Rolled 7, 23, 11, 68, 4, 52 = 165 (6d100)
I've already had Conservation I, was going for Eco-Friendly Energy...
Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4
>Don't fill out
Settlements:
Cille Bhrighde an Ear
Territory: 12
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 8 (+3/turn)
Defenses (Cille Bhrighde an Ear): 1
Structures: High Seat of Druids
Power-plant I, Farm II, Lumberyard I, Quarry I
Defenses:
Military:
1 Militia
Tech:
Agriculture I, Bioengineering II, Foraging I, Medicine I, Engineering I, Xenobiology I, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting I
Resources:
Power: 2 (+1/turn) Wood: 2 (+1/turn) Stone: 2 (+1/turn), Professional Xenobiologist
Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]
4 turns in reserve
Still not enough space for trees to grow
1. Expand West (Yellow)
Engineering I, Scouting I
2. Expand North-East (Pink)
Engineering I, Scouting I
3. A new settlement down south will nicely do, with slightly warmer climate
>Town
4. Continue construction of the Lab. Only with proper knowledge we can avoid destabilisation of local eco-systems
Professional Xenobiologist
Engineering I, Xenobiology I, Conservation I, Taming I, Genetics I, Genetic Engineering I
5. Create GMO Crops, so we won't have to use herbi or pesticides
>Tech
Plant Hippies
Agriculture I, Bioengineering II, Xenobiology I, Conservation I, Genetics I, Genetic Engineering I
6. Start building the Weather Paradigm, allowing us to understand the weather patterns of this planet and fully integrate our work with them, not against them.
>Wonder
Agriculture I, Bioengineering II, Engineering I, Xenobiology I, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting I