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Author Topic: Masters of a New World [Month 1: Till]  (Read 5081 times)

IronyOwl

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #30 on: February 06, 2015, 07:12:41 pm »

Remember, your leadership action has to be in one giant block. You can't order half of them to do one thing and half to do another.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

adwarf

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #31 on: February 06, 2015, 07:35:11 pm »

Magic Action:
With the five Stonesingers in tow begin using earth magic to create a solid wall around a vest stretch of land large enough to support several full scale farms, and a dozen buildings or so. Use the ship, and any nearby hills to cut down on the amount of work required.

Leadership Action:
Have the Ore Surveyor setup so that we can begin getting immediate knowledge of any minerals in this area.

----

Remember, your leadership action has to be in one giant block. You can't order half of them to do one thing and half to do another.
So we can't order a farm to be built, and a mine started in the same turn?
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Ozarck

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #32 on: February 06, 2015, 08:16:20 pm »

Hmmm. Idyllic countryside, you say? Pretty waterfalls, Obvious place to settle a community?

Embark here!

a couple questions before I post my actions:
Does the action cover one month of events?
Does establishing the colony (i.e. general layout, people building housing, farming, scouting, and so forth, as per their specializations) count as many individual operations? It is what we've prepared for this whole time. I hope a general plan of action might have been laid out before our landing.
Does the Leadership action add a bonus to a specific action within a larger realm of activity, or is the leadership action the driving force behind all significant activity for the round?

VoidSlayer

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #33 on: February 06, 2015, 09:16:02 pm »

Remember, your leadership action has to be in one giant block. You can't order half of them to do one thing and half to do another.

Fixed.

IronyOwl

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #34 on: February 06, 2015, 10:24:42 pm »

Remember, your leadership action has to be in one giant block. You can't order half of them to do one thing and half to do another.
So we can't order a farm to be built, and a mine started in the same turn?
Correct.


Does the action cover one month of events?
Does establishing the colony (i.e. general layout, people building housing, farming, scouting, and so forth, as per their specializations) count as many individual operations? It is what we've prepared for this whole time. I hope a general plan of action might have been laid out before our landing.
Does the Leadership action add a bonus to a specific action within a larger realm of activity, or is the leadership action the driving force behind all significant activity for the round?
It does!

It also does. It may have been discussed or planned out in general terms, but it's important to remember that "ordering" something is quite a bit different from actually seeing a project through. You need to give specific instructions, resolve conflicts, motivate slackers, so on and so forth. Just shouting "Do your jobs!" at a field of 400 people is unlikely to end particularly well.

If you've got bureaucrats or similar, you can try ordering them to order everyone else around, but they're unlikely to be particularly good at it. Not only do they have the same issues you do, they're not awesome superwizards.

Either way, Leadership actions are the driving forces behind all significant active activity for the round. Citizens that have been set up to have routine jobs will generally continue to do them, and citizens, particularly idle citizens, may continue to do things on the side, but you're not likely to get anything of similar ambition or scale unless there's a rebellion forming.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Ozarck

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #35 on: February 07, 2015, 01:14:12 am »

okay, hank you for the detailed explanation, that's very helpful.

Magic action: Locate the precisely ideal location within our reasonable field of operations (within this idyllic area) for our town.

Leader action: Build our hydrofarms. Use our tools, naturally.


((I'm assuming our ship is still liveable? if not, can I switch that action to build a housing complex?

Nirur Torir

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #36 on: February 07, 2015, 03:28:15 pm »

If you've got bureaucrats or similar, you can try ordering them to order everyone else around, but they're unlikely to be particularly good at it. Not only do they have the same issues you do, they're not awesome superwizards.
In that case, I updated my turn to tell people to tell other people what to do.

[....] but you're not likely to get anything of similar ambition or scale unless there's a rebellion forming.
Curses. I knew I should have gone with my original plan of bringing half dwarves (including a dwarven baron).
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IronyOwl

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #37 on: February 09, 2015, 04:51:12 am »

Month 1: Till


Magical Action: Utilize my magical expertise to supply the consuls with a map of the surrounding area, with handy notes on resources (such as fresh water, adequate soil and so forth).

Leadership Action: The consuls have that handled, I presume.

[19, Bonus]
You produce a nice, large-scale map of your immediate surroundings to the consuls, including a rather fascinating feature- a series of what you believe are water-filled caves not too far beneath the surface. What's really interesting about them, though, is that they seem to extend from the land right through the coast, in defiance of intuitive geological assumptions.

Other than that, the region seems a bit on the low end as far as useable resources go. You did also notice "scars" of more fertile soil running through the region, at least, and there were some odd diffraction patterns off tiny blips of material you couldn't get a good read on.

Finally, your scanning method proves, if you do say yourself, rather revolutionary.

New Trait: Tectonic Scanner. Receive superior results from long-range terrain scans.

[8, Poor]
The consuls have your farmers start setting up useable farmland, but you overhear them talking about how they couldn't really position them to take advantage of the more fertile regions.

+100 Farmland

[8, Poor]
Your people, ecstatic with their new home, endeavor to map out the skies. They don't get particularly far, sadly lacking the proper tools for large-scale astronomy.

-500 Food


Scan the area for mind resonances of higher quality to find big intelligent beasts and possibly other sapients

Begin constructing farms and irrigation systems and make the farmers work on them
[13, Good]
Your mind scan yields... mixed results. Initial scans show nothing beyond your people; as you lower the detection threshold, everything remains dark until you hit the sparks. Scanning their minds is a disorienting, jarring experience, and leaves you with little doubt that they're highly magical in some fashion. You still don't know what they are, but you can tell they're about the right levels of intelligence for a large, bright animal. That they're the only things you found probably also tells you something, but you're not entirely sure what.

[11, Good]
Your people get some farmland established, nicely nestled in between some of the large broad-leafed plants or trees that grow here.

+80 Farmland

[5, Poor]
Your peoples' attempts at tracking down these wolves goes poorly, though thankfully not so poorly that they succeed. They find more tracks and related signs, but still no wolves.

-500 Food


((I thought 1's were low. I must have been mistaken, since a 4 gave me a bunch of flaming salamanders that won't much mind being drafted for military service  :P))

Use my magic action to lead a team of enchanters in trying to study the new Voidflame caste, particularly with a mind for using them for military service, and whether or not they need some sort of magical incentive, such as rings of berserk, to fight effectively.

Use my leadership action to setup what farming operations we can in this area.

Order my bureaucrats to oversee that the animals are secured, fed, and that Voidflamers don't get too close to them.

[9, Poor]
Research on the Voidflame Caste is depressingly mundane, and you learn a whole bevy of useless things about them. The flames are indeed under their control, but it seems to be a largely reflexive coordination; this conclusion is somewhat less reliable than normal by their lack of motivation on the topic. The flames also appear to feed their hosts, though you're unable to determine reliable conversion rates or other such data; some of your researchers suspect it might vary by qualities you're not measuring, like personal taste or mood.

Finally, you confirm that the Voidflames are, for the most part, in need of some manner of motivation. You do manage to inspire a few to action with rumor of something they'd like to watch burn, but for the most part they're a sullen lot.

[20, CRIT!]
Your attempts to set up farming result in... unusually enthusiastic cooperation from the surrounding flora and/or fauna. No sooner have the first sections of fields been established than thorny beige plant-things shamble in and set up shop in them. Attempts at interacting with the plant-beasts yields full cooperation and initial samples of heavy plant flesh, nectar, and thorn- in short, they're very much like self-feeding cattle.

You note that your bureaucrats would require a more intensive setup period from you to be able to properly care for things, but that caring for the animals should be more or less automatic, at least for a while.

+68 Farmland (Pre-Shambler Infested)
Non-Voidflame Farmers: Now Shambler Ranchers. Fully qualified to care for, breed, and harvest Shamblers.
Non-Voidflame Farmers: Plantsong. Able to order around Shamblers.
Self: Gardener. Proficient at dealing with ambulatory plants.
Self: Siren. Adept at luring creatures into your service.


[14, Good]
Your people explore some of their new rugged home, finding a number of chasms and caves. They appear mostly unoccupied, though there's a few close calls with critters that could be venomous.

-500 Food
+17 Food



Kee looks around the marshy land, then back at the sullen faces of his colonists. 

"Do not worry, there is much life in these lands.  We will find food and build with what we find.  What will grow may be different then what we once had, but a good life can be had, a better life."

Use my magic action to root the living wood building into the marsh to allow it to heal and maybe grow.  Reshape the inside while it grows to allow people to live in it.

Leadership action, gather plant and animal samples.
[10, Poor]
You pour some life into the remains of your ship, but the damage is pretty severe and your efforts don't flow quite as you'd like them to. It's not having trouble recovering, it's just taking forever, and even your magical reserves can't push it along as fast as you'd like.

Ship: Badly Damaged -> Recovering

[18, Bonus]
Your attempts at gathering samples from your new home go exceedingly well; while not the driest or most pleasant place to live, it's definitely teeming with interesting and potentially useful life. Highlights include:

-Oil Newts. These foot-long, red salamander-things can be squeezed to dispense an oily slime with applications in cooking and flammability.
-Pot Birds. These very fluffy, squat birds are rather small, but plentiful and dry. They make a tasty dish and have very soft feathers.
-Cap Mites. These mushrooms are actually some manner of crab; more importantly, they're delicious when cooked in a stew.
-Blue Cones. These long mushrooms are, as their name suggests, blue and conical. What their name doesn't suggest is the illness-fighting powers of consuming small quantities, as in a tea.
-Bauble Vines. These clusters of juicy round fruits are reminiscent of grapes, but far larger. They tend to grow on mundane swamp trees, dangling appetizingly.

Trappers: Now Veteran Trappers, able to perform more complex operations.
Self: Naturalist. Qualified to examine plant and animal life.


[5, Poor]
Your people attempt to seek out any minerals that might be present in this swamp, but don't have much luck. It's definitely a wet, soft, icky swamp.

-500 Food


Magic Action:
With the five Stonesingers in tow begin using earth magic to create a solid wall around a vest stretch of land large enough to support several full scale farms, and a dozen buildings or so. Use the ship, and any nearby hills to cut down on the amount of work required.

Leadership Action:
Have the Ore Surveyor setup so that we can begin getting immediate knowledge of any minerals in this area.
[10, Poor]
You and the five Stonesingers (one afflicted, and therefore not terribly enthusiastic) get to work establishing a wall. It comes out plain but reasonably serviceable, but not nearly long enough to enclose the area you want.

+55 Tile Earthen Wall

[12, Good]
Your miners set up the surveyor in short order, and begin sweeping the area. The results are positive but not exceptional; there's decent deposits of common metals all around, not surprisingly moreso in the hills than the relatively forested area around the ship.

[15, Good]
Perhaps being inspired by the Goldeyes, your people begin a bit of common prospecting of their own. Shards of material begin trickling in, currently more for bragging rights than any useful purpose.

-500 Food


okay, hank you for the detailed explanation, that's very helpful.

Magic action: Locate the precisely ideal location within our reasonable field of operations (within this idyllic area) for our town.

Leader action: Build our hydrofarms. Use our tools, naturally.


((I'm assuming our ship is still liveable? if not, can I switch that action to build a housing complex?
((It's not, but you'd need materials to build a housing complex with. I went with the farms because I wasn't sure which you'd want.))
[12, Good]
While your efforts to replicate divination magic by placing "precisely" in front of the desired result fail, you do manage to inspire a great deal of precision in your hydroponicists. This makes their efforts all the neater and cleaner, if not necessarily any better placed.

[5, Poor]
Turns out they could use the push; their efforts are serviceable but dreadfully tacky without your magical assistance.

+75 Precisely Ordered Hydrofarmland

[16, Good]
Your people begin exploring the rivers, finding all manner of fish and even pearls in them.

-400 Food




One day, Barig's people alert him to a strange flying object. It doesn't take long to figure out it's the Darkheart, ship of Fang herself. Unlike your vessels, Fang's was intended to be repairable and reusable, and is made of metal. It's also quite a bit smaller, lacking the capacity to carry hundreds of colonists plus months of food and supplies for them.

It's also a strange-looking vessel in general, resembling a slender, upright crystal surrounded by a rotating ring on the upper portion and various freefloating spikes angling towards the ground. The only dull thing about it is that it's a dull metallic teal.

It doesn't take long for it to wander over to Barig's tent and beam down Fang Axefeather, who's eager to have a chat with Barig.

"Hey there! Long time no see, how've you been?"

[6, Poor]
?



Spoiler (click to show/hide)
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Harry Baldman

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Re: Masters of a New World [Month 1: Till]
« Reply #38 on: February 09, 2015, 08:09:59 am »

Magical Action: scan around for the local flora and fauna, paying most attention to the two categories of safely edible and dangerous. Provide copied lists with identifying marks of now-known lifeforms to the consuls.

((Since Mayborg delegates by default, I won't bother to say "let the consuls handle it" every turn, if that's all right with you.))
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Detoxicated

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Re: Masters of a New World [Month 1: Till]
« Reply #39 on: February 09, 2015, 12:23:24 pm »

Leadership action: Generals and hunters, scout the area for food and try to trap any animals you encounter by using mind magic and common trappery

Mind magic: Use mind magic to find out what the colony desires
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Ozarck

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Re: Masters of a New World [Month 1: Till]
« Reply #40 on: February 09, 2015, 02:41:44 pm »

leadership action: have all otherwise unoccupied persons gather building materials, including salvaging the ship. Use our good tools.
magic action: increase fnnctionality of hydrofarms.

Nirur Torir

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Re: Masters of a New World [Month 1: Till]
« Reply #41 on: February 09, 2015, 03:47:05 pm »

((Guys, I don't want to be an alarmist, but we've landed on a harsher deathworld than expected. The probably-self-aware mobile thorn plants are clustering around my salamander-folk for protection.))

Leadership: Set up a basic town hall and a system so the bureaucrats can help govern.
Magical: Enchant some rings .. some whatever easily carried trinkets I have available, to serve as instant two-way communicators for helping the bureaucrats. Include some sort of tracking beacons, so they cannot easily be lost.
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adwarf

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Re: Masters of a New World [Month 1: Till]
« Reply #42 on: February 09, 2015, 03:57:30 pm »

Barig was quick to reply to the new arrival,

"Things are going as well as one might expect for an uncharted, probably dangerous world. The soil is different, the plants foreign, and the feel of the world is off but its still better than what we had before coming here. Given some time I can found a settlement here though I wish I'd seen where the others landed, what brings you here Fang?"

------

Leadership Action: Have the people begin setting up farms, and begin planting as soon as possible.
Magic Action: Continue raising the wall around the area with the Stonesingers.
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IronyOwl

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Re: Masters of a New World [Month 1: Till]
« Reply #43 on: February 10, 2015, 12:19:40 am »

Barig was quick to reply to the new arrival,

"Things are going as well as one might expect for an uncharted, probably dangerous world. The soil is different, the plants foreign, and the feel of the world is off but its still better than what we had before coming here. Given some time I can found a settlement here though I wish I'd seen where the others landed, what brings you here Fang?"
"Just checking in on you!" Fang answered, rocking back and forth on her heels. "First order of business is getting into contact with everyone, making sure everything went okay. Our first relay point is in six months, at which point they'll want to know how things are going and when they can expect some of their returns."
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: Masters of a New World [Month 1: Till]
« Reply #44 on: February 10, 2015, 03:11:18 am »

Magical: Commune with the plants and animals of the swamp to better understand the ecosystem and optimal planting conditions.
Leadership: Have everyone start replanting and changing the landscape to optimize Bauble Vine growth and building nesting areas for Cap Mites.


Hope you guys like crab(?) meat!
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