Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 ... 19

Author Topic: You are Islanders--Turn 4: A Surprisingly Good Day  (Read 13687 times)

Nerjin

  • Bay Watcher
  • A photo is worth 1,000 words... all: Guilty!
    • View Profile
Re: You are Islanders--Turn 2: Three First Contacts
« Reply #210 on: December 04, 2012, 05:46:05 pm »

Take your time. Just try to keep us informed a bit.
Logged
The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Nerjin

  • Bay Watcher
  • A photo is worth 1,000 words... all: Guilty!
    • View Profile
Re: You are Islanders--Turn 2: Three First Contacts
« Reply #211 on: December 05, 2012, 07:36:58 pm »

So a quick question: Could I perhaps enlist The Muffins to incorperate into my tribe or would that be impossible?
Logged
The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You are Islanders--Turn 2: Three First Contacts
« Reply #212 on: December 05, 2012, 09:17:41 pm »

You could try, if you looked for them. The biggest problems will be communication and convincing them to do it.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy Turn
« Reply #213 on: December 06, 2012, 12:07:26 am »

Rules Issues: As mentioned, the new hunting tables are in effect. Also, gathering grasses and reeds gives twice as much, and success is easier. Merry Advent.

-----

A massive storm is brewing. By daybreak, it can be seen silhouetted against the sunrise; by dusk, its winds are starting to affect the islanders. It's reccomended that you find shelter--the storm will start tomorrow.

-----

Urist McFarmer plants the Fallow Garden.
Odin, Sir Drakonis, Lumpkin, Rose, and Magatha equip shell knives and hunt.
Nerjin equip Adze and get wood.
Meh, Human Shield, Cannon Fodder, Sacha, and Gobluck make another Garden.
Steve, the most powerful Steve in all of Stevedom shall work on taming the Cupcake.
Doc and Zoey should work on making an axe each.
Nerjin gives his orders, then goes to cut wood. He returns with three wood and two grass/reed. The five hunters avoid injury and bag a large tortoise, three odd rodents, a large flightless pigeon, a large, orange parrot, and three seagulls, for a total of 13 food, 5 shell, 6 fangs, 12 brown feather, 6 orange feather, and 3 white feather. They also find an abandoned cache of four wooden spears. Meanwhile, Urist plants some crops. While he loses part of the fields to a bunch of the strange rodents, he's still expecting to bring in 18 food in eight days. The other "farmers" plow a field. Zoey doesn't make anything useful, but Doc makes an axe. The most interesting event is, of course, the taming of the creature Father Nerjin called a cupcake. The cupcake is still mostly wold, but isn't snapping at children as they pass anymore. He was aided some by Human Shield and Cannon Fodder. Meh created a nice little shovel. A pretty good day. Of course, the partial hut won't provide enough protection from the storm...
((The strange rodents are foxrats, described more below.))

-----

The women will tend wounded, while the other able people will gather as much food as possible. In the evening, under the cover of the night, food will be loaded onto the canoe, and the entire group will head towards the rising moon.
((You do have a chisel...))
Anyways, Maya's tribe is disturbed by his absence. He may have been a lazy leader with altogether too many bad ideas, but he lead a huge group of children to relative prosperity (except for the ones who died in the first week, of course). Besides, he was always free with whatever he had--especially his drink, brewed well from fresh fruit. They went on without him.
Under the womens' good care, the wounded made good recovery. Two of the men and one of the children went looking for fruits. Sadly, they only find seven units' worth (halfway enough to feed everyone for the day); happily, the child finds a strange object, like a bow but with another piece on the bottom. It seems to be able to accelerate arrows to a deadly speed more easily than a bow would. In addition, the men caught a strange, parrot-sized flying lizard, with small hind legs and wings of fingers and skin. That night, the wood, chisel, grasses, reeds, and bound reptile were loaded into the canoe. However, it can normally only hold five people; in its heavily burdened state, it can only hold three and remain seaworthy. Who will stay and who will go?

-----


One Man will continue to build that well!
Two Men will go and fish in the canoe!
One Man will try and create a simple Smokehouse!
Two Men will go wood-cutting!
Two Women will start some furrows in good soil or silt, for future crops!
Two Women will gather reeds, seaweeds or whatever else can be used to grow!
One Woman will lay out the base for a simple four-person hut! Or three-person, I guess!
One Woman will watch over the children!
The Three Children will go searching for cool stuff to find!
Dogs cannot be controlled, but they love the kids, so they will follow and protect them!

((And thus another player comes up with something I hadn't thought of. Okay, let's say that 4 wood+20 food+1 day's work=20 smoked food, which doesn't get lost to decay and stuff, and that the smokehouse is basically a hut.))
The fishers catch nothing. The woodcutters cut 10 wood and 5 grasses and reeds alongside it. The gatherers gather 54 units of grasses and reeds. The children find and eat some fruit, a shell, and catch five fish. They are congratulated.
Sadly, the coming storm has other adverse effects on the island's weather, meaning that pretty much any farming or gathering and such will have halved results.

-----

Actions:
The archers (Alek + Farrah) move the resources to the location they scouted. (The boy, Baka, helps)
The fishers (Oma + Oba) take the canoe and fish in the lagoon.
The carver (Chih) converts the basalt rocks into points. The carver (Yumi) makes spears.
The gatherers (Aki + Sae) weave clothes for the other two kids.
The potter (Iliath) collects the chicken eggs with a basket. She also looks after the chickens as they move to the new location (and tries to see about getting some chicks)
The girls, Coco and Chika collect grass and reeds near Aki and Sae

The others (Matta + Joso + Cera) start building a hut at the new location.

The fishers fish for an impressive 25 units of fish! Ten points are made, one put on the end of a crude spear. Seven eggs are gathered, and the hens are herded to the new site. Iliath decides that if the hens (or at least one of them) are left alone for a while, an egg could hatch. The girls collect 41 grass/reed and a good obsidian axe they found abandoned in the woods. A new hut is being built, and none too soon, thanks to the storm.

-----

Send 4 men hunting with the 1 shell knive, 1 obsidian knife and the 2 dogs. ( Raith, Julius, Maxwell, Seth. )
Send 2 men looking for wood or stone deposits with the adze and chisel, gather any possible wood. ( Ross, Alexander.)
Carve 2 bows ( Alexis, Malissa. )
Send 3 women looking for feathers ( Georgina, Marina, Lena )
Send 2 female children to gather shells. ( Chrissy, Robyn. )
Have 1 female child collect chicken eggs. ( Monika )
Have 1 women and 4 male children make a garden. ( Amy, Damion, Jack, David, Connor. )

The hunters head out. No one is injured, and they bring back three gulls, a large toad, a strange, walking fish, and six finches. The scouts locate a cliff with workable stone, as well as a large grove. The feather-searchers find a nest of gulls, netting two more units of white feather. Chrissy and Robyn find four units of shell. The hen laid four eggs, and a garden is planted. The bowyers make two bows, although Malissa's is a bit crude. That evening, when little Robyn is smuggling with her father under a makeshift blanket to keep out the storm-fueled fear and some of the cold, Robyn mentions finding a few rough, reddish things, which sound interesting to Raith. Perhaps they could investigate once the storm blows over...

-----

Robert will use the boat to explore the coasts of the island
Male 1/2, which are hurt for some reason, will mine stone (One with the pick, the other stands guards for attacks)
Male 3/4 (same, but for wood)
Male 5 will rest and heal, and care for the wounded
Female 1 will make more baskets
Female 2 will try to make some simple wooden spears
Female 3/4 + sow+ basket will look for medicinal or other herbs, as well as reeds
Female 5/6 will try to help the wounded
The children try not to get in trouble.

Robert heads out and explores. Most of the island, except for a grassy area on the west coast where he landed and another to the north, is forested. There is a ridge to the eastern side of the island, rockier but still forested. There are also two islets, a forested one maybe 800 feet by 500 almost a mile to the south, and a miniscule one two miles north. The northern islet is little more than an outcropping of rock, but may have some good mining opportunities.
Robert returns, worried about the approaching storm, and checks up on the day's progress. The miners failed to mine any useful stone. The woodcutters cut 14 wood if they cut a stick, which they did. Ten units of fruit (minus the two that the pig ate) and five of medicinal herbs were gathered. The would-be medic succeeded in making everyone's wounds much worse, but the women made it a bit better. A crude basket is woven, but no useable spear was made. Finally, the children avoid trouble, catching a massive spider (a foot and a half across!). It could probably be tamed. Well, not bad. Just need to prepare for the storm.

-----


Heiruphus and Vulidavi hunt with knives and the dogs.
Pivuti and Nerepo fish with the canoe
Quivate and Dravel chop trees with adzani
Lilani and Artie gather berries
Orae makes point(s)
Heropi looks after Kila
Kino and Nachuvi gather reeds
Kila rests
The other children play.

The hunters have a day as poor as the weather, getting some embarrassing wounds from some unexpectedly vicious rodents. The fishers do slightly better, avoiding injury as well as fish. The woodcutters cut a couple units of wood, and the gatherers gather four units of grasses and reeds. Orae turns rocks into points, the most successful venture of the day. Heropi greatly helps Kila's recovery. The children find themselves a few of the angry foxlike rodents, which attack them. This isn't the only animal attack, though. That evening, a large lizard, perhaps looking for some shelter, came viscously. It was driven off with minor wounds, leaving wounded in its wake.
Heiruphus worries about the tribe's immediate future. Their food (currently 22 units) will last another day, but that's about it. The storm means it'll be ill-advised to go about tomorrow, and perhaps for days after that...

-----

Abraham's crew looks at him oddly. They arrived on a forested isle after a night of being blown through a storm, perhaps the leading arm of the typhoon making itself known to all. Life would be tough, as all they saved from the wreckage of the canoe was some food. Enough for a day, not more. There was a river they could fish in and a waterfall to shower in, but there were also disturbing noises from within the forests of the isle...
Abraham put on a brave face but silently prepared for the worst, which seemed inevitable...

-----

Maya awoke. He was in a canoe...probably the canoe that the raiders had come in. It was packed with food and tools his tribe had made or found. This made him understandably mad.
The raiders reached their island, somewhere to the west most likely. It was much larger than his own and more typical forest, although with rocky cliffs and odd areas of bare stone. Maya was released into a cave, where he caught a creature like a cross between a rat, a cat, and a rock. It was tasteless and tough, not to mention about the size of a large rat, but let him survive. Just barely. He caught a few more of these beasts and searched the cave. He found a pool of water (by blundering into it) and evidence that the cave had been inhabited by humans before, although not well. This must be where they keep their prisoners, thought Maya gloomily.
He thought he heard a strange noise outside, as though a typhoon was brewing...

-----

About the rodents: Most of the rodents mentioned in this turn are foxrats. They're reddish rodents, similar to rats and with a similar diet but larger (about half the size of a cat) and with a slightly more carnivorous diet. They're clever and hunt in small packs. The creatures Maya caught aren't foxrats, or even rodents at all!
The storm is one of the worst things I could have rolled. Take shelter if you can! It will strike around noontime tomorrow (in-game), giving you time to make some preparations. It'll do about what you can expect a near miss from a hurricane to do, namely destroy stuff and scatter other stuff.
The semi-OP has not been fully updated. Pretty much only XP has been updated. Please be patient. It's late and I hate typing or changing huge sums on a mobile device. Thanks.
Oh, and Rolepgeek: One last thing I noticed. You have three children, total, not per gender. You could "pay" by passing out half a dozen more incompetencies, reducing food to nothing and giving four more, or simply dropping some people. Your choice, but figure it out before you post a turn. Speaking of which...good luck.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Maxinum McDreich

  • Bay Watcher
  • Gree-diddly-tings.
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #214 on: December 06, 2012, 12:59:11 pm »

This game was already unforgiving, as evidenced with Maya. But this is now getting horrific XD.

Couple of questions and things!
The storm is likely to cause havoc, sure enough. Considering it's coming for noon tomorrow, does that mean everything will cost twice the amount of manpower for the same results? For instance, I want my hut finished before the storm hits, is that even possible?
I assume common sense will apply to lessen the effects of the storm. For instance, taking shelter in the jungle/woods than on the coast.
Just because it's the early game still, I really hope that the effects of this storm doesn't actually last longer than a day. It doesn't bother me as much, but. Being hit with a full blown storm on day 4 is a little... well, put it this way. We'd only have EVER managed to have made 1, MAYBE 2 huts by this point... at the expense of equipment/food/other rather important stuff. :P

I also suggest a buff for farms. 18 food is miserable. When you consider how well fishers can do, and then compare the fact that farms is essentially 5 people doing one job, plus maintenance and 2 people on harvest, and then a delayed result from food, I'd expect results greater than 4 fishermen in one day.
Or, in today's case, I would never expect a farm to make less food than 2 fishers, unless the fishers had the highest luck and the farm the very lowest. I could be seeing it differently, mind you. But anyways.
Logged

Nerjin

  • Bay Watcher
  • A photo is worth 1,000 words... all: Guilty!
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #215 on: December 06, 2012, 01:09:51 pm »

My children… A storm approaches. Our shelter is incompletable in the time it will take before Wild Wind Wallace reaches us… We need shelter. We head for the forest…

OTHERWISE: Everyone carries supplies deep into the forest or until they find a good/decent shelter hoping to not die in there. After that everyone will equip weapons [except the children and Steve, The Most Powerful Steve in all of Stevedom] in order to hunt for food. Steve, The Most Powerful Steve in all of Stevedom will work to further tame the Cupcake assisted, of course, by the three children.

As an aside: I am wholly screwed… Wild Wind Wallace will kill my farms [which need a serious buff… Not very worthwhile at all to plant and such.] and probably harm my Children.
« Last Edit: December 06, 2012, 03:28:32 pm by Nerjin »
Logged
The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Caerwyn

  • Bay Watcher
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #216 on: December 06, 2012, 01:34:47 pm »


Five Men will construct quick and temporary cover out of wood and reeds! Make sure everything is weighed down by rocks, we need shelter!
One Man will gather water!
Five Women will gather food!
One Woman will watch the children!
All Children will try and help with moving the supplies and etc needed for shelter!

Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #217 on: December 06, 2012, 01:35:50 pm »

This game was already unforgiving, as evidenced with Maya. But this is now getting horrific XD.

Couple of questions and things!
The storm is likely to cause havoc, sure enough. Considering it's coming for noon tomorrow, does that mean everything will cost twice the amount of manpower for the same results? For instance, I want my hut finished before the storm hits, is that even possible?
I assume common sense will apply to lessen the effects of the storm. For instance, taking shelter in the jungle/woods than on the coast.
Just because it's the early game still, I really hope that the effects of this storm doesn't actually last longer than a day. It doesn't bother me as much, but. Being hit with a full blown storm on day 4 is a little... well, put it this way. We'd only have EVER managed to have made 1, MAYBE 2 huts by this point... at the expense of equipment/food/other rather important stuff. :P

I also suggest a buff for farms. 18 food is miserable. When you consider how well fishers can do, and then compare the fact that farms is essentially 5 people doing one job, plus maintenance and 2 people on harvest, and then a delayed result from food, I'd expect results greater than 4 fishermen in one day.
Or, in today's case, I would never expect a farm to make less food than 2 fishers, unless the fishers had the highest luck and the farm the very lowest. I could be seeing it differently, mind you. But anyways.
Keep in mind that you're not making a farm. You're just making a vegetable patch.

Fishing

Spoiler (click to show/hide)

Farming
Spoiler (click to show/hide)

I think farms should produce between 125%-175% of the food needed for the people to man them, but no more. Not without fertile food, crop domestication and stuff.

@ Nerjin: Floods. I strongly suggest to watch out for them.
Logged

TopHat

  • Bay Watcher
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #218 on: December 06, 2012, 01:44:02 pm »

Everyone look for a cave or other sheltered place to shelter in, moving everything of value in there before the storm hits. Apart from thee of the women, who'll gather berries until the storm begins.
((I'm screwed. Out of interest, are you using Random.org?))
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #219 on: December 06, 2012, 01:59:17 pm »

Robert will try to tame the spider, and not get poisoned. (Really, catching giant spiders=/= not getting in trouble) Feed it some fruit, because it's unlikely that it's an insectivore at that size
4 males with grab the cano, load all our stuff in it and take shelter in the forest. (Try to find a rocky outcrop to shelter, but avoid hills and sparse to no vegetation)
2 women will gather more reeds
2 others will gather all the animals.
The remainder of the population will try to fashion crude shelter out of the upturned cano (don't damage it), the reeds and the wood.
Logged

Nerjin

  • Bay Watcher
  • A photo is worth 1,000 words... all: Guilty!
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #220 on: December 06, 2012, 03:28:58 pm »

Slightly edited my turn. Probably shoulda copy-pasted here.
Logged
The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #221 on: December 06, 2012, 06:44:40 pm »

This game was already unforgiving, as evidenced with Maya. But this is now getting horrific XD.

Couple of questions and things!
The storm is likely to cause havoc, sure enough. Considering it's coming for noon tomorrow, does that mean everything will cost twice the amount of manpower for the same results? For instance, I want my hut finished before the storm hits, is that even possible?
Unless you want to have people doing stuff in the storm, they'll get about half as much done. The storm won't be Katrina-level devastation at noon--or ever, actually, since this isn't a Class 5--it'll just be really windy and rainy by that point.
You could complete a hut before the heavy rains and such hit by having fourteen people working on it. It won't be pleasant, but it'll do. (I'm bending the rules a little, but meh. You guys need it.)) However, huts have a fair chance of being destroyed if they're near the coast.

Quote
I assume common sense will apply to lessen the effects of the storm. For instance, taking shelter in the jungle/woods than on the coast.
Yup. I really feel sad for those of you on smaller islands...

Quote
Just because it's the early game still, I really hope that the effects of this storm doesn't actually last longer than a day. It doesn't bother me as much, but. Being hit with a full blown storm on day 4 is a little... well, put it this way. We'd only have EVER managed to have made 1, MAYBE 2 huts by this point... at the expense of equipment/food/other rather important stuff. :P
Yeah, normally it would last several days, but as you noted that would be pretty bad at this point. The worst will be over by Day 5.

Quote
I also suggest a buff for farms. 18 food is miserable. When you consider how well fishers can do, and then compare the fact that farms is essentially 5 people doing one job, plus maintenance and 2 people on harvest, and then a delayed result from food, I'd expect results greater than 4 fishermen in one day.
Or, in today's case, I would never expect a farm to make less food than 2 fishers, unless the fishers had the highest luck and the farm the very lowest. I could be seeing it differently, mind you. But anyways.
Here's how the math works out on my end.
Assuming an average success, a farm gives 10d6 food (avg. 35) after 6 man-days of work, after waiting 3d6 days. An average success on fishing gives 2d6 (avg 7), which when combined with the fact that fishing has a lower chance of success and requires a canoe...still leaves farming in the dust. Okay, it needs work...
Let's see. A garden should provide at least 20 food per man/day, since it takes an average of 10 days to grow and the closest historical analogue I can think of (the Mayans) needed a farmer:not-farmer ratio of at least 1:1. IIRC. Since it takes 6 man/days, a garden should provide about 35d6 units of food. Maybe make it an even 40d6 food and increase the growing time to 3d8 days, and improve the percentage yield of lower rolls...

TopHat: No, I'm using either AndroiDice or RealDice. Is there any way to get random.org to simulate multiple dice? That comes up surprisingly often.

All others: Good ideas. Here's hoping they work. May the dice be ever in your favor.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Nerjin

  • Bay Watcher
  • A photo is worth 1,000 words... all: Guilty!
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #222 on: December 06, 2012, 06:47:33 pm »

http://www.random.org/dice/ How many dice you need bro? I got ya dice right there. That was Random.org speaking
Logged
The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #223 on: December 06, 2012, 10:33:49 pm »

Well...shit. I got rid of two of the female children and one male. But I have one advantage. I have a book. It's called How to Stay Alive in the Woods. And it tells me how to make leather. Why does that matter? BECAUSE LEATHER CLOTHING>REED CLOTHING. And it's also armor. My people will have moccasins while you wear grass! AHAHAHAHAHA

Abraham sighed and looked over his people. "We will survive, friends. We are the People of the Earth, and the Earth is we! Even with nothing, we will still prevail!" He looked around at this land, and wondered if they should dare the forest...no, not the deeper parts. Only the fringes, to collect berries and herbs, something to supplement the meat and fruit they had managed to salvage from the wreck. Everyone would have to do their part.

Stalin, Abraham, David, Him, and Her all fish at the river delta and try to collect shells.(Not THAT hard to fish with bare hands...just have to time it right.)
Samuel and Jose try to hunt in the fringes of the woods, not very deep(penalty to hunting roll? But no evil things?), trying to catch things with their bare hands, or thrown rocks(a well thrown stone can kill, and animals are numerous in most places).
Winston, Salina, Brenda, and Merissa gather grass/reeds, berries, nuts, and medicinal herbs in the woods.(they should be able to do all those at once, right? Not that hard)Winston's there to make sure they get the right herbs, and not POISON.
Clarissa and Sarah, being the stoneworkers of the group, will gather some rocks, and make knives, once Georgia and Louisiana find some wood.(it may not make them more likely to find rock, but more likely to get workable, at least? Right?)
Georgia and Louisiana look for wood(same as above?) to help with setting up camp, and making knives.
The Lincoln brothers and Max begin clearing out a campsite, safe, by the cliff the waterfall is falling from. Also, look for caves to shelter from storm.



Spoiler: Adult Males (click to show/hide)
Spoiler: Adult Females (click to show/hide)
Spoiler: Children (click to show/hide)
Spoiler: Resources (click to show/hide)


EDIT: Oh yeah, we can have an animal tamer. David's it.
« Last Edit: December 06, 2012, 10:43:47 pm by Rolepgeek »
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

mesor

  • Bay Watcher
    • View Profile
Re: You are Islanders--Turn 3: A Dark and Stormy While
« Reply #224 on: December 06, 2012, 10:44:34 pm »

Move all materials in land to the hill, dig a shelter into the opposite side of the hill form the direction the storm is coming.

Logged
Pages: 1 ... 13 14 [15] 16 17 ... 19