Newly defined actionsRefine Materials: Turns 1 material into 1 refined material. (wood -> charcoal)
Make tools: Creates 1 tool. Tools can be used as materials, but less effectively. Tools are not consumed.
Build warehouse: Halves the effect of events that destroy stored materials, round down (if you would lose 1, you lose 0, if you would lose 2, you lose 1, etc...). A warehouse does not require maintainance, but does not score points aside from its construction.
Build home: A hexagon cannot have a population beyond double its base capacity (incl. templates). A city allows this capacity to be exceeded, so long as food is supplied. A point is scored for each home built that turn (+1 capacity), and for each one city maintained (max 1 city per hexagon). A city requires one unit to maintain it.
A city is established once the number of homes exceed double the base capacity (incl. Templates) of the hexagon it is in.
A city halves the effect of farms (stacks with forests)
As an abstracted game, a unit may represent anything from a single person to a million or beyond. It basically represents whatever would make sense. Same thing with time. Time passing may be a day, a year, a century or more.
Global EventThe volcano erupts, spewing forth lava, poisonous gas and ash. The volcano has proven itself active.
RNGEvent: The stone you collected last time proves too fragile and brittle for use and crumbles away. Perhaps it was all that exposure to the elements it suffered? (-1 stone)
Event: Rats get into your food store and eat themselves nice and fat. The food you collected last time is all spoiled as a result. (-1 food)
Your people manage to collect 3 wood.
Your people find a measly 1 food
Your people build 2 farms in F4
Your people collect 1 stone from the riverbed.
Your people consume the food in a feast and grow by one.
End of Turn Status:
points: 11+15=26
Population: 7+1 in F4
Farms: 2 in F4
resources: 0 food, 1 stone, 3 wood
QuinnrYou build two farms in H5
Your people find 5 wood in the forest.
They consume 2 food in a feast, but discover there is insufficient space for them to grow.
Your people wonder if the last piece of food will last. It does, for now.
In their search for how to make fire, your people produce 3 charcoal. Rather than consuming the wood to produce this as would usually be the case, the motivation found in discovering something new kept your people from consuming your gathered goods.
End of Turn status:
Points: 13+18 = 31
Population: 8 in H5
Farms: 2 in H5
Resources: 1 food, 5 wood, 3 charcoal
Your people consumed two food to avoid starvation (capacity increased from 5 to 8 (max capacity))
Haika(A unit can be more than one person
)
Event: Some of the coral that your merpeople so dilligently collected is stolen by native fish. You lose 1 coral.
You build a farm in J9 and maintain the farm already present.
You build 3 homes in J9. Your people discover the value of
Cities!You gather 1 unit of kelp fruit (1 food) in J9.
Your people grow by 3 in J9, after eating hearty amounts of kelp fruit. They would have grown by more, but found themselves limited by food. (-1 food, +3 pop units)
Event (J8): Your merpeople see a flock of seacow and prepare to tame them, but then, from out of the depths of the sea, they see that a flock of gargantuan crab is making their way towards the shore. They spend the next period of time taming these crab. (Tamed crab instead of seacow).
You tame 1 flock of gargantuan crab (
amphibious farm animal) in J8. No growth possible.
Mer the scout goes NW and surveys, discovering the area contains a reef (+1 food). The discovery spurs the growth of your people and they grow by two.
End of Turn Status:
Points: 10+19=29
Population: 6 in J9, 1 in J8, 3 in I7
Farm Animals: 1 (sea) in J9, 1 (amphibious) in J8
Farms: 2 in J9
Cities: 1 (cap: +3) in J9
Resources: 0
Bonuses: +1 mineral in J8
NevynYour people gather 3 food
Your people build 1 farm in D12
Your people maintain the 2 farms in D12
Your people gather 3 wood
Your people build 1 warehouse in D12
Your people consume two food and find that there is not enough room for them to grow. (capactiy increased from 5 to 8 (max capacity))
End of Turn Status:
Points: 11+17=28
Population: 8 in D12
Farms: 2 in D12
Warehouse: 1 in D12
Resources: D12: 1 food, 3 wood
100Killer9Your people maintain the farms in D19 and E19
Your people fail to tame any animals in D19
Your people produce 1 tool in E19 from 1 stone.
Your people build 1 warehouse in E19
Your people build 1 warehouse in D19
Your people move 1 unit from E19 to E20 and ”survey” (magma reservoir) in E20
Your people in E19 grow by 2 to the maximum capacity of 5.
Your people in D19 fail to grow, due to a poor hunt, remaining at 3.
Your people in E20 grow by 1
The volcano erupts and fills your reservoir with magma, which solidifies into igneous extrusive rock (+1 mineral bonus). However, some of your people are caught by the devastation and your population in E20 falls by 1.
Point counting issue discovered: since I count maintained population, and you grew by 1 in E20, then lost 1, and have 1, is the 1 you have the one from last turn or this turn? In other words, do you score 2 or 1 points? Hmm...
I'm going to follow the guideline that you do not lose points from losses and state that you will gain 2 points: 1 for growing, 1 for maintaining the 1 population.
End of Turn Status:
Points: 11+18=29
Population: 5 in E19, 3 in D19, 1 in E20
Farms: 2 in E19, 2 in D19
Warehouses: 1 in E19, 1 in D19
Bonuses: +1 mineral in E20, +1 stone tool in E19
I cannot finish the map by tonight, but will have it updated into this post tomorrow (I hope)
If you find any errors in my point counting, please let me know.
(So far, points seem to be within a fair range, so actions seem balanced).
Yeah, so, the map is going to remain a guideline which I will use to be able to tell where everyone is (I've got more zoom
).
Map, End of turn 2: