Landing phase 1
(Week 3, May, Sunny)
Island 3"In the name of the Emperor, I,
Tonio Emilio Rodriguez Rafael Alejandro, claim this land for the Gran Imperio Humano. I hereby declare that the land, animals, plants, etc, etc, etc on this island, belongs to the emperor, and...
wait, did we came up with a name?"
"No, not yet. You still have some time to choose. Maybe you name it after the date or the basking sun?" Garcia replied, referring to the bright, clear skies, as the storm receded to the east. "Here,
Don Tonio," he added, holding a large piece of pointed wood in his hand. "This is the stake that I ordered maestro Emanuel to make. Looks like you got a good friend."
The plan as decided by Garcia is as follows: as you reach the island, you are to read out the script, declaring the island is now the property of the emperor. You will then drive a stake into the ground, symbolically dividing the land.
------------------
Work has progressed smoothly. Less perishable goods are unloaded from the ship first and stored in the open, so there is more living space on the ship. By the end of the week, some plans for what to do next is being drawn up.
- Building Projects
-- Storehouse: More place to store goods and protect it from weather. Building points needed: 25
-- Housing: While you will expect people start building their own houses in their free time - or compelling others to do so for them, if you assign a higher priority to housing, they will be completed faster, so more people will have houses. Building points needed: 5 / low class household
-- Simple Docks: Large ships can load and unload easily. Building points needed: 50
-- Palisade: Because people fear for their own safety. Building points needed: 200
-- Name and I can give a cost.
-In addition to building, the colonists can be encouraged to engage in different jobs. Jobs include:
-- Fishing
-- Farming
-- Foraging
-- Logging
-- You don't need to tell people to work on their tools, maintain armor, or such. However, if you really wanted more of a specific good, you should explicitly state that you need that good and assign some effort onto it.
-- Likewise, you will expect soldiers to take up minimal security
-- In general, if anything must be done now, it will be done. Otherwise you should give a job some priority
-Finally, there is exploration. If you don't assign workers onto it, the explorers will do exploration themselves in their free time. If you want to specify a direction and/or a location, you must specify it and put a priority onto it. You may even personally lead it if you wish. Still, you can expect some explorers exploring in another direction.
You should assign priorities into each job. No priority assigned means lowest priority, 1 is higher than that, 2 is even higher, and so on. You can even assign fractional or decimal priorities, but note that giving jobs the priority level of 0, 1, 2.5, 4, 1000 is the same as giving them 0, 1, 2, 3, 4 (if there is nothing else in between, that is).
People may, and will defy your orders, if they perceive something is too important to miss, but you can generally assume that something with a higher priority gets done faster.Governor: Tonio Emilio Rodriguez Rafael Alejandro
Second in command, Imperial Representative: Garcia Ortiz de la Rio y Rojo
Notables: Emanuel, Carpenter
Population:
75 Human soldiers
30 Human adventurers
30 Human colonists
15 Human slaves
Supplies:
Food: None
Wood: Megere
Stone: None
Trinkets and Quality of life items: None
Work Tools:
State of the art - 15 sets
Okay - 50 sets
Poor - 30 sets
Weapons
State of the art - 20 sets
Okay - 50 sets
Poor - 30 sets
Structures: None built
Unnamed vessel
Food: Until early winter
Wood: Scarce
Stone: Megere
Trinkets and Quality of life items: Adequate
Buildings:
Twin square rig /w crow's nest
lodging: 50 Okay
50 Okay appropriated for storage
More than one person can use one unit of Weapon, Tools, lodging and such, should the situation really need it. Generally speaking, one unit of state of the art item can be used as two okay item, 4 poor items, or 8 atrocious items.
Weapons and tools are interchangeable at a 2 to 1 ratio both ways (2 okay weapon is 1 okay tool, vice versa)
They will only resort to such uses if they have no alternative, so if there is only 1 tool left for a work gang of 10 lumberjacks, they would rather let 9 of them idle unless you REALLY need wood.
Start of chapter 1.