Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7

Author Topic: Colonial Conquest [Turn 6: The End Of The Beginning]  (Read 4485 times)

TricMagic

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 4: Doer Tutorial]
« Reply #60 on: September 22, 2024, 08:43:34 am »

Bring honest, if we expand to ocean pretty much sets up fishing poles as a tech. Plains has the advantage of applying to both tiles.
Possible Swamp could have bog iron deposits, alongside peat. Still think having basic ability to transport goods would be wise though in either case.
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Colonial Conquest [Turn 4: Doer Tutorial]
« Reply #61 on: September 22, 2024, 02:10:06 pm »

My eyes are on the swamps for later because I think trapping will work pretty well there too and because wood is our scarcest resource right now by a fair margin... but it is to be honest quite difficult to justify NOT taking the second square of our home terrain when it's right here.
Quote from: Votebox
(5) Doer: Expand to (-1, -1) - Kashyyk, IronyOwl, ZBridges, TricMagic, Powder Miner
(1) Doer: Expand to 1,0 - Nirur
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #62 on: September 22, 2024, 06:42:40 pm »

TURN 4: Doer Tutorial Results
Muse Ick


The survivors of the Ceridwen, colonists of Namtar, settlers of New Hearth, or whatever they'd refer to themselves in any given context, were doing well, all things considered. Pseudofamilial units developed, a loose social structure formed, and people, generally, were starting to act like people. This included a desire to see, do, and experience more, and an urge to lay down a claim on a plot of land one could call their own. There wasn't really much in the way of personal land claims in New Hearth. The colonists developed more of a mutual respect for one another's privacy, but that didn't mean there wasn't demand for more personal space. That's practically the core idea of any colonial endeavor, after all. It was this wanderlust and craving for more living space that saw a group of Hearthlings band together, pick up their scraps, and take a trip to find a new home South-West of New Hearth [-1,-1]. They were abandoning the permalights and furnace warmth that the Trash Converter provided, but replacing it with something just as inspiring: potential.

At least that's how the group leading the little expedition sold it to their volunteers. Travel into the Plain of [-1,-1] wasn't very demanding by itself, but with a cargo capacity of "these hands" the colonists had to make do with the absolute bare minimum for provisions and materials. This turned out not to be so much of a problem in this Plain regardless. Fields of wheat dominated the region and helped to provide cover for the many wild sheep that grazed on shorter grasses (and would prove easy prey for Ripperwhip Traps). The mostly flat landscape held a single large elevated rise that exposed steep shale slopes and was ringed and topped by a dense forest of elm.

The party planted their flag at the edge of the woods, and it wasn't long before colonists were regularly traveling between the developing outpost and New Hearth. New work opportunities presented themselves to the colonists, and soon the settlement was practically an extension of New Hearth itself. A distant extension with a tenuous connection, sure, but that wouldn't matter unless some sort of unexpected threat reared it's head.



As the expansion of Hearthling land fell into a daily rhythm, more and more colonists found themselves at the edges of Hearthling territory. The Swamp we'd already grown accustomed to decorating our borders stretched out further to [-2,0], and the south of [-1,-2] gave way to even more Ocean.

Then multiple unexpected (potential) threats and revelations reared their ugly heads.

The most apparently threatening, but least existentially worrying threat sat in the Plains that continue South-West in [-2,-2]. Reports of missing colonists were significantly higher than average closer to this region, and it didn't take too long to figure out why. Creatures as high as an adult's waist with four legs and two forearms on raptor-like bodies, topped with a raptor-like head, swarmed patches of grass and trees they'd claimed as their own - claims made obvious with the dense blankets of web that the creatures produced from their rears. Arachtors (arachnid+raptor - so clever!) don't seem to regularly range too far from their own territory, but they creep in and take away colonists while alone or in the night often enough to be a clear problem. Some bodies are found mangled beyond recognition, but most victims disappear with little trace other than some blood. We've managed to score a couple kills of our own thanks to Ripperwhip Traps, but the Arachtors don't seem to fall prey to them too easily.

This was not an entirely unexpected issue according to some of the Hearthlings. A few of them could recall issues some of Earth's great machines could have when it came to remanufacturing life. Abominations such as the Arachtor occurred as a result of corruption of a great Earth machine - the Terraformers that made this very planet inhabitable. Enough damage or a pool of contaminated resources could result in wild and unpredictable outcomes, and it seems like this resulted in something viable. Unfortunately.

While the Arachtors were certainly a problem, looking to the West in [-2,-1] and South-East in [0,-2] were profoundly upsetting for the Hearthlings. The dirt and trees of [-2,-1] gave way to rock and stone, and further on, ruins. Structures organized into somewhat neat blocks separated by wide roads had made up this area at one point, laid out disturbingly similarly to the preplanned Colonial layouts provided by SEC agents. This was irrefutably, at some point, a Residential District. But who built it, how, when, and why, and when, and why it had fallen to ruin were questions one wouldn't be able to answer from afar. Perhaps they weren't even questions one wouldn't want to answer.

[0,-2] brought forward the same questions, but perhaps with a different order of priority. While homes and apartment blocks were evident within the ruins almost exclusively because of the layout of decayed roads, one didn't need colonial familiarity to identify Earth's Industrial footprint. Gargantuan factories and warehouses long left to the elements were packed tightly between the open pits dug deep into the soil and rock. Decrepit oil derricks were arranged uniformly anywhere else they could be, marking the landscape like steel tombstones. They'd cast an eerie shadow too, if you could pick their shadows apart from the rest. While whatever events led to this Industrial Ruin aren't clear, the everpresent darkness that looms over [0,-2] is. The factories and smokestacks have lain dead for ages, but the inky black film that separated the surface from the sky hung there regardless, brought there or at least maintained by forces beyond Hearthling comprehension.


Region Colonized:
[-1,-1]


Resources Identified:
[-1,-1]

-Food x2 (Wheat x1, Wild Sheep x1)
-Wood x1 (Elm Trees x1)
-Stone x1 (Shale Rise x1)


Regions Identified:
[-2,-2]: PLAIN, Arachtor Infestation
[-2,-1]: RESIDENTIAL RUIN
[-2,0]: SWAMP
[-1,-2]: OCEAN
[0,-2]: INDUSTRIAL RUIN, Endless Night


TURN 5: Decider Tutorial

With a number of obstacles at your doorstep, you now have a wide range of approaches you can take for your Decider Action. Decider Actions are where you can engage in diplomatic efforts (when/if possible), but more importantly are also the actions where you develop the tools to tame those borders! Surprise surprise, this makes them the External (mostly) Material quarter of the alignment chart. Weapons, equipment, tactics, doctrines, and other means of establishing dominion beyond your borders are probably valid for Decider Actions. As always, feel free to ask if you need help or clarification regarding written proposals and validity.

PILLAR SHIFT!

Kashyyk gains Do+1 for proposing the winning order and becomes the supreme Doer! All supporters of the expansion gain Do+0.1.

Spoiler: Technology & Knowledge (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Map & Key (click to show/hide)
Spoiler: Regional Details (click to show/hide)
Spoiler: Pillars of Society (click to show/hide)
TURNTURNTURN
« Last Edit: September 22, 2024, 07:15:20 pm by Man of Paper »
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #63 on: September 22, 2024, 07:28:54 pm »

Decider: Stone Spears
Combining the finest aspects of stick and rock, stone spears allow you to stab, poke, lever, or smack things from the comfort of however far away you can reach them. They can also be made out of mundane materials, which it is (now somewhat dubiously) assumed will be more plentiful than precious scrap.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #64 on: September 22, 2024, 08:47:43 pm »

Stone spears will be obsolete quickly, and lone spearmen will still be picked off. I think I'd rather go for a safety doctrine instead of trying to fight the bugs directly. I'm not a big fan of going towards a warrior ethos, but I'm not sure how to write one that avoids that.

Decider: Diplomacy with man-eating bugs - It's the diplomatic phase, so

Decider: Bulwark Squads
The bugs attack us at night, or when we're alone. Henceforth, we should organize so we never go alone near known dangerous regions or into the unknown, and have someone to keep watch at night. Bulwark Squads will be a voluntary duty for groups of friends or kin who wish to prove themselves by taking risker tasks for themselves. Squads will be given time off from other duties to train and bond together. Effective squads will earn more respect, and be encouraged to pass their teachings on.

Quote from: Votebox
(1) Decider: Stone Spears - IronyOwl
(1) Decider: Bulwark Squads - Nirur
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #65 on: September 22, 2024, 10:02:12 pm »

I mean... which action would trying to tame them fall under? That's sorta diplomacy...
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

ZBridges

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #66 on: September 22, 2024, 11:11:37 pm »

We do have a lot of meat. Placing some along our border might be enough to appease the bugs' hunger, and it could even start us down the path of taming them one day.

Decider: Meat-Wealth Diplomacy
By strategically placing deposits of meat on the border of [-2, -2], as well as near the locations of previous repeated attacks, the worst of the Arachtor assaults can be dissuaded, as the abominations' hunger will no longer drive them to hunt and drag off Hearthlings for a quick meal.

Quote from: Votebox
(1) Decider: Stone Spears - IronyOwl
(1) Decider: Bulwark Squads - Nirur
(1) Decider: Meat-Wealth Diplomacy - ZBridges
« Last Edit: September 23, 2024, 01:42:57 am by ZBridges »
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #67 on: September 23, 2024, 03:33:26 am »

Let's get some pets!

Quote
(1) Decider: Stone Spears - IronyOwl
(1) Decider: Bulwark Squads - Nirur
(2) Decider: Meat-Wealth Diplomacy - ZBridges, Kashyyk
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #68 on: September 23, 2024, 05:28:25 am »

Placing meat along the border sounds more like an internal action, and doesn't do much to project power so much as kowtow to the creatures.

Also, totally unrelated, definitely don't look at the following excessively emphasized words as a warning: as this is a PvE game, I will allow you to try things even if they might be guaranteed to fail, because that's part of the human experience.
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #69 on: September 23, 2024, 05:33:52 am »

Welp, sounds like Meat-Wealth Diplomacy is a bust. Bulwark Squads could work.

Quote
(1) Decider: Stone Spears - IronyOwl
(2) Decider: Bulwark Squads - Nirur, ZBridges
(1) Decider: Meat-Wealth Diplomacy - Kashyyk
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #70 on: September 23, 2024, 06:01:43 am »

Sad. Let's instead turn to one of humanity's other gifts. Yeeting stuff.

Decider: Slings and Stones
A cord of wool, leather, flexible plastic/wire scrap, or Reed, with a small cup in the middle. Put a stone in it, and whirl the contraption above your head by both ends. Let go of one and yeet that rock a very long way. Cheap to make, rocks are everywhere, silent. We'll be able to hunt small game, and any Arachtors will quickly learn to avoid humans unless they want to get bludgeoned from long-range.

Quote
(1) Decider: Stone Spears - IronyOwl
(2) Decider: Bulwark Squads - Nirur, ZBridges
(1) Decider: Slings and Stones - Kashyyk
« Last Edit: September 23, 2024, 06:04:44 am by Kashyyk »
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #71 on: September 23, 2024, 07:37:48 am »

Decider: Bait and Trap
The use of meat can be used to bait Arachtors away into Ripperwhip Traps, followed by  beating them to death while they're injured.

Decider: Denoting Territory Lines
A series of strings attached with bits of metal clank when  disturbed, used as an early alarm system. This helps us from being snuck up on at night. The rest is just making sure to avoid their territories when possible, setting up ripperwhip traps to teach them them about wandering out of it, and traveling in groups of 4 to bludgeon them if they approach.

Quote
(1) Decider: Stone Spears - IronyOwl
(2) Decider: Bulwark Squads - Nirur, ZBridges
(1) Decider: Slings and Stones - Kashyyk
(1) Decider: Denoting Territory Lines - TricMagic
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #72 on: September 23, 2024, 08:01:51 am »

Both of those proposals have the same exact issue as Meat-Wealth, just with a different stated end goal. If your proposal includes “passive defense within our borders” then it’d be better off done as a creator action.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #73 on: September 23, 2024, 08:18:57 am »

I always seem to have an issue judging what goes when.
Quote from: Votebox
(1) Decider: Stone Spears - IronyOwl
(3) Decider: Bulwark Squads - Nirur, ZBridges, TricMagic
(1) Decider: Slings and Stones - Kashyyk

Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #74 on: September 23, 2024, 10:55:29 am »

I worry somewhat about the manpower demands of the Bulwark squads... but I can't think of anything better and find myself a little unsure where to go next with equipment compared to what we have with scrap (aside from ranged weaponry, which I'm not actually sure is our best option against fast and sneaky enemies).
Quote from: Votebox
(1) Decider: Stone Spears - IronyOwl
(4) Decider: Bulwark Squads - Nirur, ZBridges, TricMagic, Powder Miner
(1) Decider: Slings and Stones - Kashyyk

I think our most effective option against these little bastards might be fire, but I also think that that probably comes with consequences I'm not sure we're prepared to handle.
Logged
Pages: 1 ... 3 4 [5] 6 7