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Author Topic: Clockwork Empires (Found a colony)  (Read 23392 times)

Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #180 on: November 13, 2012, 07:45:01 pm »

I support a proper ceremony for the deceased; start up a cemetary.
Let the naturalist explore to the west along with two soldiers.
Let the engineer supervise the zeppelin dock site, with ten peasants to help building.
Get some peasants, along with two soldiers (do these already prevent acccidents?) and, if necessary, the overseer to chop wood.
When the zeppelin dock is finished, build two more houses.

The phlogistonist will set up a geothermal fuel generation plant at the volcano, along with Heinrich, who will be making a generator (Do they need tools for that? And is the mine deep enough yet?). Send a soldier along to help out.
« Last Edit: November 13, 2012, 09:14:48 pm by Helgoland »
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #181 on: November 13, 2012, 08:16:24 pm »

"You soldiers had best be quiet; most animals get spooked easily."

Sounds good.
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evilcherry

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Re: Clockwork Empires (Found a colony)
« Reply #182 on: November 13, 2012, 08:47:53 pm »

Claim engineer-overseer (that is, an overqualified foreman)
[Meticulous, glutton]

Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #183 on: November 13, 2012, 09:15:53 pm »

What can we do to get peasants promoted, so we can use them to oversee the work of other peasants?
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #184 on: November 13, 2012, 09:19:28 pm »

Train them, to start.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #185 on: November 14, 2012, 08:10:02 am »

What can we do to get peasants promoted, so we can use them to oversee the work of other peasants?
Class shifts. It's 19the century victorian England. Does such a thing even happen?  ((No it doesn't))

You got 6(9) specialists. It should be enough to manage everyone.


Quote
The phlogistonist will set up a geothermal fuel generation plant at the volcano, along with Heinrich, who will be making a generator (Do they need tools for that? And is the mine deep enough yet?). Send a soldier along to help out.

They would need materials. It's a bit hard to set up a generator with wood and stone.
(Also. No, and No) In order to get a decent phlogiston production you'd need near direct acces to magma or something. You could try to filter phlogiston from the air of course, but it's not that easy.
« Last Edit: November 14, 2012, 08:13:39 am by 10ebbor10 »
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wer6

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Re: Clockwork Empires (Found a colony)
« Reply #186 on: November 14, 2012, 03:04:01 pm »

build a smelter and a forge: who would not bring a bloody anvil to their settlement?
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kopout

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Re: Clockwork Empires (Found a colony)
« Reply #187 on: November 14, 2012, 03:31:35 pm »

Humans.
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #188 on: November 14, 2012, 05:33:19 pm »

Should we mine into the volcanic core in search of magma?
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #189 on: November 14, 2012, 06:38:26 pm »

Have the miners, supported by the engineer if it need be, deepen the mine to a point that the amounts of phlogiston become useful.
And with class shifts - how about drafting some peasants, letting them rise (up to a point) through the ranks?
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kopout

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Re: Clockwork Empires (Found a colony)
« Reply #190 on: November 14, 2012, 08:21:46 pm »

I'd like to claim a specialist.

Maxwell K. Lynar
Naturalist
A youngish man known among the scientific community for his obsessive dedication to his work. He is the son of a minor country gentleman and has always been fascinated with the natural world. His almost single minded devotion to the study of and organism has lately caught his interest is a mixed blessing, although it makes him very good at his job it can leave him oblivious to the out side world.   


Pros: highly effective
Cons: single minded
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #191 on: November 14, 2012, 08:23:48 pm »

Sounds a lot like Anson, the already-resident naturalist.
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kopout

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Re: Clockwork Empires (Found a colony)
« Reply #192 on: November 14, 2012, 08:30:00 pm »

Similar yes, although
1. My guy is serially obsessive exploring one thing for weeks on end until it is no longer interesting. Anson on the other hand has a life long obsession with the occult.
2. Their is nothing saying we cant have two specialists in the same field.
3. I'm the one who suggested that we have a naturalist, that's because I wanted to play one, you happened to beat me to the punch when It came time to claim.

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"Everyone's equally less rich than me!"
Quote from: Lezard
...although I've been having so much fun failing at this I just about forgot what my original aim was.

GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #193 on: November 14, 2012, 09:41:13 pm »

Alright, if you want two obsessed naturalists we can have two.
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #194 on: November 15, 2012, 10:55:43 am »

Then maybe both naturalists should go exploring; we know very little about the local flora and fauna.
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