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Author Topic: Build a city!  (Read 17500 times)

Archangel

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Re: Build a city!
« Reply #75 on: May 22, 2009, 08:11:37 pm »

How about our glorious leader be named Tarn Onetoad?

Also, is this the right way to introduce a character?
Binko the Clown has a drinking problem. No-one knows why Tarn brought him, he's totally useless even when he's sober.
I don't actually what to add him by the way.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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AussieGuy

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Re: Build a city!
« Reply #76 on: May 22, 2009, 08:27:42 pm »

You introduce the character by saying:

I propose a special charcter to come to town, It is bink the clown bla bla bla etc.

Tarnone toad sounds good one more yes and we'll change the name
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AussieGuy

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Re: Build a city!
« Reply #77 on: May 23, 2009, 04:00:03 am »

C'mon, don't be shy, post a chronicle
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NUKE9.13

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Re: Build a city!
« Reply #78 on: May 23, 2009, 04:01:01 am »

I vote NO for tarn onetoad. EITHER normal human name OR Tekud Toadworship. Not any version of Toady.

I do not understand why we would want to add a drunken clown, other then to center on him. Drunken clowns do not allow for any sort of additional actions like, for example, a prospector would. The only reason you would want to add one is to focus on him as a character- not the point of the game.

If no one minds, I am going to write up the next turn. Farmers shall farm and labourers shall build a town hall. Also goblins and half-elves. May require modification

Spoiler (click to show/hide)

Spoiler: Bay12 (click to show/hide)

I am willing to make modifications, as, you know, changing leaders name, major events. I think that it is acceptable, but, you know, viva democracy.
« Last Edit: May 23, 2009, 07:41:42 am by NUKE9.13 »
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Wild Goose

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Re: Build a city!
« Reply #79 on: May 23, 2009, 05:02:56 pm »

Spoiler (click to show/hide)

Spoiler: Bay12 (click to show/hide)

We could always call him "Il Duce" or "Generalissimo" or something.  XD

Well, here's my try.  Please let me know how I'm doing; I'm needy and desperate for attention.  ;D

Kinda embarrassing, but I don't really know what kinda timeline is involved in harvesting.  Based on Wikipedia's growing degree days, I'm guessing it'll take around a hundred days, depending on what season we arrived, before we can harvest what we planted.  So...this month, maybe the month after, the first crops will be coming out.  Maybe?

Also, I downgraded the houses to shacks, for now.  We don't have a skilled architect or woodcutter/woodworking factories.  And it gives us another thing to improve.

Spoiler: Bay12; Year 1, Month 3 (click to show/hide)

Spoiler: Bay12 (click to show/hide)

Maybe make the Leader's (one of) special ability, is that he's a polymath, so, he's got dabbling or novice in most skills?
I like the idea of having to import specialists and professionals, but this might help cover some gaps?

Do we give our Dwarves a profession other than 'laborer'?
And are they maybe retainers of the Leader?  Maybe Leader+Dwarves has novice in most skills?

Proposal
Next turn, we bring in an Architect.  Or a family of miners.  Or a family woodworkers.

You know that the Dwarves are either going to mention, or their letter is going to spark interest.  A group of Dwarves is going to come by and try to emulate the goblin's offer.  Or at least push them into not siding with the goblins.

Is the Leader fobbing off the Dwarves, or is he seriously considering their offers?
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"Adventurer's Motto; Take everything not nailed down and nail down whoever tries to stop you."

"Whatever happens, we have got the ballista and they have not."

The dwarven economy is just a stand-in, from what I understand. As it is, it represents an actual economic system about as well as poison ivy represents a salad.

AussieGuy

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Re: Build a city!
« Reply #80 on: May 23, 2009, 09:01:48 pm »

You are free to bring in familes of not much importance, no proposal needed.

I agree to bring in a Architect. Also someone should make stats for the leader
« Last Edit: May 23, 2009, 09:04:45 pm by AussieGuy »
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Duke 2.0

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Re: Build a city!
« Reply #81 on: May 23, 2009, 09:47:26 pm »

 I propose something negative happens, as it so often does when venturing fourth into unknown land. Specifically, perhaps the lands closer to the shore could be subject to monthly flooding of the tides and would flood a house or two. Just some hardship of the environment to make this a proper colony with dwarves in it.
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AussieGuy

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Re: Build a city!
« Reply #82 on: May 24, 2009, 02:11:12 am »

I disagree with that. The town is too small for something to happen to it.
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NUKE9.13

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Re: Build a city!
« Reply #83 on: May 24, 2009, 04:08:13 am »

I propose something negative happens, as it so often does when venturing fourth into unknown land. Specifically, perhaps the lands closer to the shore could be subject to monthly flooding of the tides and would flood a house or two. Just some hardship of the environment to make this a proper colony with dwarves in it.
Perhaps later. Currently there are 25 people in the village- if the place starts to flood they just move any houses within reach up hill.

I too agree with bringing in A) Some more dwarves B) Some goblins and C) An architect. Ooh, make him undead! He can utilise ancient Namorian building techniques! A nice undead though, not a skeleton. A vampire or immortal.
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AussieGuy

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Re: Build a city!
« Reply #84 on: May 24, 2009, 04:09:22 am »

maybe not a vampire or undead, just a tad too weird
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Myroc

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Re: Build a city!
« Reply #85 on: May 24, 2009, 05:14:21 am »

Kobold architect, perhaps?
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Archangel

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Re: Build a city!
« Reply #86 on: May 24, 2009, 05:29:36 am »

No, kobolds are not known for their architectural abilities. Dwarvern or human.

I propose we bring in an elf obsessed human musketeer.
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Katsuun

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Re: Build a city!
« Reply #87 on: May 24, 2009, 08:44:45 am »

So wait... is anyone alowed to post a month?
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NUKE9.13

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Re: Build a city!
« Reply #88 on: May 24, 2009, 10:48:08 am »

So wait... is anyone alowed to post a month?
Apparently.
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Wild Goose

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Re: Build a city!
« Reply #89 on: May 24, 2009, 10:00:20 pm »

Yeah, but somehow I'm guessing that posting two months in a row is a bit of a faux pas.

Dwarven Architect, definitely.  The local dwarves are going to write back to their aquaintances.

Hmm...for the Dwarf family...Urist Unoldeler?
I liked Betrayal at Krondor, and for some reason, the name Arle Steelsoul stuck with me.

And I kinda like the idea of playing up interracial tensions.  "Goblins...goblins are not liked, so to speak..."
Hah, maybe the Olde Worlde that they're leaving behind is Yugoslavia?
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"Adventurer's Motto; Take everything not nailed down and nail down whoever tries to stop you."

"Whatever happens, we have got the ballista and they have not."

The dwarven economy is just a stand-in, from what I understand. As it is, it represents an actual economic system about as well as poison ivy represents a salad.
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