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Author Topic: Towards the Lands of Dawn IC Thread  (Read 2102 times)

micelus

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Re: Towards the Lands of Dawn IC Thread
« Reply #15 on: February 20, 2013, 12:57:07 am »

-Construct 1 pastures (2d)
-Recruit 1 colonial militia (1d)
-Send scouts to the region west of the colony.


Remaining Income: 2.6d
« Last Edit: February 20, 2013, 02:15:58 am by micelus »
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adwarf

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Re: Towards the Lands of Dawn IC Thread
« Reply #16 on: February 21, 2013, 10:43:54 pm »

Alfred walked down the main street of Altara, a small group of clerks, master carpenters, and the like crowded around him as he pointed out spots where repairs to be made, or buildings to be erected. Plans for a hospital were already underway, wooden supports and scaffolding was already in place while further away at the docks a warehouse and workshop was being built to further their naval ability. Rubbing a hand through his hair Alfred thought his life was going to either be very short or far to long ...

Construct Naval Supplies
Construct Hospital
Send Scouts to the region west of mine near Neu Freigard
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Ardas

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Re: Towards the Lands of Dawn IC Thread
« Reply #17 on: February 25, 2013, 03:24:04 pm »

Return to Sviriholm.
Supervise the expansion of the Farms (2*) and Hunting Lodge (1*)
Raise a Colonial Militia (1*)
Send scouts inland to estimate the cost of expansion and mapping
1.8* remaining


You decide to expand food production of your colony. Sadly are unable to find farming land in the dense forest of your colony and the capacity for hunting is all but exhausted - you can't have more hunters.
You raise a unit of militia. It wil be ready next turn.
You send scouts inland to explore the area west of your colony. [5] They have no trouble getting to the region and eplxoring it. [8] The scouts encounter no natives and are pretty sure that there are no people in the region. [9] The forest is thick and offers good timber. It will take many years before you will cut it all down. In all, a good supply waits here for you. [9] The regions' proximity and reltive ease of access means that you can colonize it for a measly 2d.

Construct Naval Supplies
Construct Hospital
Send Scouts to the region west of mine near Neu Freigard

You set the colonists about constructing the workshops that produce supplies and elements for shipbuilding. It will be ready by next turn.
You prepare separate plot of land for hospital, where colonists will be able to deal with the new strange diseases that the New World might harbour. It will be ready in 2 turns.

[1] While you send your scouts to explore the region West of your colony, a combination of poor weather and hard terrain forces them to turn back. They were unable to find out anything interesting. Maybe your luck will be better next time.

-Construct 1 pastures (2d)
-Recruit 1 colonial militia (1d)
-Send scouts to the region west of the colony.



You set about expanding the amount of land used for food production. The work will be done in 1 turn.
Recruits are gathered up and equippedwith whateverthe colony was able ot find. You will have a unit of milita next turn.

[2] The scouts are relatively inexperienced and they had the misfortune of setting out in a rather nasty weather. To carry out survey work in such conditions is difficult (-3 to scouting for exploration). [?-3] Your scouts report no sighting of natives, although they might have just as well missed them due to their bad luck. [4-3] The scouts report finding no useful resources needed, save for the trees that grow all over the region. [1-3] Overall this mission went very poorly and the scouts failed to estimate costs or resources needed for colonization of this region. Better luck next time.

- Sponsor the construction and manning of the First Hospital of Neu Freigard (3d)
- Have a Hunting Lodge (1d) and a Trapper's Camp (1d) raised in the nearby forests so as in to incentivate the fur economy.
- Treasury: 6d - 5d = 0d
Lead an expedition to the unclaimed lands southeast of Neu Freigard to evaluate the region's resources and determine the feasibility of colonial expansion in the area, including the likely required funds.


You give encourage trappers and hunters to bring you furs and hides for sale to the homeland by build a Camp for them. it will be ready next turn.
The hunting in the region is at maximal capacity. Maybe you should check your colony status and look for other options?
You prepare separate plot of land for hospital, where colonists will be able to deal with the new strange diseases that the New World might harbour. It will be ready in 2 turns.

[5] Your expedition encounters no problems and sets out to scout the region. [3] You encounter no natives in the region. At least you hope there aren't any. [3] Be it your luck or the lack of knowledge on botany and mineralogy, you find nothing of interest in the plains that could be harvested or used by the colonists. Still, maybe others will have more luck in findings something. The land is suitable for farming however. [5] You estimate the costs for settling this area and joining it up with your colony at 4d.


Return to Tyllocom
Oversee the construction of a Hospital (3d) and am expansion to the farms (2d)

Send scouts to the region due south of the colony to determine the cost of mapping/expansion of the colony.


You set about constructing a hospital, following the example of other colonies. It will be ready in 2 turns.
You also prepare more land for agriculture, investing in implements and granting plots to colonists. Farms will be ready next turn.

[8] With good weather and good men at your side, you feel that this expedition will be a good one. [10] It takes you little time to determine that this region is devoid of human life. There are no natives here. [3] It is a fertiel plain but you do not seem to find any of the exotic plants that New world is supposed to have.  you also are unable ot say if the land here can sustain anything beyond basic farming. But maybe others will be able to do so. [8] You easily estimate that the costs of settling the area are 3d.

Send scouts to the land region between myself and Tyllocom in order to determine a mapping expedition cost.
Upgrade Farms, Build Hospital. -5 C
0 C remaining.

   

Your plan for development of your colony does not seem to differ from the ideas of others. You quckly set up space for a hospital (2 turns) and grant land parcels to colonists to work on (1 turn)

You send scouts to explore the land that separates you from Tyllocom. [9] Your men seem to be experienced explorers and the conditions are ideal for a scouting trip (+1 to exploration rolls).[6+1] Your men report no natives and they seem pretty confident about it. [9+1] Your men bring you strange leaves that they have found on the plains. After a while you recognise them as Tobacco leaves, an expensive colonial good. With some investment you will be able to enjoy a fat cigar soon, not to say anything about fat profits that will follow. [10+1]. The geography of the region as well as the paths and places found by your explorers make colonization of this place a piece of cake. You only need to spend 1d to settle the area.
« Last Edit: February 25, 2013, 03:43:03 pm by Ardas »
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Taricus

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Re: Towards the Lands of Dawn IC Thread
« Reply #18 on: February 25, 2013, 03:42:13 pm »

Scout the forested coastal region between Ankestatd and Tyllocom.
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Emral282

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Re: Towards the Lands of Dawn IC Thread
« Reply #19 on: February 25, 2013, 06:18:01 pm »

Money: 5d
Actions:
Build a Hospital (-3d)
Colonize the Inland Territory (-2d)
Money: 0d
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micelus

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Re: Towards the Lands of Dawn IC Thread
« Reply #20 on: February 26, 2013, 02:30:56 am »


Actions:

Build Hospital -2d
Explore the western region again
Build Naval Supplies
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando
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