Toggle Background Color

After-lesson 1: Researching in the Age of Darkness (And More Voting)

Okay, science point and research talk.



As you can see, there's a lot here. The first thing to know is that anything with a ? mark is hidden and can't be unlocked unless you unlock the previous one in the chain. This applies to every page you're about to see.

The first page is resources we can gather. If you don't know how to do it, you can't gather it outside of finding it as loot. As a plus, researching a resource also gives you the nearest location it can be found plus a free 5 pieces of it. It'll also open up the tree more, and let you see (in greyed out icons) the resources just after it in the chain. Otherwise, those resources will be invisible on the main map.

It's kind of like how you can be sitting on oil deposits in Civ, but not know it until you get to that point in the game.

Going clockwise, starting at the top:

Fur Leather- Better leather, with more Dexterity bonus
Scaled Leather (2 Points)- Better leather with more armor/shielding

Quartz- Semi-cheap building material and decent for some weapon types.
Clay- Heavy, used in staves and gathering tools. Also a building material.

Monster Bone- Stronger bone with passable weight and damage. Makes okay medium armor. Sometimes attracts animals.

Cane- Light material for staves, bows, or gathering tools.
Wicker- Same uses as cane, gathered in less quantities, but stronger. (Does open up to another material, just cut off by the screen.)

Spidersilk- Very good string, and very light. Makes good tools/bows and passable light armor.
Vine- Basically the same as spidersilk, though a bit rarer and a bit stronger.

Dark Wood- Weighty, but a good source of poison damage, and makes good shields. Sometimes attracts sinister things.
Elven Wood- Very light, and tends to look pretty. Sometimes attracts magical things.

Gold- Semi-light and a good source of Willpower. Makes good gear. Sometimes attracts hardy things.
Silver (2 Points)- Light and grants Dexterity. Makes good gear, but hard to gather.
Steel- Semi-light, and makes strong gear, but hard to gather. Sometimes attracts brutish things.

Amber- Is the lowest tier of gemstone. Gemstones are better used for jewelry, but they can be encrusted in armor and weapons for some stat bonuses, but also grant random skills.





The second page is what things we can craft. There's a lot here, but I'll cover them briefly. Going clockwise, starting at the top:

One Handed Axes: Stone, Bone, or Metal- High one-handed damage but little else.

Bows: Woods and String- Adds Ranged Damage, used for Support Ally (+ Damage to ally in Combat and Hunting challenges)

Clubs: Stone, Wood, or Metal- Low damage, but deals Blunt. With blunt damage, any overkill damage is dealt to the next enemy in line, making it good against swarms.

Staves: Wood, Metal- Lower damage spears, basically.

Food Types: Roasted food is for meat, which we don't have much of, and baked is for grains and seaweed, which we don't have.

Jewelry: Wood, Bone, Metal - Provides passive benefits and hard to get skills.

Light Armor: String, Leather - Better than clothing, makes passable armor

One Handed Swords: Wood, Bone, Metal- Medium damage, provides decent shielding and are typically quite light.




The third page is all the buildings we can make. They're split into somewhat even trees, though the right side is a bit longer. I'll cover each one we have open in the next update as well.

These are, going in clockwise order as always:

Smithy: Gives an overall village-wide buff to crafting skill and allows smiths the chance to make high-quality gear. If a child grows up to be a crafter, they gain 5 extra points spread randomly to their skills.

Watchtower: Gives a boost to sight range for the town. Very helpful at night, and gates a lot of other building choices.

Well: Randomly dredges up various materials from the depths of Thea.

Cabbage Patch: Sometimes, new children are found in these fields.
Herbalist's Hut: Improves health regen in the town, and allows children growing up to become Medics.


Whew, okay, that's more than enough of that talk.

: See, I could've explained it too, but no-

Hush, you. Yes, it's a good tutorial, but I wanted to hand it out in plain text in my own way. Besides, you don't actually teach that much about this stuff in particular.


So, now, I've got three things to vote on.

The first is: what will our expedition will do this night?

Shall they:

1. Stay close and eliminate any threats that try to approach the town.

2. Head off in a direction in search of more resources. (Specify the direction, if you will.)

3. Focus on clearing out the areas nearby, and search for more ruins.


The other question is what we shall spend our science points on? We have one now, and we'll have a second one rather soon, so I'll take the runner up votes into consideration. You can vote for a class of weapons, a material type, a specific building tree, or you can outright state what you want us to research from the lists above, I don't really mind.

The last question is: should we work towards building a pasture? It'll provide a very small amount of meat per turn, but it could add up in the long run.

Again, apologies for the information overload, but that was the last update I should need to. From here on, we'll be going for a more in-character approach.