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Author Topic: You are a Lord of the Wastes  (Read 26146 times)

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #150 on: June 04, 2012, 10:38:46 am »

-Examine the Eastern Nomad's equipment, see how good it is and what it is made out of. Tell him this is so we can replicate the weapons of his people, renowned for their martial strength, in the hopes of making our people better warriors.
-When the scouts return (which should be this week if I am not mistaken) they will have knowledge of more towns, which will require ambassadors. To that end find five applicants for the ambassador positions, of which the most competent will be choosen as ambassadors next week. (We might not need full on ambassadors for the smaller towns, in which case it should just be a tempory position of "Envoy to (inset town name here)".

And as a question: Are we paying the tinkers? If we aren't why are they working in the communal workplace for free? If we are, how much are we paying them?
I suppose we pay the tinkerers in food, water and materials, as well as the right to work into the working place.

Well yeah, the engine crew can finish the engine, and then I propose the hull crew adds nets and sails and such, taking advises from the fishers themselves. We might also want to tell them how the engine works.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #151 on: June 04, 2012, 02:41:21 pm »

-Examine the Eastern Nomad's equipment, see how good it is and what it is made out of. Tell him this is so we can replicate the weapons of his people, renowned for their martial strength, in the hopes of making our people better warriors.
-When the scouts return (which should be this week if I am not mistaken) they will have knowledge of more towns, which will require ambassadors. To that end find five applicants for the ambassador positions, of which the most competent will be choosen as ambassadors next week. (We might not need full on ambassadors for the smaller towns, in which case it should just be a tempory position of "Envoy to (inset town name here)".

And as a question: Are we paying the tinkers? If we aren't why are they working in the communal workplace for free? If we are, how much are we paying them?
I suppose we pay the tinkerers in food, water and materials, as well as the right to work into the working place.

Well yeah, the engine crew can finish the engine, and then I propose the hull crew adds nets and sails and such, taking advises from the fishers themselves. We might also want to tell them how the engine works.
I think we would have to pay the tinkers more than food, water, materials, and the right to use the workplace since they were making money before they joined us. And they would have had to cover expenses for food, water, and materials before, so they must have had a little bit left over. Unless they are working out of the goodness of their heart, then we would have to pay them more than that little bit they were getting before, since they don't make any profit directly off their work any more, because they only make things for us, and we don't buy the things from them they just give them to us.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #152 on: June 04, 2012, 02:43:39 pm »

They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #153 on: June 04, 2012, 02:45:58 pm »

They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.
If they don't work full time, then we could just start paying them and make them work full time to get this done faster.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #154 on: June 04, 2012, 03:04:28 pm »

They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.
If they don't work full time, then we could just start paying them and make them work full time to get this done faster.
Paying them what? I don't know wherether we have any currency system(Doubt it since even Rome is using mostly barter, with bullets serving as de facto currency). Besides I'm pretty sure they like thier free time, and in that time they also supply our town with small parts and such.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #155 on: June 04, 2012, 03:14:28 pm »

They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.

Basically this. The whole town works on a barter economy at present and people's social standing is determined by how important what they do is to the community. For example, as the person who knows how the reactor works and who overthrew the last evil and corrupt leader you are obviously pretty damn important. Also, that's why the militia are important in the town (they do a dangerous job that protects everyone) and why the de Meridi family would have suffered some hard times if you hadn't accepted one of Luchano's (the dead militiaman) siblings into your service. That's not to say there's not individual ownership or enterprise, just that everything is more communal. If a fisherman needs some sundry item, say nails for example, he might trade some choice delicacy from his catch to a Tinker for it. Or he might ask for some from the communal stores, and if there were plenty he might get some. Of course, this is just within Sala-Zione and is a result of a number of factors. Perhaps the strongest would be the bonds of an early survivor community struggling to survive, where pragmatism and having people do what they were best at within the pool of necessary tasks was the way forward. 

Of course, its been roughly 300 years since the apocalypse, so these tendencies and courses of action that have proved reliable enough to allow our community to survive this long have started to evolve even while beginning to form new social and cultural structures (basically giving us the town we have now). While the way things are set up now is generally a good thing (most people have enough to eat and a roof over their heads) there are those lower down the social spectrum who don't have it so good and there are longer term problems likely in the future. For example, there's already a little castification taking place, with children following in the footsteps of their parents and immediate family more often than not (for example, the de Meridi family). Also, with such a close community there may be problems if/when there's a large influx of non-natives. There are loads of likely situations where that might happen, too.

The actual Tinkers in the communal workspace and their apprentices have decided to work together under your direct command for a number of reasons. Firstly and most importantly they get to work with the big shiny technology. These are all people who are drawn to technology, much like you yourself. Not all of them feel this way of course, the ones who aren't working in the communal workspace are the type who love trading and hunting for scrap more than the actual acts of making and using technology (that's also why they're on the scouting mission). They also have a slightly increased status within the community, much like the militia ('cos they're working on projects that directly benefit the town and are part of the state).   

Hope that helps, new turn should be up soon (scouts will be back!). If you have any more questions or more specific questions or questions about something completely different, feel free to ask. 
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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 #156 on: June 04, 2012, 03:22:25 pm »

Well, it appears that any formal currency or formal civic setup won't be happening in our lifetime. Unless we get a hold of a bigger territory that is.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #157 on: June 05, 2012, 01:41:57 pm »

They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.
If they don't work full time, then we could just start paying them and make them work full time to get this done faster.
Paying them what? I don't know wherether we have any currency system(Doubt it since even Rome is using mostly barter, with bullets serving as de facto currency). Besides I'm pretty sure they like thier free time, and in that time they also supply our town with small parts and such.
Well we could still pay them in a barter system, with things they could trade for things they wanted. You are right that they probably enjoy their free time.
They don't work full time, I suppose. We cover their costs, and they have some time to make profit using our infrastructure.
See, I looked through the thread and it seems the shop workshop doesn't actually have that much infrastructure. It looks like all it has are basic machine tools, and the electrolysis machine to make fuel for the rockets (did we even finish building that yet?). So the only reason I can see that their free time while employed with us would be more lucrative than the same amount of hours while they were self employed is that we pay for their materials. Of course they are also more higly thought of, which is another reason to take the job.

Now since the job of "tinker in communal tinkering workshop" is avaliable to every qualified tinker (of which there must be many considering this seems to be our town's primary industry besides the filtration plant), it must not be good enough to encourage more people to take the job, since we only have the original five and no one else has joined. Now since we can not easilly change the community's perception of those working in the communal workshop, increasing the social stature of those working in the workshop and  further encouraging people to move into the workshop in order to increase their social standing, we must make the job more lucrative if we hope to get more workers.

Now the best way I can think of doing that is increasing their productivity, through improvements in the infrastructure of the workshop. I don't want to get very in-depth because this is not a metallurgy thread, it is a thread about rebuilding civilization, but we could certaintly make several improvments to the workshop to make them more productive. Better and more furnaces, advanced machine tools, casts, milling machines, etc. These would both make them more productive during the time they are working for us, and encourage other people to move in because the job itself becomes more lucrative thanks to the increased productivity,since it would allow them to make more things to sell.

We should just do that after we finish the current build orders.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #158 on: June 10, 2012, 06:17:58 pm »

this is dying, and I don't want that to happen. So here I am, preforming recessetative surgery.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #159 on: June 11, 2012, 01:28:16 pm »

You reflect on the Eastern Nomad's equipment, having had a good chance to examine it after the course of your recent acquaintance. His horned horse is magnificent, not so large or clumsy as those used as beasts of burden. Rather, it has an agility and strength disproportionate to its size, able to reach speeds that could only be rivaled by a powered land vehicle on flat terrain. He carries a long Alloy lance with a slender harpoon-like head. He also has what you judge to be a rather compact machine pistol, a number of explosive charges and a short sword. The sword is Alloy too and heavy looking. You could almost believe that it was originally a blade from an industrial harvester or other reaping machine.

You also reflect on what you know of the Nomad's fighting prowess and techniques. They are known to value fierceness and skill at arms above all else, with every tribe, clan and family in a constant state of warfare with one or more other groups. Despite their disorganization they have been known to unite and scour more settled lands for slaves and loot. They favor surprise attacks where possible, often tacking reckless risks to do so. In your grandfather's day they sacked the Water City, far to the north, who's defenses where reckoned impregnable to a conventional siege. They accomplished this by disguising the vanguard of their hoard as a rich merchant caravan by loading them down with the spoils of their earlier raids, thus forcing their way through the gates and denying the defenders the use of the heavy guns that dashed past armies to pieces against the Water City's walls. After stealing everything not bolted down, burning anything flammable and taking some choice slaves they returned to the East to winter their horses. There are countless other stories of bandits ambushed by Nomads after a successful caravan raid, or of them joining one side of a war as mercenaries only to go on to loot both capitals. That said, they almost never break their word, holding it to be of extreme importance. And while they will hold to this tradition, in the face of death itself if available, it doesn't prevent them from working within loopholes to further their position. Most of their folk heroes that have the traits of a cunning leader have stories where they trick their enemies with a clever oath which almost always results in the bloody death of all concerned save the protagonist.

While you muse about these matters you receive news that the scouts have returned and bought with them a vehicle towing some sort of salvage. This bodes well indeed. You order them to report to you and soon your throne room is crowded with the members of the expedition. Of the ten who set out, you immediately notice that one is missing, the youngest of the Tinkers. You ask for a report and everyone starts talking at once. You call them to silence and ask one of the militia to tell you what happened. It seems that overall, the scouting expedition was a resounding success. When they started out they headed north, hugging the coast. They had intended to circle back East, then South and West back to Sala-Zione. The first few days were relatively uneventful, they encountered a wreck washed up on the beach, but it had already been picked clean by scavengers. On the forth day they encounter a particularly large pack of zoanthropes, perhaps some fifty strong, who proceeded to harry them day and night, driving them further North. Even though they were armed with advanced weapons, the militia were the only ones trained and equipped to fight and against such numbers they felt that retreat was the only option, least they become surrounded and overwhelmed. They were driven North for two days and two nights, until they decided to make a stand by an old ruin perched on a coastal cliff jutting into the sea. The slaughter was great, but in the end their weapons and the advantage of terrain allowed them to prevail with only minimal injuries. Once the threat was passed, they took the time to investigate the ruin. This part of the coast, perhaps some thirty leagues North of Sala-Zione, is seldom used by caravans due to the numerous cliffs and outcroppings of boulders indicative of some enormous ancient disaster which renders travel by vehicle difficult, which explains why the ruin had remained undiscovered till now.

They spent a few days there, resting up after their ordeal, with the Tinkers eagerly investigating. They concluded that the ruin, under the veneer of centuries, was composed of Alloy and Composite, hideously buckled as if by some terrific force and the protruding cliff it was built on was in fact the remains of a much larger collapsed cliff. Excited, they spent some time excavating, moving rocks until they found an access tunnel down. Although many of the areas they encountered were blocked off with rubble or hideously contorted into impassibility they were able to find a large circular chamber with intact equipment, all to large to be removed by foot. Most of the equipment seemed to be large reaction vessels or machines that fed into them. One of the Tinkers skilled in the High Speech proclaimed them to be "Bioreactors". Unable to do any more, they decided to return with this important news. Since they had come this far they decided to follow their original plan and circle East before heading South and home. No more than two days travel to the East they came across the ruins of a large settlement, still smoking. It seems that it had been built of brick, with a stout outer wall and watchtowers. Wary, they circled around and made sure none with ill intent still remained. Finding nothing, they investigated more closely. They found little of use at first, and less bodies than you would would expect for a settlement of this size. Also, here and there they found enormous corpses not dissimilar to the raiders who attacked Sala-Zione not so long ago. In the center of the town they found the evidence of a truly bloody fight. Evidently the townspeople made their final stand there. Among the wreckage they they found the vehicle they returned with. It's a sort of large hauler and the Tinker's tell you that the chassis and engine (a compact fusion powered electric model) were clearly made by the old people but that the bodywork is all crude steel. When they found it it seemed to be wrecked, but upon closer inspection the damage was mostly cosmetic, with the only real problem being that the power line had come loose, rendering the engine inoperative. After some quick repairs they were ready to head home in their new vehicle, but one of the Tinkers had another suggestion. Rather than heading straight back, they should return to the ruin, park on the accessible part of the beach and loot a selection of whatever they could get their hands on. After all, they find might prove to be not that useful or difficult to return to at a later date, so they should bring back samples for further investigation. It was a tough sell, but in the end the militia caved and accepted. They rigged a crude trailer, returned to the ruin and spent some days disassembling and hauling equipment. They took one of the "Bioreactors" and its associated machines and tell you that another six like it remain, as well as all the Alloy and Composite, if you can manage to strip it out. And of course whatever they didn't manage to discover. That they managed to haul all that down the cliff they described impresses you.             

This accomplished, they circled North and East again to avoid the impassable terrain and then South to Sala-Zione. They one thing that confuses you is if the missing Tinker wasn't killed by zoanthropes or another threat, then what the hell happened to him? They tell you that when they were arriving back home he climbed onto the roof of the hauler to get a better view and slipped and fell. Apart from a broken leg he'll be fine. They look at you expectantly.

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. And once again, this isn't dead yet, being the leader of a postapocalyptic settlement is still close to my heart.
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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 #160 on: June 11, 2012, 01:44:18 pm »

Yay, this ain't dead yet. Well it seems we got ourselves a valuable asset. I think we should send them back for the other bioreactors and more stuff. However maybe with a bit more security. But that'd leave us weak for an attack. Well, first things first.

1. Investigate this bioreactor, see if you can get it working. Bioreactors are essentially devices to create an environement for an active biological reaction. Nasa is researching food producing ones(mildly unsuccesfull because noone wants to eat giant fish tumours ), but they can also be used to grow algae (biofuels, and if genemodded, direct H² production) .
2. Try to patch up the hauler. Construct a decent trailer. Maybe we should add one of those large caliber rifles to it.
3. As following the traditions, visit the wounded
4. See how far the boat construction has progressed and such.
5. The caravan will arrive in 2  turns I think, so we should send out expedition the turn it is due to arrive, or after that.
6. We should make blueprints of the hauler, while it won't be replicable, we might learn something.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #161 on: June 11, 2012, 02:37:06 pm »

Yay, this ain't dead yet. Well it seems we got ourselves a valuable asset. I think we should send them back for the other bioreactors and more stuff. However maybe with a bit more security. But that'd leave us weak for an attack. Well, first things first.

1. Investigate this bioreactor, see if you can get it working. Bioreactors are essentially devices to create an environement for an active biological reaction. Nasa is researching food producing ones(mildly unsuccesfull because noone wants to eat giant fish tumours ), but they can also be used to grow algae (biofuels, and if genemodded, direct H² production) .
2. Try to patch up the hauler. Construct a decent trailer. Maybe we should add one of those large caliber rifles to it.
3. As following the traditions, visit the wounded
4. See how far the boat construction has progressed and such.
5. The caravan will arrive in 2  turns I think, so we should send out expedition the turn it is due to arrive, or after that.
6. We should make blueprints of the hauler, while it won't be replicable, we might learn something.
+1, and also:
8. Prioritize hauler repair, have the tinkers stop trauler construction.
9. Inform the village of the discovery of the ruins, additionally inform them that a second expedition (as per ebbor's suggestions) will be leaving in two weeks. Tell any interested individuals must help with hauler repair, trailer construction, and work with the expedition commander at the expedition. Have them bring their own beasts of burden aswell, if they possess any.
10. Have the eastern nomad sent on the expedition.

List of things that were to be built in the tinekrworkshop but are not being worked on now, in order of the order we were going to construct them. (for reference, and so that I don't forget.)
Spoiler (click to show/hide)
Things we have basic designs for, and that required research to come up with designs for. (also for reference)
Spoiler (click to show/hide)
« Last Edit: June 11, 2012, 02:38:52 pm by Mr. Palau »
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #162 on: June 11, 2012, 02:46:49 pm »

I don't know if we should stop work on the trawler. It's not like the Hauler is badly damaged or something, I just want it patched up a bit, so that it can be used as decent cover and such. More like an APC/hauler combination.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #163 on: June 11, 2012, 03:50:45 pm »

I don't know if we should stop work on the trawler. It's not like the Hauler is badly damaged or something, I just want it patched up a bit, so that it can be used as decent cover and such. More like an APC/hauler combination.
Well given their slow progress on the trawler, it seems like the trailer alone would be enough to occupy them for at least one week. If they are done at the end of the week then we can reassign them to the trawler.

Edit: also if by the grace of god they do finish it in one week, have them get back to work on the trawler.
« Last Edit: June 11, 2012, 04:41:19 pm by Mr. Palau »
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #164 on: June 11, 2012, 07:47:27 pm »

We should go Loot all that remains of those bioreactors, and start increasing our defenses we fought those Gene Raiders off once, we might not be as lucky next time.

Also send word to Rome A threat like that can't be Ignored.
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