Tribe of Turinn
With very low wood, the chieftain decides it is time to start a minor deforestation of the nearby forest, with a bonus of also clearing new lands to build on. Actions:
x1 Woodcutter's Camp
x1 Bunch of huts
- Barbarians of Emogoths has successfully infiltrated Tribal of Amadeus wood production, losing 5 wood per turn. Due to many sabotages, most of civilization tribes are now aware of barbarian's next attempt. So, The Emogoths gain 4% chances from being detected.
- United Tribe of Turrin have completed their minor deforestation. The Mother Nature dislikes this treachery of human's attempt.
- Tribal of Ilmen's explorers has found a pack of wild deer during their hiking to the river. However, due to their blunt tools. They are failed to hunt the deer and scared most of them away, yielding nothing after their expedition.
Civilization's Infrastructures:
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)
- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Skills:
- Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Construction:
-One group of huts.
-One forager's camp.
The underwhelming workforce and the deficit of food production are troubling. Having too little people and too many forager's camps will starve the fair people of the tribe, while the other option would overwork them. Having seen too few possible solutions with the current technology of the tribe, the chief has decided to take the middle ground, with the deficit of food being necessary to create more food. The people will soon be troubled by this...
Exploration:
Using the blood and skin of animals foraged by explorers they have managed to create a crude and fragile map of some of the land east of the tribe. The forests are long and treacherous, but evidence of hunting and foraging is evident, indicating their might be some other group nearby. The scouts have decided to explore further...
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Tribes of Turinn
The tribe is expanding, and with expansion comes more resources needed. The chief has commanded an exploration party to the east, and some warriors set out to report anything they find.
Actions:
x1 Woodcutter's camp
x1 Forager's camp
Infrastructure:
1x Chief's Hut
3x Bunch of huts
3x Forager's camp
3x Woodcutter's camp
1x Muster Field
- Barbarians of Emogoths has rustling over Tribal of Mallah this day. Losing 3 food per turn to the Emogoths. However, their camp detection have been increase their limits to 1 more percent.
- Tribe of Ilmen's explorers has stumped and found another tribe nearby. Which it was called themselves Umbraeson.
- United Tribe of Turrin's warriors were also stumped another tribe right after Tribe of Ilmen's explorers has found Umbraeson's Tribe first before they came. So both Tribe of Ilmen and United Tribe of Turrin found Umbraeson's Tribe at the same time in their exploration. Diplomacy are possible in this cases.
- Tribe of Mallah's tribesmen are believing about the strange phenomena from this world was controlled by a god. There are many explanations to this strange phenomena, like earthquakes and even floods from the rivers.
- The tribesmen population are quickly in arisen. With their unique cultures, every civilization gain one more research point on this turn.
Barbarian's Skills:
- The Emogoths = Infiltration(1), Rustling(1), Anti-Tracking Technique(1)
Civilization's Infrastructures:
Ancient Age: -Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
Technology/Research: - Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3) - Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Skills: - Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Tribes of Turinn
The tribe's exploration party has returned, and the chief has decided to try and be friendly with the neighboring tribe. They send a diplomat with a gift, in hopes of explaining that we want to be friends (The exploration party noticed that Umbraeson speaks a different language that Turinn).
A forager accidentally left seeds out in the meadow where they frequently gather berries, and when he noticed what he had done and returned to the site, he saw that some of the seeds had produced a sprout. He told this to the chief, and the chief ordered his people to investigate this phenomenon. Apparently, the seeds required sunlight and water, so the research of irrigation started.
Actions:
x1 Muster Field
x1 Forager's camp
Research: Irrigation
Infrastructure:
Buildings:
1x Chief's Hut
3x Bunch of huts
4x Forager's camp
3x Woodcutter's camp
2x Muster Field
((I would like it if you were able to produce more research points through infrastructure, but whatever.))
Tribe of Ilmens:
Construction:
-One group of huts.
-One woodcutters camp.
With wood production having been deemed sufficient, the chief has deemed that in the following years expansion of the military will begin.
Exploration/Diplomacy:
The scouts welcome the gift, and try to express gratitude, despite the language barrier. Nevertheless, the leader of the scout party tries to express that they will return, to the best of his ability at least. Having already made a makeshift map, the journey back to the rest of the tribe is far quicker, and the scouts will soon return with news of the new tribe and the gift that they received.
Civilization Name: The Tribe of Tandoria
Demonym: Tandorian, Tandorians
Starting infrastructure: Chieftain's hut; Bunches of huts; Forager's Camp; Woodcutter's camp; Muster field.
Other: Has a decentralized religion focusing on lineages, ancestors, and reincarnation. Can I be put around the East side please?
- Barbarians of Emogoths has destroyed 5 wood per turn and seized 2 food per turn from Tribal of Umbraeson this day.
- Tribal of Turrin, Umbraeson and Mallah has become deficit to their resources because the lack of idle population.
- Tribe of Tandoria has emerged from the field! Unfortunately, the god of this world are pity over Tandorians due to no fresh water nearby at the east along with the lack of natural resources. So, he decided to create a spring for them and with a newly young saplings.
UMBRAESON TRIBE HAS DISCOVERED FIRE!!
Tribal of Umbraeson has gain 3 more bonus on military strength and unlocks the Fire Pit for every civilization to enjoy. However, the barbarians learned a new skill, which it was called torching.
UNITED TRIBES OF TURRIN HAS DISCOVERED FARMING!
United Tribes of Turrin gain their food bonus after the discovery of irrigation and unlocks the small farm for every civilization. However, the barbarians are now experienced on rustling due to hefty loads of food, so their leadership cost on rustling skill are now lower to 2 points.
Barbarian's Skills: - The Emogoths = Infiltration(1), Rustling(1), Anti-Tracking Technique(1)
Civilization's Infrastructures:
Ancient Age: -Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
- Muster Field (Maintenances Cost: 10 Wood, 20 Food, 20 Idle Population) (Increase Military Strength by 5)
- Fire Pit (Maintenances Cost: 20 Wood, 5 Idle Population) (Producing extra 1 more research point per turn and 5% food efficiency to all food producing buildings. You can only build one Fire Pit in every civilization.)
Technology/Research: - Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3) - Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 8 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Skills: - Rustling (Cost 2 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
- Torching (Cost 5 Leadership Points) (Your Hordes are now able to destroy a building using with torches, it does not work on defensive buildings)
Shouldnt military strength be able to fend of attacks from barbarians?
They would be able to fend off from barbarians but it is depends on luck and my interests. However, weak military has attacked by larger hordes that are much bigger and better than your current population/military would be fatal. This would leads to building losses and dramatically lose nearly everything as well if your civilization won't be able to defend themselves after a few rounds.
((Not exactly liking the way you are going about this, with (an) active "god(s)"))
Mallah
Huts
Fire pit
Emogoths
Rustling
Barbaric camp
Focus Ilmen
((If we are going to play this religiously I am going to submit an antipantheon, for the Emogoth's sake
Grimace- deity of murder
Cardaeus- deity of blood and human sacrifice
Malek- deity of disease
Riklok- deity of trickery
Lepurnia- deity of rot
Kaon- deity of destruction
Grimace and Cardaeus are the main deities worshiped by the Emogoths
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
((Not exactly liking the way you are going about this, with (an) active "god(s)"))
-snip-
((If we are going to play this religiously I am going to submit an antipantheon, for the Emogoth's sake
Grimace- deity of murder
Cardaeus- deity of blood and human sacrifice
Malek- deity of disease
Riklok- deity of trickery
Lepurnia- deity of rot
Kaon- deity of destruction
Grimace and Cardaeus are the main deities worshiped by the Emogoths
Feel free to add more and interpret form))
Pretty obvious that you are a person able to see in overhead view of an island, can control the civilization a millions of years without dying, and you have a limited of power to alter the world (like you can control civilization's motivation without every tribesmen in this RP know what they are doing.)
Tribes of Turinn
With the discovery of fire and agriculture, all citizens are very excited about these new technologies and advancements, making them very eager to test them out. The chief has commanded the construction of a communal farm and fire pit, although there are no workers able to work the farms, so instead of a farm the city is expanded in preparation.
Actions:
1x Fire pit
1x Bunch of huts
Infrastructure:
Buildings:
1x Chief's Hut
4x Bunch of huts
4x Forager's camp
3x Woodcutter's camp
2x Muster Field
1x Fire pit
With very low wood, the chieftain decides it is time to start a minor deforestation of the nearby forest, with a bonus of also clearing new lands to build on.
Actions:
x1 Woodcutter's Camp
x1 Bunch of huts
hi
- United Tribe of Turrin have completed their minor deforestation. The Mother Nature dislikes this treachery of human's attempt.
- Tribal of Ilmen's explorers has found a pack of wild deer during their hiking to the river. However, due to their blunt tools. They are failed to hunt the deer and scared most of them away, yielding nothing after their expedition.
Civilization's Infrastructures:
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
(Buildings below requires Chieftain's Hut)
- Bunches of Huts (Maintenances Cost: 10 Wood, 5 Food) (Adds 50 Population)
- Woodcutter's Camp (Maintenances Cost: 10 Food, 25 Idle Population) (Produces 30 Wood)
- Forager's Camp (Maintenances Cost: 10 Wood, 15 Idle Population) (Produces 25 Food)
- Muster Field (Maintenances Cost: 10 Wood, 20 Food, 20 Idle Population) (Increase Military Strength by 5)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)
- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Barbarian's Skills and Infrastructures:
Ancient Age:
Buildings:
- Barbaric Camp (Maintenances Cost: 5 Stolen Food) (Adds 20 Hordes)
Skills:
- Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
Muster field
Wood camp
Emogoths:
Rustling
Focus: Mallah
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Construction:
-One group of huts.
-One forager's camp.
The underwhelming workforce and the deficit of food production are troubling. Having too little people and too many forager's camps will starve the fair people of the tribe, while the other option would overwork them. Having seen too few possible solutions with the current technology of the tribe, the chief has decided to take the middle ground, with the deficit of food being necessary to create more food. The people will soon be troubled by this...
Exploration:
Using the blood and skin of animals foraged by explorers they have managed to create a crude and fragile map of some of the land east of the tribe. The forests are long and treacherous, but evidence of hunting and foraging is evident, indicating their might be some other group nearby. The scouts have decided to explore further...
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
The tribe is expanding, and with expansion comes more resources needed. The chief has commanded an exploration party to the east, and some warriors set out to report anything they find.
Actions:
x1 Woodcutter's camp
x1 Forager's camp
Infrastructure:
1x Chief's Hut
3x Bunch of huts
3x Forager's camp
3x Woodcutter's camp
1x Muster Field
hi
- Tribe of Ilmen's explorers has stumped and found another tribe nearby. Which it was called themselves Umbraeson.
- United Tribe of Turrin's warriors were also stumped another tribe right after Tribe of Ilmen's explorers has found Umbraeson's Tribe first before they came. So both Tribe of Ilmen and United Tribe of Turrin found Umbraeson's Tribe at the same time in their exploration. Diplomacy are possible in this cases.
- Tribe of Mallah's tribesmen are believing about the strange phenomena from this world was controlled by a god. There are many explanations to this strange phenomena, like earthquakes and even floods from the rivers.
- The tribesmen population are quickly in arisen. With their unique cultures, every civilization gain one more research point on this turn.
Barbarian's Skills:
- The Emogoths = Infiltration(1), Rustling(1), Anti-Tracking Technique(1)
Civilization's Infrastructures:
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
(Buildings below requires Chieftain's Hut)
- Bunches of Huts (Maintenances Cost: 10 Wood, 5 Food) (Adds 50 Population)
- Woodcutter's Camp (Maintenances Cost: 10 Food, 25 Idle Population) (Produces 30 Wood)
- Forager's Camp (Maintenances Cost: 10 Wood, 15 Idle Population) (Produces 25 Food)
- Muster Field (Maintenances Cost: 10 Wood, 20 Food, 20 Idle Population) (Increase Military Strength by 5)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)
- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Barbarian's Skills and Infrastructures:
Ancient Age:
Buildings:
- Barbaric Camp (Maintenances Cost: 5 Stolen Food) (Adds 20 Hordes)
Skills:
- Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
Foragers
Muster field
Emogoths
Focus Umbraeson
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
The tribe's exploration party has returned, and the chief has decided to try and be friendly with the neighboring tribe. They send a diplomat with a gift, in hopes of explaining that we want to be friends (The exploration party noticed that Umbraeson speaks a different language that Turinn).
A forager accidentally left seeds out in the meadow where they frequently gather berries, and when he noticed what he had done and returned to the site, he saw that some of the seeds had produced a sprout. He told this to the chief, and the chief ordered his people to investigate this phenomenon. Apparently, the seeds required sunlight and water, so the research of irrigation started.
Actions:
x1 Muster Field
x1 Forager's camp
Research: Irrigation
Infrastructure:
Buildings:
1x Chief's Hut
3x Bunch of huts
4x Forager's camp
3x Woodcutter's camp
2x Muster Field
Technology:
Irrigation
hi
Tribe of Ilmens:
Construction:
-One group of huts.
-One woodcutters camp.
With wood production having been deemed sufficient, the chief has deemed that in the following years expansion of the military will begin.
Exploration/Diplomacy:
The scouts welcome the gift, and try to express gratitude, despite the language barrier. Nevertheless, the leader of the scout party tries to express that they will return, to the best of his ability at least. Having already made a makeshift map, the journey back to the rest of the tribe is far quicker, and the scouts will soon return with news of the new tribe and the gift that they received.
Demonym: Tandorian, Tandorians
Starting infrastructure: Chieftain's hut; Bunches of huts; Forager's Camp; Woodcutter's camp; Muster field.
Other: Has a decentralized religion focusing on lineages, ancestors, and reincarnation. Can I be put around the East side please?
- Tribal of Turrin, Umbraeson and Mallah has become deficit to their resources because the lack of idle population.
- Tribe of Tandoria has emerged from the field! Unfortunately, the god of this world are pity over Tandorians due to no fresh water nearby at the east along with the lack of natural resources. So, he decided to create a spring for them and with a newly young saplings.
United Tribes of Turrin gain their food bonus after the discovery of irrigation and unlocks the small farm for every civilization. However, the barbarians are now experienced on rustling due to hefty loads of food, so their leadership cost on rustling skill are now lower to 2 points.
Barbarian's Skills:
- The Emogoths = Infiltration(1), Rustling(1), Anti-Tracking Technique(1)
Civilization's Infrastructures:
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
(Buildings below requires Chieftain's Hut)
- Bunches of Huts (Maintenances Cost: 10 Wood, 5 Food) (Adds 50 Population)
- Woodcutter's Camp (Maintenances Cost: 10 Food, 25 Idle Population) (Produces 30 Wood)
- Forager's Camp (Maintenances Cost: 10 Wood, 15 Idle Population) (Produces 25 Food)
- Small Farm (Maintenances Cost: 15 Wood, 20 Idle Population) (Produces 35 Food)
- Muster Field (Maintenances Cost: 10 Wood, 20 Food, 20 Idle Population) (Increase Military Strength by 5)
- Fire Pit (Maintenances Cost: 20 Wood, 5 Idle Population) (Producing extra 1 more research point per turn and 5% food efficiency to all food producing buildings. You can only build one Fire Pit in every civilization.)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)> Escalate To Stone Age (Cost 8 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Barbarian's Skills and Infrastructures:
Ancient Age:
Buildings:
- Barbaric Camp (Maintenances Cost: 5 Stolen Food) (Adds 20 Hordes)
Skills:
- Rustling (Cost 2 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
- Torching (Cost 5 Leadership Points) (Your Hordes are now able to destroy a building using with torches, it does not work on defensive buildings)
They would be able to fend off from barbarians but it is depends on luck and my interests. However, weak military has attacked by larger hordes that are much bigger and better than your current population/military would be fatal. This would leads to building losses and dramatically lose nearly everything as well if your civilization won't be able to defend themselves after a few rounds.
Mallah
Huts
Fire pit
Emogoths
Rustling
Barbaric camp
Focus Ilmen
((If we are going to play this religiously I am going to submit an antipantheon, for the Emogoth's sake
Grimace- deity of murder
Cardaeus- deity of blood and human sacrifice
Malek- deity of disease
Riklok- deity of trickery
Lepurnia- deity of rot
Kaon- deity of destruction
Grimace and Cardaeus are the main deities worshiped by the Emogoths
Feel free to add more and interpret form))
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Pretty obvious that you are a person able to see in overhead view of an island, can control the civilization a millions of years without dying, and you have a limited of power to alter the world (like you can control civilization's motivation without every tribesmen in this RP know what they are doing.)
With the discovery of fire and agriculture, all citizens are very excited about these new technologies and advancements, making them very eager to test them out. The chief has commanded the construction of a communal farm and fire pit, although there are no workers able to work the farms, so instead of a farm the city is expanded in preparation.
Actions:
1x Fire pit
1x Bunch of huts
Infrastructure:
Buildings:
1x Chief's Hut
4x Bunch of huts
4x Forager's camp
3x Woodcutter's camp
2x Muster Field
1x Fire pit
Technology:
Irrigation
hi