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Author Topic: Lordship: A Suggestion Game  (Read 328086 times)

Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #3480 on: May 15, 2013, 09:58:45 am »

Let's see if we can't try that, but also keep the roads barricaded, seeing as how things are going bad in the other towns.  Also, when going forward, I think we ought to design our city with ease of plague control in mind.
Further, we ought to check on Silverhills, and maybe look into using any abandoned shafts for future plague burials.  Also, try to set up a way to get rid of sewage, we don't want that shit in the streets.  Maybe some shallow covered gutters on the sides of the streets, perhaps?
Also, let's build a park.
EDIT: And continue with expanding our industry base and militia.  Try to diversify a little bit, maybe do some exploratory mining for other minerals.
« Last Edit: May 15, 2013, 10:02:03 am by Origami_Psycho »
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Urist McDwarfFortress

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Re: Lordship: A Suggestion Game
« Reply #3481 on: May 15, 2013, 12:11:23 pm »

Oh thank god. Alright, let's get busy. We need to crank up food production something fierce. Maybe send out shipments to the still plague-afflicted towns...
Lets hold off on that till after the harvest and make sure we have enough food for our own people. Not much sense in helping other people avoid starvation by starving our own people!
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #3482 on: May 15, 2013, 12:23:17 pm »

And his name is Mal (Latin? for "bad" or "evil") devious...
French. For "evil", as a noun. (the adjective being "mauvais", meaning both bad and evil)
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #3483 on: May 15, 2013, 03:44:29 pm »

And his name is Mal (Latin? for "bad" or "evil") devious...
French. For "evil", as a noun. (the adjective being "mauvais", meaning both bad and evil)
Linguistics never was my strong suit.

Anyways, I suggest we see if we can find some way to spread knowledge of the Cure to the afflicted towns. It's nice, and it puts them in our debt. Besides, the big plague-towns are a major trade partner and the County seat!
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Plato Play-Doh

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Re: Lordship: A Suggestion Game
« Reply #3484 on: May 15, 2013, 05:27:35 pm »

Send advice to Percival and Denton about how to ward off the plague, talk to the monk about building a church/cathedral in our town. Not only would it increase morale among the people, but assuming this is like the middle ages, most educated people of the time have a background in theology, so it would attract them.
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #3485 on: May 15, 2013, 06:56:35 pm »

Lets hold off on that till after the harvest and make sure we have enough food for our own people. Not much sense in helping other people avoid starvation by starving our own people!
Send advice to Percival and Denton about how to ward off the plague, talk to the monk about building a church/cathedral in our town. Not only would it increase morale among the people, but assuming this is like the middle ages, most educated people of the time have a background in theology, so it would attract them.

+1. I'm deeply ambivalent about venturing outside our lands with even so much as grain shipments. We could easily have a second outbreak, so long as other areas have plague and we allow traffic to them. Additionally, whatever extra food we have is likely to be inconsiderable to such a large city, especially since we are primarily a sheep-herding and cattle town that merely grows enough side crops for its own use. Curbiston is a bottomless pit of need at this moment.

Percival and Denton, on the other hand, I think we can help... If we're careful.
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Gamerlord

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Re: Lordship: A Suggestion Game
« Reply #3486 on: May 15, 2013, 07:58:50 pm »

True, but aiding others more will have their people look to us (and our descendants) as protectors and helpers, which could come in very handy.

Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #3487 on: May 15, 2013, 08:19:12 pm »

Try to help bail out arthur, send a little food, or something.
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jaass

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Re: Lordship: A Suggestion Game
« Reply #3488 on: May 15, 2013, 08:21:29 pm »

We should keep them in a week or two quarantine if we are going to send someone out once they come back.
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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #3489 on: May 15, 2013, 10:05:16 pm »

We should keep them in a week or two quarantine if we are going to send someone out once they come back.
I like this idea.
Did we ever construct the quarantine buildings?  Maybe we can do that outside the walls of curbiston, and allow Arthur to funnel the people out into there, slowly but surely.
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #3490 on: May 16, 2013, 12:53:25 am »

We should keep them in a week or two quarantine if we are going to send someone out once they come back.
I like this idea.
Did we ever construct the quarantine buildings?  Maybe we can do that outside the walls of curbiston, and allow Arthur to funnel the people out into there, slowly but surely.

Curbiston has Gunther there. I'm sure they have been trying quarantine methods, but large communities simply have a harder task in pinning down the spread of disease than small communities.. Arthur may also have lacked our resolve to kill those who broke curfew. Right now, we need to keep that resolve if any Curbiston folk think to escape to Feroshire when they learn that we've beaten the plague. That's partly my ambivalence about helping others right now... it advertises that we are "safe" and refugees could quickly change that status.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #3491 on: May 16, 2013, 05:58:04 am »

Year 6, August

Regarding the church: it is assumed that Feroshire has an appropriately sized religious building. I avoid delving too deeply into religion in game, as I have found that it can cause massive derails, unproductive tangents, and hurt feelings.

Another sweltering summer month, and you still focus on the plague gripping the County. You send riders with information on the cures that were found effective towards Denton's and Percival's lands, but find that they are flying the black flags now as well, scaring your riders off. You begin to worry that word will get out that your town is a haven from this disease, and post armed guards on all the roads coming into town with the orders to kill those that won't turn back. You do not want another outbreak.

That being said, the plague has disappeared from your town entirely. Life is getting back to normal. Farming and food production is back to normal, and your harvest should only be slightly below average this year, easily made up by slaughtering a few more sheep or cattle. The tower is finished this month, and you begin to move your supplies in to your designated quarters. The walls should be finished next month, as well.

You are about to send a letter to Silverhills, hoping to inquire as to the use of the mines as a future burial site for plague victims, but are shocked when a small stream of refugees arrive and state the town is abandoned, with numerous dead in the streets. The head refugee says that many of the dead were struck down not by the disease, which was mild, but by panicking citizens driven to riot by the death of a young man breaking the quarantine. A rider sent to investigate corroborates, and informs you that your councillor and head miner, Curtis Stumpf, is among the dead.

You hold the refugees apart from the town for a couple of weeks, to make sure they are not diseased, then incorporate them into the town. You will need to repopulate Silverhills and the mines in the near future if you wish to continue paying for large projects like the walls.

With your gold source cut off for the moment, you hold off on starting another major construction project you had planned, the creation of a series of covered sewers along main thoroughfares. You worry that if you start now, you will lack the funds to see the project through.

Your men stationed as guards on the roads tell you that they have had to kill a few determined refugees who refused to turn back. Word percolates back to you, however, that there are rumors that Curbiston is devastated with the plague, and whispers that the young Count has perished. Your stomach drops after the risks you took to see the boy installed, but you hope that the rumors are just that: rumors.

September beckons, and with it the possibility of cooler weather, which the monk tells you may have an effect on the plague. What will you do, Sir Stone?

Spoiler: "Baronet Samuel Stone" (click to show/hide)



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Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

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tryrar

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Re: Lordship: A Suggestion Game
« Reply #3492 on: May 16, 2013, 06:36:06 am »

I have an idea: If we can, send the riders back to the towns with black flags and see if we can communicate without entering the towns. I had in mind something along the lines of shouting until they attract someone's attention, yell out they bring news of treatments that appear effective, and throw a note with the details(wrapped around a rock of course) over the walls.

Also, definitely get started on recruiting more miners to repopulate Silverhills. We need more gold and silver minted in order to pay for our sewers
« Last Edit: May 16, 2013, 06:38:28 am by tryrar »
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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #3493 on: May 16, 2013, 07:29:14 am »

I have an idea: If we can, send the riders back to the towns with black flags and see if we can communicate without entering the towns. I had in mind something along the lines of shouting until they attract someone's attention, yell out they bring news of treatments that appear effective, and throw a note with the details(wrapped around a rock of course) over the walls.

Also, definitely get started on recruiting more miners to repopulate Silverhills. We need more gold and silver minted in order to pay for our sewers
We could use semaphore flags.
And in addition to repopulating it we need to get ourselves a new mining consultant dude to be Silverhills mayor.
Also, call up our reserves to clear the town first, and then post the reinforcements at all entrances of both Feroshire and Silverhills.
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That's right bitches, we're a fucking terminator.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #3494 on: May 16, 2013, 07:36:10 am »

I have an idea: If we can, send the riders back to the towns with black flags and see if we can communicate without entering the towns. I had in mind something along the lines of shouting until they attract someone's attention, yell out they bring news of treatments that appear effective, and throw a note with the details(wrapped around a rock of course) over the walls.

Also, definitely get started on recruiting more miners to repopulate Silverhills. We need more gold and silver minted in order to pay for our sewers
We could use semaphore flags.
And in addition to repopulating it we need to get ourselves a new mining consultant dude to be Silverhills mayor.
Also, call up our reserves to clear the town first, and then post the reinforcements at all entrances of both Feroshire and Silverhills.

Semaphore only works if both parties understand semaphore before hand. Terms need to be agreed upon, or else we are just an idiot waving flags.
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