Ok, I must say I'm loving this game.
and good to know the survey rolls like me, now if they will just allow the dumb seacows to multiply...
Actions:
K9, Home Tile
First, 1/7 population unit will take over maintaince of the farms.
Meanwhile the animal unit will focus on breeding, instead of taming. Need more cows, plenty of farm room now for these fat lazy suckers to graze.
The 2/7 merfolk population unit will maintain the homes.
The 3/7 and 4/7 merfolk will gather building materials.
The 5/7 unit will gather food.
6/7 will migrate south into K9
7/7 will prepare for a long journey by taking one food, and heading up the river, exploring and following it as far as possible while taking samples of useful river flora and fauna.
J8, Sacred Crab Grounds.
Animal unit 1/2 will maintain the farms.
While the 2/2 animal unit will attempt to train GIANT TRAVEL CRABS. Searching the crabs for the ones with the largest shells, and room to hold at least a single merfolk inside comfortably. I'm invisioning the crabs as a hermit crab type, with merfolk in flooded shells, ala the end of the original Doc Doolitle and the giant sea snail. My hopes for these crabs is to allow the merfolk to trade with the other tribes.
Meanwhile, the 1/2 merfolk here will maintain the temple, sending prayers of well being to the gods. The leader of the templar, as they become known, is a young mer named Pearl, she is named High Priestess via ceremony.
The 2/2 merfolk here will use a mixture of coral and ore resources to build lodges for pilgrims and priests alike.
J7, River Road
1/3 Merfolk will maintain the road through H7, and if possible begin work on expanding, digging the lengh deeper and raising the discarded silt on the riverbanks almost in wall like formations.
the 2/3 unit scours the local animal life looking for exotic animals to tame, maybe poisonus rays, electric eels, or giant jellyfish.
And the 3/3 unit will search for food to feed River Road's growing population.
H8, River's End
The population unit here will rest from the attempted flooding, with the mermaids going hunting(well fishing) like female lions.
Leaving the men to take care of the children.
K7, Mer Depths
Having traveled for many cycles, Mer the Scout is now a grizzled old timer, but his knowledge is still important. His eldest son, Ler pulls several of the adult members of the scout team aside, and they decide to ask Mer to stop scouting, and found a school for explorers. Here in this hostile deep water location, it is a perfect area for harsh training and frontier learning.
K8, Coral Lake
Seeing the great abundance of food here, the migrants will start founding a colony of merfolk by gathering some of the abundant food, and holding a fertility feast to bless the new location with many healthy births.
K10, Sparkle Shore
Unit 1/2 will set up basic kelp farming for sustanance.
Meanwhile, the 2/2 unit will search the mineral deposits for gemstones.
Whew, lots of writing... if things keep up like this, I may have to start spoilering actions for each hexagon.
Edit: changed my hex labels to match the new map, along the 9th collum you had everything shifting north by one, so fixed it.