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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21441 times)

FiveBalesOfHay

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #135 on: July 17, 2024, 02:31:29 pm »

Research: Think tank
Hoping that if we don’t make bricks for a while the mud people will hit maximum mud and find something useful to do instead.
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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #136 on: July 17, 2024, 02:33:03 pm »

Craft Bricks
« Last Edit: July 17, 2024, 03:39:36 pm by Nirur Torir »
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FiveBalesOfHay

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #137 on: July 17, 2024, 02:48:45 pm »

Flimsy Axe is on the use tool list but not the craft list
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #138 on: July 17, 2024, 03:01:56 pm »

Flimsy Axe is on the use tool list but not the craft list

thanks for the fix! edited
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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #139 on: July 17, 2024, 03:40:26 pm »

Join the mad gatherer in scratching strange symbols.

This is a good idea, almost as good as making bricks, trust me here. It might be a unique opportunity to learn magic.
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Maximum Spin

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #140 on: July 17, 2024, 03:41:52 pm »

Research Think Tank

We'll need something to store all this think in.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #141 on: July 17, 2024, 03:51:15 pm »

Join the mad gatherer in scratching strange symbols.

This is a good idea, almost as good as making bricks, trust me here. It might be a unique opportunity to learn magic.

Or catch its illness.

Our spoiled food pile is very low.  The worker did get disappear (get sick?) the same turn as the first food spoiled, however the worker was only handling mud, not food.

Maybe the rotting food pile didn't exist before the first rotting food, and the worker was 'auto sick' from that.

Otherwise, mud may have been part of the infection, or the strange symbols.

Good luck!
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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 9]
« Reply #142 on: July 17, 2024, 04:31:45 pm »

The priority should be on crafting enough bricks that we can build a healer’s hut and heal the sick laborer.




Research Think Tank.
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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #143 on: July 17, 2024, 06:00:04 pm »

The priority should be on crafting enough bricks that we can build a healer’s hut and heal the sick laborer.




Research Think Tank.
If that's your priority, then why are you researching the tech that requires workers?

I'm not yet convinced that this current malady is one solved by the healer's hut.

My priority is to get 15 workers huts, spread 5 each in food, mud, and bricks, so we can sustainably get another worker's hut every turn. I expect that we'll need a healer's hut early in the build queue, and we'll need need a second food storage hut to store that 15 food.
I would really like to assign the workers at an even spread up to that, with bricks having the priority when they're even. It's turn 9 and we only have a single worker, the housing industrial complex could really use the help.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #144 on: July 17, 2024, 06:12:27 pm »

I'm not opposed to Nirur's goals, but I suspect that the mechanics will change as we expand.  15 worker huts is huge expansion in one area only.  By the time we have 15 of those, we might be expected to have better than crude weapons and defenses unlocked and constructed.  So we might be facing raids from animals and sentients, have larger disease risks, and various other chaotic problems that don't exist now.

So that maaaaaybe isn't wise.

I'll keep gathering food that won't rot, cause some of it might be herbs.  If so, we need more food gathered to replace what we lost to herbs.
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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.

Megam0nkey

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #145 on: July 17, 2024, 06:17:18 pm »

Scratch strange symbols in the ground.
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BlackPaladin99

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #146 on: July 17, 2024, 07:09:49 pm »

Craft mud brick
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MonkeyMarkMario

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #147 on: July 17, 2024, 07:17:56 pm »

More food
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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

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #148 on: July 17, 2024, 09:23:29 pm »

The priority should be on crafting enough bricks that we can build a healer’s hut and heal the sick laborer.




Research Think Tank.
If that's your priority, then why are you researching the tech that requires workers?




Step 1:  Research Think Tank.

Step 2:  ???

Step 3:  Profit!
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King Zultan

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Re: Gnome Town Returns [Always Open, Turn 9]
« Reply #149 on: July 18, 2024, 02:01:28 am »

Gather Mud.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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