Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18 19 ... 40

Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21462 times)

MonkeyMarkMario

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 14]
« Reply #240 on: July 20, 2024, 09:20:57 pm »

More food
Logged
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

Megam0nkey

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 14]
« Reply #241 on: July 21, 2024, 12:59:38 am »

Try to figure out what those symbols carved in a while ago were. Dont carve more, just study them.
Logged

SCREE

  • Bay Watcher
  • Delicious Friend
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #243 on: July 21, 2024, 09:38:51 am »

Turn 15
TURNTURNTURN
After a long day, everybody eats (-10 food)

It took a while, but the Thinkers have put the finishing touches on their Woodworking theory! They needed somewhere to drag the fallen trees to strip the wood and prepare them for construction. These Gnomes have called this hypothetical building material, "Planks".

The food stocks dip quite low today after everyone's meals, but thanks to the work of foragers, a small amount of food starts to be brought back into the gatherer's hut. The Workers have started lamenting that their diet isn't very varied, but it's all that's currently available.

Some Gnomes work out a way to turn the hexagonal bricks back into mud. It is unclear if this is the downfall of civilization as we know it or not.

Resources:
     5 / 25 Food [-6, +1 from Worker]
     5 / 15 Mud [-2, +1 from Worker ]
     6 / 20 Herbs [+1]
     5 / 10 Flint [+2]
     2 / 10 Sticks [+2]
     3 / 10 Mud Bricks [+1, +1 from Worker, +0 from afflicted worker]
     1 / 10 Putrefying Food [0 change, inedible]
     3 / 3 Felled Tree [+1]

     1 / 3 Flimsy Shovel [2 Uses Remaining]

Workers:
3 / 4 Workers
    0 x Layabout Laborer
    1 x Gatherer - Mud
    1 x Forager - Food
    2 x Crafter - Bricks (1x Afflicted, Cannot Work)
1 / 1 Wise Man

Buildings:
    4 x Mud Hut, Workers
    1 x Gatherer's Hut - Food (10 x Food protected from Rot, increased Food capacity)
    1 x Healer's Hut (10 x Herbs protected from Rot, increased Herbs capacity)
    1 x Wise Man's Hut (Access to Research)

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

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

>[] Heal the Sick (requires: 2 Herbs)
>[] Crush Brick (requires: 1 Brick)

>[] 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, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Palette Knife to Craft Mud Brick (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Axe to Fell Tree (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

>[] Research: Crude Weapons [1/10]
>[] Research: Distillation [3/15]
>[] Research: Trapmaking [0/18]

>[] Build Hut, Set Worker/Thinker (requires: 5 Mud Bricks, homes 1 Worker or 1 Thinker)
>[] 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)
>[] Build: Workshop (requires: 3 felled trees, 3 bricks)

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

>[]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 31, 2024, 07:35:59 am by SCREE »
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #244 on: July 21, 2024, 10:05:22 am »

Build a Workshop
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #245 on: July 21, 2024, 10:10:02 am »

Moore Fooode!  And continue to escort and guard and watch over the gathering worker.

Omg, the herb pile still grows.  Hope someone deals with that somehow before it rots us away.
Logged
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.

FiveBalesOfHay

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #247 on: July 21, 2024, 10:28:32 am »

Craft tool: Flimsy Palette Knife
Use item: Flimsy Palette Knife

I think an additional gatherer's hut would be useful to make keeping track of food consumption easier. Also, I don't think an additional use or more storage for herbs is at all necessary. Wasting a resource we haven't even found a use for isn't an important concern.
Logged

Crystalizedmire

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #248 on: July 21, 2024, 10:33:30 am »

FFF
Logged
she/her

Imp

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #249 on: July 21, 2024, 11:01:34 am »

Craft tool: Flimsy Palette Knife
Use item: Flimsy Palette Knife

I think an additional gatherer's hut would be useful to make keeping track of food consumption easier. Also, I don't think an additional use or more storage for herbs is at all necessary. Wasting a resource we haven't even found a use for isn't an important concern.

I'm not worried about 'waste'.  But consequences of 'pollution'.  The problem is herbs rot, they don't just 'disappear'.

    1 x Healer's Hut (10 x Herbs protected from Rot, increased Herbs capacity)

Our current rot pile's specifically food:

     1 / 10 Putrefying Food [0 change, inedible]

So maybe rotting herbs get a new one, maybe rotting herbs are not a problem.  SCREE:  Please talk to us about what to expect from rotting herbs?

We know this about rotting food:

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

But maybe dried herbs is a thing.  Or herb clothing or something.
Logged
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

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #250 on: July 21, 2024, 12:14:25 pm »

More food for the food hut.
Logged
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

BlackPaladin99

  • Bay Watcher
  • The dark Knight of Eternity
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #251 on: July 21, 2024, 01:15:39 pm »

heal sick worker

((What is our long term game plan here?  I think we should build 2 more gatherers huts, assign 1 to mud and another to bricks, and build from there (pun intended).))
« Last Edit: July 21, 2024, 01:22:08 pm by BlackPaladin99 »
Logged
Gouge out the chainsaw priest's eyes with my thumbs.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #252 on: July 21, 2024, 01:27:59 pm »

I believe our long term plan is to build a new pub and restock it so we can get drunk again.
Logged

Egan_BW

  • Bay Watcher
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #253 on: July 21, 2024, 01:55:45 pm »

((If you're concerned about excess herbs, then try researching cooking using them. The workers are complaining about bland food, so this is two stones one bird.

Also, I was wondering whether crushing bricks would result in getting mud back or something new. Since as far as I know once clay is fired into ceramic, you can't actually turn it back into clay. And that Primitive Technology guy on youtube was using crushed bricks and pottery for other stuff like cement.)

Anyways, CRUSH PUNY BRICK
Logged
I would starve tomorrow if I could eat the world today.

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #254 on: July 21, 2024, 02:04:24 pm »

Fell tree. Fell a fell tree.
Logged
Pages: 1 ... 15 16 [17] 18 19 ... 40