[X] Millitary: Set Dog spirit as advisor.
[X] Diplomacy: Improve morale. 70% success, lessened risk of people leaving.
[X] Research: Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
[X] Stewarship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain favor of local spirits. 70% chance of success. unknown costs
[X] Economics: Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
[X] Intrigue: Send out scouts, lay of the land. Variable possibilities.
[X] Supernatural: Try
out the ripple. Variable possibilities.
[X] Diplomacy: Improve morale. 70% success, lessened risk of people leaving.
[X] Research: Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
[X] Stewarship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain favor of local spirits. 70% chance of success. unknown costs
[X] Economics: Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
[X] Intrigue: Send out scouts, lay of the land. Variable possibilities.
[X] Supernatural: Try
out the ripple. Variable possibilities.