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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21406 times)

Imp

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #465 on: August 22, 2024, 08:04:27 pm »

Just checked our stocks, and, if we want to build a shaman’s cabin next turn, we need two people to make mudpies, and one more person to search for strange symbols.

But note the resources that are getting spent to deal with the affliction, which we are spending.  I think we need to replace rather more after that (but it's totally worth it.  I expect they're annoyed if we don't immediately act on their kind offer to heal the worker, plus I want the worker healed, plus the worker is spirit touched and is sort of a shaman or at very least an already-used tool, and may be used again.  Let's take care of the spirits' tool, clean and resharpen it so it's ready for use, and we have a building accord; the spirits may tantrum far less if they know we listen to 'indoor voice' level requests.
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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.

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #466 on: August 22, 2024, 10:01:41 pm »

Just checked our stocks, and, if we want to build a shaman’s cabin next turn, we need two people to make mudpies, and one more person to search for strange symbols.

But note the resources that are getting spent to deal with the affliction, which we are spending.

<snip>

I took those into account.  You can double-check my numbers, if you want to.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #467 on: August 22, 2024, 10:43:18 pm »

Just checked our stocks, and, if we want to build a shaman’s cabin next turn, we need two people to make mudpies, and one more person to search for strange symbols.

But note the resources that are getting spent to deal with the affliction, which we are spending.

<snip>

I took those into account.  You can double-check my numbers, if you want to.

Yay!  Sorry, I'm so focused on that worker being helped *blush*
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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.

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #468 on: August 23, 2024, 01:18:54 am »

Just checked our stocks, and, if we want to build a shaman’s cabin next turn, we need two people to make mudpies, and one more person to search for strange symbols.

But note the resources that are getting spent to deal with the affliction, which we are spending.

<snip>

I took those into account.  You can double-check my numbers, if you want to.

Yay!  Sorry, I'm so focused on that worker being helped *blush*

That’s OK.  At the end of this turn (assuming no further actions) we should have:

6 Herbs.
0 Sticks.
1 Crushed Brick.
8 Flint.
4 Planks.
5 Mud Bricks.
2 Strange Symbols.
1 Mudpie.

And…

8 Putrified Gunk.


For the Shaman’s Cabin, we need:

>[] Build Shaman's Cabin (requires: 4 Planks, 4 Bricks, 4 Herbs, 3 Strange Symbol, 3 Mudpie, 2 Putrified Gunk, 1 Crushed Bricks)

,so we need 1 More Strange Symbol, and 2 more Mudpies…

(Note, however, that, if we want to build the Cabin this turn, we also need one more person to craft a brick as items crafted by workers don’t exist until the next turn.)
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King Zultan

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #469 on: August 23, 2024, 02:24:24 am »

Wood that we could be freed from our vile, sickly mud dependency forever. 
Wood is only temporary, mud is forever!
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #470 on: August 24, 2024, 02:30:44 am »

Wood that we could be freed from our vile, sickly mud dependency forever. 
Wood is only temporary, mud is forever!
And, apparently, things like a second wise man’s hut are never…
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #471 on: August 30, 2024, 11:02:35 am »

Turn 24
TURNTURNTURN

The Gnomes gather around the afflicted Worker, deep in the mud pits, They build a pyre out of sticks and slowly start tossing some of the aromatic herbs into the growing flames. They pluck a chant from the air, perhaps inspired by the spirits drifting on unseen currents through the village, and their low chants are heard throughout the clearing. A herbal salve is applied to the Worker's face, who's eyes roll back as he begins to join the chant. After what seems like forever, the crushed brick is thrown into the fire, causing it to roar to life in bright currents. The Afflicted Worker falls into a deep slumber. By morning, he is more eloquent then you had seen him in months.

"One too many down the old Pub left me open to Spiritual Possession, I'm afraid. But the ways of the universe are open to me now," he says as he vacates his Mud Hut to allow a Worker to move in. The Worker promptly begins their duties of lounging around importantly. "I can feel the Spirits around us, I can sense their ways. Once I have a new Home, I can show you the secrets of spirit realm, and perhaps protect us from it's more mischievous denizens."

Meanwhile, a Gnome goes to make a Palette Knife only to find all the sticks had been hoarded for the ceremony. He stomps his foot in consternation, only to briefly wander if he'd imagined things moving around in the Mud and Brick storage today. Probably nothing. A couple of Thinker Gnomes continue to plod away in the Thinking Fields.

Everybody eats! (-5 Players, - 11 Workers, -2 Shaman who eats alot) The Wise Man pokes the diminished food stores in the gathering hut with a long stick. "Running a bit short," he contributed helpfully, "And Gnomes are getting awfully sick of roots, tubers, berries and mushrooms. We might be able to stock up on something more hearty if we had some sort of... pointy stick or hidden dangerous object based technology..." having fulfilled his role of very very wise, he then proceeds to meander off to sit on a very nice rock for a while.



Event

The Shaman shrugs. "It'd be great to have a place of power to work from. But from what I can tell, it doesn't feel like the Spirits are angry, persay. Almost like... they're trying to be helpful..."
 
Effects:
The will of the spirits is hard to interpret. The Shaman might be more helpful if he had a Shaman's Hut to live and work out of.
He suggests the Spirits perceive this event as useful.... but he hesitates for a moment...
You can't tell how long the event will last.




Resources:
     2 / 35 Food [0, +6 from Workers]
     17 / 30 Mud [+2]
     10 / 20 Herbs [-8]
     9 / 10 Flint [+1]
     0 / 10 Sticks [-5]
     6 / 10 Planks [+2, +2 from Worker]
     5 / 10 Mud Bricks [+2, +2 from Worker]
     1 / 10 Crushed Brick [-1]
     8 / 10 Putrefied Gunk [ 0, inedible]
     1 / 6 Felled Tree [-2]
     2 / ? Strange Symbols [+1]
     1 / 3 Mudpies [ 0 ]

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

Workers:
11 / 11 Workers
    1 x Layabout Laborer
    0 x Gatherer - Mud
    6 x Forager - Food
    2 x Crafter - Bricks
    1 x Crafter - Planks
1 / 1 Wise Man
1 / 1 Shaman

Buildings:
    9 x Mud Hut, Workers
    1 x Cruck 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: Trapmaking [0/18]
>[] Research: Kiln [2/12]
>[] Research: Punishment [1/10]
>[] Research: Herb Drying [4/10]

>[] 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 Shaman's Cabin (requires: 4 Planks, 4 Bricks, 4 Herbs, 3 Strange Symbol, 3 Mudpie, 2 Putrified Gunk, 1 Crushed Bricks)
>[] Build Even Bigger Mud Pile (requires: 30 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 / Crafting Planks
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick / Crafting Planks - cannot re-assign sick/ afflicted worker[/hider]
« Last Edit: August 30, 2024, 11:11:23 am by SCREE »
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #472 on: August 30, 2024, 11:10:27 am »

@SCREE:

    I’ve noticed that the number of cruck houses isn’t shown, even though a cruck house was built back during turn 16.  Is there any reason for this?

Thanks for the catch! Looks like there have been two Workers living in Schrodinger's Cruck House for a while and 1 in a missing Mud Hut.

Distillation isn’t in the researched section and I don’t see any distillation related actions

I've cruelly bundled it all into the Shaman's Hut, so there will be a few new actions when that's built
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Kashyyk

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #473 on: August 30, 2024, 12:02:13 pm »

Assign Layabout to Foraging Food
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Crystalizedmire

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #474 on: August 30, 2024, 12:25:18 pm »

Research crude weapons
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Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #476 on: August 30, 2024, 01:12:49 pm »

mud
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Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #477 on: August 30, 2024, 01:14:53 pm »

Craft mudpie.
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Jilladilla

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #478 on: August 30, 2024, 02:34:45 pm »

So. We are STABLE food wise at the moment, at a surplus with Kashyyk tasking the new worker. This is fine, as we really didn't have any reserves in case of disaster or us going on a build spree.

To build a Shaman Cabin and its accompanying still: We need 1 symbol and 1 mudpie (This is after taking Wolfkey's action into account. We need another pie)

We have gotten blatantly told that weapon-making hides the secret of food diversity.

There is a shovel.

Find Strange Symbol
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Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 24]
« Reply #479 on: August 30, 2024, 02:48:07 pm »

Yeah I think I'm the only person who's used a shovel this whole game.
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