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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21439 times)

Megam0nkey

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Re: Gnome Town Returns [Always Open, Turn 19]
« Reply #345 on: July 31, 2024, 05:03:27 am »

I Hunger...For FOOD!
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #346 on: July 31, 2024, 07:34:38 am »

Turn 20
TURNTURNTURN

As the vortex's clear and the forest is more visible one again, a battalion of Gnomes swarm into the forest, picking every fruit, veg, mushroom and tuber in sight. Huge handfuls of grubby goods are brought back to the empty Gatherer's hut, in a flurry of activity to fill the stores once more. A couple of the Worker gnomes started complaining about the limited diet, reminiscing of a time when they had something called proteeeen. Irregardless, the great grub pile begins to form once more, giving hope that starvation might be avoided. Alongside all this activity, many herbs were discovered and brought back to the Healer's Hut, and hung from the roof with care.

A new hut is built, and the newly recruited worker is immediately turned around before they can settle in, shooed off into the forest to learn the methods of the gatherers.

One Gnome attempts to make some sort of alcoholic concoction from mud to present to the spirits, but only succeeds in making a mud pie. Without a sacred space to present the meager offering, combined with it's low quality... well, this seems to displease the spirits. But maybe being able to upset the spirits on cue could prove useful one day, so the knowledge is added to the collective Gnome memory. The afflicted worker paces in the mud pits, possibly incapable of climbing out in his afflicted state.

The dauntless mud gatherer's continue their thankless task, seemingly undaunted by the supernatural threat that briefly disrupted the village. Now that a semblance of peace has returned to the village, the Thinker Gnomes return to the discussion of Distillation with verve. 

Resources:
     9 / 35 Food [+6, +3 from Workers]
     7 / 15 Mud [+2, +0 from sick Worker]
     6 / 20 Herbs [+5]
     8 / 10 Flint [+1]
     2 / 10 Sticks [ 0 ]
     2 / 10 Planks [ 0 ]
     5 / 10 Mud Bricks [-5, +2 from Worker, +0 from afflicted worker]
     2 / 10 Crushed Brick [ 0]
     8 / 10 Putrefied Gunk [ 0, inedible]
     3 / 6 Felled Tree [ 0 ]
     1 / ? Strange Symbols [ 0 ]
     1 / 3 Mudpies [+1]

     1 / 3 Flimsy Shovel [1 Use(s) Remaining]
     0 / 3 Flimsy Axe

Workers:
7 / 8 Workers
    1 x Layabout Laborer
    1 x Gatherer - Mud (1x Sick)
    3 x Forager - Food
    3 x Crafter - Bricks (1x Afflicted, Cannot Work)
1 / 1 Wise Man

Buildings:
    5 x Mud Hut, Workers
    1 x Workshop
    2 x Gatherer's Hut - Food (20 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%)
Brick Crushing (100%)
"Sacred" Mud Pies (100%)

Do one thing:
>[] Forage for Food (chance to gain herbs)
>[] Gather Mud (chance to get flint)
>[] Fell Tree (100% chance to gain sticks)

>[] Find Strange Symbols
>[] Remove Strange Symbols

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

>[] Craft: Mud Brick (requires: 1 Mud)
>[] Craft: Mudpie (requires: 2 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 [3/10]
>[] Research: Distillation [10/15]
>[] Research: Trapmaking [0/18]
>[] Research: Kiln [0/12]
>[] Research: Punishment [1/10]

>[] 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[/hider]
« Last Edit: July 31, 2024, 09:14:32 am by SCREE »
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #347 on: July 31, 2024, 07:53:29 am »

Craft:  Flimsy Pallete Knife.
Use Tool:  Flimsy Pallete Knife to Craft Mud Brick.

Note:  we need one person to FFF (in addition to the three foraging workers).
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Kashyyk

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #348 on: July 31, 2024, 08:01:38 am »

Assign Layabout Labourer to Foraging
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Crystalizedmire

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #349 on: July 31, 2024, 08:14:02 am »

FFF
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Jilladilla

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #350 on: July 31, 2024, 08:20:58 am »

Heal Sick Worker
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Glory to United Forenia!

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Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #351 on: July 31, 2024, 09:05:41 am »

Craft shovel, use it.
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brewer bob

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #352 on: July 31, 2024, 09:52:10 am »

Gather mud with bare gnome hands

Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #353 on: July 31, 2024, 11:34:24 am »

Craft a mud hut, assign the new worker to forage for food.

The more efficient way to get food probably does not involve more workers at this time, but research, either on or off the paths we know exist.
Trap research costs 18 actions, and we probably want both distillation and punishment first. Having 1/3 +2 of our workers on food will solve our food issues until then.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 19]
« Reply #354 on: July 31, 2024, 01:55:38 pm »

Reassign a brick maker to felling trees

How much food do we get from 1 person foraging?

Currently 1 per player or worker.

Research distillation.

Next turn is turn 20, we don't eat that turn.  But the turn after is 21, we do eat after next turn.

I believe we currently are about to get 8 food for this turn, we can store up to 20.  I anticipate we will try to consume 13 food at this point (more if we get more workers/wise men before then.  We will have 2 workers MAYBE 3 already gathering food at the start of turn 20 -- that's IF Nirur can actually both build a hut AND assign its worker to 'forager' - I think instead we get a worker instead of a thinking worker, and will still need to manually assign it.

So right now I think we need to gather about 5 more food either this turn or the next to avoid more sickness.

We also have 1 worker that needs healing (and plenty of herbs to heal with) and that distillation to calm the spirits which are all likely top needs.

Well, this means that either we need a more efficient way of gathering food, or we will have to relegate at least 33% of our population to food gathering each turn.  I am trying to make a cruck house and will assign both workers to foraging, which should tide us over until we get more people.  Do the tools provide any bonus resources gained?

When you or someone gains those 2 extra workers, we will need 15 food per 3 turns.  The workers can, at most, gather 6 during those 3 turns, and that's presuming nobody sends them off after different tasks, they don't become afflicted or sick, and we have no more food-destroying disasters.  It also is an investment of at least 3 actions, ignoring what was needed to make the materials for the structure, to make it then assign the two workers to work.  People will reassign them, this is not really 'efficient' in my mind (but we're all gonna do whatever we do).

The more efficient way to get food probably does not involve more workers at this time, but research, either on or off the paths we know exist.

Crude weapons?  Trapmaking?

Farming, hunting, could even be food along distillation.
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If there is one, then seek until you find it.
If there is none, then never ever mind it.

Imp

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #355 on: July 31, 2024, 01:59:05 pm »

Gather food, and as I do so, consider edible insects.  Sample and try, collect what I can stand.
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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 20]
« Reply #356 on: July 31, 2024, 02:07:55 pm »

Use tool: flimsy palette knife.
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Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #357 on: July 31, 2024, 03:26:37 pm »

Attempt to figure out a way to convince workers to cut trees.
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BlackPaladin99

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Re: Gnome Town Returns [Always Open, Turn 19]
« Reply #358 on: July 31, 2024, 03:30:05 pm »

Reassign a brick maker to felling trees

How much food do we get from 1 person foraging?

Currently 1 per player or worker.

Research distillation.

Next turn is turn 20, we don't eat that turn.  But the turn after is 21, we do eat after next turn.

I believe we currently are about to get 8 food for this turn, we can store up to 20.  I anticipate we will try to consume 13 food at this point (more if we get more workers/wise men before then.  We will have 2 workers MAYBE 3 already gathering food at the start of turn 20 -- that's IF Nirur can actually both build a hut AND assign its worker to 'forager' - I think instead we get a worker instead of a thinking worker, and will still need to manually assign it.

So right now I think we need to gather about 5 more food either this turn or the next to avoid more sickness.

We also have 1 worker that needs healing (and plenty of herbs to heal with) and that distillation to calm the spirits which are all likely top needs.

Well, this means that either we need a more efficient way of gathering food, or we will have to relegate at least 33% of our population to food gathering each turn.  I am trying to make a cruck house and will assign both workers to foraging, which should tide us over until we get more people.  Do the tools provide any bonus resources gained?

When you or someone gains those 2 extra workers, we will need 15 food per 3 turns.  The workers can, at most, gather 6 during those 3 turns, and that's presuming nobody sends them off after different tasks, they don't become afflicted or sick, and we have no more food-destroying disasters.  It also is an investment of at least 3 actions, ignoring what was needed to make the materials for the structure, to make it then assign the two workers to work.  People will reassign them, this is not really 'efficient' in my mind (but we're all gonna do whatever we do).

The more efficient way to get food probably does not involve more workers at this time, but research, either on or off the paths we know exist.
Well, I was already accounting for the three we have gathering right now.  But it's irrelevant anyways, as, judging by the fact that my action did not get processed, we can't assign laborers to cut down trees anyways. 

Build mud house, hire worker
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 20]
« Reply #359 on: July 31, 2024, 05:01:01 pm »

Looks like I miscounted before (should’ve said we needed two people to FFF instead of just one), but it looks like we’re now breaking even on food (even considering the new workers).  Just remember that if we get any more workers, we’re going to need more food…
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