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Already happened story > Rebuilding Science in a Magic World > [Vol.5] Ch.43 Checking the Record

[Vol.5] Ch.43 Checking the Record

  It's been quite some time since I checked in on the record keeping for traits, magid new species. I left others to hahe task, so I'm ied in how things are going. It does seem like a few raits have been found, and a few traits have beuch more on in our poputioime.

  We have 57 individuals who have gaihe manavore trait. Based on the records, the manavore trait started showing up more frequently after I installed the extra crystal iream. A sizeable amount of the popution has heighterength or improved endurance, or both. There is aimate that between 5% and 10% of the popution also has the mana affinity trait, though it's mostly present in those who use the bathhouse frequently. Around 10% of the popution have the ivory trait a exclusively fish, and about 5% have the new 'herbivory' trait and eat some pnt matter that others ot. Almost all the goblins and hobgoblins who work he water also have water resistanow. I don't know if it's intuition or if there is an actual discussion, but it does seem that most of our poputioo prefer to prestige, rather than evolve.

  That doesn't mean that they don't have the option to evolve into things we haven't see, however. Ies, there are four listed options that I don't reize. When I say that I don't reize them, I mean they seemingly make no sense in what they're written down as. I thought this might happen, back when I taught Zeb how to see his health and mana in numbers rather than as a more instinctual value. Basically, the interface that eadividual sees is actually updating based on their own knowledge, so if a species hasn't been seen by any of us, it's name is basically meaningless, though I actually get some basic idea of what it is.

  One is called 'watergob' in the demon nguage. Now, I highly doubt if I had that option avaible, it'd be called watergob. It'd probably be 'fishman' or 'kelpie' or something along those lines. Another oranstes roughly to 'fish hobgoblin' though in the demon nguage, it's a bit nicer sounding, sihe word for fish and the 'hob' part of hobgoblin rhyme. Both of those options are preseo fishergoblins with very simir stats, prestiges, and traits, which makes me suspect they're both the same species being presented, but they've eaterpreted it differently.

  We have a simir issue when it es to traits, though Elora and the goblin taking notes have seemingly standardized those after having discovered that the properties of the traits seem to be the same. One such trait that both of the goblins with the aquatic evolution potential seem to possess is 'aquatieuverability' which resulted in webbed hands a and an instinctual uanding of how to swim. Both goblins are fishergoblins who've started to spend their free time swimming around the jetty.

  We've had twoblins bee the goril like species that Kaga turned into. As they've collected data on that particur species, it seems like there are four major requirements to evolve into one. The individual o have heighterength, improved endurahick hide, a least a mythic goblin. Very few of oblins gain thick hide due to how peaceful we are. Some of the carpenters seem to have it, along with the goblins in charge of forestry. Both are jobs where you're likely to get splinters or small cuts regurly.

  We have two more avaible evolutions for some hobgoblin fishermen, though I suspect both are the 'ogre' evolution that I had offered before. I could be wrong about it, but between 'bigger hobgoblin' and 'bulky goblin' as their naming ventions, I suspect that's the case. I've really slowed down in my own leveling endeavor, but the fishergoblins are quite diligent, so I suspect quite of a few of them are actually ahead of me now in total prestiges and overall stats. A few of the projects I've worked on have needed me to cut down a handful of trees, but nothing on any rge scales, so I've basically beeing only passive levels, which are very slow.

  Level: 31HP: 2299/2299MP: 1420/1420Traits: Mana Affinity, Earth Manipution, Improved Dexterity, Heat Resistance, Partial SleepMagic: Improved Stone Shaping, Teise, Improved Earth Spike, Thermal Hands, Pulverize

  Unfortunately, I 't directly pare the numbers for anyone except Zeb, sihat would require teag them to see their status the same way I do. It may be worth it down the road to teach the record keeping goblin how I see it, and how to teach others, so we could receive better dotation for some of this data. Oher hand though, I don't know if having that data is actually that useful. It's an iing puzzle, and might give me better insight into why demons evolve and other species don't seem to, but the application of that knowledge seems g to me right now.

  Ba the inal topic of other raits that have been found, a few goblins have gained a trait that the record has dubbed 'bad air resistance', but I suspect it might be arsenic or sulfur dioxide resistance because it's isoted to the handful of goblins who are w at the sulfur ore roasting area. It seemingly reduces the ive side effects of w in the area, but it also reduces their endurance slightly. It's quite iing if I ignore ivory and herbivory, most traits have only strictly positive effects, but this one has a detrimental tradeoff.

  The final new discovery was a new magic dubbed 'sprint' which seems to fun simir to the spell meteor shot, in that it seemingly affects muscles. As long as the user has the mana to tinue using it, it allows their legs to propel them forward at about twice their normal maximum running speed, while experieng very little fatigue. Only a few hobgoblins have it, and it's limited to ones who have improved endurand heightened reflexes, and are at least rare hobgoblins. The three who have it all have a habit of running to their destinations rather than walking, even before they had access to sprint. It seems they only sustain the spell for a few minutes before they run out of mana, so it's not going to be speeding up our cross-isnd transport, sadly.

  After reviewing all that information, I started to think about a few things. We've sort of figured out that behaviors before prestige influence tions you'll receive during the prestige. We likely have a rge amount of improved endurand heighterength due to the amount of hauling jobs we have at any point in time. In fact, there are more hauling jobs than any other job by a sizeable margin. Only for a few weeks during pnting and harvest time d jobs even e close to the amount of hauling we have.

  That isn't a problem in and of itself, but as our popution has grown, the number of avaible jobs hasn't grown by an equal amount, leaving more and more of the popution idle more frequently. It hasn't gotten bad enough that people are starving or anything, but if we don't e up with more unskilled jobs, it'll bee a problem.

  With that in mind, I started to think about what sorts of jobs could be beneficial and sustainable such that we have a rger portion of the popution busy. We've made quite a few tasks like this in the past, between farming, hauling, fishing, salt pond tending, and quarrying to some degree. For some of these, we expand the total work in those fields. Fishing should have more avaible work year when the sed tide pool is pleted, and we're always slowly expanding our farming area.

  Given we want more stone shaping goblins, I'm ined to expand the quarrying process, but I'll have to talk with Zeb about it. The issues we run into for mindlessly quarrying are two-fold. Namely, we'll suddenly have an excess of stone which isn't nicely shaped and it requires further work for most stru purposes. We've used stone like that for making the jetty before, so there are uses for it, but they're somewhat limited.

  Though after some time, we expect that a certain number of the quarrying goblins will gain access to stone shaping, and will bee expoially more useful, so even if the quarrying is a temporary stopgap, it might still be worth pursuing. Another option is to start growing pnts that are useful for fiiles. The amount of processing that pnt based textiles take could provide our idle workforce with ample work that could then also be used for trade iure, though it will take up more of our limited avaible nd.

  So, after ing to that clusion, I went to talk to Zeb about the whole thing. I keep ing to him with these tasks that will result in pulling a stru team away to work on some new project idea, and I tell that it's a bit frustrating to him. Though it was offset this time by the expected payout of maoneshaping goblins within a few years time.

  Ultimately, we settled ing the number of stru teams building new housing down to only 1 team, while the sed team will begin work on a new, rge scale terraf projebsp; What they'll be doing is transf our valley's hillsides into terraced farmnd. A rge number of goblins will be recruited for the process of breaking the majority of the rocks, and the stru team will do the detail work to make it look erwards. Ohe idepool is dohe crystal over there will be relocated to help with this project, and that stru team will also move to work on this project.

  The excess stohat is mined out from the hillside will be transported to the far side of the isnd. Ultimately, I'd like two loies stretg out from either side of the natural bay, since I want to make it a harbor. Between the hauling and stone breaking, that'll use a signifit amount of workers. As the terraces are pleted, we'll also have more farmnd avaible, and we sider using some of it for textile pnts, rather than food.