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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67331 times)

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #135 on: March 02, 2012, 03:28:25 pm »

Quote
10ebbor10: atm i'm just assigning types of people to tasks somewhat randomly - what is the difference between an engineer, a builder and a scientist working to upgrade the armor and repair the fence?
Engineer: Bonus to building new things
Builder: Bonus to repair. Also bonus to building new things if there are an equal amount of engies and builders
Scientist: High tech stuff
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) More monkies
« Reply #136 on: March 02, 2012, 04:08:10 pm »

Spoiler (click to show/hide)

The engineers manage to fix the generator completly. It won't be working at full capacity just yet but it's as best as they can get it. They can disattach the alternator whenever you want them to.

The scientist come up with some plans. COnstructing a new tower will cost up to 30 resources. Repairing a fully damaged one will cost max 20 resources.  The At mount is ready to be used. Upgrading a tower can cost between 5 and 15 resources. The electrical fence is ready to be used and will become dangerous when powered.

The fence is about as good as it can get. You might try to attach barbed wire, but further reinforcements will deny the ability to shoot through it. ( As for how high it is:10 meters)

The farming is done without problems.

The beast have usefull sinews, light but strong bones, a though hide, reinforced here and there with bone plating.

Both water trips are done without problems. The first one brings back only water but the Second one has identified several useful trees and one that has an edible bark.

The forge is fixed or would have been if they had the resources.

Can't tell you how many people are needed for one building project depends on rolls. Building a kitchen would require 15 resources.

The negotiations are succesfull. They agree to 20% or 5% a week, whichever is larger. The merchant also quite likes the free food thingy, as it always good to have a base you can fall back towards.

Other group( You can command these, but they won't accept any suicidal orders)( Leaving at the start of next week)
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: First week of april
Bunker/Fort:???: South America
Spoiler:  Heroes (click to show/hide)
Spoiler:  Supplies (click to show/hide)

Spoiler: People and livestock (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)

Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: No attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: No Attack: 8 defense
- A-T Cannon: 8 Attack No  defense( Damage spread)
-Armored Vehicle: 0 attack 6 Defense
-Mutant ape: 1 Attack, 1 defense 1 hp
-Wild Dogs: 4 Attack, -4 defense 3hp
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler:  Gm note (click to show/hide)
[/quote]
[/quote]
[/quote]
« Last Edit: March 03, 2012, 02:52:40 am by 10ebbor10 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #137 on: March 02, 2012, 10:56:01 pm »

Should the amount of water we have increase a bit?
erm, and this discussion about "forge" is confusing - i was assuming we were talking about the furnace (as it would have associated mounds to pour into) , not the constructor.
What happened to the trade negotiations?

Negotiations: (if negotiations are successfully completed earlier, go and help the generator group - i wouldn't think we would spend an entire week talking and our engineering expertise would help repair the lab)

starting from (lesser of 20% or 5% per week), haggle a better deal, we would be happy at a flat 20 prepped food + 10 grain per week, but  when they are trading for us, including when they are with us and not trading (ie, cover their food + water for them permanently), +5% per week of the value of any non-food item traded. (if they agree to this specific deal, then give them the food they have eaten while they have been with us for free, otherwise, use that as an extra negotiation point)

(2 weeks out, 2 weeks back, 120 food out of 400, is more than 20%, less than 40%)
Point out that people will trade with us, and that they will be collecting the same deal in the opposite direction also.

trade priorities (in order): solar panels,  anti vehicle, Leukrocrat weapons, small vehicles of our own (quad bike size), gas, metal scrap
(i only care about water because it would be nice to have an all hands forest resource-search, and not gather water for a couple of weeks)
« Last Edit: March 02, 2012, 11:01:19 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #138 on: March 02, 2012, 11:24:59 pm »

6 drivers + 3 civies finish prepping the grain. If at the end of the week they have spare time and the wood crew is back, investiagte preparing the bark. Otherwise, go and help the scientists with the Leukrokotta's.
 (that's our entire stock, until the end of the following week when the grain and veggies are harvested)
10 scientists harvest sinew and bone plates, looking for materials for basic body armor (the bone plates deflect our bullets, so should work), and strings for cross/long bows. They should generally keep an eye out for any other interesting materials. (bones later ... , just hide and sinew's for now). If the Leukrokotta's are finished, apply the same to the dogs (Hide would be non-armor, but a useful trade good anyway)

5 soldiers on guard, as always.

20 scientists and us search the lab, looking for high energy labs / equipment (an MRI/CT scanner to disassemble would be nice ... not that portable or useful at low tech, doesn't actually work without a supply of liquid N2, or H2) (looking for electrical energy storage)

the merchant leader, 15 armed soldiers, 10 engineers, 10 builders go to the Forrest to collect lumber (if they could focus on the trees with edible bark we'll get some food also, after prep)

6 engineers, 2 builders finish scavenging the scrap pile (scrap and electric motors).

1 engineer should just look search around outside, check the fence anything we missed, look at the reactor, see if there are any interesting features (anyone made any attempts to breach any of the buildings, anything else we can learn), is there any features inside the fence we have missed (covered bunkers, etc...), ( a week wandering around an area you can walk across in a short amount of time should be plenty to look for stuff)

Do a std water run (there are 5 armed + 7 unarmed soldiers) unless someone has a better idea. Make sure that the wood collection group work near where the water collection happens (it was from our now well used track that we identified the wood with edible bark)

Trade:
Traders take 700 food total. (up to 60 grain if it isn't prepped).
--
they take are owed 180 food (300p - 120 eaten in 4 weeks)
as per trade deal we give them 80p  +40g to cover what they ate.
we give them 40p+20g to cover 2 weeks (we'll give them any extra food on return)
(after subtracting this out, and what we ate, we have 425 food left + what we harvest this week)
they can take 400 food to trade for us (20%;100 is theirs?)
300 to actually trade:
trade priorities (in order): solar panels,  anti (vehicle, Leukrocrat) weapons, small vehicles of our own (quad bike size), electric motors of any type,gas, metal scrap
Solar panels would be mostly useless without supporting equipment (which we have/can scrounge from the lab)
we know that our 300 is enough for a anti vehicle weapon. Given the scarcity of fuel, a light quad bike and a rocket launcher type weapon would be equal price (they are even in todays socity)
and finally there should be ... hang on, why aren't we searching our own scrap for motors..., anyway, old washing machines, etc... have quite durable motors.

And finally as the people we are going to trade with have a shortage of food, we should be able to get a good price for these items. (next trade run will be on to the mining group, because in a month we should have that furnace starting to work at minimal capacity)

Also, we are taking immigrants - anyone who wants to arrive, all we can offer is a good food supply and security - the merchants will probably end up telling the story of how we defeated those beasts.

Re: windmills:
Windmills are quite visible, especially since we are on top of a hill (although that means good power ...), we might not want to attract raiders. (that's why i'm after solar panels -- they are not visible)
« Last Edit: March 04, 2012, 07:04:52 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #139 on: March 03, 2012, 02:57:06 am »

Anyway, added the negotiations and water stuff. Also ,please state what you want to trade with the merchants.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #140 on: March 04, 2012, 03:01:00 am »

edited the earlier plan.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #141 on: March 04, 2012, 08:33:14 am »

Anyone else?
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Immortal

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #142 on: March 04, 2012, 04:02:58 pm »

Nope, I like andy's suggestions or I would speak up. I wonder if others are watching this?

To add - For those 20 scientists lets have them look for anything conducting, and insulators. The engineers and scientists together could build large capacitors. I kind of assume most batteries have degraded now, unless the acids have been kept apart for later assembly.

Another Add - Lets definetly accept immigrants, but lets keep ourselves hidden and unknown to most for the time being. That coastal group sounds like they would have no problem raiding us..

Since I don't get around to reading this often, with that lumber harvest lets have 20 engineers and 10 builders set up a windmill immediately.

« Last Edit: March 04, 2012, 06:09:28 pm by Immortal »
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #143 on: March 04, 2012, 04:09:10 pm »

Nope, I like andy's suggestions or I would speak up. I wonder if others are watching this?

To add - For those 20 scientists lets have them look for anything conducting, and insulators. The engineers and scientists together could build large capacitors. I kind of assume most batteries have degraded now, unless the acids have been kept apart for later assembly.

Another Add - Lets definetly accept immigrants, but lets keep ourselves hidden and unknown to most for the time being. That coastal group sounds like they would have no problem raiding us..

Since I don't get around to reading this often, with that lumber harvest lets have 20 engineers and 10 builders set up a windmill immediately.
I doubt it, seems like it's just the three of us. Anyway, to that cause I'm going to set-up a quick introduction( Ie What happened, which problems and so on) next turn.(WHich won't be today)
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Nirur Torir

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #144 on: March 04, 2012, 04:23:44 pm »

I tend to check the thread every few days. I usually mostly just lurk these sorts of things after they get started, as I find it more fun to see what other people come up with, and where they take the stories.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #145 on: March 04, 2012, 04:47:46 pm »

conductors and insulators? -- think big -- thats why i'm looking for an MRI / CT scanner :p


(HV power supply in both, tuneable kilowatt xray source in the ct scanner, 1 ton of superconducting wire in the MRI, bit don't mention that to the gm, he might just give us some broken medical equipment cheap :p)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Kashyyk

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #146 on: March 04, 2012, 05:51:24 pm »

Yeh, I'm generally watching this. But I don't post unless I feel something needs to be said.
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Immortal

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #147 on: March 04, 2012, 06:23:11 pm »

Andy - Was out late and didn't really think your suggestion through ..

Ignore my previous post, lets find the MRI / CT scanners! Lets keep our existence unknown to the public though, the traders obviously tell anyone they trust, such as those seeking haven or being oppressed. We need people but I'm worried that the coastal people learning our location would be quite bad.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #148 on: March 04, 2012, 08:27:22 pm »

It just occurred to me to ask what the guys who mine actually mine .... we are going to need generic mineral resources to rebuild civilization.


Iron
Copper
Silicon (sand)
Tin
Clay (for now)

bulk scrap electronics for many trace rare earths for when we get our nano-assembler working.
it would be interesting if it was a copper/tin/uranium mine, like what is at Olympic dam, here inaustralia)

(spot price for iron ore is $70/ton, potatoes are .3 $/lb, so a weeks worth of food is worth about 50 kg of ore, at today's prices, it seems that in this future iron ore will be harder to process, so would be worth less, while food is harder to produce, so should be worth more, but that's just me - the gm could just as easily argue slow extraction, so they demand high prices ..., again don't mention this last bit to the gm)


--


Another quick question -- is the generator wired into the lab, and how long would the fuel we have run it for (the scientists and engineers who have spent a month fixing it would know all these things)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

obolisk0430

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #149 on: March 04, 2012, 10:01:50 pm »

Sorry, I haven't been following this for a while, but from what I gather, we have a mine and a forge right?  Make metal weapons.
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Let this be a lesson to us all: Immortality is only temporary. That's why its called immortality.
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