Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 224 225 [226] 227 228 ... 292

Author Topic: Lordship: A Suggestion Game  (Read 328268 times)

kahn1234

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3375 on: May 08, 2013, 07:10:16 am »

We need to attract an apothecary or several and at least 1 physician. Also, the construction of covered drainage for waste would be a good idea, draining into the part of the river further down from where our people get their water and bathe (so as to avoid any cases of people becoming sick from being exposed to waste).

Also, clear out any vermin infestations.
« Last Edit: May 08, 2013, 07:25:40 am by kahn1234 »
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3376 on: May 08, 2013, 07:26:03 am »

Sounds good. Also, I think we need to stop Luther getting too big a head. Challenge him to an archery contest.

kahn1234

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3377 on: May 08, 2013, 07:28:17 am »

Further to my post above, trying to attract an architect would be a good idea. We may be able to design plague prevention and medical systems with him.

Also, lets try to give our son a little sibling, shall we? I cant help but think that Marna is feeling a little neglected. Time spent with her as well as sex and affection is needed in a good relationship.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3378 on: May 08, 2013, 07:29:35 am »

Also, ensure we have enough food stored, in correct conditions. Rats are devious little things.

Suggest to the Cook if he can't come up with a little bit more fancy name. Maybe something french, or maybe name it after himself/famous family member. People tend to enjoy things more if they don't know what's in it.

Other things. Have we started on that bridge yet. We really should do that.

We have an architect, I believe.
Logged

Maldevious

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3379 on: May 08, 2013, 07:30:59 am »

For future reference: it is assumed that you are performing your marital duties. No need to suggest.
Logged

kahn1234

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3380 on: May 08, 2013, 07:31:28 am »

In that case, get our architect to design and redesign parts of our town to better combat disease. Better sewerage and drainage systems and good food stores which are as impervious to vermin as possible would be a good start.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3381 on: May 08, 2013, 07:33:50 am »

In that case, get our architect to design and redesign parts of our town to better combat disease. Better sewerage and drainage systems and good food stores with are impervious to vermin would be a good start.
Yup, just let him make generic improvements. Enforcing minimum street width and stuff like that should make our town much happier than the average medieval town.

Though I'm not sure if many would like this urban regeneration thingy.
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3382 on: May 08, 2013, 07:37:49 am »

Oh! I forgot to say, organise some form of census. It's important to know how many people we have.

kahn1234

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3383 on: May 08, 2013, 07:39:05 am »

In that case, get our architect to design and redesign parts of our town to better combat disease. Better sewerage and drainage systems and good food stores with are impervious to vermin would be a good start.
Yup, just let him make generic improvements. Enforcing minimum street width and stuff like that should make our town much happier than the average medieval town.

Though I'm not sure if many would like this urban regeneration thingy.

Medieval people were actually far better at hygiene than it used to be thought. they knew the value of hygiene, they likened it to pureness and therefore godliness.

Having a working sewerage system, covered so it is underground (doesn't have to be deep underground, but underground none the less) would make them happy.

Also, when we have the money, a public bath would be good. Medieval people knew how to make one, but no noble wanted to put money forward to something that would mainly cater for the peasants.

Also, as well as trying to get as many physicians and apothecaries as possible, try to attract at least 1 engineer.

We could use a water wheel powered water pump-house (for a bath-house, and maybe large communal wells instead of relying on the river) and the armour 'factory' and expansion of our industry in general would be a good idea.
« Last Edit: May 08, 2013, 07:41:55 am by kahn1234 »
Logged

Gervassen

  • Bay Watcher
  • Be aggressive.
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3384 on: May 08, 2013, 09:40:45 am »

If this is real plague in the offing, then the main problem will be rat-borne ticks. In fact, the mass death of rats preceeded outbreaks, at which point the ticks had to find other less-prefered hosts. Hire several rat-catchers and nurture a large colony of semi-feral cats. Feed the colony well on the offal of our fish and cattle markets; let the feeding lapse occasionally, and they'll supplement by hunting vermin.

Build a hunting lodge in the northern forests. Escaping the city entirely is the best protection of all when SHTF. And if nothing happens, hey, hunting lodge.

Medieval people were actually far better at hygiene than it used to be thought. they knew the value of hygiene, they likened it to pureness and therefore godliness.

Qualified agreement. They didn't run around visibly dirty, but their hygienic standards otherwise would shock. The town well probably has a single tin dipper that all use to drink, and meals are mainly hands and spoons, with no concern of eating after others. The concept of germs wasn't around.
« Last Edit: May 08, 2013, 10:01:56 am by Gervassen »
Logged
The way's paved with knaves that I've horribly slain.
See me coming, better run for them hills.
Listen up now...

             -- Babycakes

kahn1234

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3385 on: May 08, 2013, 10:08:25 am »

If this is real plague in the offing, then the main problem will be rat-borne ticks. In fact, the mass death of rats preceeded outbreaks, at which point the ticks had to find other less-prefered hosts. Hire several rat-catchers and nurture a large colony of semi-feral cats. Feed the colony well on the offal of our fish and cattle markets; let the feeding lapse occasionally, and they'll supplement by hunting vermin.

Build a hunting lodge in the northern forests. Escaping the city entirely is the best protection of all when SHTF. And if nothing happens, hey, hunting lodge.

Medieval people were actually far better at hygiene than it used to be thought. they knew the value of hygiene, they likened it to pureness and therefore godliness.

Qualified agreement. They didn't run around visibly dirty, but their hygienic standards otherwise would shock. The town well probably has a single tin dipper that all use to drink, and meals are mainly hands and spoons, with no concern of eating after others. The concept of germs wasn't around.

Well, they didnt know about germs, but for those who could afford it, like the wealthier craftsmen and merchants and nobles, daily baths were common. And all used herbs and other materials to smell nice. they wouldn't have gone around stinking of BO and human waste (at least, when possible).

and soap was known about and used, although not as effective as todays soaps.

Gotdamnmiracle

  • Bay Watcher
  • Or I'll cut ya to dust.
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3386 on: May 08, 2013, 10:15:48 am »

In fact let's get our own cat's. Fine pet's that were respected through time.

I also have another point that I would like to bring up, could we, considering we now keep cattle, begin trying to train a bull for riding, specifically to give to Luther as a gift when he becomes a knight.

I think it is cool, because it perfectly fits his personality.

Failing that, we should begin trying to breed our own brand (or two preferably) of horse, strong and enduring with the ability to wear armor and still move without tiring.

(and the second being a fast variant that needn't carry much weight but can close distances quickly. For our rangers.)

Could you describe the horses we breed at the moment without such a program, Mal?

                                                                                                                           

As well as dealing with the plague, possibly we should tell our apothecary and see if we can't develop some way to deal with it. A fair that will attract many people is not a good way to stay healthy in plague season.
Logged
Go back see if he's there and run him over, and drink his gun!

Maldevious

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3387 on: May 08, 2013, 10:31:22 am »

Your horses are of an unremarkable stock. They are fine for the tasks you've set them to (transporting lightly armed Rangers and Archers over distance). They are not chargers, by any means. On a scale of 1 to 10, 10 being the horses you've described, your horses are probably a 4.
Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3388 on: May 08, 2013, 11:39:56 am »

Ok, I agree to strengthening the breeding program for horses, emphasizing strength and endurance. We need to also be able to carry our halberdiers
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Origami_Psycho

  • Bay Watcher
  • The Arcane Crepe!
    • View Profile
Re: Lordship: A Suggestion Game
« Reply #3389 on: May 08, 2013, 06:14:24 pm »

+1 to horse breeding program.  Let's also finish our history of the sea raiders and their assault on Torchester.
Logged
GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."
Pages: 1 ... 224 225 [226] 227 228 ... 292