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Author Topic: You are a Lord of the Wastes  (Read 26126 times)

Maldevious

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Re: You are a Lord of the Wastes
« Reply #15 on: May 05, 2012, 10:31:49 pm »

Panic!

No, I suppose we should go have a conversation with the traders, get some hearsay and conjectures to work with. Ask them about their horses and how they manage to run their track haulers given the limited resources of the day.

I say we make the diplomat wait. Not too long to be an insult, mind you, but long enough that we appear important and sought after. Take our time chatting with the merchants first. Maybe 45 minutes.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #16 on: May 06, 2012, 07:33:51 am »

Panic!

No, I suppose we should go have a conversation with the traders, get some hearsay and conjectures to work with. Ask them about their horses and how they manage to run their track haulers given the limited resources of the day.

I say we make the diplomat wait. Not too long to be an insult, mind you, but long enough that we appear important and sought after. Take our time chatting with the merchants first. Maybe 45 minutes.
This, and can we get a list of buildings inside the town? As well as defenses? I know 10ebbor10 has it in his posts but it owuld be convient to keep a list in every post, so we can update it as we go along and add more buildings.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #17 on: May 06, 2012, 10:12:53 am »

Panic!

No, I suppose we should go have a conversation with the traders, get some hearsay and conjectures to work with. Ask them about their horses and how they manage to run their track haulers given the limited resources of the day.

I say we make the diplomat wait. Not too long to be an insult, mind you, but long enough that we appear important and sought after. Take our time chatting with the merchants first. Maybe 45 minutes.
This, and can we get a list of buildings inside the town? As well as defenses? I know 10ebbor10 has it in his posts but it owuld be convient to keep a list in every post, so we can update it as we go along and add more buildings.

((Sure, I'd meant to go into a bit more detail and inventory spoiler the more important stuff last night but that post was getting pretty long and my vision started to get a little blurry by the end of it. If you ever want more detail, background or clarifications on something, just ask. And feel free to let me know if I'm doing something annoying, I can't make improvements otherwise.))

Before heading down from the control tower to talk with the newly arrived merchants you decide to take stock of Sala-Zione's defenses. The town sits right on the coast and is contained within two circles of stone held together with Old Alloy rods. The smaller of these is actually in the sea, a bowl that ensures that the intake tunnel isn't clogged with sand or flotsam and jetsam. It would make an ideal fortified port if it weren't for the wreck of a huge Builder ship lodged in the seagate. Well, the sea gate and part of the wall. It doesn't interfere with the intake of water, but some of its defenses are still active and your people fear to go near it, claiming through myths and legends that a maddened machine spirit still lives within its metal shell. The words "HMS Olympia" can be made out in the High Speech running along the section of hull that clears the waves. This means that while Sala-Zione is relatively safe form attack from the sea, but both local fishermen and visiting traders have to land their boats on the beach, which has caused problems in the past.   

The larger of the circular walls contains the town itself. It is two meters tall and sheer on the outside. There is walkway with a parapet running along the top and every hundred meters there is a watchtower. There is only one gate, a huge ugly thing of welded scrap metal that swings open along a rail when pulled by two oxen. Like a knife to the head, it's crude but effective. The wall itself is in good repair, expect for those places where it has been destroyed and rebuilt with local materials. There are eleven of these and every time you see them you curse inwardly, wishing you held the secret of poring stone like water.

The town itself is made up of two different types of buildings. There are those which are of the people, from which you rule. These are the Main Building, in which all the machinery to make water from the poison water of the sea is housed as well as a small machine shop capable of basic repairs and the construction of relatively complex machines. Underneath that, in tunnels reckoned to be the safest place in the whole town, sits the Control Room. From here, one with the knowing of it can bend the Builder's Sun to their will. Ah, the Builder's Sun itself, the Artificial Sunfire, the very heart of the Termionia! Without it, your people would be no better than savages, eating raw meat and living in trees. It sits under the Control room and most citizens have only seen it the once, on their eighteenth name days. The last building is the Control Tower, freestanding and aloof from the others. It is from here that you rule, as befits a Tyrant, one who derives his power from the consent of the people. All about these buildings are the signs of the Old People's craft. Lights burn without fire and doors open when the words of power are spoken. Well, some of them do. A few will no longer acknowledge the words and some cannot be closed. In the depths, many of the lights no longer shine and some evidence of corrosion in the connections is present.

The buildings of owned by the townspeople vary greatly, although almost all combine living-space and work-space. The wealthiest live in houses formed from the Old Materials, chunks of pored stone cut and shaped to fit, Alloy supports and composite tile roofs. They are brightly lit with smokeless fire and from many can be heard the hum of machinery. Things get worse as you go down the social spectrum. True, the cockle picker and beach scavengers may live in driftwood huts, but they are warm, well fed and most importantly have access to clean water, as do all citizens. Since fresh water is so abundant, there are little gardens and fields almost everywhere within the walls, especially on roofs and balconies. These provide fruits and vegetables to supplement the sea's bounty, the other main source of food. However, food is not exactly in overabundance, being one of your three primary imports, right after spare parts and Old Materials. There are a variety of small industries, as befitting a town of this size. The most important of these are the Tinkerers, men and women who aspire to the Engineership of old. These have flourished under your rule, but all lack the complex tools to do more than fix and improvise. There is a large solar furnace, operated by the de Fiero family, an old power within the town. They have fallen on hard times recently. Once they were able to smelt the Old Alloys, but after the fighting during your violent overthrow of Overseer Jorgal the last of their booster dishes was destroyed, leaving them with only the power to summon heat enough to melt the lesser metals; iron, copper and gold.     

Contemplating these things that you know as you know yourself, you head to the trading plaza for a bit of a chat with the newly arrived merchants. You meet their leader, a grizzled Moor from the Burnt Coast. He accepts your compliments as to the fine quality of his animals and grows excited when you mention the possibility of a Hrus without horns. He seems to think that this is a polite gauging of his business interests and he tells you that the Beast Masters of the Burnt Coast will pay weight-for-weight in Alloy for unmodified base stock. You turn the conversation to his vehicles and he tells you that he originally acquired them from the Mechanarati of the Water City, about 200 leagues north. The price they charged was exorbitant, especially for such simple machines, but they were reliable and seldom broke down in a way that couldn't be fixed on the road. He explains that they use a combination of Conducting Alloy and Insulating Alloy to make a furnace that's very efficient at turning heat into movement. The rest is just a steel chassis and basic clockwork. He also tells you that he is nearing the end of his trading run South, he'll be heading to Rome before Crossing the Alps once more to return to his warehouses in Nurnberg. He has encountered no more trouble than usual, but he did lose a fine stallion and its rider to a huge mountain lion that stood over six feet tall. He proudly shows you its skin and suggests that you purchase it for your throneroom. He only wants 100l of pure water and 300 rounds for a Kalash Rifle for it. He tells you that he has heard that the political situation has shifted in Rome once again, but that he doesn't know any details. 

What do you do?

Spoliered Quick reference stuffz:

Spoiler (click to show/hide)
                       
« Last Edit: May 06, 2012, 10:16:11 am by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #18 on: May 06, 2012, 10:37:06 am »

Inquire towards his other trade goods first. (How many of these bullets do we have, or can we produce them?).

Buying priorities:
-Tech artefacts
-Food
-Ammunition
-Resources.
-Lithium ore: The fusion reactor needs a tiny bit of this to create tritium (Deuterium we can get out of seawater). Unless this is a He-3 reactor, in which case we have a problem.
Am I correct in assuming that Civilians will buy things for themselves too?.

Building priorities
-Small moveable wooden dock. It floats so we can drag it on the shore easily. Allows boats to dock a bit further from the coast. Optimally we could even place it hundred meters into the sea, and bring goods onto the shore with smaller boats.
-Fix the weak spots. The best we can do now is to secure the things with Chains.
-Get the solar forge repaired: Probably long term.

Things to ask the merchant about
-The current status of the Stromboli, Etna and Vesuvius. Volcanic ash is the main ingredient to make concrete and also a strong fertilizer.

Tinkerers
Have them try to make something similair too what the merchant described, but using copper and wood instead. That should maybe give us a crude engine, but probably a small fire.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #19 on: May 06, 2012, 11:17:17 am »

+1 to everything 10ebbor10 said.
Also
-Issue a decree forbiding the export of any builder-manufactured spare parts, telling the citizens that they will be vital to rebuilding the infrastructure of The Builders. Any one caught exporting items will forfeit the item to the government and be fined its equivlent value. 
-Set aside a special section of town for the tinker's workshops, have it stationed around the solar furnace. Only make plans for it now, and determine an area where the residents are to be relocated to.
-Issue another decree stating that the governmnet will purchase any builder-manufactured spare parts from the citizens at a fair price, if we have money left over after other activities.
-Meet with the head of the de Fiero family, to discuss their current sate, how they could best benefit the city, and what it will take to repair the solar furnace.
-Have a team of tinkers set to researching ways to improve food yeild, so we can generate a surplus to store for bad harvests and to potentially trade away.
« Last Edit: May 06, 2012, 11:29:48 am by Mr. Palau »
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #20 on: May 06, 2012, 11:26:52 am »

+1 to everything 10ebbor10 said.
Also
-Issue a decree forbiding the export of spare aprts, telling the citizens that they will be vital to rebuilding the infrastructure of The Builders. Any one caught exporting items will forfeit the item to the government and be fined its equivlent value.  It think we should reduce this to advanced parts. The forge and Tinkers will make most of their profits from small spare parts (bolts and such)
-Set aside a special section of town for the tinker's workshops, have it stationed around the solar furnace. Only make plans for it now, and determine an area where the residents are to be relocated to.
-Issue another decree stating that the governement will purchase any spare parts from the citizens at a fair price. Again, advanced parts. Also we don't want to bankrupt ourselves.
-Meet with the head of the de Fiero family, to discuss their current state, how they could best benefit the city, and what it will take to repair the solar furnace.
-Have a team of tinkers set to researching ways to improve food yield, so we can generate a surplus to store for bad harvests and to potentially trade away.Best do this. Think greenhouses, which will allow us to produce year round.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #21 on: May 06, 2012, 11:34:13 am »

+1 to everything 10ebbor10 said.
Also
-Issue a decree forbiding the export of spare aprts, telling the citizens that they will be vital to rebuilding the infrastructure of The Builders. Any one caught exporting items will forfeit the item to the government and be fined its equivlent value.  It think we should reduce this to advanced parts. The forge and Tinkers will make most of their profits from small spare parts (bolts and such)
-Set aside a special section of town for the tinker's workshops, have it stationed around the solar furnace. Only make plans for it now, and determine an area where the residents are to be relocated to.
-Issue another decree stating that the governement will purchase any spare parts from the citizens at a fair price. Again, advanced parts. Also we don't want to bankrupt ourselves.
-Meet with the head of the de Fiero family, to discuss their current state, how they could best benefit the city, and what it will take to repair the solar furnace.
-Have a team of tinkers set to researching ways to improve food yield, so we can generate a surplus to store for bad harvests and to potentially trade away.Best do this. Think greenhouses, which will allow us to produce year round.
Changed the post to advanced parts, thats is what I initially meant and otherwise it would have been a harmful oversight. Thank you for noticing it before he posted a turn. I don't know if there would be enough advanced builder-made parts out there to bankrupt us, but if there are hold out on purchasing parts if the government is running low on money.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #22 on: May 06, 2012, 11:56:54 am »

Ok, that should all be ok for the next update. Just thought I should give you guys some info about how the local economy works. Its essentially all barter. The state (that's you) provides some goods and services to the citizens for free, such as protection, fresh water and whatever else is appropriate. In turn citizens provide certain goods and services to the state. For example the fishermen provide food to your soldiers, since they only defend the town and the Tinkerers give some of the small items they make to the general stores and trade the excess for more raw materials and stuff they need like food(10ebbor10, your exactly right, they make mostly small stuff like screws and bolts and a few things like windup torches. Think of them like blacksmiths with a smattering of electrical and engineering knowledge). If there's a large project you want to commission then you'll usually provide the materials and something for the people doing its time. Mostly, the Tinkerers are always happy to take on projects, they share your love of technology and respect you for your knowledge. When traders arrive, you usually make trades from the state stores and people make little trades for stuff they want, if they can afford it. Basically, there's no tax or the like, but your status in the community is almost entirely determined by how much you give back. So the Militia are highly respected because they provide defense at the risk of their lives and the de Fieros are respected because the Solar Furnace is so useful.   

As to your stores, I'll just clear a few things up. Firstly, Kalash rifles and and ammo. Basically, these are AK-47s, some handforged replicas and a few ancient originals, likely from Mighty Chin by their unreadable markings. You have about a dozen of these and around 3000 rounds of ammunition. However, these are a backup store for when you need to arm citizens in times of danger. They aren't used by your militia, because you consider them inferior and unreliable when compared to the lasers. Also, the only local source of ammunition is Rome, where it actually forms a sort of defacto currency. A single bullet will buy a hot meal or a relatively comely whore. You also have 37 arbalests with 20 pig iron bolts each. These are in good repair.

As to general stores, you have enough spare parts to build six laser rifles and three Composite Suits. However, if you did so you would have nothing left to repair them when they break. You also have a wide selection of spare parts, a variety of Alloy rods, bars, girders and plates because of the smelting backlog. You are short on Composite however, and although it is useful it cannot be smelted and therefore you are limited to using it as is. You have a small pile of Composite plates of varying sizes. The Control Room indicator states that you currently have 54,768.67 L of water in the storage tanks. The reactor is operating at 9.46% of full capacity.

Oh right, one last thing, the reactor. It is indeed, unfortunately for you, fueled with He-3. The Fuel readout currently sits at 33.78%. He-3 is pretty damn rare and sought after, so you'll know when a merchant has some. The current one doesn't have any, but he's not that big a trader either.     

Hope that helps. I'll add relevant numbers to the spoiler in the next update.         
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Maldevious

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Re: You are a Lord of the Wastes
« Reply #23 on: May 06, 2012, 11:58:25 am »

+1 to all, good suggestions
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #24 on: May 06, 2012, 12:22:20 pm »

Well the reactor fuel is of course a long term concern, but if 66.32% of the He-3 lasted from the apocolypse until now, the fuel must last a very long time. That is of course assuming infrequent refuelings, or none at all, with constant power output. Once we get ourselves up and running we should try to find a source of nuclear radiation so we can bombard deuterium, boron, lithium , or nitrogen. that will result in tritium, which decays into He-3 we can use to power the reactor. Of course our character doesn't now that, so we will need a research project too if we are ever going to be able ot rpduce our own fuel.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #25 on: May 06, 2012, 12:43:29 pm »

Well, a fusion reactor doesn't need much He-3 anyway. (a Ton'll last a 3000MW one several years, and I'm pretty sure ours is both larger and more efficient.) The problem is that you have to get it from the moon or create it in a lab. Since it'd be logic to have at least a years supply at hand, I think the current supply will last us about 3 and a half years. Besides due to the nature of a fusion reactor we'll probably have a large battery to provide enough power to restart the reactor after a malfunction.

One thing I would like to know is the current conversion rate of our thermoionic filter plant. It'll probably be rather large, considering thermoionic filtration is very efficient, if a bit energyhungry.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #26 on: May 06, 2012, 01:04:15 pm »

You ask the merchant, who's name is Suliman bin Qutira, about the goods he has for trade. He is offering number of small gizmos such as your people might enjoy purchasing, wind up music boxes, ivory combs and the like. Of greater interest to you are some of his more expensive items. By the nature of his caravan, he is not a bulk hauler. Nevertheless, he has some things in which you may be interested. There is a bundle of about 40 Composite tubes of varying sizes, all no thicker that a man's arm. While not directly of any use, they could come in handy for anything that needs strong, light pipes. He has three crates full of wiring and assorted electrical parts. He also offers three barrels of strong distilled spirits. They smell alone makes your eyes water. Finally, he has what looks like a small linear accelerator. The barrel and monopoles are intact, but there is much damage and loose wiring where it would have connected to other sections of whatever machine it was ripped from. 

You inquire about Stromboli, Etna and Vesuvius. The merchant hasn't heard of these, but he does report that the fire mountain about 100 leagues to the north has been active recently. You remember that the Diplomat from Rome is still waiting for an audience. You must attend to this before you can look to the task of regulating the trade in artifacts and materials or designing a new floating dock. The weakpoints in the town wall continue to be a source of worries. They are filled with crudely cut local stone blocks, but this doesn't really seem adequate. Perhaps some chains would reinforce them? You try to remember to bring this up when you meet with the tinkers later to discuss the repair of the Solar Forge.

What do you do now?

Spoiler (click to show/hide)
   

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed. As to the capacity of the Reactor,  thermionic filter and associated energy costs, I'll leave that one up to suggestions. Oh, and I hope you guys are enjoying this.     
« Last Edit: May 06, 2012, 01:08:33 pm by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #27 on: May 06, 2012, 01:09:52 pm »

Ask him the price for the goods. When he says them, remember your appointement and go talk with the diplomat. Ask him to wait. He'll probably do so, and might even drive down the prices.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #28 on: May 06, 2012, 01:24:44 pm »

Ask him the price for the goods. When he says them, remember your appointement and go talk with the diplomat. Ask him to wait. He'll probably do so, and might even drive down the prices.
Its barter so I guess the price of the goods would be preportional to what we are trading, but ask anyway.
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Maldevious

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Re: You are a Lord of the Wastes
« Reply #29 on: May 06, 2012, 01:35:12 pm »

Not much interests me out of those, but we should buy something to get him to keep coming back. The Composite tubes, I guess, would be my vote (if the price is fair).
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