Turn 8: Workers I creates a skeleton brute (non-replicating fighter unit) from the higher quality bone, while my other skeleton gathers more bone. There can never be enough bone. :|
[2+1][1] Your skeleton comes out rather flimsy, and on top of that is too slow for battle.
[6-1+1] Your other skeleton does a surprisingly good job.
Create Coastal hex, salt-water, white sand, cold temperatures. Should be roughly 33% land, 66% water. Help rust sharks into water if they require the assistance, then move to Hex 10.
While doing this, the golems will realize how much worse they are making things for me and in an effort to make me happy, use the granite to create an iron mine, I have no idea how they will do this, BUT THEY WILL ATTEMPT!
Edit: Have sharks gather sand. . . with magic? I dunno.
[5][4][4][6] You transform the land around you to a more pleasing form. It's a beautiful land, but the temperatures are a bit
too cold- the top of the ocean has a tendency to freeze.
[5] You golems create a very nice mine.
[3] Your sharks scoop up some sand from the bottom of the ocean, and deposit it near shore. It's not the finest stuff you've ever seen.
You find that you don't have time to travel after working.
Make self-replicating worker sandfolk with a big bonus to resource gathering, and complete inability to fight.
The fighter sandfolk rest and self-replicate.
[3][5] Your sandfolk are stunted, almost sand-goblins, but their sniveling, grasping nature makes them excel at scooping up resources for their far more powerful masters.
[4] Your sandfolk scavenge food from the wastes. They'll need to eat more to breed fully.
Gather more flesh. Tell golems to gather flesh.
[1][3][4] You foil your own efforts somewhat, but it only costs you some poor-quality flesh, and your larger golem has more.
Gather mud while ordering Mud Plows to put their claws in the soil and move backwards. Surely even they can't mess that up to badly.
[4] You successfully gather mud.
[5-2][4-1] Evidently they
can mess it up that badly. You barely manage to get them to do as you want, and they don't do a very good job.
*Cause power-struggle in Rebel-Gremlin Camp, using magic*
[6] vs [4] The gremlins begin squabbling over who should be in charge. [3] They don't get as much done as they normally would. [2] In fact, they accomplish nothing.
Minions:
Skeleton- (-1 penalty to resource collection)
Feeble Skeleton- (-1 to combat)
Structures:
Boneyard- (50% chance for +1 to bone collection, limit one use per turn)
Materials:
3 Bone
1 Bone-
Currently in Hex 6
Minions:
1 Ice Golems- (-1 penalty to resource collection) [Hex 4]
1 Rust Shark [Hex 6]
Structures:
Shoddy Forge [Hex 4]
Iron Mine+ [Hex 4]
Materials:
1 Iron Bars+ (lv2)
1 Wood+
1 Sand-
Hex 4
-1 to next Ice collection attempt
-1 to next Iron collection attempt
Minions
Sandfolk Lv2 (-1 to resource collection, +1 to combat, +1 toughness)
Worker Sandfolk- (+1 to resource collection, -2 to combat, -1 to everything else)
Structures:
Portal
Materials:
1 Corpses
Current Hex:
-1 to next Rock collection attempt
(through portal) -2 to next mortal collection attempt
Materials:
2 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:
Flesh
Flesh-
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]
Once we get a bit more spread out I'll start tracking what's in each hex better, as well as getting a map up for everyone. Of course, by that point a lot of people will probably be sharing maps.