Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 30

Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67339 times)

andy_t_roo

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #150 on: March 05, 2012, 02:53:16 am »

we don't have anything working ...
we need electricity, and a significant amount (read up on an electric blast furnace at Wikipedia).


There is a mine we can trade with, but we havn't made significant contact with them (7 weeks we should get our first set of ore from them, depending on trade negotiations)


The smith thingy is damaged, and we need parts to repair it.


The nano-factory is our most valuable asset, but needs specialized parts.


We have good defense against the wildlife, good food and water supplies, but there is a city on the coast which sends out raiding parties, rumored to contain tanks and aircraft on occasion.
We have 1 AT weapon.


Short term goals : electricity production (then storage), once we have that then we can start forging basic items, trading for the parts we need to fix up the rest of the lab, then we can see what we need to do to get the power plant going.


medium term goals:
get some scuba gear - so we can go and get back into our bunker - we may need to hole up in there if we get attacked - a mesh + electric fence won't hold of intelegent attackers for any significant period of time.


long term goals, get the nuclear power plant and nanofactory working, make friends with neighbors, add them to our little bit of civilization, pacify, own, ally with the raiders ...
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game) More monkies
« Reply #151 on: March 06, 2012, 02:10:55 pm »

Spoiler (click to show/hide)

The scientists make only a meagre progress and at the end of the week they managed to butcher only one of the Leukrocrat corpses. They did learn quite a bit about them though. Apparently they 're some sort of mix-match between multiple animals. They seem to be mammalian creatures, yet they lay eggs. They seem to be mainly carnivoric, as is suggested by their teeth and digestory system, but they seem to be capable of eating plants to. They found that out while giving the human remains in its stomach their last resting place.

The scientist divide themselves into two groups to increase their results. One group sets out to find an MRI scanner, and thus sets out to the labs biomedical department. The other group looks for some way to store electrical power and decide it would be best to look at the High energy labs.

Group One only finds some scrap, but they argue there might be more to be found inside this department. Group two has more succes, and they manage to find the labs power capacitor. It was originally used to store power for the High energy Laser and other equipment, so it will be able to suffice in all your requirement. Once you patch it up, that is.

The lumber team runs into a lot of problems, but none of these accidents result in woundings. In the end they have very little to show for their endavour. Only a few trees have been cut and taken to the camp. ( 5 wood resource units gained, + 50 food)

Almost all the rubble is cleaned up without problems nor special discoveries.

There isn't much special about the fence that you didn't already knew. He did manage to find and attach the cables that power the electrical aspect of it.

The water run was canceled because of much of the manpower that would have to do it wasn't there. The rabbits seems to have grown up, now you need to decide what to do with them.

Other group( Trade mission: 320 to trade) RETURN END 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: 2 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)
Logged

Immortal

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #152 on: March 06, 2012, 03:50:31 pm »

How much wood did we collect exactly?

Anyways we should use it to construct a windmill as our next main priority.

Have all the scientists search the lab for a fuel source too.
Logged

andy_t_roo

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #153 on: March 06, 2012, 03:59:03 pm »

Quote
I changed the way things were processed. Makes more sense now. 2 teams of 5 people now work as hard as one team of 10.  Before each team worked as hard as any other team, no matter how much people were on it.

* andy_t_roo notes that he had up to 30 people working on some things and face-palms.
i didn't try putting less people on a task because things were going slowly enough with lots of people working for a specific goal.

I also apologize for allocating work for the traders. (and yes, skipping the water run is what i would have done, thanks for deciding that way)

Are people capable of cross-training? (ie, how do we get more farmers, or once the furnace starts up, how do we get a blacksmith / metallurgist, or would a generic engy / scientist do?)

<following post for following week>
« Last Edit: March 06, 2012, 04:05:49 pm by andy_t_roo »
Logged
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

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #154 on: March 06, 2012, 04:53:29 pm »

wow, without those merchents there, dividing labor seems quite hard, i suddenly want more people on everything :)

5 engineers, 5 builders go to the lab and move the capacitor to be connected to the generator. After that they see what they can do to repair the capacitor, safety and reliability is the primary concern for now, not storage, but don't comprimize the ability to repair storage in the future.
 
1 scientist finishes the salvage, finding gm's choice of special item burred at the center of the old scrap-pile. (telescope, hand grenades, a box of Frisbee's, stock whips, a kitchen sink ..., who knows, 2 resources is 1/8 of a kitchen ...)

5 engineers, 5 builders start building a kitchen (skipped until we see what is the lab below - we could have a kitchen down there)

2 scientists, 2 builders 2 engineers work with them to design a windmill. Include in the design a mechanical connection leading outside the building itself, estimating how many resources, and how much man-power is needed (on a std roll) i'm waiting for the traders to return, and the report from the labs before committing most of our resources to a windmill

10 armed soldiers, 2 unarmed soldiers, 7 engies, 7 builders do another forest wood run. 3 scientists tag along looking for signs of both danger, and other potential resources
3 engies, 3 builders stay at home and work on tools to help wood-cutting (now that they know what is needed, because they were out there last week)

8 scientists continue to search the lab. some look for the kitchen/lunch area (messing + accom if it exists, i don't know if these guys were boarding, or fly in/fly out). If it is large, spend the entire time exploring that, otherwise go looking for any store-rooms for equipment (perhaps spare gas tanks).

5 scientists continue with the Leukrokottas. 5 scientists design a crossbow, and examine the possibility of armor, both watch-tower and for the individual. (if our bonus as an engineer will help here, then this is where we help out, otherwise, we build a second rabbit hutch)

15 farmers, 8 un-armed soldiers work the farms, replanting the gathered vegies and grain with grain. The 8 soldiers will aim to learn basic farming techniques from the farmers.
7 scientists on food prep, (6/7 means a total of 120 food prepped by them)

Hmm, it seems that we need 27 people permanently working on food atm (yes a kitchen will probably decrease that number)

at the end of the week the scientists put a small amount of fuel in the generator and turn on the generator for 1 day (not a whole week), to see its generating capacity, and to see if temporarily powering the lab makes a difference. While this happens, all (32) spare hands should be down in the lab, 1 or 2 in each room. (guards are not spare hands). This includes: the 7 on food prep, the 10 on the Leukrokttas, the guys working to repair the capacitor, us and the people already in the lab. They are to look out for anything which catches their eye for any reason (gm note: feel free to throw red herrings in here, i'd rather have a list of suspicious/ interesting objects to work through, than to miss things).
I have no idea if the generator will just do emergency lighting, or if it is a whole-lab-being-powered generator - given that it ate enough resources to build 2 kitchens during its repair, i'm guessing it is big ...

<edit: the formatting in these posts keeps mucking up .. i think its when i copy-past text into the edit box>
« Last Edit: March 06, 2012, 05:14:09 pm by andy_t_roo »
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #155 on: March 07, 2012, 07:58:12 am »

How much wood did we collect exactly?

Anyways we should use it to construct a windmill as our next main priority.

Have all the scientists search the lab for a fuel source too.
You got 5 resources and 50 food.

Quote
I changed the way things were processed. Makes more sense now. 2 teams of 5 people now work as hard as one team of 10.  Before each team worked as hard as any other team, no matter how much people were on it.

* andy_t_roo notes that he had up to 30 people working on some things and face-palms.
i didn't try putting less people on a task because things were going slowly enough with lots of people working for a specific goal.

I also apologize for allocating work for the traders. (and yes, skipping the water run is what i would have done, thanks for deciding that way)

Are people capable of cross-training? (ie, how do we get more farmers, or once the furnace starts up, how do we get a blacksmith / metallurgist, or would a generic engy / scientist do?)

<following post for following week>
Well, it's not your fault. It was the system that was broken.

Nah, I think not. Having to count all these multiclass people would get confusing.
Everyone can accomplish each job though. It's just so that non-job people are less efficient then others.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game) More monkies
« Reply #156 on: March 09, 2012, 02:37:25 pm »

Spoiler (click to show/hide)

The engineers manage to fix up and connect the capacitor quite quickly and to their suprise find out a few of the batteries were still charged. They 're unable to move it though, as it is build in into the lab and rather large.

One scientist spends the whole week picking up and carrying resources away, and by the end of the week barely managed to secure One resource.

The Engineers and scientists come up with a rather interesting windmill design. By building it on the roof of the lab they should be able to get it up quickly and with a low investment. The builders think 10 people should get one up using ten resources in a week.

The forest team was attacked by the remainder of the wild dog pack today. The fight was quick as the soldiers managed to gun them down before they even came within biting range. However certain people are expressing concerns about the reduced ammunition stores. The team comes back carrying an impressive amount of resources and 2 wounded, who where nearly squashed by a falling tree. Eleven resources were added to the stockpile.

Meanwhile the engineers set to work making crude axes. WOrking whitout proper tools is hard, but in the end they manage to come up with 4 crude axes. They are made from wood and scrap metal and don't look very safe nor durable.

The scientist find almost nothing, the parts from the kitchen they visited were looted and heavily damaged. It seems a fire ravaged it some time ago.

The scientist continue with the Leukrokottas, but make little progress.

We helped the scientist come up with a believable plan for a crossbow. In the end they think they've found it. It's rather large because of what it's made off, and a pain to reload. It 's construction will cost 2 Resources and 4 Organic resources a piece, bolts not included.

The farmers work on the plants, but the soldiers make little progress in learning the new trade.

The Scientist manage to prep 140 food, as the intermission on the last day wasn't that long.

Finally on the last day of the week you decided to test the Generator. You hooked it up to the labs power circuit and activated it. For a moment the lights flickered, turning on and off at will , and then the evacuation Siren sounded, still remembering the same message as all those years ago, when the nuclear war made an end to modern civilization. You were unable to find anything else special, as that moment most of the fused burned through and the labs circuits went dead. Sure repairing the fuses isn't that much work, but the problems lies somewhere else. Many of the circuits have been damaged through the years, and finding the precise problems will require a manual search.

That evening the Trade mission arrived. They managed to scrounge up a small solar panel and some metals. The solar pannel costed quite a lot, as these kind of technological artefacts are becoming more and more rare in the world. Most of the High tech stuff is bought up a colony in the South who pays gratiously, but no reason is given why.

Other group: Arrived: Looking for more good deals.
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: Third week of april ( every month has four weeks)
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: 2 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]
« Last Edit: March 10, 2012, 05:04:30 pm by 10ebbor10 »
Logged

Immortal

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #157 on: March 10, 2012, 12:16:32 am »

Andy you probably already plan to do the numbers this way, like all other things I've wanted to suggest haha, but heres a few things anyway;

- Lets get that windmill built and have the alternator moved to it.
- Have another team get wiring laid from the new alternator position to the capacitor.
- Have another group fix the wires already in the walls from there to the forge room so we can start it up.
- Set up that solar panel somewhere and begin trickle charging.
- Have some scientists examine the nanoship thing, maybe we can try to trade for parts or learn what we need to look for in the lab searching.

I assume we can have all that done if we push for it.


Also
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #158 on: March 10, 2012, 03:20:11 am »

If you fix or build something, in this case the forge or windmill, it is assumed you fix the wires too.
Removing the alternator from the generator will deactivate it, you know. Also your windmill won't produce as much power at the generator.
Logged

andy_t_roo

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #159 on: March 10, 2012, 05:16:57 am »

Outside:
5 armed soldiers guard
we:
Discus that trade deal with the traders, after that:
Wire an emergency "on" switch into the fence at each tower (not a toggle, off can only be cut from inside the lab) Then test the generator again, then the fence.

Of the 5 guards we have on guard at all times, they take special care to always have someone ready to hit the button (implement a process so that all of the towers are not empty at the same time)

12 soldiers, 5 guns (orders to preserve ammo) do a standard double water run

15 farmers, 8 un-armed soldiers work the farms, replanting the gathered vegies and grain with grain. 5 of the 8 soldiers will aim to learn basic farming techniques from the farmers.

7 scientists on food prep.

5 scientists examine the possibility of hide armor (either small, or large), from the bone-plate parts of the remains.

5 builders, 5 engineers build the kitchen
5 builders, 5 engineers build the windmill
2 builders, 2 engineers help the above, as needed (they should be connected, so that we can mill stuff in the kitchen). This should be built attached to the lab in such a way as we can move the needed electrical components between the lab and the windmill to provide power from each.

In the lab:

I do like the way Every fuse was blown. (basically everything is isolated until we wire the room back in), so:

18 scientists in order:
repair the fuses in: the generator room, then the capacitor room.
They check for an electrical connection between the generator and capacitor (if it is sound, then we know there isn't a short in this part of the system).
They then check the wires out to the fence.
wire the solar panels in, from the roof of the lab.
They then replace the fuse in the furnace (checking that the damaged robotics are not connected). If the furnace has not been sufficiently repaired for this to process, then repair the furnace.
At the end of this, this means that we have a basic electrical supply and distribution connected, and a working, but manual furnace.

After this, search for the research lab which designed the nano factory, or the spare parts lab for it. Given we can barley afford 1 solar panel every 3 weeks, trading for nanotech parts is just asking to get raided - we keep that secret for now, until we have finished searching the lab, just having basic electricity will flag us as a target.

---

If this works, we take a gamble - show the "working" furnace to the leader of the traders. Offer them that we will smelt any resources for them, for 10% commission to us, if they reduce the 20% overhead on their trades to 10%.

We also offer free repairs/services  for their cars, if they reduce their per-week trade overhead by 1.25% (5% over 4 weeks).

We also ask them about the larger rabbits we have in the cage, and their trade value.
Also ask if they have anything they/people around us need/have-for-trade.
(part of that we aim to find out what minerals the mining community trade for).

Finally, we ask the year (unless we "know" that from the previous time discussion).

--
If the traders hang around for the week: we meet with their leader, the civies and drivers work on food prep (2 of our scientists on food prep go to work in the lab, leaving 14 people on prep)

their armed soldiers go and help the water run
their un-armed soldiers patrol, rest, unless something outside the lab is not going to be finished, then they help there.

Their engineers build a second rabbit cage (as sooner or later we are going to have more :)

--
Since someone asked about my "Plans" (i just wrote this list of the top of my head as i wrote this post)

Long term exploration goals for the lab:
Armory (sealed inner section) ; (described this way so there is 2 chances at a few good items)
Resarch labs for : biotech, gene engineering, nanotech
Supercomputer support for above
Data archives for above
The Actual Power generator (we have only the backup, and i doubt that it was being run from the lab next door, or by HV lines strung the the amazon jungle ...)
This is the backup power generator, we need some real power.

Storage for:
Weapons
Nanotech parts
Ore for input to furnace
Smelted Ore parts of random materials, output from the furnace
Generic Research materials (as power is off, i doubt any biologicals could have survived, but nanotech and machinery correctly stored should last for a while)

that should get us to about 100% exploration.

--
Short Term needs:
Stable water supply (10% people needed, with risk of death each run is not cool)
Defense completed (anti-vehicle defenses, 1 AT isn't going to work that well, as 1 lucky shot would take us out completely, with no defenses)

medium term needs:
Resources
Man-power

Long term needs:
Electrical Power (fuel independence, the windmill will help there, but once we get the above working we will need lots of power ...)
Ore
Man-power

--
Short term goals:
Get the electrical distribution going. (this week)
Get the furnace going. (this week)
Produce a useful set of tools for everyone (next week/ following week - design a full set of tools, run the smelter full power for a whole week, to produce a full set of tools)

medium term goals:
Scientists Create some blueprints so we can forge some useful trade commodities - i can see a valuable trade route - buy scrap for food from the closest group, forge to commodities, trade higher tech items to mining community for materials to build ourselves up.
Get the nanotech factory up and running (make our own solar panels, great trade items)
Create breathing gear so that we can start on getting the bunker working again - that should be much less effort than the lab - again, trivial once we can forge some gas cylinders and a basic compressor to hook up to the wind-mill (mechanical energy is much easier to do that with than electrical, just pipes, a set of mechanical bellows and a 1-way valve needed).

Forge enough pipes to connect to the lake.
Lay pipes
bury pipes (2 stages so that in the intermediate time we don't need to do water runs, this free's the manpower to do it)

(perhaps gun-barrels, and ammo would be a good trade good, but i'd prefer to trade something which is perhaps not weapon related ...)

Medium-Long term goal:
group all 3 communities + traders into a local trading block, capable of defending themselves against the raiders.
scientists work on nano research

(current)Long term goals:
defeat/integrate the coastal group (once that is done, then we should be able to control most of the region, although fuel will be a limiting factor ... we'll see how things go from there)

--
I assume the raiders are going to come and look as soon as they hear that a) we are people from the bunker who have woken up (which no-one knows ; possibly the traders, possibly not)
b) they think we have the resources to be worth the raid (rather than the mining community, which has been collecting "Hi Tech" items).

I would guess that the soonest that would happen is when we trade our first forged item to the mining community, or show outside lights.

so, in 5-6 weeks the traders come back with some ore, 7-9 weeks our second trade mission reaches them, message go out (i assume any spy will have radio).

8-10 an aircraft buzzes us (buzz because spotting 1 windmill, and a small field of wheet is hardly a signal to send out a multi-car raiding party).

8 weeks travel time,
14-16 weeks from today is as soon as i would expect an attack.
(assumptions : our second trading run triggers a radio signal, 1 week for a plane to act as a spotter, then a large force is sent out with no delay) - you could easly add 6 weeks for a message to travel by vehicle, 4 weeks delay because our first trade doesn't trigger anything, after-all, we could just be trading things we found, 2 weeks organisation raid / plane spotting., for a total of  +12 weeks)

At our current rate of resource gathering we'll have hand-weapons for all our soldiers by that point, and perhaps 2 AT weapons - 25 soldiers + 2 at vs 3-5 cars, potentially including a tank, with an aircraft spotter ... it's going to be a good fight when it arrives.

If i can convince the scientists to find an MRI machine in the bio-lab, and get the nano-factory working, we'll be able to defend ourselves. (i'll go straight to micro-satellite recon, and rail-guns - good old linear accelerators - 10km/s is quite easy to do, US navy can do it now, and it is a high power weapon which only needs electricity and forged metal slugs). Forget anti-vehicle - this is a tomahawk cruise missile replacement (except for the lack of guidance, microchips, etc ...)

If we find the armory fully stocked, with A-T weapons or equivalent
« Last Edit: March 10, 2012, 07:08:36 am by andy_t_roo »
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #160 on: March 10, 2012, 08:19:50 am »

Summary of surrounding know colonies:

Mining colony: 1 week to the South. Suffers regular food shortages because of ground pollution.
Coastal Raider settlement: 8 weeks to the east: Sends out Regular raiding parties. You 're outside their normal foraging area.
Mysterious settlement: Buys up tech. Location and purpose unkown. SOmewhere to the South.

Other things you want to know? I might make a small glossary.
Logged

andy_t_roo

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #161 on: March 10, 2012, 04:46:34 pm »

ah, you didn't update the "surroundings" section on the previous weeks update, so i got confused between the mining settlement (to the south) and the mysterious village (somewhere to the south)
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #162 on: March 10, 2012, 05:18:06 pm »

Fixed that. I originally didn't add it because you don't even know where it is.( or if it excists at all)
Logged

jetex1911

  • Bay Watcher
  • [MAXAGE:∞]
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #163 on: March 10, 2012, 07:20:18 pm »

I came up for a possible name: Inferus Spes, or Spes for short.  What do you think?

P.S.  It's Latin for "Southern Hope"
Logged
Put into this light, Dr. Robotnik and Armok could easily have been roommates.


Known as That_Kobold on BYOND

Mr. Palau

  • Bay Watcher
    • View Profile
Re: You are rebuilding civilization ( Suggestion game)
« Reply #164 on: March 10, 2012, 07:24:03 pm »

(anyone mind if I jump in after reading the thing?)

Concentrating on the short-median term, we can make bullets if we get the electric furnace up and running and find these ingrediants for gunpowder:
- Sulfer
- Charcoal
- Potassium Nitrate
We can find naturally occuring deposits of Sulfer and Potassium Nitrate. If the mining settlement knows of any deposits that would be very helpful. the charcoal can be obtainded simply by burning wood. There are other ways of obtaining potassium nitrate but they are beyond our level of technology. The cast for the bullets will be hard to make, but once we get one it will work well.

Edit: That's a good name
« Last Edit: March 10, 2012, 07:26:44 pm by Mr. Palau »
Logged
you can't just go up to people and get laid.
Pages: 1 ... 9 10 [11] 12 13 ... 30