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Author Topic: Clockwork Empires (Found a colony)  (Read 23417 times)

wer6

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Re: Clockwork Empires (Found a colony)
« Reply #165 on: November 11, 2012, 09:59:36 am »

sell 2 brandy crates and then but half foof half water and then if there anything notable then buy it : give them 3 copper ore  for generosity.
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #166 on: November 11, 2012, 10:01:14 am »

Make supports from the mine.
The Phlogostinist or a chemist should examine the vapors scientifically.
Have some plebs plow a farm.
Have some others fish.
Sell, oh, half? of our ore for food.
See if there's a market for a constipation cure.


Ninja'd. Aside from giving away copper ore, and buying water, sounds good. Don't we have a spring somewhere? If not, send someone out to find one,
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TopHat

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Re: Clockwork Empires (Found a colony)
« Reply #167 on: November 11, 2012, 10:05:02 am »

/\
Seconded.
Also: The engineer will plan where the supports will have to be placed.
« Last Edit: November 11, 2012, 10:06:44 am by TopHat »
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #168 on: November 11, 2012, 10:41:41 am »

I'll be claiming a voltaist.
Quote
A small, bent old man who always has just a hint of a smile on his lips. He rarely talks, and often just wanders about. He is quite frail and severely lacking in physical strength, but quite ingenious about finding other ways of accomplishing his goals. His name is Heinrich; he comes from the Western Federation, a country that is split into loads and loads of bickering states, with almost no unifying central power and a correspondingly bad political and economic situation.
Going for a pre-1870 Germany feel there, you see...

Send about five of our soldiers with the captain, and request the lab tools, as well as selling half the ore for food.
Have ten plebs start farming, and another ten fishing.
Get the phlogistonist and the geologist examine the vapors in the mine and the vapors in in the chasm (again, expecting some amount of synergy there).
Make the engineer construct supports and see if there's any possibility of getting a pipe from the river to the settlement, and have ten plebs chop wood.
Have five soldiers scout some more.

Construct a zeppelin dock from 40 wood.

What does a zeppelin run on, anyway?
And what does each of the specialists do? Geologist and engineer I can imagine, but phlogistonist and aetherist... Voltaist is stuff with electricity, right?
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #169 on: November 11, 2012, 04:32:34 pm »

A zeppelin can run on coal, wood, phlogiston or even aetherium. Drive gasses are often hot air, though some other gasses are often used too.

Phologiston is a scientific element that causes combustion.
Aetherium is the scientific element in which light deplaces itself.
Voltaist are the guys with electricity.
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #170 on: November 11, 2012, 04:40:07 pm »

Where is aetherium found? If it's in our area, change my guy to aetherist - it sounds like a fun field of research.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #171 on: November 11, 2012, 04:48:57 pm »

Where is aetherium found? If it's in our area, change my guy to aetherist - it sounds like a fun field of research.
Everywhere, Aetherium is the stuff in which lights propagates itself, so no aether= no light.
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #172 on: November 11, 2012, 04:54:20 pm »

Okay then, when my specialist arrives, Heinrich will set up a small fuel production facility using the tools we'll trade for.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #173 on: November 11, 2012, 04:55:30 pm »

Okay then, when my specialist arrives, Heinrich will set up a small fuel production facility using the tools we'll trade for.
Which fuel, charcoal, aetherium, or phlogiston?
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #174 on: November 12, 2012, 10:37:42 am »

Aetherium, probably, but a description of each of the processes necessary to convert these materials into a usable form would be great.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #175 on: November 12, 2012, 12:09:13 pm »

Aetherium, probably, but a description of each of the processes necessary to convert these materials into a usable form would be great.
Charcoal is self explanatory.
Aetherium is extracted from the air, though it can sometimes be found underground locked up in some ores. Aetherium density varies greatly depending on location, (deserts have more) and will fluctuate with the seasons. Gathering can happen in varying ways, but all gathering systems have one thing in common. They need a strong source of light (wherether fire, electric or just focused sunlight) This overabundance of light will be focused in one point, which is where the aetherium will heap up(to allow for the transfer) from there it is gathered, often used advanced mechanics and steam or electric powered contraptions, though a simple fan and filter works to.
Phlogiston is similair, to requires a source of heat/fire instead. It can also be found as a gas.
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Helgoland

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Re: Clockwork Empires (Found a colony)
« Reply #176 on: November 12, 2012, 12:55:39 pm »

Geothermal would work better then... have the phlogistonist do it, then, and let Heinrich go back to being a voltaist.
Have him look into ways of generating electricity on-site.
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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #177 on: November 12, 2012, 05:40:47 pm »

Geothermal phlogiston.
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10ebbor10

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Re: Clockwork Empires (Found a colony)
« Reply #178 on: November 13, 2012, 02:17:26 pm »

Month 2 Week 1

The trader has departed again, carrying with it a sample of berry(should name those) based tincture, a small amount of ore and a formal request for lab supplies. The latter will probably be delivered by express Zeppelin next week.

The Gentleman researcher has claimed our only fishing boat, and aided by 5 soldiers, and five fishermen has set out to catch one of the fabled seamonsters. He found nothing interesting, though a large amount of normal yet edible fish was caught. ((Only 10(11) people fit in a boat))

We told some peasants to start farming. They set up some vegetable patches, but it seems like it's going to be a meager harvest at best. Nevertheless, it should be enough to feed the colony for a week. ((These plants won't need much maintenance, though drought can kill them))

The Phologistonist and the geologist examine the vapours. They can't say for sure, but the sulphur and the stench might indicate that we're digging into a volcano. At last, it shouldn't be to dangerous provided you don't do any prolonged physical activity in it, or at least don't let any important people do so.

The engineer grabs a couple of peasant, and under his direction they prepare and install several supports, allowing mining to continue, at least for a bit. Construction of a pipe leading to the settlement should certainly be possible, providing that there's something to make a pipe of. It should take around 20 pipesections. Of course, you could also make a small canal, but then the water would get all mudy

The soldiers didn't get any orders in which direction to explore, and as such decide to decently scout the area around the settlement.

A disaster happens at the Zeppelin Docking stations construction site. The whole thing collapsed halfway during construction, killing 5 fellow colonists. ((Happens when you let plebs do stuff on their own.))

No exploratory digging is done in the mine, as everyone is drawn away to the construction yard. However, exploitation of existing ore deposits continues. (+4 ore, +6 stone)

Options for local energy generation are various. You could gather energy from storms and wind near the top of the mound, or exploit the force of the water. Of course, there's also the option of steam induced power generation.


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GreatWyrmGold

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Re: Clockwork Empires (Found a colony)
« Reply #179 on: November 13, 2012, 04:47:04 pm »

Hold a brief ceremony for the dead plebs.
Have the overseer watch all plebeian activities.
Anson will search the surrounding area for more notable species, and will name the berries "Melancholy Mangoes," due to their effect and their similarity in appearance to small mangos.
Um...I have nothing else.
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