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Reference manual

A GAME OF SURVIVAL, ECOSYSTEMS AND CIVILISATION
Reference manual
User guide
Version 0.1.7Browser · keyboard and mouse · touch screen

Contents

  1. 1The world→
  2. 2Time→
  3. 3The character→
  4. 4Actions→
  5. 5Items and crafting→
  6. 6Construction→
  7. 7Progression→
  8. 8Wildlife→
  9. 9Tribes→
  10. 10Achievements→
  11. 11Saves→
  12. 12Keyboard reference card→
  13. GGlossary→
  14. IIndex→
Manual outline
ChaptersSubjectPart
1 – 2The world, timeThe environment
3 – 5The character, actions, itemsThe player
6 – 7Construction, progressionDevelopment
8 – 9Wildlife, tribesOther inhabitants
10 – 11Achievements, savesProfile and data
12Keyboard reference cardCut out
G, IGlossary, indexLandmarks

1. The world

The world is a sphere projected onto a grid of 360 × 180 tiles (“Normal 360×180” size by default). It is computed in four successive stages from a seed: the same number always produces the same planet.

1.1 Scales

A tile of the world grid covers 1° of longitude and latitude, about 111 km at the equator. In local view, each world tile is subdivided into 64 × 64 local tiles: a local tile is therefore about 1.7 km across. The character, individual animals and buildings exist only at this scale. The grid wraps from east to west; it is bounded to the north and south.

 WORLD (1 tile = 1°)      REGION                 LOCAL (1 tile = 1.7 km)
 ┌─┬─┬─┬─┬─┐            ┌────────┐             ."".:.;..  ♣♣♣♣
 ├─┼─┼─┼─┼─┤            │ 8 × 8  │             ..@.,.♣♣♣♣♣♣
 ├─┼─┼█┼─┼─┤   ──►     │ blocks │   ──►       ~~≈≈..♣♣"""",
 ├─┼─┼─┼─┼─┤            └────────┘             ≈≈≈..""""∴∴
 └─┴─┴─┴─┴─┘      one world tile = 64 × 64 local tiles
Fig. 1 — The three zoom levels. The “region” level groups local tiles into blocks for display.
Tab. 1.1 — Generation parameters
ParameterDefault value
Width × height360 × 180 tiles
Number of tectonic plates12
Target land fraction29%
Axial tilt (drives the seasons)23.5 °
Global temperature offset0 °C
Erosion strength (0 to 2)1
Available sizesSmall 180×90 · Normal 360×180 · Large 540×270

1.2 Generation

The stages run in this order; each has its own stream of random numbers, so changing one stage does not alter the randomness of the others.

Tab. 1.2 — Generation pipeline
No.StageKey
1Tectonics, relief and oceansgeology
2Temperatures, winds, currents and rainclimate
3Rivers and lakeshydrology
4Biomes and soilsbiomes
  plates ──► relief ──► oceans / sea level
                │
                ▼
   temperatures ─ winds ─ currents ─ precipitation
                │
                ▼
   runoff ──► rivers, lakes
                │
                ▼
   classification of each tile ──► biome + fertility
Fig. 2 — Dependencies between stages

The classification of a tile combines mean temperature, extreme temperatures, annual precipitation and seasonality, elevation, local relief, distance to the coast, the presence of rivers, lakes and volcanoes, and substrate noise. It is inspired by the Whittaker and Köppen classifications. A majority filter then smooths out isolated tiles.

1.3 The 37 biomes

Table 1.3 is produced from the game modules: identifier, map glyph and colours, movement cost for walkers (speed multiplier), natural shelter, permanent presence of small water sources, and capacity for each vegetation type (0 to 1). The last column summarises the classification criteria.

Tab. 1.3 — Biomes
No.TileBiomeCategorySpeedShelterWaterGrassShrubsTreesDesert plantsAlgae / planktonCriteria (summary)
0~Deep oceanwater1––––––0.25ocean, elevation < −2,000 m
1~Oceanwater1––––––0.45ocean, −2,000 to −200 m
2-Shallow seawater1––––––0.8ocean, > −200 m
3°Coral reefwater1––––––1warm sea (coldest month ≥ 20 °C), > −120 m, away from estuaries
4#Sea icewater1––––––0.15ocean, mean temperature < −4 °C
5≈Lakewater1––––––0.7freshwater basin (hydrology)
6≈Salt lakewater1––––––0.2endorheic basin (hydrology)
7░Ice capland×0.6–yes–––––warmest month < 0 °C
8·Arctic tundraland1–yes0.350.2–0.02–warmest month < 10 °C, lowland
9·Alpine tundraland1–yes0.40.15–0.02–warmest month < 10 °C, elevation > 700–1,200 m
10♠Taigaland11yes0.250.350.7––very cold winter, summer < 18 °C
11♣Temperate broadleaf forestland11–0.30.50.9––humid temperate, broadleaf soil
12♠Temperate conifer forestland11–0.20.40.85––cool or high temperate, conifer soil
13♣Temperate rainforestland11yes0.20.61––temperate, rain ≥ 2,000 mm (≥ 1,400 mm near coasts)
14"Temperate grasslandland1––0.950.250.050.02–temperate semi-arid, rain close to the aridity threshold
15;Mediterranean scrubland10.5–0.40.80.30.05–temperate, winter rain, < 1,200 mm
16∴Sand desertland×0.85––0.030.05–0.25–arid, T ≥ 13–16 °C, sandy substrate
17°Rock desertland10.5–0.030.08–0.3–arid, T ≥ 13–16 °C, rocky substrate or relief
18:Cold desertland1––0.10.15–0.2–arid, T < 13–16 °C
19.Arid steppeland1––0.450.40.030.2–hot semi-arid (T ≥ 18 °C)
20∴Coastal desertland1––0.030.08–0.25–arid coast washed by a cold current
21,Savannaland1––0.90.40.20.03–tropical, marked dry season
22♣Dry tropical forestland11–0.40.60.70.02–tropical, rain 1,000–1,800 mm with a dry season
23%Tropical rainforestland×0.71yes0.150.61––tropical, rain ≥ 1,800 mm without a real dry season
24♣Mangroveshore, wetland×0.61yes0.10.50.6–0.6low coast, coldest month ≥ 17 °C, rain ≥ 900 mm
25^Mountainland×0.60.5–0.350.350.250.03–strong relief, elevation > 1,500 m
26▲High mountainland×0.35–yes0.080.05–0.02–elevation > 4,500 m, or strong relief and summer < 5 °C
27*Glacierland×0.5–yes–––––elevation > 2,000 m, summer < 3 °C, rain > 250 mm
28♠Mountain forestland×0.751–0.250.50.85––temperate or tropical mountain, enough rain
29♣Cloud forestland×0.651yes0.20.60.95––tropical mountain, rain > 1,500 mm
30=Highland plateauland1––0.50.250.020.05–elevation > 2,500 m, low relief
31▲Volcanoland×0.5––0.050.05–0.02–volcanic tile (tectonics)
32∙Lava fieldland×0.6––0.020.02–0.03–within 2 tiles of a volcano
33"Marshshore, wetland×0.75–yes0.70.40.1–0.4temperate waterlogged lowland
34≈Swampshore, wetland×0.61yes0.30.50.6–0.4hot waterlogged lowland (T ≥ 17 °C, rain ≥ 800 mm)
35~Bogshore, wetland×0.75–yes0.40.50.15–0.2cold waterlogged lowland (T < 4 °C)
36.Beachshore, wetland1––0.150.150.020.05–low shore, T ≥ 9 °C

1.4 Hydrography and plates

Tab. 1.4 — Watercourses (Rivers layer)
FlowNameColour
1Stream─
2River─
3Great river─

River glyphs follow the direction of flow: ─ (east-west), │ (north-south), ╲ and ╱ (diagonals). Lakes are salt or fresh depending on whether the basin is closed.

Tab. 1.5 — Plate boundaries (Plates layer)
BoundaryGlyphColour
Convergent▲#ff5a3c
Divergent═#4ae0ff
Transform╪#e070ff

1.5 Vegetation and habitats

Tab. 1.6 — Vegetation types
TypeNameBiomass at full capacity (kg per world tile, before scaling)
0Grass150
1Shrubs120
2Trees100
3Desert plants60
4Algae / plankton120

Animal species are spawned per ecological region. Each region groups several biomes:

Tab. 1.7 — Ecological regions
RegionBiomesHabitats (species name suffix)
ColdArctic tundra, Taiga, Cold desert, Bog, Alpine tundraof the tundra, of the taiga, of the cold deserts, of the bogs, of the alpine meadows
Temperate forestTemperate broadleaf forest, Temperate conifer forest, Temperate rainforest, Mountain forestof the woods, of the pinewoods, of the rainforests, of the highland forests
GrasslandTemperate grassland, Mediterranean scrub, Highland plateau, Arid steppe, Beachof the steppes, of the scrubland, of the high plateaus, of the arid steppes, of the shores
SavannaSavanna, Dry tropical forest, Arid steppeof the savanna, of the dry forests, of the arid steppes
DesertSand desert, Rock desert, Coastal desert, Arid steppe, Cold desertof the sands, of the stony deserts, of the arid coasts, of the arid steppes, of the cold deserts
TropicalTropical rainforest, Cloud forest, Mangrove, Dry tropical forestof the jungle, of the cloud forests, of the mangroves, of the dry forests
WetlandMarsh, Swamp, Bog, Mangroveof the marshes, of the swamps, of the bogs, of the mangroves
MountainMountain, High mountain, Alpine tundra, Highland plateau, Mountain forestof the mountains, of the peaks, of the alpine meadows, of the high plateaus, of the highland forests
Seaall ocean biomes
Freshwaterlakes and rivers

2. Time

The whole simulation advances in discrete steps, called ticks. The tick is the unit of time shared by the world, the animals, the tribes and the character.

2.1 Clock and calendar

Tick
1 tick = 5 game minutes (12 ticks per hour).
Day
24 hours, i.e. 288 ticks.
Year
360 days, i.e. 103,680 ticks.
Start
Life starts at the northern spring equinox (year fraction 0.25).
Seasons
Hiver, Printemps, Été, Automne. The season depends on the hemisphere: in the south, the phase is shifted by half a year.

2.2 Local day and night

Solar time depends on longitude: it differs from the reference time by 24 h × (x − width/2) / width, where x is the column of the tile. Two columns a quarter of the world apart are six hours apart. Night is determined per tile; the light perceived by the character is the average of three neighbouring columns (0 = full night, 1 = full daylight).

Day length depends on latitude, date and axial tilt (23.5° by default):

Tab. 2.1 — Day length (hours), default tilt
LatitudeSummer solstice (northern hemisphere)EquinoxWinter solstice (northern hemisphere)
0 °12 h12 h12 h
30 °13.9 h12 h10.1 h
45 °15.4 h12 h8.6 h
60 °18.5 h12 h5.5 h
66 °22.3 h12 h1.7 h
75 °24 h12 h0 h

Beyond the polar circle, the sun does not set in summer and does not rise in winter.

2.3 Simulation speeds

At speed ×1, game time flows at 10 game minutes per real second. The other speeds multiply this rate. If the machine cannot keep up, the time actually achieved is shown in the time bar.

Tab. 2.2 — Speeds
SpeedGame time per real secondTicks per second
×110 min2
×101.7 h20
×10016.7 h200
×10006.9 d2,000

2.4 Turn-based mode

In turn-based mode (T key), the simulation is paused and only advances when the player acts. A timed action consumes its ticks. A character step consumes a number of ticks derived from the step duration: on open ground, a step lasts 120 ms in real time and is worth 2 ticks (10 minutes); the number of ticks is rounded from 2 × (terrain cost) × (√2 diagonally) × (slowdown), clamped between 1 and 8. Waiting (Space) consumes 1 tick.

  turn-based              real time
  ─────────────           ──────────
  step ─► +2 ticks        clock ─► continuous ticks
  action ─► +N ticks      actions run
  Space ─► +1 tick        while time passes
Fig. 3 — How time advances in each mode

3. The character

The character, shown as @, exists in two modes. Survival mode applies vital needs, fog of war, the carrying limit and unlocks; God mode suspends them.

3.1 Game modes

Tab. 3.1 — Mode comparison
AspectSurvival modeGod mode
Vital needsactivesuspended
Deathpossibleimpossible
Visionfog of wareverything visible
Movementon foot, terrain costfree flight, double-click teleport
Inventorylimited by weight (base 14 kg)unlimited
Timed actionsduration in ticks, may failinstantaneous, always succeed
Crafting and buildingunlocked by progressionall available
Knowledgegained by observationall known
Achievementscounteddisabled for this game (permanently)

Switching from Survival to God sets the survival inventory aside; it is returned when you switch back. After a death, continuing in God mode and then returning to Survival starts a fresh life: full needs, empty inventory apart from the starting provisions.

In God mode, the God tools panel (Shift + O) lets you spawn animals, plants and tribes on the clicked tile, and trigger climate events. An animal only appears in a habitat that suits it (otherwise the tool refuses and says so); a tribe camp is placed exactly on the clicked tile. Animals remain selectable while paused and the tribe list refreshes even when the game is stopped.

3.2 Gauges

Five gauges describe the body. The character weighs 70 kg. At birth: 2,250 kcal out of 2500, water 90, warmth 60, rest 90, health 100. Starting provisions: 8 × fruit and nuts, 6 × seeds.

Tab. 3.2 — Gauges and display thresholds
GaugeRangeDisplayed word (raw value)
Hunger0–2500 kcalstarving (warning): 0–250; hungry (warning): 250–500; hungry: 500–800; fine: 800–1,813; full: 1,813–2,500
Thirst0–100dehydrated (warning): 0–15; thirsty (warning): 15–25; thirsty: 25–40; hydrated: 40–100
Warmth0–100freezing (warning): 0–15; cold (warning): 15–25; cold: 25–30; comfortable: 30–76; hot: 76–86; hot (warning): 86–91; burning (warning): 91–100
Fatigue0–100exhausted (warning): 0–10; tired (warning): 10–20; tired: 20–30; rested: 30–100
Health0–100 (“ill” if an illness is under way)value in % (warning): 0–40; value in %: 40–100

3.3 Felt temperature

The body reacts to the felt temperature: air temperature plus clothing and fire, minus wind and rain, plus shelter. Wind only cools below 22 °C; shelter softens wind and rain.

Tab. 3.3 — Effects on felt temperature
Situation (air at 10 °C)Felt
Air only10 °C
Strong wind (1.0)3 °C
Rain6 °C
Windbreak (shelter 0.5)12 °C
Full shelter (1.0)14 °C
Full shelter, strong wind and rain12.6 °C
Hide clothing (+12 °C)22 °C
Coat + boots + hat (+32 °C)42 °C
Next to a strong fire (1 tile)32 °C

Only the best garment in each slot (body, feet, head) counts; the values add up. Body warmth tends towards an equilibrium set by the felt temperature, with a time constant of about 4.5 h.

Tab. 3.4 — Thermal equilibrium and expenditure by felt temperature
Felt (°C)-20-100101420273240
Warmth equilibrium0226506060607599
Energy burned, kcal/h (awake, resting)463932262626262626
Water lost, points/h (awake, resting)11111111.42.04

Cold raises energy expenditure below 10 °C felt; heat raises thirst above 27 °C, and illness multiplies it further.

3.4 Expenditure and recovery

Tab. 3.5 — Hourly rates (at 20 °C felt unless stated)
SituationEnergy (kcal/h)Water (pts/h)Rest (pts/h)
Awake, resting-26-1-2.1
Work (exertion 0.4)-48-1.64-3.1
Maximum effort (exertion 1)-82-2.6-4.6
Sleep-20-0.6+13
Sleep in a full shelter-20-0.6+15.6
Sleep on a bed, in a shelter-20-0.6+19.5
Sleep in severe cold (felt < 8 °C)-25-0.6+6

Each tile walked costs an extra 2.5 kcal, 0.06 water point and 0.06 rest point. A lit torch lasts 3 h and a fat lamp 6 h; they light up to 8 tiles at night and add 3 °C felt.

3.5 Health, illness, death

Health drops every hour a cause is active (damage adds up). It recovers when the body is well looked after. The figures below are measured on the needs update function.

Tab. 3.6 — Effects on health
CauseConditionHealth (pts/h)
Hungerenergy = 0-0.3
Thirstwater = 0-3.5
Thirstwater < 10-0.8
Coldwarmth < 25-0.3
Severe coldwarmth = 0-5.2
Heatwarmth > 92-2.2
Illnessillness hours remaining-1.1
Recovery (awake)energy > 600, water > 30, rest > 20, warmth between 30 and 85+0.6
Recovery (asleep)same conditions+1.6

Predators deal a one-off blow (see chapter 4). The cause of death recorded is the one causing the most damage at the time.

Sleep deprivation

Awake, rest drops by 2.1 points per hour: it falls to about 66 after a 16 h day and to 0 around 48 h. At 0 the body gives out where it stands: the character collapses and sleeps for 2.5 h and cannot be woken. This forced sleep restores only partial rest (cap 30, then 26, 22… never below 12) and adds a sleep debt. Each collapse, after more than 48 h of accumulated wakefulness, can be fatal: 7% risk at 3 days, 30% at 5 days, 50% at 7 days, 85% at 10 days, certain death around 11 days (cause: exhaustion). Three warnings are given at 1, 2 and 3 days without sleep. Sleeping voluntarily reduces the accumulated wakefulness; 7 h of continuous sleep (or rest of at least 95) clears the debt and the risks. The fatigue gauge then reads “sleep-deprived” with the number of days.

Tab. 3.7 — Survival time under deprivation (simulated)
ScenarioTime until death
No drinking (resting, 20 °C)4.8 days
No eating (resting, 20 °C)17.5 days
Cold: felt temperature −10 °C, no shelter32 h
Heat: felt temperature 45 °C2.2 days
All needs left unattended (resting, 20 °C)4.7 days
Tab. 3.8 — Causes of death
CodeDeath message
faimDied of hunger
soifDied of thirst
froidDied of cold
chaleurDied of heat
predateurDied in the claws of a predator
maladieDied of disease
epuisementDied of exhaustion

A death message gives the cause, the day and the biome. The player can then be reborn elsewhere in the same world (full needs, empty inventory apart from the provisions) or continue in God mode.

3.6 Slowdown and vision

Slowdown multiplies the duration of a step (1 = normal). It adds up for each impairment. Vision is the factor applied to the sight radius.

Tab. 3.9 — Slowdown and vision by body state
StateSlowdownVision
Fit11
Rest 201.0750.8
Rest 101.2250.6
Rest 01.3750.4
Health 301.11
Health 101.30.8
Energy < 200 kcal1.31
Warmth < 201.251

3.7 Fog of war and light

In Survival, the character sees tiles in their line of sight, within a radius that depends on light: radius = (3.5 + (12 − 3.5) × light) × vision factor, capped at 25 tiles. Vegetation and rocks partly block the view (a rainforest tree blocks half the radius, a boulder three quarters, tall grass almost nothing). A torch guarantees a radius of 8 tiles at night; a fire lights a radius of 2 + 6 × intensity tiles.

Tab. 3.10 — Sight radius
LightVision factor 1.0Factor 0.4
0 (night)3.5 tiles1.4 tiles
0.57.8 tiles3.1 tiles
1 (day)12 tiles4.8 tiles

Tiles already seen stay visible as a remembered map; creatures and buildings are only shown in the current field of view. Exploration memory is kept per world tile and saved with the game.

3.8 Fire

Tab. 3.11 — Heat of a fire
Distance to the fire (tiles)01234
Heat provided (°C felt), fire at full intensity22221690

A fire burns 0.55 kg of wood per hour and holds at most 6 kg. Intensity decreases with fuel and rain weakens it; without wood it turns to embers, then ashes. Near a lit fire, the character can cook, tend the fire, and light a torch or lamp.

3.9 Skills

Five skills range from 0 to 1: gathering, hunting, fishing, crafting, fire. They improve with practice: level += amount × (1 − level), with 0.02 by default; each action sets its own amount. They affect success chances: base + level × 0.4, clamped between 0.05 and 0.97.

Tab. 3.12 — Skills
SkillStarting level
Gathering0.15
Hunting0.1
Fishing0.1
Crafting0.15
Fire0.1

3.10 Water: sources and risks

There are three water qualities. Freshwater (rivers, freshwater lakes) is safe. Stagnant water (ponds, marshes, mud, puddles up to 12 h after rain) quenches thirst but can make you ill: the risk depends on temperature and biome. Seawater and salt-lake water are harmful.

Tab. 3.13 — Risk of illness from drinking stagnant water (parasite share in brackets)
Biome / temperature< 5 °C5–15 °C15–25 °C≥ 25 °C
Temperate grassland15% (parasites 15%)30% (parasites 15%)40% (parasites 15%)55% (parasites 35%)
Savanna20% (parasites 15%)35% (parasites 15%)45% (parasites 15%)60% (parasites 35%)
Tropical rainforest20% (parasites 15%)35% (parasites 15%)45% (parasites 15%)60% (parasites 35%)
Marsh30% (parasites 35%)45% (parasites 35%)55% (parasites 35%)70% (parasites 55%)
Swamp30% (parasites 35%)45% (parasites 35%)55% (parasites 35%)70% (parasites 55%)

A water filter divides the risk; boiling the water in a pot near a fire removes it. Dew is collected at local dawn (between 5 and 8 am), except below 0.5 °C or where annual precipitation is under 250 mm:

Tab. 3.14 — Dew
Annual precipitation< 250 mm250–599 mm600–999 mm≥ 1,000 mm
Sips of dew per harvest0123

4. Actions

An action is offered when its conditions are met on the targeted tile or on the eight neighbouring tiles. In Survival mode it takes a number of ticks and may fail; in God mode it is instantaneous and always succeeds. The following table lists each action, its direct key, its menu in the action bar, its duration, its conditions and its effects.

4.1 Action table

The keys are those of the action bar; a key only triggers the action if it is available. The bar menus open with Alt + letter.

Tab. 4.1 — Character actions
ActionKeyMenuDurationConditionsEffects
DrinkBWater (Alt+E)1 tick (10 min)an adjacent freshwater tilewater +35
Fill the waterskin–Water (Alt+E)1 tick (10 min)empty waterskin in inventory, adjacent freshwaterempty waterskin → full waterskin
Drink from the waterskinBWater (Alt+E)1 tick (10 min)full waterskin in inventorywater +45, waterskin emptied
Drink stagnant waterBWater (Alt+E)1 tick (10 min)adjacent stagnant water, action unlockedwater +28, risk of illness (tab. 3.13); with a filter, risk × 0.15
Drink boiled water–Water (Alt+E)3 ticks (30 min)adjacent stagnant water, pot or jar in inventory, fire within 2 tiles (intensity > 0.2), action unlockedwater +35, no risk
Drink salt water–Water (Alt+E)1 tick (10 min)adjacent seawaterwater -12, health -3, illness 3 h
Collect dewBWater (Alt+E)3 ticks (30 min); 2 with a hide or clothingat dawn, on grass, bushes or ferns, action unlocked; one harvest per tile per daywater + sips × 4 (× 1.5 with a hide or clothing)
GatherKGather (Alt+R)3 ticks (30 min)adjacent gatherable plant (grass, bush, tree, desert plant)berries, fruit, roots, seeds or mushrooms depending on the plant and season (tab. 4.2)
Collect woodRGather (Alt+R)3 ticks (30 min)adjacent tree, bush, dead tree or forest floor2 to 4 branches, taken from the dead wood of the area
Collect stonesRGather (Alt+R)3 ticks (30 min)adjacent rock, gravel, boulder or shingle1 to 3 stones; flint 30% (rock) or 12%; pyrite 6%
Collect clayRGather (Alt+R)4 ticks (40 min)mud, or soil near freshwater1 to 2 clay; ochre 20%
Collect fibresRGather (Alt+R)3 ticks (30 min)adjacent grass, reeds, fern or bush2 to 5 fibres
Fell a tree–Gather (Alt+R)9 ticks (1 h 30); 5 with a polished axeadjacent tree, axe or polished axe in inventory, action unlockedlogs (1, +1 with a polished axe, +1 with 40%) and 1 to 3 branches; the tree becomes a stump
Strip bark–Gather (Alt+R)3 ticks (30 min)tree, scraper or knife, action unlocked2 to 4 bark
Collect resin–Gather (Alt+R)3 ticks (30 min)conifer, scraper or knife, action unlocked1 to 2 resin
Collect shellfishRGather (Alt+R)3 ticks (30 min)sand, gravel or mud next to water2 to 5 shellfish
Pick medicinal herbsKGather (Alt+R)3 ticks (30 min)adjacent living grass or bush in meadow, forest or marsh (no desert, ice or sea), action unlockedchance 0.75 × 0.85, adjusted by skill; 2 to 4 medicinal herbs
Chew herbs–Eat (Alt+M)1 tick (10 min)ill, medicinal herbs in inventory1 herb consumed; remaining illness hours −25%; one dose every 4 h (shared with tea)
Brew herbal tea–Fire (Alt+F)3 ticks (30 min)ill, medicinal herbs, pot or jar in inventory, fire within 2 tiles (intensity > 0.2), action unlocked1 herb consumed; remaining illness hours −50%; water +20; one dose every 4 h (shared with chewing)
Tame–Hunt (Alt+C)1 tick (10 min)mammal of 40 kg or less (herbivore, omnivore or small carnivore), without an owner, on an adjacent tile; food in inventoryone food offering; at offering 3, the animal follows you (“tamed” counter)
HuntXHunt (Alt+C)1 tick (10 min)non-insect animal on an adjacent tileone blow (tab. 4.3); the animal may strike back
FishPHunt (Alt+C)4 ticks (40 min)fish within 5 tiles of the shore; fishing gear is required in Survival modechance 0.18 + skill × 0.4 + gear (tab. 4.4)
ButcherYHunt (Alt+C)4 ticks (40 min)carcass over 0.3 kg on an adjacent tileup to 10 kg taken (tab. 4.5)
EatEEat (Alt+M)1 tick (10 min)food in inventory, energy < 2,350up to 12 units at once, while energy stays below the maximum
CookUFire (Alt+F)1 + ⌈raw units / 2⌉ ticks, at most 6fire within 1 tile (intensity > 0.2), action unlocked, raw food in inventoryall raw food becomes its cooked version
Light a fireLFire (Alt+F)3 ticks (30 min)free tile, 3 branches, and flint, fibres, drill or lightercreates a fire (tab. 4.6)
Tend the fireLFire (Alt+F)1 tick (10 min)fire within 1 tile, 1 branchfuel + 0.9 kg
Light the lamp–Fire (Alt+F)1 tick (10 min)nearby fire, lamp and fat in inventory, no active lightlighting 6 h, 1 fat consumed
Light the torch–Fire (Alt+F)1 tick (10 min)nearby fire (intensity > 0.15), torch in inventory, no active lightlighting 3 h, torch consumed
Rest–Rest (Alt+P)1 h (12 ticks)Survival onlyrest recovery (tab. 3.5)
SleepNRest (Alt+P)up to 8 hSurvival only; stops as soon as rest reaches 99, or if energy or water falls to 0rest recovery (tab. 3.5)
Actions that must be unlocked (Survival mode)
Action unlocked byUnlock condition
Fell a treecraft: axe
Strip bark and gather resincraft: scraper
Pick up shellsavailable from the start
Gather dewavailable from the start
Drink stagnant wateravailable from the start
Boil watercraft: clay pot
Medicinal herbsavailable from the start
Brew herbal teacraft: clay pot
Cookavailable from the start
Sowingfind: seeds ×10, objective “Seeds and flour”
Tameobjective “Angler”
Milktame

4.2 Gathering

Success chance is base 0.75 + skill × 0.4, multiplied by the seasonal factor (at least 0.35), capped at 0.97. The quantity depends on the biomass taken from the world tile. It ranges from 2 to 12 units.

Tab. 4.2 — Gathering: product and seasonal multiplier
PlantProductHiverPrintempsÉtéAutomne
Bushes, fernsberries0.250.611
Treesfruit and nuts0.30.50.91.2
Desert plantsfruit0.60.60.60.6
Grass, flowers, reedsroots (50%) or seeds; roots only in winter and spring; mushrooms (30%) on forest floor in spring and autumn––––

4.3 Hunting

The character strikes with their best weapon. Hit chance: 50% + skill × 0.35 + 0.1 if armed + 0.1 for the bow and the spear, capped at 95%. Damage (fraction of the animal’s health) = weapon damage × (0.7 + skill × 0.5) × roll (0.6 to 1.4) × size factor, where size factor = 35 / mass^0.8, between 0.06 and 4. A bow shot consumes one arrow.

Tab. 4.3 — Weapons (the best one in the inventory is used)
EquipmentWeapon usedBase damage
No weaponbare hands0.06
Chipped pebbleChipped pebble0.12
Flint knifeFlint knife0.14
AxeAxe0.26
Polished axePolished axe0.3
Stake spearStake spear0.3
HarpoonHarpoon0.3
JavelinJavelin0.36
Spear + spear-throwerJavelin0.44
Bow without arrowsbare hands0.06
Bow + arrowsBow0.44
Bow + fletched arrowsBow0.5

Counterattack: after a blow, a carnivorous or omnivorous animal, or one heavier than 120 kg, strikes back with probability 30% (45% above 120 kg). The impact power is min(0.5, mass / 500) × (0.5 to 1.5), converted into health loss: max(2, power × 85) points. A killed prey is added to the studied species (its traits become known).

4.4 Fishing

Catch chance = 0.18 + skill × 0.4 + gear bonus, capped at 0.97. Catch: ⌊carcass kg / 0.4⌉ × gear yield, at least 1 and at most 6. Only the best gear in the inventory counts, in the order of the table.

Tab. 4.4 — Fishing gear
GearChance bonusYield
Fishing net+0.4× 2.5
Fish trap+0.3× 2
Fishing line+0.3× 1
Harpoon+0.25× 1
Stake spear+0.15× 1
Javelin+0.15× 1

4.5 Butchering

Each action takes up to 10 kg from the carcass. Meat = kg × 0.85 × efficiency / weight of one unit of raw meat. Efficiency: 0.55 without a blade, 1 with a blade (chipped pebble, flint, stake, axe, scraper), 1.25 with a flint knife. Other products accumulate in fractions: one unit each time the total reaches 1.

Tab. 4.5 — Butchering products
ProductOne unit per… (kg taken)Condition
Hide12 (×0.4 without a blade)halved below 6 °C
Fur14 (×0.4 without a blade)only below 6 °C
Bone16–
Sinew8blade required
Fat14blade required
Feathers1 to 3 feathers30% if the catch is 6 kg or less

4.6 Fire and cooking

Tab. 4.6 — Lighting a fire
MethodBase probability
Built hearth (in the hearth)depends on the tool held, below
Flint-and-pyrite lighter92%
Flint75%
Bow drill55%
Hand friction22%

The probability is multiplied by 0.3 in the rain outside a shelter, then increased by fire skill × 0.25, capped at 95%. A success consumes 3 branches (and 1 fibre if you have no flint); a failure consumes 1 fibre. A new fire holds 2.4 kg of wood; it burns 0.55 kg per hour, and at most 6 kg can be stored.

4.7 Meals

Eating consumes units of the best food (calories weighted by safety) as long as energy plus half a portion stays below 2500 kcal, up to 12 units. Each unit also provides water: 6 points for berries and fruit, 3 for mushrooms, 1 for the rest. For each unit, a roll against its illness probability (tab. 5.1); a single failure makes the character ill for 8 to 18 hours.

4.8 Taming

A wild mammal of 40 kg or less, herbivore, omnivore or small carnivore, that does not already have an owner, can be approached with food. Each offering consumes one unit of food (the first in the inventory); the animal stays wary until it has received 3. It must remain on an adjacent tile throughout the action. At offering 3, it follows the character and the “tame” objective is counted. The menu shows progress (“1/3 offerings”).

        ┌──────── target: 8 neighbours + aimed tile ──────┐
        │  ?  ?  ?                                        │
        │  ?  @  ?     → available actions                │
        │  ?  ?  ?       appear in the bar                │
        └──────────────────────────────────────────────────┘
   [Water][Gather][Eat][Fire][Hunt][Build][Rest]  [Inventory]
Fig. 4 — Action area and action bar

5. Items and crafting

The inventory has a capacity of 14 kg, increased by the bonus of each type of container carried, such as the hide bag (only one of each type counts). The total weight is the sum of the unit weights. When items are added beyond capacity, only those that fit are taken. In God mode, the inventory is unlimited.

5.1 Item catalogue

The tables below list every item in the game with its values. “Illness” is the probability of falling ill when eating one unit. “Damage” is the fraction of an animal’s health removed per blow, before modifiers (tab. 4.3). A garment only counts if it is the best of its slot.

Tab. 5.1 — Food
NameWeight (kg)kcalkcal/kgIllnessCooks intoNote
●Berries0.1454502%–
◒Fruit and nuts0.151409330%–
⌇Roots0.21608004%–
∴Seeds0.081101,3750%–
♠Mushrooms0.13030012%–
▪Raw meat0.55501,10030%Cooked meat
▪Cooked meat0.47201,8002%–
≈Raw fish0.326086715%Cooked fish
≈Cooked fish0.253001,2001%–
▫Dried meat0.256002,4001%–keeps well
▫Smoked meat0.256802,7200.5%–keeps well
≈Dried fish0.153202,1331%–keeps well
○Flatbread0.23801,9000%–
∪Porridge0.42606500%–
Tab. 5.5 — Materials
NameWeight (kg)DamageNote
/Branches0.8–
oStones0.7–
◆Flint0.4–
▒Clay1–
~Fibres0.1–
▤Hides1.2–
¦Bone0.4–
▬Logs3–felled trunk
≀Sinew0.05–
▥Furs1–
▭Bark0.3–
◌Resin0.1–
◍Fat0.2–
◖Shells0.05–
⌠Feathers0.02–
◈Pyrite0.3–sparks with flint
▓Ochre0.3–
§Rope0.2–
▦Leather1–
jFish hook0.02–
∷Flour0.2–
➳Arrows0.10.1bow ammunition
➵Fletched arrows0.10.16accurate ammunition
▪Charcoal0.2–filters, forge
Tab. 5.2 — Tools
NameWeight (kg)DamageNote
◗Chipped pebble0.60.12better butchering
⭡Stake spear1.20.3hunting and fishing
ƬAxe1.80.26hunting, butchering
¡Torch0.7–lights the night
†Flint knife0.30.14careful butchering
◐Scraper0.3–hides, bark
⁝Awl0.2–pierces bone and leather
⌐Bone needle0.02–sewing
⇑Javelin10.36hunting
⌒Spear thrower0.40.08javelin +
⇈Harpoon10.3hunting and fishing
)Bow0.80.34needs arrows
⌡Fishing line0.1–fishing
▩Fishing net0.8–plentiful fishing
⊓Fish trap1–fishing
◎Grindstone4–grinding
⥉Bow drill0.5–friction fire
✱Flint-pyrite striker0.4–reliable fire
¿Fat lamp0.5–lights 6 h
ŦPolished axe20.3fells trees twice as fast
⊻Water filter0.6–sand and charcoal: makes stagnant water safer
Tab. 5.3 — Containers
NameWeight (kg)Extra capacity (kg)Note
◙Hide bag0.8+10+10 kg capacity
ᴗEmpty waterskin0.3–
ʊFull waterskin1.3–fresh water
⊔Woven basket0.6+5+5 kg
⊓Pack basket1+8+8 kg
◡Bark container0.4+2+2 kg
∪Clay pot1.2+3cooking, +3 kg
⊍Jar2.5+6storage, +6 kg
Tab. 5.4 — Clothing
NameWeight (kg)Warmth (°C)SlotNote
Hide clothes1.5+12bodyprotects from cold
¥Sewn clothes1.6+17bodyvery warm
₩Fur coat2.5+26bodyfor harsh cold
ᴗBoots0.8+3feet
⌒Fur cap0.3+3head
Tab. 5.6 — Misc
NameWeight (kg)DamageNote
♀Medicinal herbs0.05–chewed or brewed: shorten illness
▨Dye0.2–
∞Shell necklace0.1–ornament
‼Bone whistle0.05–signal

5.2 Recipes

Crafting consumes the ingredients and takes the number of ticks shown. The tool must be in the inventory but is not consumed. If the recipe requires a fire, a lit fire must be within 2 tiles (intensity above 0.2). Success is 70% + crafting skill × 30%, capped at 97%; a failure destroys 1 branch and 1 fibre among the ingredients. In Survival mode, a recipe must first be unlocked (chapter 7).

Tools
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Chipped pebble12 × stones––3 t (30 min)from the start
Flint knife11 × flint, 1 × branches, 1 × fibres––3 t (30 min)objective “A first tool”
Scraper12 × flint––3 t (30 min)objective “A first tool”
Awl11 × flint, 1 × bone––3 t (30 min)objective “A first tool”
Axe11 × branches, 1 × stones, 2 × fibres––6 t (1 h)objective “A first tool”
Polished axe12 × stones, 1 × branches, 2 × fibresgrindstone–12 t (2 h)craft: grindstone, craft: axe
Bone needle11 × boneawl–2 t (20 min)objective “Get dressed”
Grindstone14 × stones––8 t (1 h 20)find: seeds ×10
Weapons and fishing
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Stake spear11 × branches, 1 × chipped pebble, 1 × fibres––4 t (40 min)objective “A first tool”
Javelin11 × branches, 1 × flint, 1 × fibres––5 t (50 min)objective “Bone and flint tools”
Spear thrower11 × branches, 1 × bone, 1 × fibres––4 t (40 min)objective “Bone and flint tools”
Bow12 × branches, 1 × sinew, 1 × rope––8 t (1 h 20)objective “Bone and flint tools”, find: sinew
Arrows42 × branches, 2 × flint, 1 × fibres––5 t (50 min)craft: bow
Fletched arrows62 × branches, 2 × flint, 2 × feathers, 1 × resin––7 t (1 h 10)craft: arrows, find: feathers
Harpoon11 × branches, 2 × bone, 1 × fibres––5 t (50 min)objective “Bone and flint tools”
Fish hook21 × boneawl–2 t (20 min)objective “Bone and flint tools”
Fishing line11 × fish hook, 2 × fibres––2 t (20 min)craft: fish hook
Fishing net13 × rope, 4 × fibres––10 t (1 h 40)objective “Angler”
Fish trap14 × branches, 3 × fibres––8 t (1 h 20)craft: fishing net
Fire and light
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Torch11 × branches, 1 × fibres––2 t (20 min)objective “Light a fire”
Bow drill12 × branches, 1 × fibres––4 t (40 min)objective “Bone and flint tools”
Flint-pyrite striker11 × flint, 1 × pyrite––2 t (20 min)find: pyrite
Fat lamp11 × stones, 1 × fat, 1 × fibres––4 t (40 min)find: fat
Clothing
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Hide clothes13 × hides, 3 × fibres––12 t (2 h)objective “Hunt and butcher”
Sewn clothes14 × hides, 3 × sinewbone needle–14 t (2 h 20)craft: bone needle
Boots12 × leather, 1 × sinewbone needle–8 t (1 h 20)craft: bone needle
Fur coat14 × furs, 3 × sinewbone needle–16 t (2 h 40)craft: sewn clothes, find: furs
Fur cap11 × furs, 1 × sinewbone needle–4 t (40 min)craft: sewn clothes, find: furs
Containers
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Hide bag12 × hides, 2 × fibres––6 t (1 h)objective “Hunt and butcher”
Empty waterskin11 × hides, 1 × fibres––4 t (40 min)objective “Hunt and butcher”
Woven basket18 × fibres––6 t (1 h)craft: rope
Pack basket13 × branches, 2 × rope, 1 × woven basket––8 t (1 h 20)craft: woven basket
Bark container12 × bark, 1 × resin––4 t (40 min)find: bark
Clay pot13 × clay–yes8 t (1 h 20)find: clay ×3, light fires (3)
Jar15 × clay–yes12 t (2 h)craft: clay pot
Cooking
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Dried meat22 × raw meat––4 t (40 min)objective “Hunt and butcher”
Smoked meat22 × raw meat, 1 × branches–yes5 t (50 min)objective “Cook and preserve”
Dried fish22 × raw fish––3 t (30 min)objective “Cook and preserve”
Flour24 × seedsgrindstone–4 t (40 min)craft: grindstone
Flatbread22 × flour–yes3 t (30 min)craft: flour
Porridge31 × flour, 1 × berriesclay potyes4 t (40 min)craft: clay pot, craft: flour
Materials
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Charcoal24 × branches–yes8 t (1 h 20)light fires (20)
Water filter13 × fibres, 2 × stones, 1 × charcoal––4 t (40 min)craft: clay pot, craft: charcoal
Rope14 × fibres––2 t (20 min)objective “Build a shelter”
Leather11 × hides, 1 × fatscraper–5 t (50 min)objective “Hunt and butcher”
Dye11 × ochre, 2 × berries––3 t (30 min)find: ochre
Ornaments
ProductQtyIngredientsTool (not consumed)FireDurationUnlock
Shell necklace14 × shells, 1 × fibres––3 t (30 min)find: shells ×3
Bone whistle11 × boneawl–2 t (20 min)craft: awl

6. Construction

A player construction is a blueprint: a grid of tiles, each of a specific type. The blueprint is placed as a building site, then each tile receives its materials and its work time. Everything is read from the catalogue of blueprints and tile types.

6.1 How it works

Placing a blueprint: open the Build menu (O key), pick a blueprint, and a placement bar appears with a ghost of the blueprint (green tiles: free, red: rejected; the bar gives the reason). The ghost follows the mouse: a click on the map or Enter places the site, R rotates the blueprint (Shift + R the other way), Esc cancels. There is no “Place” button: the pointer must not leave the map.

The blueprint requires every tile of its footprint to be free, the character to be within 14 tiles of the anchor point (in Survival), nobody to be standing on a tile, and the mean annual temperature to be within the blueprint’s limits. The blueprint rotates by quarter turns. Each non-free tile is built separately: you bring its materials (“Deposit”, or automatically when building), then build it (“Build tile”, taking the tile type’s duration). Deposited materials stay with the tile.

  SITE PLACED       MATERIALS             TILE            BLUEPRINT DONE
  ┌───┐            delivered tile by tile  built
  │ . │ site ──►  deposit or build ──►  ✓ ──► all tiles ✓
  └───┘                                        ↓
                                   interior shelter active
Fig. 6 — Life cycle of a building site

Impassable tiles (walls, fences, fixtures) block the character, animals and humans as soon as they are finished. A finished chest or storage pit keeps items the player puts in it.

Rejected locations: off the map, on water, on lava, on bare rock, on a tree or a boulder, on an existing construction or fire.

6.2 Shelter

The shelter felt on a tile (0 to 1) comes from two sources: (a) finished walls and fences give their “Adjacent shelter” value to the eight tiles around them; (b) once the blueprint is finished, each floor, hearth or bed tile takes the blueprint’s “Interior shelter” value, and a door 60% of it. The highest value wins. It affects the felt temperature (tab. 3.3), rain (none under full shelter) and sleep quality.

6.3 Tile types

Tab. 6.1 — Tile types
NameRoleMaterialsWork (ticks)PassableAdjacent shelter
#Wattle wallwall3 × branches3no0.3
▓Hide panelwall2 × hides, 1 × branches3no0.3
▒Bone and hide wallwall2 × bone, 1 × hides4no0.3
█Daub wallwall3 × branches, 2 × clay4no0.35
ODry-stone wallwall4 × stones5no0.3
▦Mud-brick wallwall4 × clay, 1 × fibres5no0.35
nLean-towall3 × branches, 2 × fibres3no0.3
+Entrance (hide)opening1 × branches, 2 × fibres2yes0.2
+Wooden dooropening2 × branches, 1 × hides2yes0.2
+Hide dooropening1 × hides1yes0.2
+Entranceopeningfree–yes–
·Packed floorfloor / rooffree–yes–
.Floor and thatch rooffloor / roof4 × fibres3yes–
.Beddingfloor / roof2 × fibres1yes–
.Floor and hide rooffloor / roof1 × hides, 1 × fibres2yes–
oHearthhearth4 × stones3yes–
oCovered hearthhearth4 × stones, 3 × fibres3yes–
=Bedbed5 × fibres, 1 × hides3yes–
▤Cheststorage3 × branches, 1 × fibres3no–
uStorage pitstorage2 × fibres, 1 × stones2yes–
╫Drying rackfence, fixture2 × branches, 1 × fibres3no0.1
FOvenfence, fixture4 × stones, 3 × clay4no–
KPottery kilnfence, fixture6 × clay, 2 × stones5no–
OWellfence, fixture6 × stones, 2 × branches6no–
|Palisade stakefence, fixture3 × branches3no0.15
"Fencefence, fixture2 × branches2no0.05
≡Windbreak hurdlefence, fixture2 × branches, 1 × fibres2no0.5
:Pathpath1 × stones1yes–
▲Brush shelterwall–0yes1
≡Windbreakfence, fixture–0yes0.5

6.4 Blueprint catalogue

Each card shows the layout as drawn in the game (top of the blueprint first), the tile legend, the total cost and the conditions. The layout shown is rotation 0.

Early Paleolithic

WindbreakEarly Paleolithic

three branch hurdles: blocks the wind

≡≡≡
  • ≡ Windbreak hurdle × 3
Footprint
3 × 1 (3 tiles built)
Materials (total)
6 × branches, 3 × fibres
Work
6 ticks (1 h), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
from the start

Brush shelterEarly Paleolithic

2×2: lean-to and open bedding

nn
n.
  • n Lean-to × 3
  • . Bedding × 1
Footprint
2 × 2 (4 tiles built)
Materials (total)
9 × branches, 8 × fibres
Work
10 ticks (1 h 40), materials delivered
Interior shelter
0.8 (door: 0.48)
Annual temperature
none
Unlock
from the start

Stone hearthEarly Paleolithic

ring of stones: a fire that lasts

o
  • o Hearth × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
4 × stones
Work
3 ticks (30 min), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
light fires (3)

Upper Paleolithic

Hide tentUpper Paleolithic

3×3 cross: hide panels, door to the south

 ▓ 
▓.▓
 + 
  • ▓ Hide panel × 3
  • . Bedding × 1
  • + Hide door × 1
Footprint
3 × 3 (5 tiles built)
Materials (total)
7 × hides, 3 × branches, 2 × fibres
Work
11 ticks (1 h 50), materials delivered
Interior shelter
0.9 (door: 0.54)
Annual temperature
none
Unlock
objective “Get dressed”

Drying rackUpper Paleolithic

frames to dry meat and fish

╫╫╫
  • ╫ Drying rack × 3
Footprint
3 × 1 (3 tiles built)
Materials (total)
6 × branches, 3 × fibres
Work
9 ticks (1 h 30), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
objective “Cook and preserve”

Storage pitUpper Paleolithic

keeps nuts, roots and seeds

u
  • u Storage pit × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
2 × fibres, 1 × stones
Work
2 ticks (20 min), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
objective “Cook and preserve”

Bone hutUpper Paleolithic

4×4: bones and hides, central hearth, cold steppe

▒▒▒▒
▒o.▒
▒..▒
▒▒+▒
  • ▒ Bone and hide wall × 11
  • o Hearth × 1
  • . Floor and hide roof × 3
  • + Hide door × 1
Footprint
4 × 4 (16 tiles built)
Materials (total)
22 × bone, 15 × hides, 4 × stones, 3 × fibres
Work
54 ticks (9 h), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
objective “The bow and arrows”, find: bone ×8

Mesolithic

HutMesolithic

3×3: wattle walls, one door, one inside tile

###
#.#
#+#
  • # Wattle wall × 7
  • . Floor and thatch roof × 1
  • + Wooden door × 1
Footprint
3 × 3 (9 tiles built)
Materials (total)
23 × branches, 4 × fibres, 1 × hides
Work
26 ticks (4 h 20), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
objective “Ropes and baskets”

SmokehouseMesolithic

3×3: embers under racks, smokes meat and fish

###
#o#
#+#
  • # Wattle wall × 7
  • o Covered hearth × 1
  • + Wooden door × 1
Footprint
3 × 3 (9 tiles built)
Materials (total)
23 × branches, 4 × stones, 3 × fibres, 1 × hides
Work
26 ticks (4 h 20), materials delivered
Interior shelter
0.8 (door: 0.48)
Annual temperature
none
Unlock
build: hut, preserve food (2)

Seasonal campMesolithic

3×3: four light shelters around a hearth

n·n
·o·
n+n
  • n Lean-to × 4
  • · Packed floor × 3
  • o Hearth × 1
  • + Entrance × 1
Footprint
3 × 3 (9 tiles built)
Materials (total)
12 × branches, 8 × fibres, 4 × stones
Work
15 ticks (2 h 30), materials delivered
Interior shelter
0.4 (door: 0.24)
Annual temperature
none
Unlock
build: hut, survive nights (30)

Path (tile)Mesolithic

one tile of laid stones

:
  • : Path × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
1 × stones
Work
1 tick (10 min), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
build: hut

Neolithic

Wattle-and-daub houseNeolithic

4×3: wattle and daub, hearth and bed, very warm

████
█o=█
██+█
  • █ Daub wall × 9
  • o Covered hearth × 1
  • = Bed × 1
  • + Wooden door × 1
Footprint
4 × 3 (12 tiles built)
Materials (total)
29 × branches, 18 × clay, 4 × stones, 8 × fibres, 2 × hides
Work
44 ticks (7 h 20), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
craft: clay pot

Dry-stone houseNeolithic

4×3: no wood, for the highlands

OOOO
Oo=O
OO+O
  • O Dry-stone wall × 9
  • o Covered hearth × 1
  • = Bed × 1
  • + Wooden door × 1
Footprint
4 × 3 (12 tiles built)
Materials (total)
40 × stones, 8 × fibres, 2 × hides, 2 × branches
Work
53 ticks (8 h 50), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
find: stones ×40, build: hut

Mud-brick houseNeolithic

4×3: clay bricks, for dry lands

▦▦▦▦
▦o=▦
▦▦+▦
  • ▦ Mud-brick wall × 9
  • o Covered hearth × 1
  • = Bed × 1
  • + Wooden door × 1
Footprint
4 × 3 (12 tiles built)
Materials (total)
36 × clay, 17 × fibres, 4 × stones, 2 × hides, 2 × branches
Work
53 ticks (8 h 50), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
find: clay ×30, craft: clay pot

LonghouseNeolithic

6×3: hearth, two beds, a chest

######
+o==▤#
######
  • # Wattle wall × 13
  • + Wooden door × 1
  • o Covered hearth × 1
  • = Bed × 2
  • ▤ Chest × 1
Footprint
6 × 3 (18 tiles built)
Materials (total)
44 × branches, 3 × hides, 4 × stones, 14 × fibres
Work
53 ticks (8 h 50), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
build: wattle-and-daub house ×2

Common hallNeolithic

5×3: the heart of the village, hearth in the middle

#####
#.o.#
##+##
  • # Wattle wall × 11
  • . Floor and thatch roof × 2
  • o Covered hearth × 1
  • + Wooden door × 1
Footprint
5 × 3 (15 tiles built)
Materials (total)
35 × branches, 11 × fibres, 4 × stones, 1 × hides
Work
44 ticks (7 h 20), materials delivered
Interior shelter
1 (door: 0.6)
Annual temperature
none
Unlock
build: hut ×3

Raised granaryNeolithic

2×2: stores safe from rodents

▤▤
▤+
  • ▤ Chest × 3
  • + Entrance × 1
Footprint
2 × 2 (4 tiles built)
Materials (total)
9 × branches, 3 × fibres
Work
9 ticks (1 h 30), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
objective “Seeds”

PenNeolithic

4×4 of fences with a gate

""""
"··"
"··"
""+"
  • " Fence × 11
  • · Packed floor × 4
  • + Wooden door × 1
Footprint
4 × 4 (16 tiles built)
Materials (total)
24 × branches, 1 × hides
Work
24 ticks (4 h), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
objective “Pottery”

WellNeolithic

fresh water in the village

O
  • O Well × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
6 × stones, 2 × branches
Work
6 ticks (1 h), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
build: hut ×2

OvenNeolithic

bakes bread and flatbreads

Fo
  • F Oven × 1
  • o Hearth × 1
Footprint
2 × 1 (2 tiles built)
Materials (total)
8 × stones, 3 × clay
Work
7 ticks (1 h 10), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
craft: clay pot, craft: flour

Pottery kilnNeolithic

fires pottery

KK
o·
  • K Pottery kiln × 2
  • o Hearth × 1
  • · Packed floor × 1
Footprint
2 × 2 (4 tiles built)
Materials (total)
12 × clay, 8 × stones
Work
13 ticks (2 h 10), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
craft: clay pot ×2

Palisade (stake)Neolithic

one stake: draw a line, tile by tile

|
  • | Palisade stake × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
3 × branches
Work
3 ticks (30 min), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
build: hut ×2

Palisade gateNeolithic

a way through the palisade

+
  • + Wooden door × 1
Footprint
1 × 1 (1 tile built)
Materials (total)
2 × branches, 1 × hides
Work
2 ticks (20 min), materials delivered
Interior shelter
none
Annual temperature
none
Unlock
build: palisade ×3

7. Progression

In Survival mode, the character cannot do everything from the start. Every recipe, blueprint, special action or piece of knowledge is a node of the unlock graph; it unlocks once all its conditions are met. Objectives, grouped by era, form a chain whose rewards unlock nodes. In God mode, everything is unlocked.

7.1 Counters and conditions

The game keeps counters, fed only in Survival: fires lit (fires_lit), meals, drinks, animals killed, carcasses butchered, fish caught, food cooked, food preserved, nights survived, tiles travelled, items obtained (got:item), items crafted (crafted:item) and constructions finished (built:blueprint). A condition compares a counter with a threshold. A node or objective is gained when all its conditions hold. Skills can also be used as conditions.

Tab. 7.1 — Condition grammar
FormMeaning

counter >= n

counter at least n (n = 1 if omitted)

got:item

item obtained at least once (n units)

crafted:item

item crafted

built:blueprint

blueprint finished (at least n times)

skill:name >= x

skill level

obj:id

objective completed

unlock:node

another node unlocked

7.2 Eras

Tab. 7.2 — Eras of the progression graph
No.EraObjectivesNodes
1Early Paleolithic726
2Upper Paleolithic425
3Mesolithic612
4Neolithic1738
5Chalcolithic1117
6Bronze Age713
7Iron Age913
8Antiquity10

In all, the graph has 144 nodes and 62 objectives. Some objectives and nodes of the late eras depend on systems that are not fed yet (sowing, herding, mining, trade…): they appear in the graph but cannot be obtained for now, and they do not break the chain of objectives.

7.3 Objectives

In the game, each objective is shown as a checklist of steps, one per condition (the “Objective” box under the gauges, and the Objectives window with Shift + B). The table below gives the same conditions and what the objective unlocks.

Early Paleolithic
ObjectiveConditionsUnlocks
Light a firelight firesTorch
Feed yourselfeat (2); drink–
A first toolcraft: chipped pebbleSpear, Axe, Flint knife, Scraper, Awl
Build a shelterbuild: branch shelterRope
Hunt and butchercraft: stake spear; butcherHide bag, Empty waterskin, Hide clothing, Leather, Dried meat
Cook and preservecook; preserve foodSmoked meat, Dried fish, Drying rack, Storage pit
Get dressedcraft: hide clothesBone needle, Hide tent
Upper Paleolithic
ObjectiveConditionsUnlocks
Bone and flint toolscraft: scraper; craft: awl; craft: bone needleJavelin, Spear-thrower, Harpoon, Fish hook, Bow drill, Bow
Sewn clothingcraft: sewn clothes; craft: boots–
The bow and arrowscraft: bow; craft: arrows ×4Bone hut
Anglerfish (3)Fishing net, Tame
Mesolithic
ObjectiveConditionsUnlocks
Ropes and basketscraft: rope ×2; craft: woven basket; craft: fishing netHut
Seeds and flourfind: seeds ×12; craft: grindstone; craft: flourSowing
Build a hutbuild: hut–
The smokehousebuild: smokehouse; preserve food (4)–
Getting through winterlast winters–
The dogtame–
Neolithic
ObjectiveConditionsUnlocks
Potterycraft: clay potPen
First flatbreadcraft: flatbread–
Polished stonecraft: polished axe–
Found a villagebuild: hut ×3; survive nights (10)–
Seedsfind: seeds ×20Raised granary
Sowing (unavailable)sow (3)–
The first harvest (unavailable)harvest (5); craft: faucille–
The potter's kilnbuild: potter's kiln; craft: clay pot ×2–
Bread (unavailable)craft: pain–
A granarybuild: raised granary–
A wellbuild: well–
Livestocktame; build: pen–
Wattle-and-daub housebuild: wattle-and-daub house–
The common hallbuild: common hall–
Paths (unavailable)lay road tiles (10)–
The palisadebuild: palisade ×10; build: palisade gate–
A real village (unavailable)build: wattle-and-daub house ×2; build: raised granary; build: well; build: common hall; build: palisade ×10; inhabitants (12)–
Chalcolithic
ObjectiveConditionsUnlocks
A green stone (unavailable)find: cuivre_natif; craft: cuivre–
The mine (unavailable)mine (5)–
Charcoalcraft: charcoal ×5–
Smelting (unavailable)build: foundry; smelt–
Planks (unavailable)craft: planches ×5–
Wheel and cart (unavailable)craft: chariot–
The loom (unavailable)build: weaving workshop; craft: tissu ×3–
The road (unavailable)lay road tiles (20); build: gravel road–
The bridge (unavailable)bridge_tiles (2)–
Trade (unavailable)trade–
The warehouse (unavailable)build: warehouse–
Bronze Age
ObjectiveConditionsUnlocks
Tinfind: etain ×2–
Bronze (unavailable)craft: bronze–
The forge (unavailable)build: forge; craft: hache_bronze–
The paved road (unavailable)lay road tiles (50); build: paved road–
The watchtower (unavailable)build: watchtower–
The chief's house (unavailable)build: chief's house; inhabitants (40)–
The sail (unavailable)craft: voile–
Iron Age
ObjectiveConditionsUnlocks
The red orefind: minerai_fer ×10–
The bloomery (unavailable)build: iron forge; craft: fer–
Steel (unavailable)craft: acier–
The iron plough (unavailable)craft: araire_fer–
Lime (unavailable)craft: mortier ×3–
The wall (unavailable)build: stone wall ×30–
The gate (unavailable)build: city gate–
The stone bridge (unavailable)build: stone bridge ×4–
The market hall (unavailable)build: market hall; inhabitants (100)–
Antiquity
ObjectiveConditionsUnlocks
A city (unavailable)build: stone wall ×30; build: market hall; lay road tiles (100); villages (3)–

7.4 Unlock nodes

Recipes (48 available)
NodeEraUnlock condition
Chipped pebbleEarly Paleolithicfrom the start
TorchEarly Paleolithicobjective “Light a fire”
SpearEarly Paleolithicobjective “A first tool”
AxeEarly Paleolithicobjective “A first tool”
Flint knifeEarly Paleolithicobjective “A first tool”
ScraperEarly Paleolithicobjective “A first tool”
AwlEarly Paleolithicobjective “A first tool”
RopeEarly Paleolithicobjective “Build a shelter”
Hide bagEarly Paleolithicobjective “Hunt and butcher”
Empty waterskinEarly Paleolithicobjective “Hunt and butcher”
Hide clothingEarly Paleolithicobjective “Hunt and butcher”
LeatherEarly Paleolithicobjective “Hunt and butcher”
Dried meatEarly Paleolithicobjective “Hunt and butcher”
Smoked meatEarly Paleolithicobjective “Cook and preserve”
Dried fishEarly Paleolithicobjective “Cook and preserve”
Bone needleUpper Paleolithicobjective “Get dressed”
Sewn clothingUpper Paleolithiccraft: bone needle
BootsUpper Paleolithiccraft: bone needle
Fur coatUpper Paleolithiccraft: sewn clothes, find: furs
Fur hatUpper Paleolithiccraft: sewn clothes, find: furs
JavelinUpper Paleolithicobjective “Bone and flint tools”
Spear-throwerUpper Paleolithicobjective “Bone and flint tools”
HarpoonUpper Paleolithicobjective “Bone and flint tools”
Fish hookUpper Paleolithicobjective “Bone and flint tools”
Bow drillUpper Paleolithicobjective “Bone and flint tools”
BowUpper Paleolithicobjective “Bone and flint tools”, find: sinew
ArrowsUpper Paleolithiccraft: bow
Fletched arrowsUpper Paleolithiccraft: arrows, find: feathers
Fat lampUpper Paleolithicfind: fat
Flint-and-pyrite strikerUpper Paleolithicfind: pyrite
DyeUpper Paleolithicfind: ochre
Shell necklaceUpper Paleolithicfind: shells ×3
Bone whistleUpper Paleolithiccraft: awl
Fishing lineMesolithiccraft: fish hook
Fishing netMesolithicobjective “Angler”
Fish trapMesolithiccraft: fishing net
Woven basketMesolithiccraft: rope
Carrying basketMesolithiccraft: woven basket
Bark containerMesolithicfind: bark
GrindstoneMesolithicfind: seeds ×10
FlourMesolithiccraft: grindstone
Clay potNeolithicfind: clay ×3, light fires (3)
JarNeolithiccraft: clay pot
FlatbreadNeolithiccraft: flour
PorridgeNeolithiccraft: clay pot, craft: flour
Water filterNeolithiccraft: clay pot, craft: charcoal
Polished axeNeolithiccraft: grindstone, craft: axe
CharcoalChalcolithiclight fires (20)
Blueprints (23 available)
NodeEraUnlock condition
WindbreakEarly Paleolithicfrom the start
Branch shelterEarly Paleolithicfrom the start
Built hearthEarly Paleolithiclight fires (3)
Hide tentUpper Paleolithicobjective “Get dressed”
Drying rackUpper Paleolithicobjective “Cook and preserve”
Bone hutUpper Paleolithicobjective “The bow and arrows”, find: bone ×8
HutMesolithicobjective “Ropes and baskets”
PathMesolithicbuild: hut
PenNeolithicobjective “Pottery”
PalisadeNeolithicbuild: hut ×2
Wattle-and-daub houseNeolithiccraft: clay pot
Common hallNeolithicbuild: hut ×3
SmokehouseMesolithicbuild: hut, preserve food (2)
Seasonal campMesolithicbuild: hut, survive nights (30)
Storage pitUpper Paleolithicobjective “Cook and preserve”
Potter's kilnNeolithiccraft: clay pot ×2
Raised granaryNeolithicobjective “Seeds”
WellNeolithicbuild: hut ×2
OvenNeolithiccraft: clay pot, craft: flour
LonghouseNeolithicbuild: wattle-and-daub house ×2
Dry-stone houseNeolithicfind: stones ×40, build: hut
Mud-brick houseNeolithicfind: clay ×30, craft: clay pot
Palisade gateNeolithicbuild: palisade ×3
Actions (12 available)
NodeEraUnlock condition
Fell a treeEarly Paleolithiccraft: axe
Strip bark and gather resinUpper Paleolithiccraft: scraper
Pick up shellsEarly Paleolithicfrom the start
Gather dewEarly Paleolithicfrom the start
Drink stagnant waterEarly Paleolithicfrom the start
Boil waterNeolithiccraft: clay pot
Medicinal herbsEarly Paleolithicfrom the start
Brew herbal teaNeolithiccraft: clay pot
CookEarly Paleolithicfrom the start
SowingNeolithicfind: seeds ×10, objective “Seeds and flour”
TameNeolithicobjective “Angler”
MilkNeolithictame
Knowledge (5 available)
NodeEraUnlock condition
Fire masteryEarly Paleolithiclight fires
HuntingEarly Paleolithickill animals
SewingUpper Paleolithiccraft: bone needle
PotteryNeolithiccraft: clay pot
HerdingNeolithictame

Nodes currently unavailable (56): Digging stick, Flint sickle, Hoe, Bread, Mud brick, Plough, Cheese, Hammered copper, Planks, Copper axe, Copper dagger, Wheel, Cart, Cloth, Beer, Bronze, Bronze axe, Sword, Bronze sickle, Cauldron, Sail, Iron, Steel, Iron plough, Lime, Mortar, Tiles, Pit trap, Field, Stilt house, Ditch, Ford, Foundry, Weaving workshop, Warehouse, Gravel road, Wooden bridge, Forge, Watchtower, Chief's house, Paved road, Iron forge, Stone wall, City gate, Stone bridge, Market hall, Reap, Dig a mine, Trade, Sail, Forge, Agriculture, Copper metallurgy, Bronzeworking, Ironworking, Masonry.

7.5 Unlock tree

The tree below is built from the conditions. Key: [O] objective, [R] recipe, [C] construction, [A] action, [S] knowledge. A node sits under its first prerequisite; the others are listed after “also”. Conditions in brackets are not nodes (counters, items to obtain).

══ EARLY PALEOLITHIC ══
[R] Chipped pebble
└─ [O] A first tool
   ├─ [R] Spear
   │  └─ [O] Hunt and butcher  (butcher)
   │     ├─ [R] Hide bag
   │     ├─ [R] Empty waterskin
   │     ├─ [R] Hide clothing
   │     │  └─ [O] Get dressed
   │     │     ├─ [R] Bone needle
   │     │     │  ├─ [R] Sewn clothing
   │     │     │  │  ├─ [R] Fur coat  (find: furs)
   │     │     │  │  ├─ [R] Fur hat  (find: furs)
   │     │     │  │  └─ [O] Sewn clothing  (also: Boots)
   │     │     │  ├─ [R] Boots
   │     │     │  └─ [S] Sewing
   │     │     └─ [C] Hide tent
   │     ├─ [R] Leather
   │     └─ [R] Dried meat
   ├─ [R] Axe
   │  └─ [A] Fell a tree
   ├─ [R] Flint knife
   ├─ [R] Scraper
   │  ├─ [A] Strip bark and gather resin
   │  └─ [O] Bone and flint tools  (also: Awl, Bone needle)
   │     ├─ [R] Javelin
   │     ├─ [R] Spear-thrower
   │     ├─ [R] Harpoon
   │     ├─ [R] Fish hook
   │     │  └─ [R] Fishing line
   │     ├─ [R] Bow drill
   │     └─ [R] Bow  (find: sinew)
   │        ├─ [R] Arrows
   │        │  └─ [R] Fletched arrows  (find: feathers)
   │        └─ [O] The bow and arrows  (also: Arrows)
   │           └─ [C] Bone hut  (find: bone ×8)
   └─ [R] Awl
      └─ [R] Bone whistle
[C] Windbreak
[C] Branch shelter
└─ [O] Build a shelter
   └─ [R] Rope
      ├─ [R] Woven basket
      │  └─ [R] Carrying basket
      └─ [O] Ropes and baskets  (also: Woven basket, Fishing net)
         └─ [C] Hut
            ├─ [C] Path
            ├─ [C] Smokehouse  (preserve food (2))
            │  └─ [O] The smokehouse  (preserve food (4))
            ├─ [C] Seasonal camp  (survive nights (30))
            ├─ [O] Build a hut
            ├─ [C] Palisade
            │  ├─ [C] Ditch  — unavailable
            │  ├─ [C] Palisade gate
            │  ├─ [O] The palisade  (also: Palisade gate)
            │  └─ [C] Watchtower  — unavailable
            │     └─ [O] The watchtower  — unavailable
            ├─ [C] Common hall
            │  ├─ [O] The common hall
            │  └─ [C] Chief's house  (inhabitants (40); also: Forge)  — unavailable
            │     └─ [O] The chief's house  (inhabitants (40))  — unavailable
            ├─ [C] Well
            │  └─ [O] A well
            ├─ [C] Dry-stone house  (find: stones ×40)
            └─ [O] Found a village  (survive nights (10))
[C] Built hearth  (light fires (3))
[A] Pick up shells
[A] Gather dew
[A] Drink stagnant water
[A] Medicinal herbs
[A] Cook
[S] Fire mastery  (light fires)
[S] Hunting  (kill animals)
[O] Light a fire  (light fires)
└─ [R] Torch
[O] Feed yourself  (eat (2); drink)
[O] Cook and preserve  (cook; preserve food)
├─ [R] Smoked meat
├─ [R] Dried fish
├─ [C] Drying rack
└─ [C] Storage pit

══ UPPER PALEOLITHIC ══
[R] Fat lamp  (find: fat)
[R] Flint-and-pyrite striker  (find: pyrite)
[R] Dye  (find: ochre)
[R] Shell necklace  (find: shells ×3)
[C] Pit trap  (kill animals (3))  — unavailable
[O] Angler  (fish (3))
├─ [R] Fishing net
│  └─ [R] Fish trap
└─ [A] Tame

══ MESOLITHIC ══
[R] Bark container  (find: bark)
[R] Grindstone  (find: seeds ×10)
├─ [R] Flour
│  ├─ [R] Flatbread
│  │  └─ [O] First flatbread
│  └─ [R] Bread  (also: Oven)  — unavailable
│     └─ [O] Bread  — unavailable
├─ [O] Seeds and flour  (find: seeds ×12; also: Flour)
│  └─ [A] Sowing  (find: seeds ×10)
│     └─ [R] Digging stick  — unavailable
└─ [R] Polished axe  (also: Axe)
   └─ [O] Polished stone
[O] Getting through winter  (last winters)
[O] The dog  (tame)

══ NEOLITHIC ══
[R] Clay pot  (find: clay ×3; light fires (3))
├─ [R] Jar
├─ [R] Porridge  (also: Flour)
├─ [R] Water filter  (also: Charcoal)
├─ [C] Wattle-and-daub house
│  ├─ [C] Longhouse
│  ├─ [C] Stilt house  (find: roseaux ×20)  — unavailable
│  ├─ [O] Wattle-and-daub house
│  └─ [O] A real village  (inhabitants (12); also: Raised granary, Well, Common hall, Palisade)  — unavailable
├─ [A] Boil water
├─ [A] Brew herbal tea
├─ [S] Pottery
├─ [R] Mud brick  (find: clay ×15)  — unavailable
├─ [C] Potter's kiln
│  └─ [O] The potter's kiln  (also: Clay pot)
├─ [C] Oven  (also: Flour)
│  └─ [R] Lime  (find: calcaire ×3)  — unavailable
│     └─ [R] Mortar  — unavailable
│        ├─ [C] Stone wall  (also: Iron)  — unavailable
│        │  ├─ [C] City gate  — unavailable
│        │  │  └─ [O] The gate  — unavailable
│        │  ├─ [C] Market hall  (inhabitants (100))  — unavailable
│        │  │  └─ [O] The market hall  (inhabitants (100))  — unavailable
│        │  ├─ [S] Masonry  — unavailable
│        │  ├─ [O] The wall  — unavailable
│        │  └─ [O] A city  (lay road tiles (100); villages (3); also: Market hall)  — unavailable
│        ├─ [C] Stone bridge  (also: Wooden bridge)  — unavailable
│        │  └─ [O] The stone bridge  — unavailable
│        └─ [O] Lime  — unavailable
├─ [C] Mud-brick house  (find: clay ×30)
├─ [O] Pottery
│  └─ [C] Pen
│     └─ [O] Livestock  (tame)
├─ [R] Beer  (find: grain ×10)  — unavailable
└─ [R] Tiles  (also: Potter's kiln)  — unavailable
[R] Flint sickle  (harvest)  — unavailable
└─ [O] The first harvest  (harvest (5))  — unavailable
[R] Hoe  (sow (10))  — unavailable
└─ [R] Plough  (tame)  — unavailable
[R] Cheese  (milked (3); find: sel)  — unavailable
[C] Field  (sow (3))  — unavailable
[C] Ford  (lay road tiles (5))  — unavailable
[A] Reap  (sow)  — unavailable
[A] Milk  (tame)
[S] Agriculture  (harvest (5))  — unavailable
[S] Herding  (tame)
[O] Seeds  (find: seeds ×20)
└─ [C] Raised granary
   ├─ [O] A granary
   └─ [C] Warehouse  (also: Planks)  — unavailable
      ├─ [A] Trade  — unavailable
      └─ [O] The warehouse  — unavailable
[O] Sowing  (sow (3))  — unavailable
[O] Paths  (lay road tiles (10))  — unavailable

══ CHALCOLITHIC ══
[R] Hammered copper  (find: cuivre_natif)  — unavailable
├─ [A] Dig a mine  (also: Hoe)  — unavailable
└─ [O] A green stone  (find: cuivre_natif)  — unavailable
[R] Charcoal  (light fires (20))
├─ [C] Foundry  (mine (5))  — unavailable
│  ├─ [O] Smelting  (smelt)  — unavailable
│  └─ [R] Bronze  (find: etain ×2)  — unavailable
│     ├─ [R] Bronze axe  (also: Forge)  — unavailable
│     ├─ [R] Bronze sickle  (also: Forge)  — unavailable
│     ├─ [R] Cauldron  — unavailable
│     ├─ [C] Forge  — unavailable
│     │  ├─ [A] Forge  — unavailable
│     │  └─ [O] The forge  (also: Bronze axe)  — unavailable
│     ├─ [S] Bronzeworking  — unavailable
│     └─ [O] Bronze  — unavailable
├─ [O] Charcoal
└─ [C] Iron forge  (find: minerai_fer ×3)  — unavailable
   ├─ [R] Iron  (find: minerai_fer ×5)  — unavailable
   │  ├─ [R] Steel  (forge skill 30%)  — unavailable
   │  │  └─ [O] Steel  — unavailable
   │  ├─ [R] Iron plough  (also: Plough)  — unavailable
   │  │  └─ [O] The iron plough  — unavailable
   │  └─ [S] Ironworking  — unavailable
   └─ [O] The bloomery  (also: Iron)  — unavailable
[R] Copper axe  (smelt)  — unavailable
└─ [R] Planks  — unavailable
   ├─ [R] Wheel  — unavailable
   │  └─ [R] Cart  (tame)  — unavailable
   │     ├─ [C] Gravel road  (lay road tiles (10))  — unavailable
   │     │  ├─ [O] The road  (lay road tiles (20))  — unavailable
   │     │  └─ [C] Paved road  (also: Bronze axe)  — unavailable
   │     │     └─ [O] The paved road  (lay road tiles (50))  — unavailable
   │     └─ [O] Wheel and cart  — unavailable
   ├─ [C] Weaving workshop  (find: laine ×5)  — unavailable
   │  ├─ [R] Cloth  — unavailable
   │  │  └─ [R] Sail  (craft: pirogue)  — unavailable
   │  │     ├─ [A] Sail  — unavailable
   │  │     └─ [O] The sail  — unavailable
   │  └─ [O] The loom  (also: Cloth)  — unavailable
   ├─ [C] Wooden bridge  (also: Ford)  — unavailable
   └─ [O] Planks  — unavailable
[R] Copper dagger  (smelt)  — unavailable
[S] Copper metallurgy  (smelt)  — unavailable
[O] The mine  (mine (5))  — unavailable
[O] The bridge  (bridge_tiles (2))  — unavailable
[O] Trade  (trade)  — unavailable

══ BRONZE AGE ══
[R] Sword  (forge (3))  — unavailable
[O] Tin  (find: etain ×2)

══ IRON AGE ══
[O] The red ore  (find: minerai_fer ×10)
Fig. 7 — Unlock tree (206 entries, 120 available)

8. Wildlife

Species are invented for each world: their names, traits and kinship depend on the seed. This chapter describes the rules shared by all species, not the species themselves (see the in-game encyclopedia for those of the current world).

8.1 Classes and diets

An animal is shown by the letter of its class, upper case for a large species, lower case otherwise. The colour indicates its diet.

Tab. 8.1 — Classes
ClassLetter (large)Letter (small)
MammalMm
ReptileRr
BirdBb
AmphibianAa
FishFf
Insect··
Tab. 8.2 — Diets
DietColour
Herbivorem #5ee85e
Carnivorem #ff4848
Omnivorem #ffa032
Scavengerm #c674ff
Insectivorem #e8e05a
Piscivorem #34d6c4

A carcass is drawn in grey (#a8a8a8). Herbivores feed on plants according to their type; carnivores hunt; omnivores do both; scavengers feed on carcasses; insectivores eat insects (20 kg per tile at full density); piscivores fish.

8.2 Species traits

Tab. 8.3 — Traits
FieldMeaningUnit
massAdult masskg
speedCruising speed (a sprint is roughly double, briefly)tiles/h
enduranceEndurance0 to 1
perceptionPerception radiustiles
tempMinOkMinimum comfort temperature°C
tempMaxOkMaximum comfort temperature°C
foodNeedFood requirementkg/day
waterNeedRelative thirst (low in desert animals)0 to 1
litterSizeAverage litter or clutch sizeyoung
gestationDaysGestation or incubationdays
maturityDaysAge of maturitydays
lifespanDaysLife expectancydays
socialitySocialitySolitary / In pairs / In herds / In packs
activityActivity patternDiurnal / Nocturnal / Crepuscular
aquaticLives in wateryes / no
saltWaterSalt water (if aquatic)yes / no
canFlyFliesyes / no

Each world holds at most 64 species at a time. A species appears with a founding population of at least 36 individuals, split into colonies. The total number of living animals is capped at 20,000. New species can branch off an existing one (a “parent” kinship link); a species with no individuals left is extinct.

8.3 Behaviour

At every step each animal picks an action based on its needs (hunger, thirst, energy, fear, temperature), its diet, its activity pattern and what it perceives.

Tab. 8.4 — Animal actions
No.Action
0Idle
1Wandering
2Looking for food
3Grazing
4Hunting
5Eating
6Fleeing
7Looking for water
8Drinking
9Looking for a mate
10Mating
11Resting
12Sleeping
13Warming up / sheltering
14Migrating

Needs range from 0 to 1 (hunger, thirst, fear), and energy from 0 to 1 as well (0 = exhausted). Health runs from 0 (dead) to 1; thermal comfort from −1 (too cold) to +1 (too hot). Each animal keeps the last ten notable events of its life, shown on its sheet.

Tab. 8.5 — Causes of animal death
CodeCause of death
0Hunger
1Thirst
2Cold
3Heat
4Old age
5Predation

8.4 Plant food

Plants grow along a logistic curve, modulated by temperature, water and season; frost makes them wither. The maximum biomass of a world tile is the biome capacity (tab. 1.3) times the mass below, multiplied by 4: a 111 km tile has to feed a group, not a single animal. Insects form a separate population, 20 kg per tile at full density.

Tab. 8.6 — Plant biomass
TypeNameMass at full capacity (kg)Mass after scaling (kg)
0Grass150600
1Shrubs120480
2Trees100400
3Desert plants60240
4Algae / plankton120480

8.5 Seasonal migration

Migratory species remember the best areas for each season (Hiver, Printemps, Été, Automne). The world map is divided into blocks of 4 × 4 tiles. Every day, 60 individuals per species sample the quality of their location (food, weighted by satiety), which updates the memory, with slow forgetting. A group re-evaluates its location about every 3 days (1 to 1.66 times that delay) and decides to leave if local quality drops below 0.45. 12 days before a season ends, animals anticipate the next one. Journeys are made block by block, preferring corridors already used; migrants reinforce these corridors, which slowly fade (updated every 10 days). Herds follow their leader’s decision.

Around the character and the camps, local wildlife follows the real herds: when they pass, groups cross the area in their direction of travel, and in the off season migratory species become scarce there or vanish altogether.

   winter          spring           summer         autumn
  ┌────┐   ──►   ┌────┐   ──►   ┌────┐   ──►   ┌────┐
  │ ░░ │         │ ▒▒ │         │ ▓▓ │         │ ▒▒ │   remembered quality
  └────┘         └────┘         └────┘         └────┘   per block and season
        ╲_____ corridors reinforced by migrants _____╱
Fig. 8 — Seasonal memory of migrants

8.6 Climate events

Tab. 8.7 — World events (can be triggered in God mode, duration in days)
EventEffect
Droughtwater availability × 0.35
Harsh wintertemperature −10 °C
Heat wavetemperature +8 °C
Bloomplant growth × 2.5 and an immediate burst of biomass

The log keeps at most 300 recent events. A year has 360 days.

9. Tribes

Tribes of hunter-gatherers live across the world. They hunt, gather, fish, keep fires going, build, discover techniques, and can move on to farming and a settled life. Each tribe is simulated in detail, person by person, near the player or the camera, and in aggregate further away.

9.1 Individuals

A human has an age (Infant, Child, Adult, Elder), a sex, family ties (mother, father, partner, children), four individual physical traits (strength, speed, cold resistance, perception), needs, and a skill for each job (0 to 100). Their energy reserve is 30,000 kcal for a well-fed adult; hunger is 1 − reserve / 30,000. The needs are: hunger, thirst, warmth, fatigue, health, morale, fear.

Tab. 9.1 — Causes of human death
Code
faim
soif
froid
chaleur
vieillesse
prédation
maladie
blessure
accouchement
nourrisson
conflit
feu

Tribe lifestyle: Nomadic band → Seasonal camp → Semi-sedentary hamlet → Farming village. Mobility: Nomads → Semi-nomads → Settled. At first bands are nomads: every few weeks they break camp and follow the game. Little by little they settle; once the village is built they stay, except for families who bud off far away, or when the land no longer feeds them: some leave, or the whole village moves and leaves ruins behind. A band knows its surroundings well, the neighbouring land vaguely, and discovers the rest on the way.

9.2 Actions

Tab. 9.2 — Individual actions (detailed mode)
Human action
Rests
Walks
Sleeps
Eats
Drinks
Gathers
Collects wood
Hunts
Fishes
Scavenges a carcass
Tends the fire
Cooks
Makes tools
Builds
Heals
Explores
Stands guard
Tells stories, teaches
Plays
Flees
Warms up
Heads to the new camp
Collects materials
Returns to camp
Brings back meat
Dries meat
Fells a tree
Chats by the fire
Works the field
Tends the herd
Processes grain
Captures a young animal

9.3 Jobs

Jobs are assigned according to the group’s needs, the minimum age, the strength required, skills and the tribe’s discoveries. A skill improves with practice and is lost if the corresponding knowledge is no longer practised.

Tab. 9.3 — Jobs
JobEraMin. ageStrength (0–1)Required discoveryDescription
GathererPaleolithic60.1–Berries, roots, seeds, mushrooms, eggs; knows the seasons and plants.
HunterPaleolithic140.8–Tracks, hunts alone or in a group, brings back meat, hides, bone.
FisherPaleolithic100.3–Fishes by hand, then with harpoon, trap, net, canoe.
WoodcutterPaleolithic80.5–Gathers deadwood then fells trees; feeds the fire.
Fire keeperPaleolithic100Keeping fireTends the hearth, keeps embers, relights the fire if it dies.
KnapperPaleolithic120.3–Stone tools and weapons; looks for the right flint.
BuilderPaleolithic120.6–Puts up shelters, huts, palisades, houses.
Tanner / seamstressPaleolithic120.1HidesPrepares hides, sews clothes and tents.
CookPaleolithic100CookingCooks, preserves (drying, smoking, salting).
HealerPaleolithic160–Treats wounds and illness with plants, attends births.
ScoutPaleolithic140.4–Explores, spots game, water, dangers, other tribes.
Guard / warriorPaleolithic150.7–Keeps watch at night, defends the camp.
Elder / storytellerPaleolithic450–Passes knowledge to the young (speeds up learning).
BasketmakerMesolithic100BasketsBaskets, fish traps, ropes, nets.
PotterNeolithic120.1PotteryStorage and cooking pottery.
FarmerNeolithic100.6CultivationClears, sows, weeds, harvests, keeps seed grain.
Herder / shepherdNeolithic80.3HerdingCaptures, feeds, guards and breeds domesticated animals.
MillerNeolithic100.4QuernGrinds grain on the quern.
Megalith builderNeolithic150.9MegalithsGreat collective monuments (prestige, rites).

9.4 Resources

Resources are counted in kilograms (bulk goods) or in units (objects). Spoilage is the fraction lost per day at 20 °C, increased by heat; sickness is the risk per kg eaten.

Tab. 9.4 — Resources
ResourceTypeWeight/unit (kg)kcalSpoilage/daySicknessCooks intoPreserved asLifetime
Deadwood / branchesmaterial1––––––
Logsmaterial4––––––
Polesmaterial3––––––
Stonematerial3––––––
Flat stonesmaterial4––––––
Flintmaterial1––––––
Claymaterial2––––––
Fibersmaterial0.5––––––
Reedsmaterial0.5––––––
Dry grassmaterial0.3––––––
Foliagematerial0.3––––––
Thorn bushesmaterial1––––––
Hidesmaterial3–2%––––
Bonematerial2––––––
Large bones and tusksmaterial10––––––
Sinewmaterial0.2––––––
Antlermaterial1––––––
Pigmentsmaterial0.2––––––
Saltmaterial1––––––
Shells (ornaments)material0.2––––––
Watermaterial1––––––
Seed grainmaterial0.5––––––
Foddermaterial0.4––––––
Dungmaterial2––––––
Woolmaterial0.5––––––
Raw meatfood1130030%2%Cooked meatDried / smoked meat–
Cooked meatfood1170020%0.3%–––
Dried / smoked meatfood126001%0.2%–––
Fatfood170005%0.5%–––
Fishfood1100040%1.5%Cooked fishDried / smoked fish–
Cooked fishfood1125025%0.3%–––
Dried / smoked fishfood124001%0.2%–––
Shellfishfood180050%2%–––
Berries and fruitfood160012%––––
Nutsfood150000%––––
Roots and tubersfood19003%–Cooked roots––
Cooked rootsfood1130010%––––
Wild seedsfood130000%––––
Mushroomsfood130025%––––
Honeyfood13000–––––
Eggsfood1140010%––––
Cerealsfood133000%––––
Flourfood135000%––––
Legumesfood134000%––––
Cultivated tubersfood19001%–Cooked roots––
Smoked meatfood127000%0.1%–––
Smoked fishfood125000%0.1%–––
Bread / flatbreadfood126008%––––
Milkfood165060%––––
Pebble tooltool1–––––60 d
Handaxetool1–––––120 d
Flint bladestool0.3–––––60 d
Scrapertool0.3–––––120 d
Bone needletool0.05–––––90 d
Hafted axetool2–––––180 d
Wooden spearweapon2–––––60 d
Stone-tipped spearweapon2–––––120 d
Spear-throwerweapon0.5–––––240 d
Bow and arrowsweapon1–––––180 d
Harpoonweapon1–––––150 d
Digging sticktool1–––––90 d
Flint-bladed sickletool0.8–––––200 d
Hoetool2–––––200 d
Querntool20–––––2000 d
Ard plowtool15–––––600 d
Bow drilltool0.5–––––120 d
Flint and pyritetool0.3–––––300 d
Ropescontainer0.3–––––120 d
Hide bagcontainer0.5–––––200 d
Waterskincontainer0.5–––––200 d
Woven basketcontainer0.5–––––150 d
Netcontainer2–––––200 d
Fish trapcontainer2–––––150 d
Potterycontainer2–––––400 d
Clothmaterial0.5––––––
Worn raw hidesclothing2–––––240 d
Sewn clothesclothing2–––––420 d
Fursclothing3–––––300 d
Shoesclothing0.5–––––150 d

9.5 Storage

Every unit of a resource is either in a store or in an open-air pile at the camp. Piles spoil 1.6 times faster and attract rodents and thieves (a loss of 0.4% per day for grain). Humans carry a limited load and take goods to the nearest suitable store; aggregated tribes simply distribute quantities.

Tab. 9.5 — Stores
StoreCapacity (kg)ClassSpoilage ×Rodents/day
Storage pit220food0.60.15%
Raised granary900food0.30.04%
Underground silo1400food0.350.03%
Woodpile160wood10%
Wood shed700wood10%
Supply cache140goods0.60%
Warehouse650goods0.40%

9.6 Buildings

Building consumes materials and work hours (person-hours), and requires the building’s discoveries to be known and the climate to be suitable. Warmth is a gain in °C indoors; protection (0 to 1) works against rain and wind; capacity is the number of sleepers sheltered. Wear is a loss of condition per day (0.2% by default) as long as no repair is made.

Tab. 9.6 — Tribe buildings
BuildingEraRoleMaterialsWork (h)FootprintDiscoveriesClimateWarmthProtectionPlacesMobility
*CampfirePaleolithicfire4 stone, 6 deadwood / branches21 × 1Keeping fire–––––
♨Built hearthPaleolithicfire6 flat stones, 4 stone, 4 deadwood / branches81 × 1Built hearth–––––
∩Rock shelterPaleolithicshelter––1 × 1––+60.914natural
)WindbreakPaleolithicshelter12 deadwood / branches, 1 hides61 × 1––+20.356–
∩Branch shelterPaleolithicshelter20 deadwood / branches, 10 foliage, 5 dry grass101 × 1––+40.65–
ΔHide tentPaleolithicshelter6 poles, 6 hides, 2 sinew141 × 1Hide tents–+70.86portable
∩Bone and tusk hutPaleolithicshelter8 large bones and tusks, 8 hides, 6 stone601 × 1Bone hutswinter < -2 °C+110.958–
░Sleeping areaPaleolithicsleeping8 dry grass, 1 hides21 × 1––––6–
÷Knapping workshopPaleolithicworkshop–11 × 1Knapped stone–––––
πDrying rackPaleolithicpreserving4 poles, 2 ropes61 × 1Drying–––––
oStorage pitPaleolithicstorage2 stone121 × 1Storage pits–––––
≡WoodpilePaleolithicstorage6 deadwood / branches31 × 1––––––
▪Supply cachePaleolithicstorage6 deadwood / branches, 4 foliage51 × 1––––––
ʘPit trapPaleolithictrap6 deadwood / branches161 × 1Traps and pits–––––
♣Thorn hedgePaleolithicdefence15 thorn bushes101 × 1Thorn hedges–––––
§Paintings and ritual placePaleolithicritual3 pigments121 × 1Cave paintings–––––
†BurialPaleolithicritual4 stone61 × 1Burials–––––
∩Durable branch hutMesolithicshelter10 poles, 20 deadwood / branches, 15 reeds, 3 hides401 × 1Baskets–+80.856–
▤Wood shedMesolithicstorage8 poles, 3 logs, 6 foliage241 × 1Timber construction–––––
ΠSmokehouseMesolithicpreserving6 poles, 3 hides, 4 stone161 × 1Smoking–––––
≈Fish trap and weirMesolithicfishing15 deadwood / branches, 10 stone, 1 fish trap241 × 1Fish trapsnear water––––
⊂Dugout canoe and landingMesolithicboat6 logs801 × 1Dugout canoenear water––––
▲Fixed seasonal campMesolithicshelter6 stone61 × 1Seasonal camps–+10.24–
%Shell middenMesolithicmidden––1 × 1–––––natural
#Dog penMesolithicpen20 deadwood / branches, 4 poles121 × 1Dog taming–––––
⌂Daub houseNeolithichouse12 poles, 20 deadwood / branches, 20 clay, 15 dry grass803 × 3Daubrain ≥ 300+100.957–
#LonghouseNeolithichouse20 logs, 20 poles, 40 clay, 40 dry grass3006 × 3Daub, Timber constructionrain ≥ 400+110.9725–
⌂Stilt houseNeolithichouse16 logs, 16 poles, 20 reeds1603 × 3Timber constructionrain ≥ 500; near water+90.957–
⌂Semi-subterranean houseNeolithichouse10 logs, 10 poles, 20 dry grass1403 × 3Timber constructionwinter < 0 °C+150.978–
⌂Dry-stone houseNeolithichouse80 stone, 10 dry grass2003 × 3Dry stone–+100.987–
⌂Mudbrick houseNeolithichouse60 clay, 20 dry grass, 20 water1603 × 3Mudbricks≥ 2 °C; rain ≤ 900+80.977–
#Common hallNeolithichall30 logs, 20 poles, 40 clay, 40 dry grass4007 × 4Daub, Timber construction–+60.9510–
▦WarehouseNeolithicstorage10 logs, 12 poles, 8 clay1101 × 1Timber construction, Daub–––––
ÖRaised granaryNeolithicstorage8 poles, 4 logs, 10 clay601 × 1Granaries–––––
ÖUnderground siloNeolithicstorage15 clay401 × 1Granaries–––––
≡FieldNeolithicfield–403 × 3Fields–––––
"Garden / vegetable plotNeolithicfield–202 × 2Cultivation–––––
+Livestock penNeolithicpen16 poles, 20 deadwood / branches403 × 3Pens–––––
#Stable / sheepfoldNeolithicpen10 logs, 10 poles, 20 clay1203 × 2Herding, Daub–––––
○WellNeolithicwater30 stone1201 × 1Well–––––
◘Bread oven / covered hearthNeolithicoven20 stone, 15 clay401 × 1Kiln–––––
◙Potter's kilnNeolithicoven25 clay, 15 stone501 × 1Kiln–––––
◎Quern / threshing floorNeolithicmill20 stone, 1 quern302 × 2Quern–––––
‡Wooden palisadeNeolithicdefence6 logs101 × 1Timber construction, Palisades–––––
≈Ditch and bankNeolithicdefence–301 × 1Palisades–––––
·PathNeolithicpath3 stone41 × 1Fields–––––
ΩSanctuary / megalithNeolithicritual120 stone15001 × 1Megaliths–––––
∏DolmenNeolithicritual90 stone10001 × 1Megaliths–––––
†NecropolisNeolithicritual40 stone2002 × 2Megaliths, Burials–––––

Tribes erect their buildings on building sites at the camp: builders bring the materials and supply the work hours. If a material nobody can obtain (hide, sinew, bone without game) is missing for 24 stalled work-hours, the site waives it and carries on. A nomadic tribe moves its camp; a settled tribe founds a village.

9.7 Discoveries

Once per game day, each tribe rolls the probability of every discovery whose prerequisites it knows. This probability depends on context: tribe size, practice of the related jobs (hours per day), highest skill, climate, local resources (flint, clay, water, coast, fish, seeds, nuts, big game), cold or hunger stress, predator attacks, fires going out, years spent at the same camp… A global pace slows each era down.

Tab. 9.7 — Discovery pace by era
EraPaleolithicMesolithicNeolithic
Global pace161816

Starting knowledge: Keeping fire, Knapped stone, Wooden spear, Hides. A discovery tied to a job can be forgotten if that job stops being practised.

Tab. 9.8 — Discoveries
DiscoveryEraPrerequisitesJob that maintains itDescriptionNote
Keeping firePaleolithic–never lostGathering embers from a natural fire and tending them.known at start
Making fire (drill)PaleolithicKeeping fireFire keeperWood drill: no more need for a natural fire.
Flint-pyrite strikingPaleolithicMaking fire (drill), Flakes and bladesKnapperQuick, reliable lighting, even in bad weather.
CookingPaleolithicKeeping fireCookCooked meat is more nourishing and less likely to make you sick; some roots are only edible cooked.
Fire hardeningPaleolithicKeeping fire, Wooden spearHunterHarder spear points.
Fire against predatorsPaleolithicKeeping fireGuard / warriorKeeping the fire lit at night drives predators away.
Built hearthPaleolithicKeeping fire, CookingFire keeperFlat stones around the fire: less wood, less wind.
Knapped stonePaleolithic–never lostPebble tools.known at start
HandaxePaleolithicKnapped stoneKnapperTool flaked on both faces.
Flakes and bladesPaleolithicHandaxeKnapperLong, sharp blades.
HaftingPaleolithicFlakes and blades, RopesKnapperPoints and blades fixed on a handle.
Wooden spearPaleolithic–never lostPointed stick for hunting.known at start
Stone-tipped spearPaleolithicHafting, Wooden spearHunterA deadlier spear.
Spear-throwerPaleolithicStone-tipped spearHunterThe spear flies farther and harder.
AxePaleolithicHaftingWoodcutterMakes it possible to fell trees.
Tree fellingPaleolithicAxeWoodcutterPlenty of logs and poles; trees vanish around the camp.
Timber constructionMesolithicTree fellingBuilderPosts, frames: first durable buildings.
HarpoonPaleolithicFlakes and bladesFisherFishing and aquatic hunting.
Traps and pitsPaleolithicWooden spearHunterCatching game on its trails.
HidesPaleolithic–never lostRaw hides worn against the cold.known at start
ScraperPaleolithicHides, HandaxeTanner / seamstressPreparing hides.
Bone needlePaleolithicScraperTanner / seamstressSewing hides.
Sewn clothesPaleolithicBone needleTanner / seamstressFitted clothes, much warmer.
Hide tentsPaleolithicSewn clothesBuilderPortable shelter.
FursPaleolithicHide tentsTanner / seamstressClothing for extreme cold.
Bone hutsPaleolithicHidesBuilderVery warm shelter for treeless cold steppes.
WaterskinPaleolithicHidesTanner / seamstressCarrying water.
RopesPaleolithic–GathererTwisted fibers: bindings, drying racks.
BasketsMesolithicRopesGathererMore efficient gathering, storage.
Fish trapsMesolithicBasketsFisherUnattended fishing.
NetsMesolithicFish trapsFisherNet fishing.
WeavingNeolithicNets, HerdingBasketmakerCloth of fibers and wool.
DryingPaleolithicRopesCookMeat and fish dried in sun and wind.
Storage pitsPaleolithic–GathererKeeping nuts and roots, or meat frozen in the cold.
SmokingMesolithicDrying, CookingCookLong-term preservation of meat and fish.
SaltingMesolithicDryingCookSalt preserves meat.
Medicinal plantsPaleolithic–HealerFaster healing of wounds and illness.
BurialsPaleolithic–Elder / storytellerFuneral rites.
Cave paintingsPaleolithic–Elder / storytellerOchre and charcoal on rock: memory and cohesion.
Thorn hedgesPaleolithic–Guard / warriorProtection against predators.
Seasonal campsMesolithic–ScoutWinter camp, fishing camp reoccupied every year.
Dugout canoeMesolithicFire hardening, AxeFisherLog hollowed with fire: deep-water fishing, travel on water.
Bow and arrowsMesolithicSpear-thrower, RopesHunterHunting at a distance, smaller and faster game.
Dog tamingMesolithicKeeping fireHerder / shepherdA social carnivore lurking around camps becomes a hunting and guard companion.
Seed gatheringPaleolithic–GathererWild seeds keep a long time.
Sowing near campMesolithicSeed gathering, Seasonal campsGathererFirst step toward agriculture.
CultivationNeolithicSowing near campFarmerCultivated plants derive from the world's wild plants.
ClearingNeolithicCultivation, AxeFarmerCutting or burning the vegetation.
FieldsNeolithicClearingFarmerClear, prepare, sow, tend, harvest.
GranariesNeolithicFieldsFarmerStoring grain dry.
QuernNeolithicFieldsMillerGrinding grain into flour.
SickleNeolithicHafting, CultivationFarmerFlint blade for harvesting.
HoeNeolithicFieldsFarmerMore efficient soil work.
Capturing young animalsMesolithicTraps and pitsHunterFirst step toward herding.
TamingMesolithicCapturing young animalsHerder / shepherdAnimals grow tamer over the generations.
HerdingNeolithicTamingHerder / shepherdMeat, milk, hides, wool, dung.
PensNeolithicHerdingHerder / shepherdKeeping livestock.
Milk, wool, tractionNeolithicPensHerder / shepherdSecondary products of herding.
Ard plowNeolithicMilk, wool, traction, HoeFarmerPlowing pulled by an animal.
PotteryNeolithicSmokingPotterFired clay vessels.
KilnNeolithicPotteryPotterPotter's kiln, bread oven.
DaubNeolithicTimber constructionBuilderWattle coated with clay.
MudbricksNeolithicDaubBuilderThick walls for hot, dry climates.
Dry stoneNeolithicTimber constructionBuilderRegions without wood.
WellNeolithicFields, Dry stoneBuilderWater without going to the river.
PalisadesNeolithicTimber constructionGuard / warriorDefense against animals and other tribes.
MegalithsNeolithicFields, BurialsMegalith builderMenhirs, dolmens, stone circles.

9.8 Crafting

Tab. 9.9 — Tribe recipes
ItemQtyJobHoursIngredientsOr elseToolsDiscoveries
Pebble tool1Knapper11 stone––Knapped stone
Handaxe1Knapper21 flint2 stone–Handaxe
Flint blades2Knapper21 flint––Flakes and blades
Scraper1Knapper10.5 flint1 stone–Scraper
Wooden spear1Hunter22 deadwood / branches1 poles–Wooden spear
Stone-tipped spear1Knapper31 poles, 1 flint, 0.5 sinew2 deadwood / branches, 1 stone, 1 ropes–Stone-tipped spear
Spear-thrower1Hunter31 antler1 bone–Spear-thrower
Bow and arrows1Hunter62 deadwood / branches, 1 sinew2 deadwood / branches, 1 ropes–Bow and arrows
Harpoon1Fisher31 antler, 1 poles1 bone, 1 deadwood / branches–Harpoon
Hafted axe1Knapper41 flint, 1 poles, 1 ropes2 stone, 1 deadwood / branches, 1 sinew–Axe
Bone needle2Tanner / seamstress20.5 bone–Flint bladesBone needle
Ropes1Gatherer12 fibers1 sinew–Ropes
Worn raw hides1Tanner / seamstress32 hides––Hides
Sewn clothes1Tanner / seamstress62 hides, 0.5 sinew–Bone needleSewn clothes
Furs1Tanner / seamstress83 hides, 1 sinew–Bone needleFurs
Shoes1Tanner / seamstress20.5 hides–Bone needleSewn clothes
Hide bag1Tanner / seamstress21 hides––Hides
Waterskin1Tanner / seamstress31 hides, 0.2 sinew––Waterskin
Woven basket1Basketmaker33 fibers3 reeds–Baskets
Fish trap1Basketmaker56 reeds, 1 ropes4 deadwood / branches, 1 ropes–Fish traps
Net1Basketmaker84 ropes––Nets
Bow drill1Fire keeper11 deadwood / branches, 0.5 ropes1 deadwood / branches, 0.5 sinew–Making fire (drill)
Flint and pyrite1Knapper11 flint––Flint-pyrite striking
Digging stick1Gatherer11 deadwood / branches–––
Poles2Woodcutter21 logs4 deadwood / branches––
Flat stones1Knapper11 stone––Built hearth
Flint-bladed sickle1Knapper31 flint, 1 deadwood / branches––Sickle
Hoe1Knapper31 stone, 1 poles, 1 ropes––Hoe
Quern1Knapper126 stone––Quern
Pottery1Potter43 clay, 2 deadwood / branches––Pottery
Cloth1Basketmaker62 wool4 fibers–Weaving
Tab. 9.10 — Tribe hunting weapons
WeaponDamageRange (tiles)Accuracy
Bow and arrows0.4540.55
Spear-thrower0.630.45
Stone-tipped spear0.520.4
Harpoon0.410.35
Wooden spear0.3520.3
bare hands0.1210.15

9.9 Farming

A tribe that knows fields cultivates plots. Each field goes through the stages: Ready to sow, Growing, Ripe, Stubble, Fallow. Crops (cereal, legume, tuber) are derived from the world’s wild plants; rotation alternates cereal and legume. Each crop gains yield through selection, from 0.45 to 1.6. A harvest sets aside 60 kg of seed per full field.

Tab. 9.11 — Farm work
Farm workPerson-hours
Clear8
Sow8
Tend4
Fence10
Harvest22

10. Achievements

Achievements are trophies tied to the player profile, valid across all worlds. They can only be earned in Survival mode; switching to God mode disables them for the current game, permanently. The game has 50 of them, in four rarities. Secret achievements hide their title and description until they are earned, so they are shown as “???” here.

Tab. 10.1 — Breakdown
RarityCount
Common21
Rare18
Epic9
Legendary2
Secret6

Each achievement reads the progression counters (chapter 7) and a few extra counters kept by the game: biomes crossed, species observed, large animals killed, tribe encounters, day of the last encounter, nights spent below −10 °C, stagnant water drunk without falling ill, causes of death. When the condition is a threshold, a progress bar is shown in the game.

Tab. 10.2 — List of achievements
TitleConditionRarity
*First flameLight a fire.Common
♨Fire keeperLight 25 fires.Rare
☾One night downSurvive 1 night.Common
☾A weekSurvive 7 nights.Common
☽A monthSurvive 30 nights.Rare
☀A hundred nightsSurvive 100 nights.Epic
~First sipDrink for the first time.Common
●Full bellyEat 5 meals.Common
◒GourmetTaste 8 different foods.Rare
▪CookCook 10 foods over a fire.Common
▫Winter storesDry or smoke 5 foods.Rare
≈Iron stomachDrink stagnant water 5 times without falling ill.Rare
❄Cold survivorSpend a night below -10 °C.Epic
⭡First gameKill an animal.Common
†ButcherButcher 10 carcasses.Common
⇑Seasoned hunterKill 25 animals.Rare
▲Great hunterKill an animal over 100 kg.Epic
≈AnglerCatch a fish.Common
⇈Master anglerCatch 25 fish.Rare
◗First toolChip a pebble.Common
◆FlintknapperMake a flint knife.Common
⌐TailorSew clothing with a bone needle.Rare
)ArcherMake a bow and arrows.Rare
§RopemakerBraid 5 ropes.Common
♠BotanistGather berries, fruit, roots, seeds and mushrooms.Rare
∷MillerGrind flour.Rare
∪PotterFire a clay pot.Rare
ŦPolished stonePolish an axe on the grindstone.Epic
???????Rare
???????Common
⌂A roofBuild a shelter.Common
⌂A real hutBuild a 3 × 3 hut.Rare
▣Common hallBuild a common hall.Epic
▦BuilderFinish 10 constructions.Rare
♜FounderFound a village (three huts, ten nights).Epic
◧ExplorerCross 10 different biomes.Rare
◧Great explorerCross 25 different biomes.Legendary
»TravellerWalk 500 tiles.Common
»Great travellerWalk 5,000 tiles.Epic
☺EncounterCome across a tribe.Common
✦ObserverObserve 20 different species.Rare
☖HermitGo 100 days without meeting a tribe.Epic
☆Fine toolsReach the Upper Paleolithic.Common
☆MesolithicReach the Mesolithic.Rare
★NeolithicReach the Neolithic.Epic
★All doneComplete the objectives, from the first fire to the founded village.Legendary
???????Common
???????Common
???????Common
???????Common

11. Saves

A game is saved in the browser, on the player’s device. No data is sent to a server.

11.1 Slots

Tab. 11.1 — Slots
CodeSlotType
autoAutosaveautomatic
prevAutosave of the previous gameautomatic
1Manual slot 1manual
2Manual slot 2manual
3Manual slot 3manual

The autosave is written every 2 real minutes. When a new game starts saving, the previous game’s autosave is kept in the “previous” slot.

11.2 Contents and format

Each slot is made of two records in the “godsing” IndexedDB database: lightweight metadata (real date, seed, world size, game day and hour, mode, size) used for the list, and the compressed snapshot (save format, version 1). The snapshot contains: the world parameters and a fingerprint of the generated world; the ecosystem state (animals, plants, species, log); the civilisation state (tribes, humans, buildings, fields, terrain changes); the character state (position, needs, inventory, skills, progression, strains, knowledge); the explored fog; constructions and fires; the interface state (camera, layer, speed, turn-based); the game’s achievement state.

The world itself is not saved: it is regenerated from the seed. If the generator has changed since the save, the fingerprint no longer matches and the save is rejected.

The achievement profile (trophies earned, God mode warning) is stored separately in the browser’s local storage and applies to all worlds. If storage is blocked (private browsing), the game carries on without saving.

11.3 Sharing a world

The game menu offers to copy a link. The link holds the seed and the generation parameters: whoever opens it gets the same world, but not the game (animals, tribes, character).

   browser
   ├─ IndexedDB "godsing"
   │    ├─ meta:auto   data:auto
   │    ├─ meta:prev   data:prev
   │    └─ meta:1..3   data:1..3
   └─ local storage: achievement profile
Fig. 9 — Where the data lives

12. Keyboard reference card

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GODSING — Reference card

Movement

KeyEffect
Arrows, ZQSD or WASDWalk, 8 directions with two keys (numeric keypad: 1 to 9)
Double-clickWalk to the tile; in God mode: teleport there
Shift+arrowsMove the camera
CRecentre on the character
V or HomeView the whole planet
FFollow the selected animal
+ − / wheelZoom: world, region, local (the 1.7 km local tile is the deepest level)

Time

KeyEffect
SpacePause; in turn-based mode: wait 1 tick
[ ]Slower / faster speed (×1, ×10, ×100, ×1000)
.Advance one tick (5 min)
TTurn-based / real time
TabSurvival mode / God mode
FR / ENLanguage switch (Menu and new-world screen); the game and this manual follow

Actions

KeyAction
BDrink / Drink (stagnant water) / Drink from the waterskin / Collect dew
EEat
KGather / Pick medicinal herbs
LLight a fire / Tend the fire
NSleep
PFish
RCollect wood / Gather stones / Gather clay / Gather shells / Gather fibres
UCook
XHunt
YButcher
KeyAction bar menu
Alt+EWater
Alt+RGather
Alt+MEat
Alt+FFire
Alt+CHunt
Alt+OBuild
Alt+PRest
KeyEffect
OBuild menu: pick a blueprint, then click on the map (or Enter) to place it
R / Shift+RWhile placing: rotate the blueprint / the other way
ÉchapWhile placing: cancel
I or JInventory and crafting

Windows

KeyWindow
Shift+BObjectives and unlocks
Shift+KCivilisation tree
Shift+UAchievements
Shift+ESpecies
Shift+JLog
Shift+GCharts
Shift+TTribes
Shift+OGod tools
Shift+MMinimap
Shift+CTribe territories
MMap window
Ctrl+SSave
GNew world
H or ? or F1Help
ÉchapCloses following, the tool, the window, the selection
Drag the titleMove the window (double-click the title or the ⌂ button: put it back in place)

Layers

KeyLayer
0Fauna
1Biomes
2Plates
3Elevation
4Temperature
5Precipitation
6Winds
7Currents
8Rivers
9Vegetation
²Civilizations (God mode)

Mouse

GestureEffect
ClickInspect a tile, an animal or the character
Right-click (adjacent tile)Actions available there
Double-click an animalFollow it
DragMove the camera
Touch screen: tap a tile to walk @ there; long press: actions; pinch: zoom.

G Glossary

Blueprint
Layout of a construction: a grid of tiles of specific types (6.4).
Building site
A placed blueprint whose tiles are waiting for materials and work (6.1).
Counter
Numeric value kept by the progression (fires lit, meals, items crafted…) read by conditions (7.1).
Dew
Clean water that can be collected on grass at dawn (3.10).
Diet
A species’ type of food: herbivore, carnivore, omnivore, scavenger, insectivore, piscivore.
Discovery
A tribe’s knowledge, gained with a daily probability (9.7).
Ecosystem
Simulation of the living world: plants, animals, events, seasons.
Era
Progression stage: from the Early Palaeolithic to Antiquity for the player; three stages for tribes.
Exertion
Effort intensity from 0 to 1 that increases energy, water and rest consumption (3.4).
Felt temperature
Air temperature adjusted for clothing, fire, wind, rain and shelter (3.3).
Fog of war
Unseen part of the world, hidden in Survival mode; tiles already seen stay remembered (3.7).
God mode
Mode with no needs, no fog and no limits (3.1).
Illness
State that drains health and increases thirst, it passes by itself after some hours, and medicinal herbs shorten it (3.5; 4.1).
Kcal
Kilocalorie: the energy unit of food and of the body’s reserve.
Layer
Map display mode: biomes, plates, relief, temperature, rain, winds, currents, rivers, vegetation, wildlife, civilisations.
Leader
Individual whose migration decisions a herd follows (8.5).
Local tile
Tile of the local view, about 1.7 km; the scale of the character, animals and constructions.
Medicinal herbs
Plants picked in meadows, forests or marshes: chewed, they remove 25% of the remaining illness hours; as tea by a fire, 50% (4.1). Only one effective dose every 4 h.
Node
Element of the unlock graph: recipe, blueprint, action or knowledge (chapter 7).
Objective
Step in the progression chain, made of conditions, that unlocks nodes.
Seed
Number that fully determines a generated world (chapter 1).
Shelter
Value from 0 to 1 felt on a tile, coming from nearby walls and from the interior of a finished blueprint (chapter 6).
Sick
See Illness (3.5).
Sickness
See Illness (3.5).
Sidebar
Separate boxed text that complements the chapter.
Spoilage
Fraction of a resource lost per day, increased by heat (9.4).
Survival mode
Mode with needs, fog, death and unlocks (3.1).
Tick
Simulation step: 5 minutes of game time (2.1).
Tile type
Basic element of a construction: wall, door, floor, hearth… (6.3).
Tribe
Group of hunter-gatherers simulated by the game (chapter 9).
Turn-based
Mode where time only moves forward when the player acts (2.4).
Vision
Factor applied to the sight radius depending on fatigue and health (3.6).
Warmth
Gauge from 0 to 100 of the character’s body; 60 is comfortable (3.2).
World tile
1° cell of the planetary grid, about 111 km across at the equator; holds 64 × 64 local tiles (1.1).

I Index

Numbers refer to chapters (G: glossary). Each number links to the place in the manual.

A
A city (objective)7
A first tool (objective)7
A granary (objective)7
A green stone (objective)7
A hundred nights (achievement)10
A month (achievement)10
A real hut (achievement)10
A real village (objective)7
A roof (achievement)10
A week (achievement)10
A well (objective)7
All done (achievement)10
Alpine tundra1
Amphibian8
Angler (achievement)10
Angler (objective)7
Antler (tribe resource)9
Archer (achievement)10
Arctic tundra1
Ard plow (discovery)9
Ard plow (tribe resource)9
Arid steppe1
Arrows5
Arrows (recipe)5
Arrows (recipes)7
Awl5
Awl (recipe)5
Awl (recipes)7
Axe5
Axe (discovery)9
Axe (recipe)5
Axe (recipes)7
B
Bark5
Bark container5
Bark container (recipe)5
Bark container (recipes)7
Basketmaker9
Baskets (discovery)9
Beach1
Bed6
Bedding6
Berries5
Berries and fruit (tribe resource)9
Bird8
BlueprintG
Bog1
Boil water4
Boil water (actions)7
Bone5
Bone (tribe resource)9
Bone and flint tools (objective)7
Bone and hide wall6
Bone and tusk hut (tribe building)9
Bone hut6
Bone hut (blueprints)7
Bone huts (discovery)9
Bone needle5
Bone needle (discovery)9
Bone needle (recipe)5
Bone needle (recipes)7
Bone needle (tribe crafting)9
Bone needle (tribe resource)9
Bone whistle5
Bone whistle (recipe)5
Bone whistle (recipes)7
Boots5
Boots (recipe)5
Boots (recipes)7
Botanist (achievement)10
Bow5
Bow (recipe)5
Bow (recipes)7
Bow and arrows (discovery)9
Bow and arrows (tribe crafting)9
Bow and arrows (tribe resource)9
Bow drill5
Bow drill (recipe)5
Bow drill (recipes)7
Bow drill (tribe crafting)9
Bow drill (tribe resource)9
Branch shelter (blueprints)7
Branch shelter (tribe building)9
Branches5
Bread (objective)7
Bread / flatbread (tribe resource)9
Bread oven / covered hearth (tribe building)9
Brew herbal tea4
Brew herbal tea (actions)7
Bronze (objective)7
Brush shelter6
Build a hut (objective)7
Build a shelter (objective)7
Builder9
Builder (achievement)10
Building siteG
Built hearth (blueprints)7
Built hearth (discovery)9
Built hearth (tribe building)9
Burial (tribe building)9
Burials (discovery)9
Butcher4
Butcher (achievement)10
C
cache9
Campfire (tribe building)9
Capturing young animals (discovery)9
Carnivore8
Carrying basket (recipes)7
Cave paintings (discovery)9
Cereals (tribe resource)9
Charcoal5
Charcoal (objective)7
Charcoal (recipe)5
Charcoal (recipes)7
Chest6
Chew herbs4
Chipped pebble5
Chipped pebble (recipe)5
Chipped pebble (recipes)7
Clay5
Clay (tribe resource)9
Clay pot5
Clay pot (recipe)5
Clay pot (recipes)7
Clearing (discovery)9
Cloth (tribe crafting)9
Cloth (tribe resource)9
Cloud forest1
Coastal desert1
Cold desert1
Cold survivor (achievement)10
Collect clay4
Collect dew4
Collect fibres4
Collect resin4
Collect shellfish4
Collect stones4
Collect wood4
Common hall6
Common hall (achievement)10
Common hall (blueprints)7
Common hall (tribe building)9
Cook4, 9
Cook (achievement)10
Cook (actions)7
Cook and preserve (objective)7
Cooked fish5
Cooked fish (tribe resource)9
Cooked meat5
Cooked meat (tribe resource)9
Cooked roots (tribe resource)9
Cooking (discovery)9
Coral reef1
CounterG
Covered hearth6
Cultivated tubers (tribe resource)9
Cultivation (discovery)9
D
Daub (discovery)9
Daub house (tribe building)9
Daub wall6
Deadwood / branches (tribe resource)9
Deep ocean1
DewG
DietG
Digging stick (tribe crafting)9
Digging stick (tribe resource)9
DiscoveryG
Ditch and bank (tribe building)9
Dog pen (tribe building)9
Dog taming (discovery)9
Dolmen (tribe building)9
Dried / smoked fish (tribe resource)9
Dried / smoked meat (tribe resource)9
Dried fish5
Dried fish (recipe)5
Dried fish (recipes)7
Dried meat5
Dried meat (recipe)5
Dried meat (recipes)7
Drink4
Drink boiled water4
Drink from the waterskin4
Drink salt water4
Drink stagnant water4
Drink stagnant water (actions)7
Dry grass (tribe resource)9
Dry stone (discovery)9
Dry tropical forest1
Dry-stone house6
Dry-stone house (blueprints)7
Dry-stone house (tribe building)9
Dry-stone wall6
Drying (discovery)9
Drying rack6
Drying rack (blueprints)7
Drying rack (tribe building)9
Dugout canoe (discovery)9
Dugout canoe and landing (tribe building)9
Dung (tribe resource)9
Durable branch hut (tribe building)9
Dye5
Dye (recipe)5
Dye (recipes)7
E
Eat4
EcosystemG
Eggs (tribe resource)9
Elder / storyteller9
Empty waterskin5
Empty waterskin (recipe)5
Empty waterskin (recipes)7
Encounter (achievement)10
Entrance6
Entrance (hide)6
EraG
ExertionG
Explorer (achievement)10
F
Farmer9
Fat5
Fat (tribe resource)9
Fat lamp5
Fat lamp (recipe)5
Fat lamp (recipes)7
Fatigue3
Feathers5
Feed yourself (objective)7
Fell a tree4
Fell a tree (actions)7
Felt temperatureG
Fence6
Fibers (tribe resource)9
Fibres5
Field (tribe building)9
Fields (discovery)9
Fill the waterskin4
Fine tools (achievement)10
Fire against predators (discovery)9
Fire hardening (discovery)9
Fire keeper9
Fire keeper (achievement)10
Fire mastery (knowledge)7
First flame (achievement)10
First flatbread (objective)7
First game (achievement)10
First sip (achievement)10
First tool (achievement)10
Fish4, 8
Fish (tribe resource)9
Fish hook5
Fish hook (recipe)5
Fish hook (recipes)7
Fish trap5
Fish trap (recipe)5
Fish trap (recipes)7
Fish trap (tribe crafting)9
Fish trap (tribe resource)9
Fish trap and weir (tribe building)9
Fish traps (discovery)9
Fisher9
Fishing line5
Fishing line (recipe)5
Fishing line (recipes)7
Fishing net5
Fishing net (recipe)5
Fishing net (recipes)7
Fixed seasonal camp (tribe building)9
Flakes and blades (discovery)9
Flat stones (tribe crafting)9
Flat stones (tribe resource)9
Flatbread5
Flatbread (recipe)5
Flatbread (recipes)7
Fletched arrows5
Fletched arrows (recipe)5
Fletched arrows (recipes)7
Flint5
Flint (tribe resource)9
Flint and pyrite (tribe crafting)9
Flint and pyrite (tribe resource)9
Flint blades (tribe crafting)9
Flint blades (tribe resource)9
Flint knife5
Flint knife (recipe)5
Flint knife (recipes)7
Flint-and-pyrite striker (recipes)7
Flint-bladed sickle (tribe crafting)9
Flint-bladed sickle (tribe resource)9
Flint-pyrite striker5
Flint-pyrite striker (recipe)5
Flint-pyrite striking (discovery)9
Flintknapper (achievement)10
Floor and hide roof6
Floor and thatch roof6
Flour5
Flour (recipe)5
Flour (recipes)7
Flour (tribe resource)9
Fodder (tribe resource)9
Fog of warG
Foliage (tribe resource)9
Found a village (objective)7
Founder (achievement)10
Fruit and nuts5
Full belly (achievement)10
Full waterskin5
Fur cap5
Fur cap (recipe)5
Fur coat5
Fur coat (recipe)5
Fur coat (recipes)7
Fur hat (recipes)7
Furs5
Furs (discovery)9
Furs (tribe crafting)9
Furs (tribe resource)9
G
Garden / vegetable plot (tribe building)9
Gather4
Gather dew4
Gather dew (actions)7
Gatherer9
Get dressed (objective)7
Getting through winter (objective)7
Glacier1
God modeG
Gourmet (achievement)10
Granaries (discovery)9
granary9
Great explorer (achievement)10
Great hunter (achievement)10
Great traveller (achievement)10
Grindstone5
Grindstone (recipe)5
Grindstone (recipes)7
Guard / warrior9
H
Hafted axe (tribe crafting)9
Hafted axe (tribe resource)9
Hafting (discovery)9
Handaxe (discovery)9
Handaxe (tribe crafting)9
Handaxe (tribe resource)9
Harpoon5
Harpoon (discovery)9
Harpoon (recipe)5
Harpoon (recipes)7
Harpoon (tribe crafting)9
Harpoon (tribe resource)9
Healer9
Health3
Hearth6
Herbivore8
Herder / shepherd9
Herding (discovery)9
Herding (knowledge)7
Hermit (achievement)10
Hide bag5
Hide bag (recipe)5
Hide bag (recipes)7
Hide bag (tribe crafting)9
Hide bag (tribe resource)9
Hide clothes5
Hide clothes (recipe)5
Hide clothing (recipes)7
Hide door6
Hide panel6
Hide tent6
Hide tent (blueprints)7
Hide tent (tribe building)9
Hide tents (discovery)9
Hides5
Hides (discovery)9
Hides (tribe resource)9
High mountain1
Highland plateau1
Hoe (discovery)9
Hoe (tribe crafting)9
Hoe (tribe resource)9
Honey (tribe resource)9
Hunger3
Hunt4
Hunt and butcher (objective)7
Hunter9
Hunting (knowledge)7
Hut6
Hut (blueprints)7
I
Ice cap1
IllnessG
Insect8
Insectivore8
Iron stomach (achievement)10
J
Jar5
Jar (recipe)5
Jar (recipes)7
Javelin5
Javelin (recipe)5
Javelin (recipes)7
K
KcalG
Keeping fire (discovery)9
Kiln (discovery)9
Knapped stone (discovery)9
Knapper9
Knapping workshop (tribe building)9
L
Lake1
Large bones and tusks (tribe resource)9
Lava field1
LayerG
LeaderG
Lean-to6
Leather5
Leather (recipe)5
Leather (recipes)7
Legumes (tribe resource)9
Light a fire4
Light a fire (objective)7
Light the lamp4
Light the torch4
Lime (objective)7
Livestock (objective)7
Livestock pen (tribe building)9
Local tileG
Logs5
Logs (tribe resource)9
Longhouse6
Longhouse (blueprints)7
Longhouse (tribe building)9
M
Making fire (drill) (discovery)9
Mammal8
Mangrove1
Marsh1
Master angler (achievement)10
Medicinal herbs4, 5, G
Medicinal herbs (actions)7
Medicinal plants (discovery)9
Mediterranean scrub1
Megalith builder9
Megaliths (discovery)9
Mesolithic (achievement)10
Milk4
Milk (actions)7
Milk (tribe resource)9
Milk, wool, traction (discovery)9
Miller9
Miller (achievement)10
Mountain1
Mountain forest1
Mud-brick house6
Mud-brick house (blueprints)7
Mud-brick wall6
Mudbrick house (tribe building)9
Mudbricks (discovery)9
Mushrooms5
Mushrooms (tribe resource)9
N
Necropolis (tribe building)9
Neolithic (achievement)10
Net (tribe crafting)9
Net (tribe resource)9
Nets (discovery)9
NodeG
Nuts (tribe resource)9
O
ObjectiveG
Observer (achievement)10
Ocean1
Ochre5
Omnivore8
One night down (achievement)10
Oven6
Oven (blueprints)7
P
Pack basket5
Pack basket (recipe)5
Packed floor6
Paintings and ritual place (tribe building)9
Palisade (blueprints)7
Palisade (stake)6
Palisade gate6
Palisade gate (blueprints)7
Palisade stake6
Palisades (discovery)9
Path6
Path (blueprints)7
Path (tile)6
Path (tribe building)9
Paths (objective)7
Pebble tool (tribe crafting)9
Pebble tool (tribe resource)9
Pen6
Pen (blueprints)7
Pens (discovery)9
Pick medicinal herbs4
Pick up shells4
Pick up shells (actions)7
Pigments (tribe resource)9
Piscivore8
Pit trap (tribe building)9
Planks (objective)7
Poles (tribe crafting)9
Poles (tribe resource)9
Polished axe5
Polished axe (recipe)5
Polished axe (recipes)7
Polished stone (achievement)10
Polished stone (objective)7
Porridge5
Porridge (recipe)5
Porridge (recipes)7
Potter9
Potter (achievement)10
Potter's kiln (blueprints)7
Potter's kiln (tribe building)9
Pottery (discovery)9
Pottery (knowledge)7
Pottery (objective)7
Pottery (tribe crafting)9
Pottery (tribe resource)9
Pottery kiln6
Pyrite5
Q
Quern (discovery)9
Quern (tribe crafting)9
Quern (tribe resource)9
Quern / threshing floor (tribe building)9
R
Raised granary6
Raised granary (blueprints)7
Raised granary (tribe building)9
Raw fish5
Raw meat5
Raw meat (tribe resource)9
Reeds (tribe resource)9
Reptile8
Resin5
Rest4
Rock desert1
Rock shelter (tribe building)9
Roots5
Roots and tubers (tribe resource)9
Rope5
Rope (recipe)5
Rope (recipes)7
Ropemaker (achievement)10
Ropes (discovery)9
Ropes (tribe crafting)9
Ropes (tribe resource)9
Ropes and baskets (objective)7
S
Salt (tribe resource)9
Salt lake1
Salting (discovery)9
Sanctuary / megalith (tribe building)9
Sand desert1
Savanna1
Scavenger8
Scout9
Scraper5
Scraper (discovery)9
Scraper (recipe)5
Scraper (recipes)7
Scraper (tribe crafting)9
Scraper (tribe resource)9
Sea ice1
Seasonal camp6
Seasonal camp (blueprints)7
Seasonal camps (discovery)9
Seasoned hunter (achievement)10
SeedG
Seed gathering (discovery)9
Seed grain (tribe resource)9
Seeds5
Seeds (objective)7
Seeds and flour (objective)7
Semi-subterranean house (tribe building)9
Sewing (knowledge)7
Sewn clothes5
Sewn clothes (discovery)9
Sewn clothes (recipe)5
Sewn clothes (tribe crafting)9
Sewn clothes (tribe resource)9
Sewn clothing (objective)7
Sewn clothing (recipes)7
Shallow sea1
Shell midden (tribe building)9
Shell necklace5
Shell necklace (recipe)5
Shell necklace (recipes)7
Shellfish (tribe resource)9
Shells5
Shells (ornaments) (tribe resource)9
ShelterG
Shoes (tribe crafting)9
Shoes (tribe resource)9
SickG
Sickle (discovery)9
SicknessG
SidebarG
silo9
Sinew5
Sinew (tribe resource)9
Sleep4
Sleeping area (tribe building)9
Smelting (objective)7
Smoked fish (tribe resource)9
Smoked meat5
Smoked meat (recipe)5
Smoked meat (recipes)7
Smoked meat (tribe resource)9
Smokehouse6
Smokehouse (blueprints)7
Smokehouse (tribe building)9
Smoking (discovery)9
Sowing4
Sowing (actions)7
Sowing (objective)7
Sowing near camp (discovery)9
Spear (recipes)7
Spear thrower5
Spear thrower (recipe)5
Spear-thrower (discovery)9
Spear-thrower (recipes)7
Spear-thrower (tribe crafting)9
Spear-thrower (tribe resource)9
SpoilageG
Stable / sheepfold (tribe building)9
Stake spear5
Stake spear (recipe)5
Steel (objective)7
Stilt house (tribe building)9
Stone (tribe resource)9
Stone hearth6
Stone-tipped spear (discovery)9
Stone-tipped spear (tribe crafting)9
Stone-tipped spear (tribe resource)9
Stones5
Storage pit6
Storage pit (blueprints)7
Storage pit (tribe building)9
Storage pits (discovery)9
storagePit9
Strip bark4
Strip bark and gather resin4
Strip bark and gather resin (actions)7
Supply cache (tribe building)9
Survival modeG
Swamp1
T
Taiga1
Tailor (achievement)10
Tame4
Tame (actions)7
Taming (discovery)9
Tanner / seamstress9
Temperate broadleaf forest1
Temperate conifer forest1
Temperate grassland1
Temperate rainforest1
Tend the fire4
The bloomery (objective)7
The bow and arrows (objective)7
The bridge (objective)7
The chief's house (objective)7
The common hall (objective)7
The dog (objective)7
The first harvest (objective)7
The forge (objective)7
The gate (objective)7
The iron plough (objective)7
The loom (objective)7
The market hall (objective)7
The mine (objective)7
The palisade (objective)7
The paved road (objective)7
The potter's kiln (objective)7
The red ore (objective)7
The road (objective)7
The sail (objective)7
The smokehouse (objective)7
The stone bridge (objective)7
The wall (objective)7
The warehouse (objective)7
The watchtower (objective)7
Thirst3
Thorn bushes (tribe resource)9
Thorn hedge (tribe building)9
Thorn hedges (discovery)9
TickG
Tile typeG
Timber construction (discovery)9
Tin (objective)7
Torch5
Torch (recipe)5
Torch (recipes)7
Trade (objective)7
Traps and pits (discovery)9
Traveller (achievement)10
Tree felling (discovery)9
TribeG
Tropical rainforest1
Turn-basedG
U
Underground silo (tribe building)9
V
VisionG
Volcano1
W
warehouse9
Warehouse (tribe building)9
Warmth3, G
Water (tribe resource)9
Water filter5
Water filter (recipe)5
Water filter (recipes)7
Waterskin (discovery)9
Waterskin (tribe crafting)9
Waterskin (tribe resource)9
Wattle wall6
Wattle-and-daub house6
Wattle-and-daub house (blueprints)7
Wattle-and-daub house (objective)7
Weaving (discovery)9
Well6
Well (blueprints)7
Well (discovery)9
Well (tribe building)9
Wheel and cart (objective)7
Wild seeds (tribe resource)9
Windbreak6
Windbreak (blueprints)7
Windbreak (tribe building)9
Windbreak hurdle6
Winter stores (achievement)10
Wood shed (tribe building)9
Woodcutter9
Wooden door6
Wooden palisade (tribe building)9
Wooden spear (discovery)9
Wooden spear (tribe crafting)9
Wooden spear (tribe resource)9
woodPile9
Woodpile (tribe building)9
woodShed9
Wool (tribe resource)9
World tileG
Worn raw hides (tribe crafting)9
Worn raw hides (tribe resource)9
Woven basket5
Woven basket (recipe)5
Woven basket (recipes)7
Woven basket (tribe crafting)9
Woven basket (tribe resource)9