The First and Fifth Legion return to the place of the ratmen battle, but only find the remains of the battle, and no signs of ratmen settlement.
The goblins caution the Haskanara that they can't easily trade 3 units of mushrooms a turn, and they don't want to dig into their stocks too much.
Random event - Technological Breakthrough! Sea Farming researched!
Clothing and jewelry created and provided to population.
Hunter's Camp on tile 15 completed.
Temple completed
Integrated Excavations Researched
Deep Fishing Researched
Tidal Mastery Researched
Sixth Legion raised
Taxation provides 16.5+5 money. Military requires 5 money in upkeep.
Received 3 Mushrooms in trade.
Morale is at 8. Population growth is 4%, adding 432 people. Morale is high enough for a labor bonus
Population is now at 22,953. (Overcrowding! Population growth is reduced by 2%)
27 labor units will be available next turn, with [7/10] in the excess labor pool.
23 food will be needed this turn. 2.3 luxury units are needed to raise morale.
Warehouse: 3/20 wood, 1/20 wool, 4/20 Stone, 1/20 leather, 8/20 copper, 2/20 tin, 1/20 bronze, 1/20 silver, 1 leather armor, 4.7 Mushrooms, 4/20 Clothing, 2.4/20 silver jewelry
Granary: 16/20 Food
Treasury: 43.5
Buildings:
Apartment Houses
Clothier's Workshop
Docks
Granary
Hall of Learning
Library
Marketplace
Military Workshop
Mint
Observatory
Shrine
Smithy
Temple
Tombs
Leaders:
Astronomer Skik
Explorer Skiin
Special Ability: Master Archer
Scientist Skan
Military:
Trained First Legion (Scouts) <A2/D2/R3[3/-]/H17(21)/S3/M8/Ab:Far Shot>
Trained Second Legion <A6/D5/H23/S2/M7>
Trained Third Legion <A2/D2/R3[3/-]/H21/S3/M8/Ab:Far Shot>
Trained Fourth Legion <A6/D5/H23/S2/M7>
Trained Fifth Legion <A6/D5/H21/S3/M8>
Sixth Legion <A6/D5/H22/S2/M6>
Technologies:
Advanced Ship Construction
Animal Training
Archery
Astral Magic
Astral Theory
Astronomy
Ceremonial Burial
Construction
Deep Fishing
Deep Mining
Engineering
Farming
Fishing
Great Ship Construction
Integrated Excavations
Literacy
Mechanics
Metalcrafting
Mining
Museums
Organized Religion
Residential Planning
Sailing
Sea Farming
Tidal Mastery
Trade
Tactics: Far Shot
Deep Fishing
Requires Fishing, Metalcrafting
Allows Deep Fisheries
Deep Fishery
Requires Fishing
Ocean/Lake
2 wood, 2 labor
+1 food
Integrated Excavations
Requires Deep Mining, Mechanics
Allows mines and quarries to stack. Whichever improvement is built second costs an additional 2 labor.
Sea Farming
Requires Deep Fishing
Allows Sea Farms
Sea Farms
Ocean/Lake
Requires special resource present
1 wood, 3 labor
+1 of the special resource
Tidal Mastery
Allows Sailor's Friend, Tidecraft
Sailor's Friend
1 mp
The ship transporting the caster gets +2 speed this turn.
Tidecraft
4 mp
Cast when working a lake or ocean tile with a special resource, this spell adds another 1 unit of that resource.