, so that I can actually distinguish them from Roll To Annoy Mastahcheese With Eye-melting Art
Strike The EarthTurn Island intro fortress city/whatever. Increase population. Make firearms and other weapons. Train military more. Prepare plans for retaking mainland area. Also build more boats. And a galleon. Also make lots of farms.
After finally putting all the corpses into a mass grave, you set up defenses around your camp and docks. Your colonists enthusiatica[DATA EXPUNGED]th bells on top. You try to get your metalworker to make guns, then realise you have no metal or sulphur to make gunpowder. You draw up elaborate plans for the mainland recapture, all of which depend on having more than 19 colonists. The crew of the original ship happily get to work building a flotilla of skiffs. Galleons are right out, you don;t have nearly enough wood, materials, tools, or workers. Soil is still frozen.
Make longships for the springtime for fishing. Be ready to plant rope reed for fishing nets. If we don't have any, vines will work just as well. Continue the smelting of copper and make some axes, knives and hammers out of it; we need better tools now, right?
You construct a longship, nailing it together with the coppery metal. You keep the vines from your forest clearing, weaving them into nets. You keep digging and smelting copper, making additional tools along with the somewhat worn ones you embarked on your voyage with. You make an extra hoe or two.
They protest at their new designation FARMING TOOLS.
Send a ship out for peaceful, diplomatic contact.
Send out an expedition for peaceful contact with the source of the smoke to the north. Attempt trade agreements.
Construct settlements along the length of the river.
Construct a few forts along the river for defense. Concentrate at the delta.
Create an experimental magic-based division of the military.
Send scouts across the island. Attempt peaceful contact.
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You send a ship west, where you saw another encampment on the way in. You send an expedition over the ridge between the mountains, along with some expensive stuff, to establish relations with the source of the smoke. You, for some reason, divide up your forces, building fortified settlements down the river, with more goblins manning the Delta fort. You don't think sending individual scouts out in the cold is a great idea, but you resolve to do so at first opportunity. Your 'magic based' division of the millitary is going well! Yesterday, one of the recruits told a bystnder sniggering at his attempt to kill a goat with his mind that he could go die in a hole. He even had a headache for a whole three days!
That might have been from where he headbutted the magician into a wall, though.
Turn the Zanzteutkukens into the guard by giving them stone knives and spears and wooden shields.
You equip the grumpy miners with a bunch of weapons made from stone shards. A few days later, a ship rounds the peninsula. It hoves to off your coast, and a suspiciously orange person hails you from the bow.
Resume trading/the search for metalsmiths once the chill dies down. Continue hunting local animals, but spare and domesticate anything rideable, such as horses or elephants. Mass produce pikes.
It is no longer as cold. You inquire about metalsmiths to the Rivermouth Farmers, but theirs are just as bad. The mountain pass is still impassable. You tame a few wild horses, but they're a bit small for cavalry. Your metalsmiths take turns hammering pikes until everyone has one. Seven days of work later, a fur-bundled expedition arrives at your camp, asking to negotiate in muffled voices. You have no idea why anyone would want to negotiate rather than just turn up with a bunch of tradeables.
Order everyone in their houses, order the militia that i can accommodate in my house to go their and train with me, the rest of the militia are to train in their houses. We will wait out the storm.
You successfully wait out the storm without anyone dying from cold. The millitia kept training the whole time, the twelve militia are pretty decent now. Traders from upstream come again. You give them some food in exchange for meats and furs, and tell them that no, you don't have any great smiths either.
The blizzards die down. Life begins to move through the forest again. Spring threatens to arrive.