Event! Heavy rainfalls washes away some silt from the river bank in H8, helping your people build a road there.
Home, J9:
Your seacows keep the farms in working order.
Your people seem to be unable to find or catch any other flocks of seacow. They have been quite unlucky, as it is most certainly not impossible. Your current seacows also fail to spawn more numbers.
Using the coral, 1 of your people works much faster and builds 3 farms.
Your people clean up and maintain the last remaining 1 homes.
1 of your people harvests some kelp from foraging and farming (+1 food)
2 of your people migrate. One heads southwest, the other heads southeast.
Your people investigate the city and the cause behind the fire. It seems that it was caused by an unexpected volcanic eruption from a fissure, which is very limited in size and it is unlikely it will erupt again. However, as a cautionary measure, your people decide not to build houses on that particular place in the future. While investigating, they gather 1 obsidian (+1 stone).
OOC: check out Futurama Hail Atlantis!Your people grow by 2, consuming 1 food in the process to avoid starvation. (cap from 7 to max of
K8:
Migrants arrive and survey the area. They find an underground volcanic vent that feeds a large colony of sealife. This is an excellent source of food! (+2 food bonus)
They do not grow in number, however.
K10:
Migrants arrive and survey the area. They find rich nodes of minerals coming out from the ocean floor. (+2 mineral bonus)
They grow by 1.
J8:
Your people keep the crabs fed and fenced in, maintaining the 1 spawning pool.
Your crabs scurry across the spawning pool grounds, fighting fervently over potential mates and such. Their flurry of activity increases the size of the spawning pool by 1. After an ocean cycle (a turn), your people discover that the amount of crabs has doubled! (+1 crabs, +1 farm)
1 of your people start construction on a shrine, using the local ore (-1 ore). They manage to build a decent temple in honour of the mer people's gods. It will need a high priest.
I7 and H8:
Your people try a few things. They try pumping, building a makeshift dam, etc... but everything fails. No matter what they try, they discover that if they wanted to actually flood the lowlands, they'd have to build a dam all around it and then fill that with water, which is unlikely to work. Natural flooding only worked because of extremely heavy rainfalls, snow melting and the like, the type of power that is not (yet) available to the mer people. The end result is that the river has been dug wider into a Mer-road, which hardly makes a dent in the territory of the lowlands. (Road built through H7).
Your people in I7 grow by 1.
Your people in H8 fail to increase their numbers.
J7:
Mer the Scout and his people rest, too lazy to find any food (+0 food). As the ocean cycle passes, Mer the Scout grows old in Mer years.
End of Turn Status:
Points: 54+38 = 92
Population: 2 K10, 7 in J9, 2 in J8, 1 in K8, 1 in H8 3 in I7, 1 in J7 (Mer the Scout) (+17 points)
Farm Animals: 1 (sea) in J9, 2 (amphibious) in J8 (+3 points)
Farms: 6 in J9, 2 in J8 (+8 points)
Cities: 1 (cap: +1) in J9 (forgot to reduce it earlier)
Temples: 1 (level: 3) in J8 (+1 point)
Roads: simple road (river) in H7 (+2 points)
Resources: 2 food, 0 coral in 1 stone J9, 1 coral, 1 ores in J8 (+2 points)
Bonuses: +1 mineral in J8, +2 mineral in J7, +2 food in K8, +2 mineral in K10 (+4 points)
(You know, surveys are done by dice rolls, with a rather low chance for +2 bonuses
)