TURN 3: Creator Tutorial ResultsMusic Proposal:
Creator: Animal TrapsResult:
10 [6+4]
Food was plentiful in the plains around
New Hearth, it was just a little hard to catch sometimes. Hearthlings, a name masterfully crafted by a few orphans in the middle of class, had many tasks to do, and chasing down the meat or foraging twigs and nuts took a lot of time and energy. Inspiration to remedy this struck a group of scrappers when a Rabbit corpse was discovered half-rotted in a tangle of loose wires around a scrap site, followed by a Bison that was tracked easily and finished off after slicing itself open on some scrap metal.
Since the scrappers were allowed to divide what they wanted to keep between themselves before handing the rest to the colony, the team, seeing an opportunity for themselves, tried to replicate the events that led to their meat-wealth [GM Note: That phrase was a mistake and I apologize for bringing it into existence]. Some tinkering during their downtime led to the construction of two simple hunting traps:
The
Small Snarepit is meant for smaller terrestrial animals. A hole large enough for the intended prey to fall into is dug out and covered by a set of crisscrossing wires, threads, and other salvaged threadlike materials tied to small rocks at either end. The rock-wire assembly is then covered by a light layer of sticks, leaves, and dirt. When a small animal, such as a rabbit, steps or hops onto the trap, their weight
should drop them into the hole and, in their panic and flailing, tangle them in the lines. While there is the rare occasion where traps
aren't triggered by prey, they're found full often enough that the colonists know they work well.
Ripperwhip Traps are dangerous traps intended to cripple or kill larger terrestrial prey. A tripwire wrapped around a stake at one end could be run across paths prey were expected to take, and pulled around a second stake, with the other end of the tripwire secured to a pliable but sturdy branch, vine, or similar flora put under tension for use as
Ripperwhips. When the tripwire snaps or the securing stake is pulled loose, the tension at the other end whips the plant into, hopefully, the target prey. The lethality of
Ripperwhips comes with the "modifications" Hearthlings make to the whipping end - sharp or pointed scrap is secured or embedded along a portion of the whip, often poorly, though it's unlikely the same branch will be used for the task multiple times anyway. The wounds received by
Ripperwhips are meant to slow targets down while making them easier to track (by their blood trail, of course). Wounded targets, if they hadn't bled out before discovery, are usually easily dispatched by the pursuing party.
These two innovations weren't kept secret long, on account of the scrapper team placing them wanting to make sure nobody else accidentally set off a
Ripperwhip on a casual walk in the wilds. The
actual hunters quickly picked up on utilizing the new tools of the trade, and they put the developments to good use. Trappers were quick to note one of the best qualities of wild animals and traps: it was easy enough to scare an animal into something you'd placed well beforehand. While patience is a virtue all hunters must embrace, the Trappers of New Hearth leaned more heavily into planning. They studied the behaviors of their prey (admittedly while the creatures were fleeing in terror more than anything else) and learned how to direct them, more or less, wherever the Trappers desired. A handful of stones and a few Trappers attached to those hands could easily rattle a rabbit warren into a prepared small field of
Snarepits, or, on more than one occasion, groups of loud prepositioned Trappers could startle some bison into a grove of trees decorated with
Ripperwhips. The Hearthling Trappers became quite efficient, and the Trappers quickly known for their strategic acumen, although whether this was because Trapping taught the related skills or because it attracted those predisposed to strategy is anyone's guess.
Technology Discovered:Trap Hunting: An efficient means of hunting utilizing handcrafted traps as opposed to common but more physically taxing methods. Provides
+1 Food in regions where created and funded traps have applicable targets. Food bonuses for multiple trapping options across a single area are not additive, representing sustainable practices meant to maintain the health of the ecosystem. Other bonuses
do stack unless stated otherwise. Funded traps affect all occupied zones and will
not scale in cost as the colony grows. Hearthling Trappers are particularly keen of mind and studious of their prey.
-Small Snarepits: Lightly covered pitfalls designed to ensnare small prey in a tangle of wires and strings. Provides a very small increase to passive Colony defenses in addition to the Trap Hunting bonus. Deployed in areas with small ground-based animals. Costs
1 Scrap.
-Ripperwhip Traps: Traps triggered by tripwire that whip a scrap-adorned object under high tension at prey with painful results. Injuries caused by ripperwhips are severe, often debilitating and almost always bleed extensively. Provides a large increase to passive Colony defenses in addition to the Trap Hunting bonus. Deployed in areas with large ground-based animals. Costs
1 Scrap.
TURN 4: Doer Tutorial
New Hearth is becoming a new home for the survivors of the crash landing, and as the first natural births take place among the population, the question of expansion is brought to the forefront. Besides the obvious fact that taming
Namtar is a cultural priority in and of itself, Hearthlings understood that their precarious predicament was positioned on a perilous precipice and they'd have to seize the initiative from the planet itself in order to survive. Rabbit, bison, and some scavenged roots are fine, but they won't fill the belly of a thriving utopia! The eyes of the colony have begun to gaze outward, and one region in particular has drawn the eyes of scouts and settlers alike...
Doer Actions are your strategic considerations - the External Intellectual quadrant of the alignment chart I made up and keep dragging out to beat with a stick. Expansion of borders, force projection, and theater-level war strategy (maybe even some tactical-level stuff if you throw enough money or pizza rolls into the weeds that I'd be diving into) occur in this phase. Doer actions require at least one designated zone to be the target of the action, with actions targeting multiple zones listing them in order from highest priority to lowest. Expanding your borders will be a majority of your Doer actions, so please note:
there are no "scouting" actions or half-measures when it comes to expanding colony territory. You're Colonial Conquers after all, act like it! You are informed of all the knowledge of an area your colony can gather at a glance one a neighboring area is colonized - environments, landmarks, potential fun variables, and resources are all examples of things your colonists
can uncover about the "frontier" should they build upon their capabilities (for example, via doctrines or equipment in Decider Actions). Sometimes your colonists will find their efforts to expand stymied by an unexpected problem, but that's just a lesson learned to apply in the future! For now, your Doer Action is pretty much restricted to an expansion in one of eight directions.
Remember, when writing a proposal be sure to include what kind of action it is, and in the case of Doer Actions specify the targeted grid square as well.
PILLAR SHIFT!ZBridges authored the leading proposal, giving them
CR+1 and titling them as the greatest Creator (currently)! All players who voted for their proposal also receive
CR+0.1.
Basic Scrap Tools: Simple handheld tools made out of scavenged plastic and steel. Foundational Tech - No Resource Cost.
Trap Hunting: An efficient means of hunting utilizing handcrafted traps as opposed to common but more physically taxing methods. Provides +1 Food in regions where created and funded traps have applicable targets. Food bonuses for multiple trapping options across a single area are not additive, representing sustainable practices meant to maintain the health of the ecosystem. Other bonuses do stack unless stated otherwise. Funded traps affect all occupied zones and will not scale in cost as the colony grows. Hearthling Trappers are particularly keen of mind and studious of their prey.
-Small Snarepits: Lightly covered pitfalls designed to ensnare small prey in a tangle of wires and strings. Provides a very small increase to passive Colony defenses in addition to the Trap Hunting bonus. Deployed in areas with small ground-based animals. Costs 1 Scrap.
-Ripperwhip Traps: Traps triggered by tripwire that whip a scrap-adorned object under high tension at prey with painful results. Injuries caused by ripperwhips are severe, often debilitating and almost always bleeding extensively. Provides a large increase to passive Colony defenses in addition to the Trap Hunting bonus. Deployed in areas with large ground-based animals. Costs 1 Scrap.
Firemaking: The ability to use basic principles of friction to start fires. Foundational Tech - No Resource Cost.
Scrap Housing: Protection from the elements and a place to keep ones' belongings made out of scavenged plastic and steel. Foundational Tech - No Resource Cost.
Basic Electrical Power: A rudimentary understanding of how to utilize PreTech power sources. Ultimately represents knowing how to flip a switch and pull a plug, but a foundation for advancement nonetheless. Foundational Tech - No Resource Cost.
Communal Ethos - Reclaim The Old: Sets Colonial society down a path that identifies them in part as diligent, focused Scavengers. Controlled regions capable of producing Scrap will produce +1 Scrap. No Resource Cost.
-Mandate of The Universe: A belief that the colony is predetermined to bring about another utopia for humanity comparable to Earth. Unless something is done as deterrence, this belief will become more deeply ingrained over time. No Resource Cost.
Trash Converter: A recycling plant that used to provide power as well as a chemical stew of gases that could be repurposed by various elements of the station. Now functions as a massive incinerator powering some emergency lighting that somehow survived the crash. Severely reduces resource requirements related to power consumption within the Colony, while reducing squalor thanks to refuse (and anything else that burns) being a fuel source. A thick black plume of acrid exhaust billows out of the smokestacks as it operates - which is constantly. PreTech.
AVAILABLE/TOTAL (Upkeep Modifier):
FOOD 2/3 (-1 (We Live In A Society))
WOOD 1/1
SCRAP 2/4 (-1 (Small Snarepits,), -1 (Ripperwhip Traps))
BY REGION:
0,0: FOOD x3 (Bison x1, Rabbit x1, Trap Hunting x1), WOOD x1 (Ash Trees), SCRAP x4 (Maint. Module x3, Reclaim the Old x1)
Pink Border: New Hearth Control
Blue: Ocean
Brown: Badland
Green: Plain
Grey: Mountain
Ochre: Desert
Pea Green: Swamp
"What is this, a map for ants?"
No, it's just got the potential to grow real big real fast and in unbalanced directions. If you have a problem seeing things, you can hold Control and use the scroll wheel to adjust the zoom on your browser window! Neat!
This spoiler should actually be right this time, holy shit I'm uncoordinated.
GREEN=New Hearth Territory
-1,-1: PLAIN
-1,0: SWAMP
-1,1: OCEAN
0,-1: BADLAND
0,0: PLAIN, Ceridwen Crash Site, Trash Converter
0,1: SWAMP
1,-1: DESERT
1,0: MOUNTAIN
1,1: OCEAN
FiveBalesOfHay: Th0.0; Cr0.1; Do0.0; De0.0
IronyOwl: Th0.1; Cr0.0; Do0.0; De0.0
Kashyyk: Th0.1; Cr0.1; Do0.0; De0.0
Nirun Torir: Th1.1; Cr0.0; Do0.0; De0.0
Powder Miner: Th0.1; Cr0.0; Do0.0; De0.0
The Canadian kitten: Th0.0; Cr0.1; Do0.0; De0.0
TricMagic: Th0.1; Cr0.0; Do0.0; De0.0
VermillionSkies: Th0.1; Cr0.0; Do0.0; De0.0
ZBridges: Th0.1; Cr1.1; Do0.0; De0.0
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