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Author Topic: Colonial Conquest [Turn 6: The End Of The Beginning]  (Read 4484 times)

Nirur Torir

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Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #75 on: September 23, 2024, 01:59:00 pm »

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.
I'm now confused by the quadrants.

We could have Created hunting spears, or we could Decide spears. The same for slings, bows, crossbows, or guns. I assume we'd then use a second action to get them working for the non-selected quadrant, right? Except that if we already had hunting spears Created now, then we could easily use them in Bulwark squads.
We could Create walls or a defensive trap doctrine, but those currently have no real internal use, and are only useful against external threats.
For that matter, how are tactics and doctrines a material choice instead of intellectual? They fit as far as game mechanics and pacing go, we don't want to choose between "JUST WORK TOGETHER, FOOLS" or "GLORIOUS CONQUEST," but not so much conceptually. I feel that walls are in the same boat as working against external threats mechanically, but not conceptually fitting into the quadrant.
Conquest is a Doer action, but how is sending the boys in to burn the nests out an intellectual action?
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Man of Paper

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Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #76 on: September 23, 2024, 04:12:56 pm »

It's less defining what a proposal is stuck doing and more defining what the author's intent is. You can Create or Decide most things, and that's by design. Making a rifle for hunting is going to impact the character of the culture differently than making the same rifle for liberating villages. The fact that traps were the first thing made was unfortunate in that it significantly reduced any opportunity to see how a tech proposed in one area might bleed into another with your first example, and you haven't gotten to see a second example yet.

The quadrants were an attempt at aiding visualization and not a hard guideline. Another would be Decider and Creator actions are what get used to pull off Doer and Thinker actions, but ultimately that's also not going to stay accurate when trying to divide literally all possible societal decisions into boxes.
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m1895

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Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #77 on: September 23, 2024, 07:52:56 pm »

Decider: Choppas
The Ceridwen left lots of jagged sharp chunks of metal in its wake, so when hearthling thoughts turned bloody it was only natural they would make use of it.
A choppa is a roughly blade shaped piece of sharp metal affixed to a wooden handle. Having to work with whatever the shape of the metal is means choppas come in a myriad of forms with crude axe/hewing spear shapes and knife/shortsword shapes being the most common. Typically carried in a baldric of hide or 'reclaimed' cloth
The first choppas were made by the friends and close ones of those slain by the 'rachtors. They intended to slaughter the 'rachtors, blood for blood, but uh, actually seeing the web covered trees put a pin in that plan. Ultimately they went for a lightning raid against a relatively small group of 'rachtors and then a quick retreat through a field of ripperwhips to kill or turn away pursuers. This would serve as a pattern for future culling teams to follow, as choppas became more widespread throughout the colony.
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Kashyyk

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Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #78 on: September 24, 2024, 03:23:27 am »

I'm much preferring a weapon to squad-tactics, as I doubt even a gang of Hearthlings can punch an Arachtor to death if they have to.

Quote from: Votebox
(1) Decider: Stone Spears - IronyOwl
(4) Decider: Bulwark Squads - Nirur, ZBridges, TricMagic, Powder Miner
(1) Decider: Choppas - Kashyyk
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ZBridges

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Re: Colonial Conquest [Turn 5: Decider Tutorial]
« Reply #79 on: September 24, 2024, 03:36:52 am »

I think both would be ideal. Tactics plus suitable weapons should do the trick. If squad-tactics wins, we'll have a chance to create a weapon next turn, or vice versa. For now we do have crude scrap proto-weapons.
« Last Edit: September 24, 2024, 04:23:51 am by ZBridges »
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Man of Paper

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Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #80 on: September 29, 2024, 12:08:28 pm »

TURN 5: Decider Tutorial
Musics


Proposal: Bulwark Squads
Result: 3 [2+1]

Arachtors were cunning and lethal creatures in equal measure, and were definitely a threat to future expansion of the colony. Workers and explorers at the edges of Hearthling territory and beyond were under constant threat of Arachtor ambush. Fear rippled well beyond where the Arachtors had been encountered, as they were ambush predators, and really, can you be entirely sure the rustle in that bush is just a rabbit?

One or two members of work groups would take it upon themselves to act as spotters, and over time, trial and error, and the occasional Darwinistic culling of ineffective ideas, these colonists became somewhat effective at reducing Arachtor attacks. Sure, part of that was the intelligence of the Arachtors to call off an attack if they thought they were spotted prior to an ambush (a behavior we know of only because the creatures occasionally abandon stealth when they decide to depart), but the colonists definitely refined their own skills! Even the failed spotters were useful in that they were usually far enough from the rest of the work team that their screams would give the others enough time to flee. A handful of the surviving spotters got together one night to swap their stories when one had the idea to form a work team specifically for escorting other colonists as they go about their duties. It wasn't a great group - they were never heard from after disappearing during their first protection detail - but it did seem like a great idea, and it wasn't long before more colonists formed Bulwark Squads.

The first dedicated Bulwark Squads were quite effective just by their very nature, as eyes faced outward is exactly what Arachtors didn't like their own eyes spotting. A larger group of around a dozen colonists would split into groups of 3 or 4 and position themselves or patrol around the work zone, border, scouting team, or whatever else, forming a shifting perimeter and effective protective meat-barrier [ah, I see this is a thing my brain wants to run with]. Arachtors seemed to get more aggressive during brief probes closer to their own territory, but the Bulwark Squads were extremely effective on the defense.

This efficacy proved to be quite the incentive to form Bulwark Squads. After all, who wouldn't want to earn their keep by standing around with a few friends and scaring off some freakish animals? The first squads certainly had the right intentions in mind, but it didn't take long before the less productive members of society saw their opportunity to profit. These lazy Bulwarks sunk the reputation of Bulwark Squads, providing the bare minimum of diligence with their bare minimum (but "luckily" sufficient) protection. They barely interacted directly with their clients, and certainly never lifted a finger to aid work teams in any of their tasks. It wasn't uncommon to see three Bulwarks sitting backs-to-backs and, upon coming across them, watch the two conscious Bulwarks wake the one taking their nap shift.

The laziness wasn't great, but they still provided a service just by existing, and didn't actively hamper colonial efforts. Unfortunately that isn't where Bulwark Squads stopped their shenanigans. Some of the less friendly Hearthlings found themselves in a suddenly vital role in society, with nearly a dozen other colonists united behind them. Squabbles between who would provide protection for which detail, and thus get fed, broke out into serious fights initially, but simmered once deals were made and "territory" determined. Bulwark Squads laid claim to providing protection for specific work groups, and also laid claim to humanity's everpresent willingness to fight itself against its own best interests. Bulwark Squads (or Buls [pronounced like bull, oddly enough]) squabbled over what happened when a work team's composition changed, how to lay claim to new teams, whether or not it was the team or the individuals within it that were under the protection of a Squad, which suckers get pushed into protection detail in Arachtor territory...anywhere and everywhere there was room for interpretation proved to be a potential flashpoint for blood spilling.

At least Buls are generally too lazy to do much more than make threats and occasionally break some bones (a debilitating injury in the current age). Still, it's technically more than they do when they're on-the-job, effective though they are.

Unfortunately for the rest of New Hearth, Bulwarks were very incentivised to provide their services if they were offered a little extra from the contracting team. This gave the more successful hunter/gatherer/scavenger teams the personal stockpiles necessary to pay for the best of the best (that is, the most consistently attentive). In order to remain competitive and maintain their own safety, less moral members of the community started to scrape a little off the top of their findings in order to pool funds for better Bulwarks. “Bul Markets” have formed away from the lights of the Trash Converter. These little gatherings centralize the less scrupulous dealings with Bulwark Squads, providing a place where Bulwarks can settle their claims and meat-wealthy colonists can place their own bids.


Technology Discovered:
Bulwark Squads: Work details of around a dozen colonists divided into even smaller teams to provide a protective, or at least observational, perimeter around other work details. “Buls” are known to be lazy and generally unmotivated unless they’re squabbling over who gets to protect what. Effective observers and watchguards when their eyes are open. Currently equipped with the available models of scrap tools. Costs 1 Food, 1 Scrap.

Barter Economy: The most basic form of trade and exchange - goods and/or services for goods and/or services. Foundational Tech - No Resource Cost.
-Bul Markets: Gatherings in the shadows where less-than-scrupulous individuals can trade and deal with one another with minimal interference. Basic and limited enough to not require Resource upkeep.


TURN 6: The End of The Beginning

The Hearthlings of New Hearth are doing well for themselves, and even now, at their lowest point (hopefully), they have hope for the future. Nothing achieves perfection without having overcome struggles to get there, and New Hearth embodied this universal truth. Struggling toward a perfect future was exactly what Hearthlings felt destined to do, and so their struggles, to them, only reinforced the idea that they were on the right path. The way forward isn't clear, but it is theirs.

You’ve Thought, Created, Done, and Decided your colony through their initial hurdles. From here on out the pace of expansion and development is entirely up to you. I’ll still provide guidance and advice, but the training wheels are off and I’m pushing your bike down a hill ending in a river. Good luck.


PILLAR SHIFT!

Nirur Torir authored the winning proposal, and so they gain De+1!. Anyone who voted the proposal through sees an increase of De+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
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Kashyyk

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #81 on: September 29, 2024, 04:13:27 pm »

You know what. Bulwark Squads sound like they need something to keep their eyes and focus on the Wilderness, and what better way than to yeet rocks at any suspicious rustle in the bushes? As a bonus, Buls can have target hitting competitions to prove their ability, and they'll be bale to actively hint small-game too.

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: Slings and Stones - Kashyyk
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IronyOwl

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #82 on: September 29, 2024, 04:26:32 pm »

Goon squads might not be ideal but they're a vital precursor tech to mercenaries and champions. Presumably.


For anyone (like me) who forgot what our action brackets are and needed to go back to rediscover them:

Thinker (Internal Intellectual): Arts, sciences, law, etc intended to impact life within colony
Creator (Internal Material): Tools, devices, structures, etc intended to impact life within colony
Doer (External Intellectual): Expansion of borders, force projection, theater-level war strategies, etc intended to affect external things
Decider (External Material): Diplomacy, weapons, equipment, tactics, doctrines, etc intended to affect external things


Doer: Expand to (1,0)
It ain't glamorous, but I'm hoping there's ore in them hills. Our current tool options are badly limited by only having access to scrap, wood, and stone, and not much of any.
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Quote from: Radio Controlled (Discord)
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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

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #83 on: September 29, 2024, 04:36:49 pm »

I don't want to fix this with a Decider: [Weapon] action. Giving buls weapons enforces their hierarchy.
We could try to fix it with hunting slings and then having hunters out-perform buls for defense, but that leaves us dealing with laziness from the food surplus by getting even more surplus.

I'm leaning towards ignoring the problem for now. The unarmed proto-military being too lazy to stay awake is a problem that might fix itself when anyone else gets any power. Artisans wouldn't even need their services, and baskets might let us colonize two areas with one action.

Creator: Basket Weaving
Having to carry everything with our hands is already limiting our ability to get resources across our limited territory, and our storage areas are a disorganized mess. We should try to make containers to solve these issues.
Quote
(1) Decider: Slings and Stones - Kashyyk
(1) Creator: Basket Weaving - Nirur
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TricMagic

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Re: Colonial Conquest [Turn 3: Creator Tutorial]
« Reply #84 on: September 29, 2024, 05:00:38 pm »

We need to lay out the foundations of our society, and what better way than a social contract?

Thinker - Communal Responsibility
Every one of us is responsible for not only our continued survival, but also for ensuring we live and thrive in our new home. Thus every individual owes their time and expertise to the group, and the group owes protection and support to each member. Those who contribute most will be appropriately compensated, but those who cannot contribute will still be cared for.
I'd suggest this one to deal with the issues.

Creator - Wheels and Carts
Two sections of wood of similar size are cut from a tree log, bark removed using an axe and the edges sanded. Followed by burning a heated metal bar through the center. This axel has another a bar tied or otherwise part of it which bars of metal are bound to to form a cart with handles sticking out the end. While crude, it allows transport of materials through manpower far more effectively than simply carrying them. Plastic sheets are used to cover the frame the bars create to prevent things from dropping out.

Sorta like this. If we had a way to make planks and nails would be easier.
Spoiler (click to show/hide)
Also, Carts.

Quote
(1) Decider: Slings and Stones - Kashyyk
(1) Creator: Basket Weaving - Nirur
(1) Thinker: Communal Responsibilty - TricMagic
(1) Creator: Wheels and Carts - TricMagic
« Last Edit: September 29, 2024, 05:02:26 pm by TricMagic »
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ZBridges

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #85 on: September 29, 2024, 08:25:36 pm »

As we have no other pressing matters, I think addressing the flaws of the Bulwark Squads should come first. Weapons would make them more effective, but a Thinker proposal could make them better team players. I'm torn between the two.

Quote
(2) Decider: Slings and Stones - Kashyyk, ZBridges
(1) Creator: Basket Weaving - Nirur
(2) Thinker: Communal Responsibilty - TricMagic, ZBridges
(1) Creator: Wheels and Carts - TricMagic
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TricMagic

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #86 on: September 29, 2024, 08:43:05 pm »

... Realized we're only supposed to do one, opps..
Quote from: votebox
(2) Decider: Slings and Stones - Kashyyk, ZBridges
(1) Creator: Basket Weaving - Nirur
(2) Thinker: Communal Responsibilty - TricMagic, ZBridges
(0) Creator: Wheels and Carts -
A sense of teamwork is probably better in the short term and long.

... Another option is thus.

Thinker - Underworld Clan Conflict (The Warks)
With the formation of the Bul Markets came those who sought to organize them for their own game. The Warks as they came to be known was a series of battles for dominion over the burgeoning underworld of trade deals and protection rackets. In order to fuel their reputations Bulwark Squads banded together into clans and worked to drag themselves over the others, seeking to grasp greatness and eventual rein as the head clan of the market. This extended into the civilian sector as a greatly improved work ethic as the standard of service rose and contracts drawn up, and their clan support ensured squads were capable and organized.
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ZBridges

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #87 on: September 29, 2024, 08:49:34 pm »

Fixing the votebox so that I only have one vote:

Quote from: votebox
(1) Decider: Slings and Stones - Kashyyk
(1) Creator: Basket Weaving - Nirur
(2) Thinker: Communal Responsibilty - TricMagic, ZBridges
(0) Creator: Wheels and Carts -
« Last Edit: September 30, 2024, 01:03:33 am by ZBridges »
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Powder Miner

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #88 on: September 30, 2024, 09:44:30 am »

I am of the opinion that our most major issue right now is scrap access.
-The Arachtors are an issue but kept in check by the Buls
-accidentally inventing corruption with the Buls is problematic but both fundamentally incredibly funny and something we can and probably should wait a bit to intervene on rather than risking a sunk cost issue by doing shit til it fixes
-Scrap on the other hand is vitally needed for most of our tech and we have it at 1/4.

Now, we could probably expand this just by expanding, but I am ALSO really of the mind that we need to improve the efficiency of our resource intake to have any chance at scaling up.
This is an option intended to either reduce our scrap costs or get more from each source of scrap, while I think also being fairly flavorful:
Creator: Recycling
A piece of scrap makes a spear. This spear might be used until it breaks and discarded on the field, a loss of the vitally important scrap of the Ceridwen which our people function off of, even if put to good use. But what if a single piece of scrap were to be a speartip, one of the edges on a ripperwhip trap, the blade of a knife used by a Bul, and a cup? Aided by refined tools for scrapping such as neater hammers, a form of pliers, and an early hacksaw, the people of the Hearth have taken to ensuring that nothing goes to waste and that each and every piece of precious scrap will serve several purposes over the years.

Quote from: votebox
(1) Doer: Expand to (1,0) - IronyOwl
(1) Decider: Slings and Stones - Kashyyk
(1) Creator: Basket Weaving - Nirur
(2) Thinker: Communal Responsibilty - TricMagic, ZBridges
(0) Creator: Wheels and Carts -
(1) Creator: Recycling - Powder Miner
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Nirur Torir

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Re: Colonial Conquest [Turn 6: The End Of The Beginning]
« Reply #89 on: September 30, 2024, 11:51:59 am »

Carts are better than rawhide-and-stick baskets, so I'm switching to those as my first choice.

Unlike baskets, carts don't work well as a consumer good. In the near future, we should consider consumer goods to balance out the transitory nature of the meat-goods economy. Leather clothes pull double duty by figuring out how to work leather, and should help with exploring semi-dangerous and mountainous environments. Maybe we'll even invent pockets to go with them.

Creator: Leather Clothes
We can protect ourselves from the weather with treated animal skins. Soon, the best clothing artisans will make the finest clothes for the most effective gatherers.

Quote from: votebox
(1) Doer: Expand to (1,0) - IronyOwl
(1) Decider: Slings and Stones - Kashyyk
(2) Thinker: Communal Responsibilty - TricMagic, ZBridges
(1) Creator: Wheels and Carts - Nirur
(1) Creator: Recycling - Powder Miner
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