Stylær

Stylær head

*Since the begining of time, it has been rumored that ferocious vegetal monsters were inhabiting the most remote parts of the Square. The rumors were not believed. But rumours they were not.*

## Description

The Stylær (pronounced *still-air*) are really bad grass that spread stubbornly across the Square. Although they mostly can't move on their own, they have their own ways of going places. Their "cities" are towering hollow vegetal structures that exhale hot air that their sprouts can use to lift off the ground and travel. They are connected through stolons that serve no transportation purpose but can invest villages, while their shores are of little use to them, except for dipping a few roots.

Their land is extremely mountainous, yet so lush that one might not notice it at first glance. Not only do they grow crops on them, can turn those into forests (which they obviously favor), they can go as far as turning them into new cities !

They hunt the Herptorn, a yellow flying snake, and what most tribes call fruits, they call children. These seeds can be grown into any unit.

Their forests are a dense green mess of shrubs and trees.

They start the game with the Climbing technology.

## Ressources

40% of their territory is mountain (Xin-Xi only has 30%), that have as many chances of spawning a forest, fruit or crop as fields, but have almost no metal.

## Technology tree

* Organisation : Fruits are not harvested, but can be **grown** into units at will, with a **1 star discount**.

* Shield : Unlocks **Burr**

* Farming : Farms **cost 2** and **yield 1** population

* Construction -> Recycling : Just like Cymanti, they don't have windmills, but can **decompose** stuff.

* Riding -> Harness : Unlocks **Driver**

* Free Spirit : Disband is replaced by **Compost** - The unit is destroyed, a crop is built on the tile (land tiles with no forest or building)

* Chivalry : Unlocks **Whip-Driver** ; Burn Forest is replaced with **Mature Forest** - Grow forest on farm tiles for **2 stars**

* Roads -> Spread : Roads are replaced with **Stolons**, who connect cities together for a cost of **1 star** per tile, and can "siege" empty villages when they are connected to a cityon the other end. It's unclear if they can build a unit on the first turn in one of these stolon-conquered villages. They can be destroyed or decomposed.

* Trade -> Reproduction : Unlocks **Seeder** ; Customs house is replaced with **Seed Head**, which is a fruit-Sanctuary

* Forestry : Lumber Huts are replaced with **Vines** : cost **5 stars**, grants **2 population** (1 for other tribes)

* Mathmatics -> Storage : Sawmill is replaced with **Tuber**, costs **5 stars**, grants **1 population per vine or root**

* Archery : Unlocks **Sprayer**

* Seafaring : **Roots** remplace ports, they cost **5 stars** and produce **1 population**

* Navigation -> Exploration : Unlocks **Wingnut** ; **Air sacks** - Allows Stylær units to survive on water

* Philosophy : Unlocks **Fertilizer**

* Mining -> Digging : **Hollow** - Turn any mountain into a smaller version of a city that lifts units, the **Shaft, costs 5**

* Smithery -> Settling : Turn a Shaft into a **new city, costs 10** ; must be made at least two tiles away from any city or village (the surrounding must be scouted beforehand) ; any farm or vine on that tile is converted into population for the new city ; any unit on that tile becomes supported by the new city ; no territory is stolen from previous cities.

## Units

Most Stylær units have a base 0 movepoint. In order to move, they must be lifted into the air by a city, shaft, or special ability.

They lose one move each turn, even when not moving, but can store their remaining MPs from one turn to the next.

When lifted by a city, they gain ***city size x2*** MPs. Shafts grant 1 movepoint.

A unit that has less MPs than it would gain from the shaft/city can refilll them by moving on that tile.

If it has more MPs, flying above a city or shaft still grants +1.

There is however a maximum of moves per turn : 3 (or 4?) for a regular unit, 5 (or 6 ?) for drivers and whip-drivers, 10 for wingnuts.

Appart from riders and knights, they don't have enough maneuverability to make sharp turns in the air.

When engaged in melee combat, Stylær units lose all their remaining movepoints.

They also all have the ability to land on purpose.

Before Exploration has been researched, sea-landing means death.

These special abilities are blended into the **Weed** skill, that they all share.

## Other tribes

If you liked this one, go take a look at the others here : Gradokko