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Author Topic: You are a Lord of the Wastes  (Read 26164 times)

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #90 on: May 13, 2012, 12:02:45 pm »

Well, lets establish an embasssy/trade line with Rome. Make it official. Our main import/priority should be reactor fuel. Rest of materials can be obtained in exchange for goods that we can make ourselves and pure water.

If we are to keep Rome in check, we should strive to interfe and interact with them as much as possible. A permament reprsentative on our behalf would provide water shipments in exchange for fuel and resources. Roman factions should be on verge of civil war all the time just to be considered our favourite trading partner.  We should make them dependanot on our water. We would be protected from outside threats and from Romans thmselves who would keep each other in check.
We could also say that they(the envoys) need to look for a specific high tech piece (Solar booster).
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #91 on: May 13, 2012, 12:25:11 pm »

Well, lets establish an embasssy/trade line with Rome. Make it official. Our main import/priority should be reactor fuel. Rest of materials can be obtained in exchange for goods that we can make ourselves and pure water.

If we are to keep Rome in check, we should strive to interfe and interact with them as much as possible. A permament reprsentative on our behalf would provide water shipments in exchange for fuel and resources. Roman factions should be on verge of civil war all the time just to be considered our favourite trading partner.  We should make them dependanot on our water. We would be protected from outside threats and from Romans thmselves who would keep each other in check.
We could also say that they(the envoys) need to look for a specific high tech piece (Solar booster).
Also for who we are going to send, select one of the de Meridis for the mission. They are a loyal family and such a presigious position will only serve to strengthen their loyalty to us and make up for their lost son.

Also we are probably not the only guy who is supplying Rome with water. If you consider what the size of the city would have been before the plagues and the wars it would have likely had quite a few desalination plants on the coast around it. I would estimate that ~5 in the local area would have survived the apocolaypse and everthing else up until now relatively intact. I would imagine that our situation is unique in that our fusion reactor and desalination plant both survived, and are in the same town. Since Fusion would be more effecient than other power sources our water would likely be the cheapest to produce, and since our plant can generate so much power we would be able to produce more of it, assuming that the other people supplying Rome with water aren't able to fully power their plants. Of course we need a good source of He-3 first.

Either way we would need to send a envoy to Rome.

Oh also about the trade make sure to include in the final deal that Technokratia must supply us with He-3 equal to what is being used for the reactor plus a third of that amount for our own use. Feel free to up the amount of water we give them in exchange for them giving us the He-3, just make sure you take into account the new power consumption of the plant due to the increased water production in the amount of He-3 required per shipment.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #92 on: May 14, 2012, 07:38:54 am »

Ok, so just so I can be clear on what people want, I need some consensus on what you want to do. The gist of what I'm getting is:

1. Take the trade for now and help the merchant with repairs. Ok, simple enough.

2. Send emissaries to Rome under the cover story of looking for a SF booster while scoping the place out and trying to setup a straight HE-3 for water deal. Tell me who you want to send as emissaries, their orders and anything you might want to send with them.   

3. There seems to be some disagreement over what to do about the de Meridi family. Most people seem in favor of accepting the services of the next son or daughter (I'll let you decide/suggest for this minor character if you want, or I'll just make them up myself). The disagreement is mostly about what you want them to do and how you want to equip them. So some decisions please.

And of course, any other actions you may want to take and so on.

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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.

Ardas

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Re: You are a Lord of the Wastes
« Reply #93 on: May 14, 2012, 08:18:44 am »

Send de Meridi son as one of the envoys. Another person should be someone skilled with words that traveled a little, so that s/he can lead the mission and teach de Meridi kid a thing or two.

Rest is OK.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #94 on: May 14, 2012, 04:59:13 pm »

Send de Meridi son as one of the envoys. Another person should be someone skilled with words that traveled a little, so that s/he can lead the mission and teach de Meridi kid a thing or two.

Rest is OK.
Consensus/I agree.
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Maldevious

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Re: You are a Lord of the Wastes
« Reply #95 on: May 14, 2012, 05:01:37 pm »

Send de Meridi son as one of the envoys. Another person should be someone skilled with words that traveled a little, so that s/he can lead the mission and teach de Meridi kid a thing or two.

Rest is OK.
Consensus/I agree.

+1
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #96 on: May 15, 2012, 09:38:57 am »

You decide to accept the Technocratian merchant's deal, for now. You ask some of the Tinkerers to help with repairs to the caravan and you give a small amount of scrap metal. You are beset by worries over the whole affair. Perhaps the House of Technocratia isn't as powerful as it seems? Who knows what powers really rule Rome? One thing is certain: you need answers. There are also specific goods you seek to acquire, rockets and HE-3. You decide to select some appropriate candidates for an embassy; its high time you acquired some accurate intelligence on Rome.

The raiders fail to return and the soldiers you sent to loot the battlefield come back with mixed results. They report that the remains of the raiders are all horrifically oversized and seem quite disturbed. However, they did find the following: 11 crude iron muskets with powder and shot, 6 Kalash rifles and about 850 rounds of ammunition, a small pile of knives, three satchels of what appear to be simple pipebombs and 6 HE rockets. They don't appear to be of a match with your launchers but their simple design means that you may be able to manufacture your own and perhaps even copy the design of the rocket itself, if suitable chemicals can be found. 

These items safely recovered you summon candidates for the embassy. You have already decided to send the young de Meridi lad Jacamo, as it shows that you have not forgotten his family's sacrifice. The other candidate proves a little more tricky. A great many of the Tinkerers and small merchants fit the description of "a person who is skilled with words who has traveled a little" they tell you this at great length. In the end you decide upon Tinkerer by the name of Eric Twiceiron, who's family settled in Sala-Zione some generations ago after coming out of the far North. What he lacks in technical knowledge he more than makes up for in business acumen. He also seems to be rather fond of the sound of his own voice. Upon being appointed to the role, he immediately issues you with a series of demands. Firstly, he shall need a vehicle for the embassy to travel in. While its all very well that they travel with the Technocratians on the journey to Rome, he thinks its vital that they be able to carry their own goods and equipment. Secondly, Jacamo de Meridi is not nearly enough protection by himself, either on the road or in the city itself which, if you believe the rumors, makes Hell seem like a quiet law-abiding suburb. He demands at least another five guards, under Jacamo's command. Of course, he realizes that taking men from the militia is out of the question and will settle for some appropriately armed volunteers. Finally, he declares that a proper embassy will need valuable goods for bribes and the like, and that as ambassador he'll definitely be needing some opulent new robes if anyone is going to take him seriously. At least he seems enthusiastic about his tasks.

A day has passed. The merchants are nearly ready to go and the trade is complete. They await any envoys you may wish to send with them. The militia are still on alert.

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.

Logged
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.

Ardas

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Re: You are a Lord of the Wastes
« Reply #97 on: May 15, 2012, 09:48:27 am »

Demanding fellow, but the embassy should be seen as an investment.I would be inclined to agree to outfitting the embassy in this way. They can take the Kalash guns that we took from raiders to outfit volunteer guards and we could spare a little of our own goods for bribes and trade on the spot.
If this man is any good with trade, he should be able to tell us what would be good for exporting to Rome other than water once he gets there. This would enable us to sustain the trade line and embassy and make us less dependend on Roman caravans.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #98 on: May 15, 2012, 10:03:49 am »

I also think we should send one of the whatever the family was that operates the solar forge. They'll know what they need.
Maybe one of our followers in the revolution too.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #99 on: May 15, 2012, 04:00:52 pm »

I also think we should send one of the whatever the family was that operates the solar forge. They'll know what they need.
Maybe one of our followers in the revolution too.
The de Merdi's have the second bit covered, they are loyal supporters to the last.
Demanding fellow, but the embassy should be seen as an investment.I would be inclined to agree to outfitting the embassy in this way. They can take the Kalash guns that we took from raiders to outfit volunteer guards and we could spare a little of our own goods for bribes and trade on the spot.
If this man is any good with trade, he should be able to tell us what would be good for exporting to Rome other than water once he gets there. This would enable us to sustain the trade line and embassy and make us less dependend on Roman caravans.
This.  Have the Tinkers, both those in the industrail area and without, equip the embassery mission. Compensate them accordingly. Also have the 5 tinkerers begin experimenting with Grow Lights and green houses if this technology is unknown to us) and the others begin expanding the fields currently used to grow things (again if we don't have green house tech, if we do then just have all of them build some green houses.).
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #100 on: May 16, 2012, 08:41:43 am »

You agree to Eric Twiceiron's demands and the expedition is put together. Jacamo de Meridi and another four local youths eager to see the world are gather and say hasty goodbyes to their families. You equip them with Kalash rifles from the state stores, choosing the ones that are in best repair as well as 200 rounds each. You also give Eric some goods for bribes (and possibly a fancy robe). These are 3000 rounds of Kalash rifle ammo (you remember that it forms a sort of defacto currency in Rome), a pouch of small Alloy ingots and a few advanced parts. Unfortunately, the only vehicle the Sala-Zione possesses at the moment is you hover scout trike, the vehicle that carried you in the journeys of your youth as you sought the ancient knowledge. After some deliberation you decide to give it to them for the embassy. It'll be a little crowded but they should be able to run away from most trouble might encounter. And you can't deny that the damn things got some style to it.

With some cheering and waving, the caravan embarks for Rome, with the embassy in tow. You wonder what they will discover, but barring anything dramatic you don't expect to hear from them for at least a month, when the next Technocratia caravan arrives.

Things return to more-or-less normal in Sala-Zione. Development of the communal workspace continues and another Tinkerer takes up residence there with his apprentices, bringing the total to six. Some of the Tinkerers have been working on a project to create a clear glass dome. One of them has a pair of matched hexagonal Composite plates which act as an almost perfect mold for the creation of clear glass hexagons. Sand you have in plenty, but some of the flux materials must be imported. However, they manage to produce around 100 hexagons. Using a metal framework they set up what would have been regarded in a past age as a small conservatory attached to the communal workspace. You now from your past studies that the Old People often grew food under glass domes and the Tinkerers work has sparked your interest.

While the food supply is relatively stable, you know that increasing production can only be a good thing. After all, a sudden shortage could cause chaos. Sala-Zione is almost at food production capacity, with most free space containing small fields and gardens. The obvious solution is to find some way to increase it. The creation of the clear glass dome has got you thinking. What if you could turn the fields and gardens into those like the Ancients used? Surely the glass domes and bright lights had some effect on the amount of food grown! You decide to search your texts for any and all references to these practices. You also ask the Tinkerers in the communal workspace to come up with some plans for mass producing the glass hexagons. 

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.
Logged
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 #101 on: May 16, 2012, 08:50:17 am »

- Inspect the damage to the walls
-Ask around if anyone has ever been near the Makers ship. It's forbidden and mysterious, surely some children tried it.
-We should either hide/store the He-3 somewhere or add it to the reactors fuel tanks. I vote for store, since He-3 is a gas and a leak in our reactors tank would otherwise be fatal.
-Try to come up with a rocket launcher that can launch the primitive rockets. Maybe a mounted variant made of the composite tubes.
-Start programming a solar panel calibration program on the efficient computer unit.
-Hold an audition, where all those with problems can come to talk to us
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Ardas

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Re: You are a Lord of the Wastes
« Reply #102 on: May 16, 2012, 09:34:16 am »

Personally I would be in favour of incerasing the area under cultivation, but its not viable with our current population. Greenhouses it is then.

These primitive rockets could be used for a makeshift mortar. Hell, mortars are probably one of the easiest heavy weapons we could make using all the scrap and the primitive warheads. Even simple gunpowder charges with bit of metal shrapnel could do. Besides, mortar might give an impression of artillery fire to the untrained eye and can be useful to fight enemies who hide behind obstacles.

- Inspect the damage to the walls
-Ask around if anyone has ever been near the Makers ship. It's forbidden and mysterious, surely some children tried it.
-We should either hide/store the He-3 somewhere or add it to the reactors fuel tanks. I vote for store, since He-3 is a gas and a leak in our reactors tank would otherwise be fatal.
-Try to come up with a rocket launcher that can launch the primitive rockets. Maybe a mounted variant made of the composite tubes.
-Start programming a solar panel calibration program on the efficient computer unit.
-Hold an audition, where all those with problems can come to talk to us

The rest is fine.

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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #103 on: May 16, 2012, 09:54:31 am »

Mortars would be a good thing to build there rather easy to build (For military equipment), and they can be used for more then bombing, Flares to light up the night, to signal important events, trade, Fire Works, etc.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #104 on: May 16, 2012, 05:22:22 pm »

Personally I would be in favour of incerasing the area under cultivation, but its not viable with our current population. Greenhouses it is then.

These primitive rockets could be used for a makeshift mortar. Hell, mortars are probably one of the easiest heavy weapons we could make using all the scrap and the primitive warheads. Even simple gunpowder charges with bit of metal shrapnel could do. Besides, mortar might give an impression of artillery fire to the untrained eye and can be useful to fight enemies who hide behind obstacles.

- Inspect the damage to the walls
-Ask around if anyone has ever been near the Makers ship. It's forbidden and mysterious, surely some children tried it.
-We should either hide/store the He-3 somewhere or add it to the reactors fuel tanks. I vote for store, since He-3 is a gas and a leak in our reactors tank would otherwise be fatal.
-Try to come up with a rocket launcher that can launch the primitive rockets. Maybe a mounted variant made of the composite tubes.
-Start programming a solar panel calibration program on the efficient computer unit.
-Hold an audition, where all those with problems can come to talk to us

The rest is fine.
+1 to all this, and tryo to think of some ways to lure more tinkerers into the communal workshop.
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