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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21647 times)

SCREE

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #120 on: July 16, 2024, 03:53:27 pm »

Yep, 5 food + 1 per worker. Both the wise man and the missing worker count to that total.
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #121 on: July 16, 2024, 04:46:42 pm »

Yep, 5 food + 1 per worker. Both the wise man and the missing worker count to that total.

So, anyone foraging for food this turn is basically wasting their time.



It’s not too late to change your actions, people!


Btw, how does food rottage work?
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Imp

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #122 on: July 16, 2024, 04:48:03 pm »

Yep, 5 food + 1 per worker. Both the wise man and the missing worker count to that total.

So, anyone foraging for food this turn is basically wasting their time.



It’s not too late to change your actions, people!


Btw, how does food rottage work?

I don't think it's wasted.  We're eating 6 food this turn-change.  What we harvest now I believe will help replace what we consume, so rotting isn't an issue.
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #123 on: July 16, 2024, 06:11:06 pm »

Yep, 5 food + 1 per worker. Both the wise man and the missing worker count to that total.

So, anyone foraging for food this turn is basically wasting their time.



It’s not too late to change your actions, people!


Btw, how does food rottage work?

I don't think it's wasted.  We're eating 6 food this turn-change.  What we harvest now I believe will help replace what we consume, so rotting isn't an issue.

Yeah, but we could’ve waited ‘til next turn (or one of the two after that to gather food).  As it is, we already have enough people foraging that we’ll end up with 7 food after we eat (ignoring rottage, of course).


Hmm…

@SCREE, how does rottage work?  Is it a percent chance that is calculated for each piece of food that isn’t stored in a gatherer’s hut?  Is it a percent chance that’s calculated once for all unstored food (and if so, ow do you determine how many will rot)?  Do you just assume that some unstored food will rot (and, again, how do you determine how many)?  Also, very importantly, do you do the rottage calculations before (or after) you add the newly foraged food to the amount of food we have (in other words, does food have a chance of rotting as soon as we find it if we end up with more than will fit in a hut)?

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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #124 on: July 16, 2024, 06:53:56 pm »

Yeah, but we could’ve waited ‘til next turn (or one of the two after that to gather food).  As it is, we already have enough people foraging that we’ll end up with 7 food after we eat (ignoring rottage, of course).
I think we have at least 3-4 factions with different goals: Foragers, mud hoarders, and industrialists/scientists.
We must accept our different goals. Don't worry about the growing puddle of fermenting barkberry tea, unless it overflows into the site of my future brick factory. Then I'll make the torches myself.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #125 on: July 16, 2024, 07:02:59 pm »

Yeah, but we could’ve waited ‘til next turn (or one of the two after that to gather food).  As it is, we already have enough people foraging that we’ll end up with 7 food after we eat (ignoring rottage, of course).
I think we have at least 3-4 factions with different goals: Foragers, mud hoarders, and industrialists/scientists.
We must accept our different goals. Don't worry about the growing puddle of fermenting barkberry tea, unless it overflows into the site of my future brick factory. Then I'll make the torches myself.

The cat's curious, Nirur!  He's his own fuzzy form of an industrialist/scientist!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

MonkeyMarkMario

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #126 on: July 16, 2024, 07:12:18 pm »

Yeah, but we could’ve waited ‘til next turn (or one of the two after that to gather food).  As it is, we already have enough people foraging that we’ll end up with 7 food after we eat (ignoring rottage, of course).
I think we have at least 3-4 factions with different goals: Foragers, mud hoarders, and industrialists/scientists.
We must accept our different goals. Don't worry about the growing puddle of fermenting barkberry tea, unless it overflows into the site of my future brick factory. Then I'll make the torches myself.
Any good society will have factions like this. It's what keeps society running. It goes bad when each faction thinks they are better then the others and that no one else can be in their faction(or they can it just require going through massive hoops).
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #127 on: July 16, 2024, 07:13:38 pm »

@SCREE, I’ve noticed that the maximum allowed amount of mud that can be gathered hasn’t changed from turn 7 to turn 8, despite our having fully researched “Big Mud Piles”…
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MonkeyMarkMario

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #128 on: July 16, 2024, 07:40:16 pm »

@SCREE, I’ve noticed that the maximum allowed amount of mud that can be gathered hasn’t changed from turn 7 to turn 8, despite our having fully researched “Big Mud Piles”…
It looks like you have to >[] Build Bigger Mud Pile (requires: 15 Mud)
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

King Zultan

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #129 on: July 17, 2024, 03:30:38 am »

Gather MUD!
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #130 on: July 17, 2024, 02:09:24 pm »

Turn 9
TURNTURNTURN

It has been a long day, and everyone sits down to eat (-7 food).

Only one brick is made, as the mud pile reaches ever closer to the sky. One Gnome finds a piece of flint while digging. From what the Wise Man said, you think this can be used to make tools, and tools supposedly... make you more efficient? Honestly, he was standing to ramble on a bit and the Gnomes started to pay attention to a very interesting cloud instead.

The first tree is felled, and everyone is flabbergasted. Who knew such small creatures were filled with such ferocity? A lone Gnome ripped the tree down with their bare and bloody hands. After a brief period of stunned silence, followed by confusion, followed by debate about What Exactly Trees are For Anyway, someone strips the branches off to get some nice beat 'em sticks. The Wise Man is still ranting about tools somewhere in the clearing, but nobody cares.

For the time being, the rest of the tree just... sits there in the clearing. Some gnomes remember the vague sense that such things could be turned into planks, which were useful for reasons, but all this remembering is mostly giving everyone a headache.

Other Big Thinkers have been hard at work, sitting around and chewing slowly on edible bugs. They declare they have discovered the secret Healing Arts! Now, all they need is somewhere to perform their ancient rites of healing, and some mushy green leaves to make the Gross Stuff that they plan to force unsuspecting victims I mean, poor sick Gnomes to drink.

Not much thought is given to the lost villager, with the exception of one Gnome who goes looking for them. They find them in the shadow of the mud pile. The wide-eyed, sans-sunglasses gatherer was found scratching strange symbols into the ground, which might look pretty if they weren't so horrifying.

The gatherer has gone mute.

In way more important news, the food gatherers have craftily planned the situation perfectly so no food rots this turn! Given that so much has been achieved for once, they hold a small parade, complete with mud sashes.

It soon turns out that mud sashes are neither comfortable nor fashionable.

Resources:
     7 / 25 Food [-4 total]
     13 / 15 Mud [+3, +0 from worker, sick?]
     1 / 10 Flint [+1]
     2 / 10 Sticks [+2]
     1 / 10 Mud Bricks [+1]
     1 / 10 Putrefying Food [0 change, inedible]
     1 / 3 Felled Tree [+1]

Workers:
1 / 1 Workers
    0x Layabout Laborer
    1 x Gatherer - Mud (Sick?, Cannot Work)
    0x Forager - Food
    0x Crafter - Bricks
1 / 1 Wise Man

Buildings:
    1 x Mud Hut
    1 x Gatherer's Hut - Food (10 x Food protected from Rot)
    1 x Wise Man's Hut (Access to Research)

Researched
Crude Tools (100%)
Big Mud Pile (100%)
Healing Arts (100%)

Do one thing:
>[] Forage for Food (chance to gain herbs)
>[] Gather Mud (chance to get flint)
>[] Fell Tree

>[] Craft: Mud Brick (requires:1 Mud)
>[] Craft: Flimsy Shovel (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Palette Knife (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Axe (requires: 1 Stick, 1 Flint)

>[]Use Tool: Flimsy Shovel to Gather Mud (can be used twice, even in the same turn by multiple players, before breaking)
>[]Use Tool: Flimsy Palette Knife to Craft Mud Brick (can be used twice, even in the same turn by multiple players, before breaking)
>[]Use Tool: Flimsy Axe to Fell Tree (can be used twice, even in the same turn by multiple players, before breaking)

>[] Research: Crude Weapons [0/10]
>[] Research: Woodworking [0/12]
>[] Research: Think Tank [0/4]
>[] Research: Distillation [0/15]

>[] Build Hut (requires: 5 Mud Bricks, homes 1 Worker)
>[] Build Gatherer's Hut (requires: 5 Mud Bricks)
>[] Build Healer's Hut (requires: 7 Mud Bricks)
>[] Build Bigger Mud Pile (requires: 15 Mud)
>[] Build Wise Man's Hut - Research Skill trees, i.e., what researches unlocks what other immediate research (requires: 10 Mud Bricks)

>[] Assign Gatherer's Hut (Food / Mud / Bricks)
>[] Re-assign Gatherer's Hut (Food / Mud / Bricks)

>[]Assign Worker: Forage Food / Gathering Mud / Crafting Brick
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick - cannot re-assign sick worker
« Last Edit: July 17, 2024, 03:01:36 pm by SCREE »
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #131 on: July 17, 2024, 02:13:23 pm »

Quote from: A_Curious_Cat
Btw, how does food rottage work? Is it a percent chance that is calculated for each piece of food that isn’t stored in a gatherer’s hut?  Is it a percent chance that’s calculated once for all unstored food (and if so, ow do you determine how many will rot)?  Do you just assume that some unstored food will rot (and, again, how do you determine how many)?  Also, very importantly, do you do the rottage calculations before (or after) you add the newly foraged food to the amount of food we have (in other words, does food have a chance of rotting as soon as we find it if we end up with more than will fit in a hut)?

Food is first gathered, then people eat. Mercifully, food rots at the end of the turn ;)
Each piece of food outside a gatherer's hut has a chance to rot. The more food there is hanging out in a pile in the sun, the higher the chance per piece, as the rot spreads. If you go over your putrefying food total, workers will start getting sick, then player actions :p

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Imp

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #132 on: July 17, 2024, 02:16:22 pm »

Moore fooooode *herby herby derby food, I hope*
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 8]
« Reply #133 on: July 17, 2024, 02:21:25 pm »

Craft Flimsy Shovel. Best if we deny these resources to the brickmakers and instead claim higher efficiency for the glory of the mud throne.
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