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Author Topic: Civcraft Thread Mk II Dusk of the empire [Check OP for link to new one]  (Read 49783 times)

Zanzetkuken The Great

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #360 on: January 11, 2016, 04:14:17 pm »

Even if it came down to random warfare I don't think /tg/ would be hit. Good idea nevertheless.

It wouldn't really be random warfare if we are actively trying to bring in people to the brawl at Tygura.  Actually have a post in mind for the reddit if we were to go through with it.



Anyway, on another topic, maybe we should compile a build order list of how to get things set up in the next town.  Here's a protolist we could go with:
1) Find out where the rest of /pol/ynesia is going to head to so we could be able to settle relatively nearby (1km seem good distance?).  Would be good both for trade and defensive purposes.
2) Set up a central building to serve as the initial group housing area.  May want to set up a couple of the easier factories inside a wing of the building.  Rough layout could be like this:
Code: [Select]
######  ######
#   #    #   #
# 1        2 #
#   #    #   #
#####    #####
#   #    #   #
# 3        4 #
#   #    #   #
######  ######
1 - Storage
2 - Initial Dorm
3 - Storage
4 - Factories

(Probably should have each of the rooms be a 5x5, with the center hall being a 4x11)
3) Set up the entrance to the mines on one side of the building, farms on the opposite.  If the hall of the building is N/S, then the Mines would be to the west and farms to the east.
4) Set up a dedicated factory building to the North and a dedicated apartment housing to South.  Storage would go to the west of the Factory Building, a bank to pay shop dues to the east of the Factory (also holds the initial location of our Vault, will later be downgraded to being the day-to-day vault and monetary exchange (ie. Iron to Diamond and Diamond to Iron, not like the government exchange we had before), barracks would be on the east side of the Apartments, a temple to the west of the Apartments, and the original building is converted to a Town Hall.
5) Build a 5 wide wall around this cluster.

City Layout would result in an appearance similar to this:
Code: [Select]
---------
-##-#-##-
-#1-4-7#-
---------
-#2-5-8#-
---------
-#3-6-9#-
-##-#-##-
---------

- Road
# Wall

1 - Storage
2 - Mine Entrance
3 - Temple
4 - Factories
5 - Government Hall
6 - Apartments
7 - City Bank
8 - Initial Farms
9 - Barracks

6) From this structure, we expand out on the general basis of Industry and Commercial to the North, Farming to the East, Residential to the South, and Administration/Colosseum/Entertainment/etc.  This will only be a general rule of thumb, as things outside the central citadel won't need to stick to the grid pattern and we will likely have some crossover.  Concurrently with this stage, we build a road to the main Polynesia city, and later a rail system to it.

Does this sound like a good plan to utilize for the new city?



Edit: Could someone compile an imgur album of the city to preserve in the thread OP?  It was never done when we left Dumathoin or Sparkgears, and I feel something was missed.
« Last Edit: January 11, 2016, 05:14:40 pm by Zanzetkuken The Great »
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Amperzand

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #361 on: January 11, 2016, 09:40:45 pm »

That sounds like a wonderful idea.
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Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
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Bob_Namg

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #362 on: January 12, 2016, 06:53:23 pm »

Aight guys sorry for not being here yesterday took a break from electronics for the afternoon. Don't go to Volk, there's may or may not be a war going on.
And Zan, I don't oppose building the rift somewhere for shits and giggles but I doubt posting it on the Leddit will attract very friendly individuals.
« Last Edit: January 12, 2016, 06:57:37 pm by Bob_Namg »
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Amperzand

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #363 on: January 12, 2016, 11:22:27 pm »

I think the goal was to attract reck and ruin for symbolic purposes, but you're certainly correct.
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Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

MarcAFK

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #364 on: January 12, 2016, 11:43:17 pm »

Since everyone seems hellbent on going out with a bang I might grab my prot and take goldminers sword for a stroll.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Bob_Namg

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #365 on: January 12, 2016, 11:56:17 pm »

3.0 for /pol/ and the other board towns in general is a disaster already. Power-thirsty individuals are already talking about seceding from the main group because they fear they won't have a leadership role. This is a huge mess.
Neo-/pol/and is essentially mirroring /k/ as it stands, despot/oligarchs ineffectively running town, blind followers, it'll either sink or swim. I doubt it will stay buoyant for very long.
Whatever, going to go ahead with the plan for the unified chan city and hopefully the older fellows defect and help us. Going to grind/farm hard. 
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Amperzand

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #366 on: January 13, 2016, 12:24:53 am »

I, on the other hand, will continue to be casul. I sadly have even less time to do shit in this term.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Bob_Namg

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #367 on: January 13, 2016, 12:58:56 am »

Aight so game plan for 3.0 as it stands for the central chan city (whatever we name it):
-Find a spot between multiple biomes, a ways away from the border but not too far from the center
-Everyone goes there
-Set up housing and farms
-Farms, apartments, factory building
-More farming, lots of mining, improve central town public facilities and infra
Then we'll make it up from there. If we have different biomes than /pol/ proper we'll trade exp ingredients with them probably and get started on exp production early.
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Amperzand

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #368 on: January 13, 2016, 03:49:12 am »

The main thing to mourn is loss of that giant diamond vein.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

MarcAFK

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #369 on: January 13, 2016, 04:53:14 am »

Did it produce much? I've always not been arsed to dig much, but probably retrieved about 4-6 stacks of ore from various veins. 
I've a stack I dudnt even use :(
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Amperzand

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #370 on: January 13, 2016, 05:11:24 am »

I didn't do terribly much digging myself, but there always seemed to be more ore, even for quite brief sessions.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Bob_Namg

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #371 on: January 13, 2016, 05:57:31 pm »

Did it produce much? I've always not been arsed to dig much, but probably retrieved about 4-6 stacks of ore from various veins. 
I've a stack I dudnt even use :(
It produced quite a bit. Half the vein was mined up by /a/kihabara or /v/iridian at some point judging by the preexisting tunnels south of the vein portions we mined up.
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Adam Sandler.

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #372 on: January 13, 2016, 06:13:08 pm »

Huh, I might jump back into this for 3.0 actually
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Zanzetkuken The Great

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #373 on: January 15, 2016, 04:15:38 pm »

Aight so game plan for 3.0 as it stands for the central chan city (whatever we name it):
-Find a spot between multiple biomes, a ways away from the border but not too far from the center
-Everyone goes there
-Set up housing and farms
-Farms, apartments, factory building
-More farming, lots of mining, improve central town public facilities and infra
Then we'll make it up from there. If we have different biomes than /pol/ proper we'll trade exp ingredients with them probably and get started on exp production early.

Considering the faction structure is collapsing, it may be better to take a different approach for the new incarnation of the Chan Enclave.  The idea I have is for the Enclave to claim one whole shard.  In the exact center of that shard, we construct a complex where representatives from each city within the Enclave sends a representative to partake in a once monthly meeting of the member cities.  While the exact method of how the representative is elected is up to the individual city, these individuals would dictate international relations (Alliances, Declarations of War, etc.) and act as an equivalent to the supreme court.  If a city were to be built around the meeting hall, then they would determine that city's policy and who would govern it (the city around the hall itself wouldn't send in its own representatives).  As one final aspect, they would have control over the central vault.  That would be the limit of their power, though.  Individual cities would have control over their governance and local policy.  To promote its importance, we may want to have one copy of each factory be constructed within it, but its real importance would likely be being used as a central hub to connect every city within the nation, being an area to build all roads/rails/etc to so there is a route to every member city.

That sound decent?
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Bob_Namg

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Re: [MINECRAFT]: Dorf Fort Civcraft Edition Thread MkII - Apocalypse Now
« Reply #374 on: January 15, 2016, 04:38:49 pm »

Actually yeah that sounds bretty gud.
The monthly meeting thing is a failed policy we attempted with Chanada, though the difference was Chanada was a confederate plutocracy so it could work this time considering we've let the plutocrats extradite themselves to their own little dead towns which they will be part of in 3.0
I agree basic resource processing factories should be local, but we should definitely keep the expensive factories within the capital itself, the vault idea is pretty solid.
I'll definitely forward this to the other participants of the Chan city/dominion and see what they think.
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