DAWN OF THE FIRST DAY. ??? HOURS REMAIN.
Current map
All people, using basic wood and stone tools, have just emerged from millenia of darkness. Fire and language being invented, their civilizations may begin to organize for the first time.
Cale: Your people begin a form of ancestor worship. This naturally leads to a greater collective identity among your tribe, as veneration of specific common ancestors installs a common set of values. +1 to organization.
Madcat: Your people, choosing the thug lyfe, begin altering their stone tools as to better kill people and animals. Food production improves because of this. +1 to food production.
DarkErmac: Your people discover the wheel by rolling round stones around. They use this invention for the purposes of showing to their neighbors that they had time to go make a wheel.
Ann Hiro: Your people notice, through many years of spitting seeds into one specific corner of camp, that plants grow from seeds. They therefore start dropping seeds everywhere they go. As they have little understanding of agriculture this meets with little success, but the area around your tribe becomes more fertile when it comes to gathering food. +1 to food production.
RPP: Your people notice that animals live in the water. Attempts to hunt these animals fail initially, but eventually your people learn to stand in the shallows and spear them. Fishing has just been invented. +1 to food production.
Captain Falcon: Your people, similar to Ann’s, notice that sticking plants in the ground occasionally leads to more plants. They do so, establishing crude agriculture. +1 to food production.
Fridge Logic: Your people discover that simply picking up the docile fish in the waters around their land is a possibility as they migrate upstream to spawn. Your people share this bounty with eachother. +1 to food production.
Crimson Locks: A basic caste system is established as the tribe develops specialists who pass their profession down to their children. This makes the activities of the tribe much more efficient. +1 to Organization.
Slappy: Your people are struck with an inexplicable desire to wander north. By the start of next turn, they will have done so.
BSOD: Your people, noticing that herds of cattle have more meat in them than they could normally harvest, begin forcing cows into areas that they can graze in but cannot easily escape without passing a tribal watchman. This method is a basic and crude means of herding, but opens the door for further agricultural opportunity. +1 to food production.
LiamMayham: Your tribe develops a lot of ideas, including tension and metalworking. Unfortunately neither of these are technologically available, considering you only have basic stone tools, fire and language, and they are forgotten within a generation as they have absolutely no use to your tribe. (implausible techs bro, no ironworking or crossbows in the Neolithic)
404: Your people, unknowingly infringing on the copyrights of DarkErmac’s tribe, invent the wheel. It has no use to you now, but will later.
If you don’t see yourself here, it’s because you didn’t send me a turn in time.



