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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21379 times)

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 26]
« Reply #555 on: October 13, 2024, 10:22:10 pm »

Question: the turn says that we have 11 workers, but only 10 are listed.  Is that intentional?  Also, we should definitely assign the two new gnomes to food.  At this rate we won’t have enough.

Yeah, back on turn 24, SCREE added an extra Mud Hut that we didn’t build (search for “hut” in this thread and then follow along with the actions and turns).  Also, back on turn 24, the number of brick crafters was reduced by 1 even though nobody reassigned any of them (was SCREE fixing an error from before?).
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 23]
« Reply #556 on: October 14, 2024, 06:56:46 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.
(emphasis added)

@SCREE, where do you get this from?

I’m currently doing a spreadsheet to work out any errors that you’ve made with workers and residences, and my information seems to indicate that there was no missing Mud Hut.

Anyways, I’m up to turn 24 now, still need to enter the data for the remaining turns…

Edit:  just finished!

According to my information we should have:

0 Layabout Laborer
0 Gatherer (Mud)
5 Forager (Food)
4 Crafter (Brick)
1 Crafter (Plank)
0 Speargnomes
8 Mud Hut

and

1 Cruck House



Looking back (and assuming I’m interpreting the spreadsheet correctly),

@SCREE erroneously added an extra layabout laborer in the post for turn 20, which seems to have been negated by BlackPaladin99 and Kashyyk’s actions leading up to turn 24,

@SCREE erroneously assigned a worker to foraging in turn 21

@SCREE erroneously removed a worker from making bricks in turn 23.

@SCREE erroneously removed another worker from making bricks and also erroneously added a mud hut in turn 24.

@SCREE erroneously added another forager in turn 25.

Hope I got everything right!
« Last Edit: October 14, 2024, 07:49:31 am by A_Curious_Cat »
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #557 on: October 19, 2024, 10:57:48 am »

Turn 27
TURNTURNTURN
Everybody eats! (-5 Players, -10 Workers, -4 Wise Men and -2 Shaman who eat alot. You think the Wise Men might start eating more now that they're getting comfortable...)

A Worker gets sick.

After many months, the second Wise Men's Hut goes up. It is not long before another Wise Gnome moves in, and you see the two Wise Men arguing around the clearing often. The new Wise Gnome spends time among the Thinkers, pontificating on the uses of their technologies.

The first Spearman is stationed in the Deep Woods, allowing the bravest Gnome to venture out into the thickets. The Spearman sees no danger that night. The Brave Gnome capture two Lost Meagre Souls on their first foray. The Souls seem unintelligent - perhaps the last vestiges of creatures that died in confusion, or forest sprites formed of condensed emotive energy.

"We best be careful not to accumulate too many at once without adequate containment here in the clearing," remarks the Shaman with a nonchalant shrug. "With our Distillation technology we can certainly turn these into something more useful. It is good to keep on top of the Lost Soul population in the Woods themselves, however. Too many Lost out there at once could turn the Forest Haunted or into a Blood Grove." A Gnome pokes one of the captured Lost Souls through the net. It jiggles like a nebulous jelly, if that jelly only partially existed. No wonder they needed to be distilled... It isn't hard to imagine a whole bunch of them combining together out in the woods...

The first Basic Totem is created, ready to be imbued with the love of a minor diety. There is no way that transitioning into the realm of spirits and young gods can possibly go wrong. After all, the settlement has been doing really well recently!



Resources:
     2 / 35 Food [-18, +5 from Workers]
     6 / 30 Mud [-2]
     5 / 20 Herbs [+4]
     8 / 10 Flint [-2]
     5 / 10 Sticks [+2]
     7 / 20 Planks [0, +1 from Worker]
     1 / 10 Mud Bricks [-9, +3 from Worker]
     0 / 10 Crushed Brick [ 0 ]
     6 / 10 Putrefied Gunk [ 0 , inedible]
     1 / 10 Ectoplasm [+1]
     5 / 16 Felled Tree [+5]
     1 / ? Strange Symbols [ +1 ]
     3 / 3 Mudpies [ 0 ]

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

     0 / 3 Spears
     
     1 / 5 Spirit Nets [1 Use(s) Remaining]

     2 / 5 Captured Lost Souls, Meager [+2]

Totems:
     1 / 3 x Basic Totem  [+1]

Gnome Residents:
10 / 10 Workers
    0 x Layabout Laborer
    0 x Gatherer - Mud
    5 x Forager - Food
    2/3 x Crafter - Bricks (1x Sick and cannot work)
    1 x Crafter - Planks

    1 x Speargnomes - Stationed in Deep Woods
2 / 2 Wise Man
1 / 1 Shaman

Buildings:
    8 x Mud Hut, Workers
    1 x Cruck Hut, Workers
    1 x Workshop
    1 x Lumberyard (increased Plank and Tree storage by 10, allows Workers to craft planks)
    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)
    2 x Wise Man's Hut (Access to Research and Research Trees)
    1 x Shaman's Hut (Access to the Unseen)

Researched
Crude Tools (100%)
Big Mud Pile (100%)
Healing Arts (100%)
Think Tank (100%)
Woodworking (100%)
Brick Crushing (100%)
"Sacred" Mud Pies (100%)
Distillation (100%)
Crude Weapons (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)
>[] Craft: Flimsy Spear (requires: 1 Stick, 1 Flint)

>[] Craft Totem: Basic Totem (requires: 2 Planks)
>[] Craft Totem: Crude Envoy of Mud (requires: 1 Basic Totem, 3 Spirits, 5 Mud, 3 Flint)
>[] Craft Totem: Crude Envoy of Food (requires: 1 Basic Totem, 3 Spirits, 5 Food, 3 Herbs)
>[] Craft Totem: Crude Envoy of Wood (requires: 1 Basic Totem, 3 Spirits, 5 Planks, 3 Sticks)
>[] Craft Spirit Net: Flimsy Spirit Net (requires: 5 Herbs)

>[]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)

>[]Use Spiritual Tool: Flimsy Spirit Net (Captures Meager Lost Souls in the Dark Woods. Can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

>[] Research: Trapmaking [0/18] >>> (+Fell Trees = Unlock Woodworking) (+Crude Weapons = Unlocks Hunting)
>[] Research: Kiln [4/12] >>> (+Distillation, +ActionUnlock: Spirits = Spirit Jars) (+? ? ? ? ? = ? ? ? ? ?) (+? ? ? ? ? = ? ? ? ? ?)
>[] Research: Punishment [1/10] >>> (Unlocks Militia) (+ Woodworking, +Putrefied Gunk = Unlocks Stocks) (+? ? ? ? ? = ? ? ? ? ?)
>[] Research: Herb Drying [5/10] >>> (Research Tree Locked by Specific Action to be Taken)
>[] Research: Organisation [0/20] >>> (Unlocks Navigation, Time-Keeping, work teams)

>[] 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 Tool Shed (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 Crude Spiritual Antechamber (requires: 2 Planks, 4 Bricks, 3 Strange Symbol, 2 Herbs)
>[] Build Even Bigger Mud Pile (requires: 30 Mud)
>[] Build: Workshop (requires: 3 felled trees, 3 bricks)
>[] Build: Lumberyard (requires 2 felled trees, 4 planks)
>[] Build: Superstitious (requires: 1 Net, 5 Sticks, 1 Strange Symbol, 1 Sacred Mud Pie)

>[] Assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)
>[] Re-assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)
>[] Assign Basic Totem in (Clearing / Deep Woods)

>[]Assign Worker: Forage Food / Gathering Mud / Crafting Brick / Crafting Planks / Spearman (requires Spear)
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick / Crafting Planks / Spearman (requires Spear) - cannot re-assign sick/ afflicted worker[/hider]
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #558 on: October 19, 2024, 10:59:18 am »

Thanks for the fixes! A_Curious_Cat please pick 1 tool to gain as a thankyou!
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Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #559 on: October 19, 2024, 11:50:14 am »

Heal the sick
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FiveBalesOfHay

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #561 on: October 19, 2024, 12:26:40 pm »

Use tool: Spirit net
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Imp

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #562 on: October 19, 2024, 12:51:33 pm »

This is gettin' serious and things are going well.

Moooore Foooood!
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RulerOfNothing

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #563 on: October 19, 2024, 05:28:13 pm »

Research: Trapmaking [0/18]
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #564 on: October 19, 2024, 06:04:46 pm »

Thanks for the fixes! A_Curious_Cat please pick 1 tool to gain as a thankyou!

Build a cruck house for workers and set them to forage for food.

((Assuming no more new mouths to feed (and that the speargnome only eats 1 food), we should only need one player to forage for food per turn.))

Note:

Players/Workers: 1 food per 3 turns.
Wise Men/Shaman(s?): 2 food per 3 turns.
Speargnomes: ?? Per 3 turns.



@SCREE, notice that I only considered actions regarding (re-)assigning workers and building huts/houses.  If there were any other problems, I would not have caught them as I wasn’t looking for them.  Also, there were a number of cases where players both built huts and assigned jobs to the workers living in them in the same turn.  This isn’t in the rules, but you’ve always let it go so I figured you were ok with it and didn’t count it as an error when I was doing my analysis.  I’m assuming that the same can be done with cruck houses (see my action earlier in this post).  Assuming that you’re ok with these, you may want to update the rules to make this explicit.  Also, I’ll take a spear, please.
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MonkeyMarkMario

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #565 on: October 19, 2024, 07:28:57 pm »

More food and herbs
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Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #566 on: October 19, 2024, 10:21:07 pm »

ENVOY OF MUD!!!!!

Pretty sure this is possible with FiveBalesOfHay catching another lost soul. Unless those need to be processed further to fulfil the crafting recipe just saying "spirits". I'm guessing that a lost soul is just a sub-category of spirits, though. The shaman mentioned further refining our lost souls using distillation, but I don't see any actions for that or remember what distillation unlocked, so I'm just going to mash our captured spirits into the totem and hope it works out.

Question for the Shaman: Do basic totems do anything on their own? Well I might as well keep making them because they're stylish decor and to waste the planks that other people are working hard for.
« Last Edit: October 19, 2024, 10:24:03 pm by Egan_BW »
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #567 on: October 20, 2024, 01:32:01 am »

ENVOY OF MUD!!!!!

Pretty sure this is possible with FiveBalesOfHay catching another lost soul. Unless those need to be processed further to fulfil the crafting recipe just saying "spirits". I'm guessing that a lost soul is just a sub-category of spirits, though. The shaman mentioned further refining our lost souls using distillation, but I don't see any actions for that or remember what distillation unlocked, so I'm just going to mash our captured spirits into the totem and hope it works out.

Question for the Shaman: Do basic totems do anything on their own? Well I might as well keep making them because they're stylish decor and to waste the planks that other people are working hard for.

A few things that caught my eye:


<snip>

"We best be careful not to accumulate too many at once without adequate containment here in the clearing," remarks the Shaman with a nonchalant shrug. "With our Distillation technology we can certainly turn these into something more useful. It is good to keep on top of the Lost Soul population in the Woods themselves, however. Too many Lost out there at once could turn the Forest Haunted or into a Blood Grove." A Gnome pokes one of the captured Lost Souls through the net. It jiggles like a nebulous jelly, if that jelly only partially existed. No wonder they needed to be distilled... It isn't hard to imagine a whole bunch of them combining together out in the woods...

The first Basic Totem is created, ready to be imbued with the love of a minor diety. There is no way that transitioning into the realm of spirits and young gods can possibly go wrong. After all, the settlement has been doing really well recently!

Resources:

<snip>
   
     1 / 10 Ectoplasm [+1]
   
<snip>
     
     1 / 5 Spirit Nets [1 Use(s) Remaining]

     2 / 5 Captured Lost Souls, Meager [+2]

Totems:
     1 / 3 x Basic Totem  [+1]

Buildings:
   
<snip>

    1 x Shaman's Hut (Access to the Unseen)

Researched

<snip>

"Sacred" Mud Pies (100%)
Distillation (100%)

<snip>

Do one thing:

<snip>

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

<snip>

>[] Craft: Mudpie (requires: 2 Mud)

<snip>

>[] Craft Totem: Basic Totem (requires: 2 Planks)
>[] Craft Totem: Crude Envoy of Mud (requires: 1 Basic Totem, 3 Spirits, 5 Mud, 3 Flint)
>[] Craft Totem: Crude Envoy of Food (requires: 1 Basic Totem, 3 Spirits, 5 Food, 3 Herbs)
>[] Craft Totem: Crude Envoy of Wood (requires: 1 Basic Totem, 3 Spirits, 5 Planks, 3 Sticks)
>[] Craft Spirit Net: Flimsy Spirit Net (requires: 5 Herbs)

<snip>

>[]Use Spiritual Tool: Flimsy Spirit Net (Captures Meager Lost Souls in the Dark Woods. Can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

<snip>

>[] Research: Kiln [4/12] >>> (+Distillation, +ActionUnlock: Spirits = Spirit Jars) (+? ? ? ? ? = ? ? ? ? ?) (+? ? ? ? ? = ? ? ? ? ?)

<snip>

>[] Build Crude Spiritual Antechamber (requires: 2 Planks, 4 Bricks, 3 Strange Symbol, 2 Herbs)

<snip>

>[] Build: Superstitious (requires: 1 Net, 5 Sticks, 1 Strange Symbol, 1 Sacred Mud Pie)

<snip>

>[] Assign Basic Totem in (Clearing / Deep Woods)

<snip>
(emphasis added)

Based on this information, I think that we might not be able to use the Meager Lost Souls to create the Crude Envoy of Mud.  Instead, we probable need to finish researching kiln technology and perform some action (which, I’m guessing, is probably building a kiln) in order to distill the Meager Lost Souls into more potent Spirits housed in Spirit Jars.

@SCREE,

what is the purpose of assigning a Basic Totem to the clearing/deep woods (and why would we do so instead of using it to create an Envoy)?

What is a Spiritual Antechamber?

What is a Superstitious?
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BlackPaladin99

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #568 on: October 20, 2024, 12:49:50 pm »

Make Planks
« Last Edit: October 20, 2024, 04:28:12 pm by BlackPaladin99 »
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #569 on: October 20, 2024, 01:48:10 pm »

I don't want to take away too much from discovering things via play but I will introduce the tobacco idea from a few turns back once Herb Drying is complete :) so you can spend dry herbs to ask the wise men for more info.

Also noted: +1 Spear
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