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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21480 times)

Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #255 on: July 21, 2024, 02:51:28 pm »

Do workshop things on a felled tree
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Jilladilla

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #256 on: July 21, 2024, 04:16:35 pm »

...We have a shovel

Use flimsy shovel on mud
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #257 on: July 21, 2024, 04:32:18 pm »

Craft: Flimsy Axe (requires: 1 Stick, 1 Flint)
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)
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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #258 on: July 21, 2024, 05:43:25 pm »

Make Bricks
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RulerOfNothing

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #259 on: July 22, 2024, 05:59:01 am »

Research: Distillation
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Atomic Chicken

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Re: Gnome Town Returns [Always Open, Turn 15]
« Reply #260 on: July 22, 2024, 10:24:47 am »

Research Distillation
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

SCREE

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Gnome Town Returns [Always Open, Turn 16]
« Reply #261 on: July 22, 2024, 12:24:34 pm »

Turn 16
TURNTURNTURN

It is a long hot day, and the Gnomes achieve so much!

The very first workshop is built, allowing for the construction of planks, which are a far superior building material, probably. One Gnome was even there before the foundation was down, and somehow created some planks before the building was even finished!

Alot of discussion is had over the suspicious nature of herbs. It is known that herbs are for healing, but are they edible? can they be dried? and when would they overrun all gnomes by becoming a pile of rot that consumes the world? Gnomes are naturally suspicious creatures, thus protecting them from many unfortunate acts of god. Time will tell...

In other news, now that Woodworking is out the way, the Thinker Gnomes decide to turn their attention to the art of distillation. Perhaps the rot will come in useful...

Some Gnomes even made use of the tool technology today, which is slowly becoming an integrated part of everyday life!

More attempts were made to heal the sick worker, but there is something that has disturbed him so deeply that medicine cannot heal him. Something else will have to be attempted... luckily, all the other workers are perfectly healthy.

Some investigative Gnomes return to the Scene of the Crime, aka, where the Worker was found in the mud piles. They re-examine the strange symbols, trying to decipher them. Staring at the symbols causes one's mind to swim after a while, their vision to double and strange shapes to appear on their periphery... must be eye strain.

Anyway, everything is totally fine in the village and absolutely nothing is out of place, weird or spooky in any such matter whatsoever 100%.

Resources:
     9 / 25 Food [+3, +1 from Worker]
     6 / 15 Mud [0, +1 from Worker ]
     3 / 20 Herbs [+2, -5 GM Mistake Fix]
     7 / 10 Flint [+2]
     2 / 10 Sticks [ 0 ]
     2 / 10 Planks [+2]
     6 / 10 Mud Bricks [+2, +1 from Worker, +0 from afflicted worker]
     2 / 10 Temper [+2]
     1 / 10 Putrefied Gunk [0 change, inedible]
     5 / 6 Felled Tree [+2]

     1 / 3 Flimsy Shovel [1 Use(s) Remaining]
     1 / 3 Flimsy Axe [1 Use(s) 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 Workshop
    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: Planks (requires: 1 Felled Tree)
>[] 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 [5/15]
>[] Research: Trapmaking [0/18]
>[] Research: Kiln [0/12]

>[] Build Hut, Hire Worker/Thinker - please specify (requires: 5 Mud Bricks, homes 1 Worker or 1 Thinker)
>[] Build Cruck House for a Worker/Thinker - please specify (requires: 6 Planks, homes 2 Workers or 2 Thinkers, or 1 of each)
>[] 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)
>[] Build: Lumberyard (requires 2 felled trees, 4 planks)

>[] 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/afflicted worker
« Last Edit: July 31, 2024, 07:36:32 am by SCREE »
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #262 on: July 22, 2024, 12:34:22 pm »

Had to stop and start this update a couple of times due to IRL stealing my attention unexpectedly sometimes. So welcoming if anyone notices any weirdness with the count today.


@Megam0nkey - Missed your turn on 15, so added it to this update!

Fixed the fact I wasn't counting herbs ,correctly for.. the entire time the Gnomes have had herbs.

@Imp - renamed the 'Putrefying Food' resource to make it a bit clearer. Herbs do not rot as quickly as food.
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #263 on: July 22, 2024, 12:46:51 pm »

Build Gatherer’s Hut, and Assign it to Food.
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Crystalizedmire

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #264 on: July 22, 2024, 12:54:01 pm »

Research Crude Weapons
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she/her

Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #265 on: July 22, 2024, 01:09:39 pm »

Craft planks with the brick tools in the workshop. I knew hexagonal brick technology would lead to exciting places.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #267 on: July 22, 2024, 02:02:18 pm »

Research distillation
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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.

FiveBalesOfHay

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #268 on: July 22, 2024, 02:26:19 pm »

Craft planks
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Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 16]
« Reply #269 on: July 22, 2024, 02:36:35 pm »

Build cruck house, hire 2 workers.
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