Turn 7: RegressionContinue with Mud Crab improvements!
[1][4][4] You make them larger but dumber, and refine their claws from digging scoopers to slicing blades. Wait, that was the opposite of what you wanted.
Order Gremlins, with magic, to return to me, lest they be destroyed.
[3] vs [6] The gremlins realize they might be able to take you. [3] Fortunately, it occurs to them that you haven't been able to do anything to them yet, so why bother?
[4][4] They continue to harvest and consume things.
Have golems gather Iron. Move to Hex 9, Create Rust Shark from Iron- to guard my soon to be ocean.
[5-1] You do a respectable job, despite the poor materials. Your Rust Shark has trouble moving around, of course, but that shouldn't be an issue for long.
[1-1] Your golems do even worse than normal in your absence. Gathering iron will take a penalty next time.
Gather more sand.
Sandfolk level-up: Tough.
Sandfolk grab the corpses and return to Hell.
[6] You gain two units of sand.
[5-1] Your sandfolk bring you the bodies.
Create a third flesh golem, able to build copies of itself. Tell golem 1 to move 1 hex east and build a castle out of rock, tell golem 2 to build a flesh pod farm to provide a constant source of flesh.
[2] You create miserable self-spawning worms, little more than lengths of flesh that assemble more of themselves.
[4] Golem 1 successfully creates a castle. It probably could have done even more with more materials.
[4-1] The poor flesh quality used shows through in the resulting flesh pod farm. It's at least semi-operational however.
Me and my skeleton dude gather bone. :|
[4][4-1] You gather bone, your skeleton gathers bad bone.
Minions:
Skeleton- (-1 penalty to resource collection)
Structures:
Boneyard- (50% chance for +1 to bone collection, limit one use per turn)
Materials:
1 Bone+
1 Bone
1 Bone-
Currently in Hex 9
Minions:
1 Ice Golems- (-1 penalty to resource collection) [Hex 4]
1 Rust Shark [Hex 9]
Structures:
Shoddy Forge [Hex 4]
Materials:
1 Granite
1 Iron Bars+ (lv2)
1 Wood+
Current Hex:
-1 to next Ice collection attempt
-1 to next Iron collection attempt
Minions
Sandfolk (-1 to resource collection, +1 to combat, +1 toughness)
Structures:
Portal
Materials:
2 Sand
1 Corpses
Current Hex:
-1 to next Rock collection attempt
(through portal) -2 to next mortal collection attempt
Materials:
1 Mud
Current Hex:
Contains "moat" of crooked, worthless trenches
Small, worthless, brute crab golems
Small, worthless golem mud worms
Minions:
Golem 1 (Magnitude 2 Flesh Golem)
Golem 2 (Deformed Centaur Golem, -1 to any task involving movement)
Materials:
None
Structures:
Massive Flesh Portal (center)
Barrow Henge (center)
Shoddy Flesh Pod Farm (center, 50% chance for +1 to flesh collection, 1/turn)
Castle (East, +1 to defense, 1 unit capacity)
Materials:
1 Wood-
Rebels:
2 Rebel Gremlins [Northwest]
Sorry, Humaan. The dice like the gremlins better, I guess.