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Author Topic: Clockwork Empires (Found a colony)  (Read 23336 times)

Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #120 on: November 01, 2012, 12:23:48 pm »

Send three soldiers and five civilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
« Last Edit: November 01, 2012, 06:18:54 pm by Helgoland »
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wer6

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Re: Clockwork Empires (Found a colony)
« Reply #121 on: November 01, 2012, 02:19:13 pm »

Send three soldiers and five covilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
this but also hand out the brandy for production boost.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #122 on: November 01, 2012, 02:20:27 pm »

Send three soldiers and five covilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
No
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #123 on: November 01, 2012, 04:54:50 pm »

"Useless Stone?" Stone has lots of uses! If the bits are big enough, they can be made into mugs (to sell to tourists or traders or something, at least) or furniture of various sorts or blocks or whatever. If not, hey, gravel roads!
I'd suggest having a pleb locate any chunks of rock big enough to make stuff with. Other than that, Helgoland's suggestion sounds fine.
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #124 on: November 01, 2012, 06:22:24 pm »

Can we get mules or donkeys via trade? Whatever the answer, try building a sled or wagon to increase efficiency.

And yeah, what about using the stone as building material for, say, houses? How much stone is it?
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I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #125 on: November 01, 2012, 06:55:06 pm »

First, we need a caravan to come. We also need trade goods.
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evilcherry

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Re: Clockwork Empires (Found a colony)
« Reply #126 on: November 01, 2012, 08:31:06 pm »

"Useless Stone?" Stone has lots of uses! If the bits are big enough, they can be made into mugs (to sell to tourists or traders or something, at least) or furniture of various sorts or blocks or whatever. If not, hey, gravel roads!
I'd suggest having a pleb locate any chunks of rock big enough to make stuff with. Other than that, Helgoland's suggestion sounds fine.
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #127 on: November 01, 2012, 08:39:54 pm »

Make it on land this time.
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evilcherry

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Re: Clockwork Empires (Found a colony)
« Reply #128 on: November 01, 2012, 09:55:09 pm »

Make it on land this time.
Make it the volcano itself.

kopout

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Re: Clockwork Empires (Found a colony)
« Reply #129 on: November 01, 2012, 10:15:28 pm »

Rember that we have better things to do with our limited resorces. :P

Fith specialist I vote biologist (or equivalent, Naturalist?
Send three soldiers and five covilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
this but also hand out the brandy for production boost.

Pile up "ussles" rock in a stone wall around the settlement. It gives us some protection, even if nothing has gone wrong yet.
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Thecard

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Re: Clockwork Empires (Found a colony)
« Reply #130 on: November 01, 2012, 10:29:10 pm »

Rember that we have better things to do with our limited resorces. :P
Like mugs?
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evilcherry

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Re: Clockwork Empires (Found a colony)
« Reply #131 on: November 02, 2012, 01:45:04 am »

Rember that we have better things to do with our limited resorces. :P

Fith specialist I vote biologist (or equivalent, Naturalist?
Send three soldiers and five covilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
this but also hand out the brandy for production boost.

Pile up "ussles" rock in a stone wall around the settlement. It gives us some protection, even if nothing has gone wrong yet.
Yes, but there is a megalomaniac around. Think we should just roll a dice for every project to determine whether he wanted to put his image on it.

10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #132 on: November 02, 2012, 04:43:05 am »

Rember that we have better things to do with our limited resorces. :P

Fith specialist I vote biologist (or equivalent, Naturalist?
Send three soldiers and five covilians to look for the airship; if possible, quit the statue and start working on the dock. Build at least some houses and, if possible, expand the mine.

Do we have mules or donkeys?
this but also hand out the brandy for production boost.

Pile up "ussles" rock in a stone wall around the settlement. It gives us some protection, even if nothing has gone wrong yet.
Yes, but there is a megalomaniac around. Think we should just roll a dice for every project to determine whether he wanted to put his image on it.
What makes you think I haven't been doing that already.
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Morrigi

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Re: Clockwork Empires (Found a colony)
« Reply #133 on: November 03, 2012, 06:56:45 pm »

Send the team to look for the crashed airship and start the construction of 3 or 4 houses. Shelter will be important.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #134 on: November 04, 2012, 06:19:03 am »

Week 2

A small expedition, consisting of 5 soldiers and 5 haulers, were send out to investigate the rumours of this mysterious Zeppelin. After a few days of searching, they managed to bypass the chasm and move further up the volcano. After a long trek uphill, they finally found the zeppelin. Or what was left of it. It's entire structure was torn apart, the cabin had been reduced to shreds and of the crew there was no trace. They took what little of the cargo remained, and started their treck back.

Work was slow. The Bureaucrat was gifted a bottle of brandy, and as such did not notice that we scrapped his statue, and instead build some houses and a few carts.

Production in the mine was equally slow. Some effort was made into deeping digger into the mountain, and some copper ore did make it's way down. Unfortunately, we're already down to one cart, as an idiot peasant managed to turn the other into firewood. (+2 copper ore). As such the copper ore remains lying where it is.

((
1. Please decide on the specialist. Votes in bold
2. Please give actions for all the specialists, you can let them do quite a few things.
3. Stop rolling so badly
4. You can claim any specialist as a character(no elves Period)))



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