1d2 food, 1d3 Wood. Difficult to transverse without a method of crossing water. Depletion Number is 12 food, 20 wood. 5th turns have Spore Shower. [G9]
”Frosted Feyn”: 1d2 food, 1d1 Wood. Food does not Deplete. If Foraged 4 occurs, tile will change.
"The Ocean's Maw": 1d2 Food, 1d3 Fishing, 1d1 Hunting. Depletion Number is 12 Food, 12 Fishing, 6 Hunting. Not a good source of wood or stone._Not suitable to colonization by tribes_ [H10]
"Fading Foryst": Recovered. 1d5 food. Depletion Number is 5/10/15, weighted as 1/3/5. Overforaging not possible.[H8]
"Faceted Flatlaynds": Foraged 1. Roll 1d2 for food. Depletion Number is 20. [G8]
”Feral Fynbos”: Foraged 1, Hunted 1. 1d2 Food, 1d3 Danger, 1d4 Hunting, 1d3 Fishing. Depletion Number is 12 food, 16 Hunting, and 12 Fishing. On a Danger roll of 1, a random worker is injured. If 4+ workers, roll an additional Danger die. Other effects active, but not researched.
Bloody Seas: Under Fog effect. Traversing beyond this point has a high chance of death. [I10]
Lost Land of the Cloudy Sea: Under Fog effect. Traversing to this tile is haphazard, and no tribes can live here. [B2]
"Faltyring Formation": No known information. Darkness clouds sight within. [F4]
"The City of bones": 1d3 Food. 1d3 Wood, 1d4 Stone. Depletion Number is 8 Food, 8 Wood, and 16 Stone. Danger Roll 1d10. On 1 a worker is lost to it's silent labyrinth. Hunting and Fishing is 1d1, no depletion.[G7]
"The Forest of Stone": 1d1 Food, 1d2 Fishing. 1d3 Stone. Depletion Numbers is 4 Food, 8 Fishing, 20 Stone. [F8]
Deep Cloud Sea: 1d2 Food. 1d3 Fishing. 1d2 Stone, 1d2 Wood. Depletion Number is 12 Food, 12 Fishing, 12 Stone, 8 Wood. [A6]
Redwood Forest: 1d3 food, 1d4 Wood, 1d2 Stone, 1d3 Hunting. Depletion Number is 12 Food, 16 Wood, 8 Stone, and 12 Hunting. [J8]
"The veiled Abyss": Under Fog Effect. Traversing this tile is hazardous No tribes can settle here. 1d5 Fish, no other resources. No depletion number or overfishing. [G10]