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Author Topic: Build a city!  (Read 17491 times)

AussieGuy

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Re: Build a city!
« Reply #90 on: May 25, 2009, 01:17:03 am »

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

Nuke can you please stop answering questions for me and yes you are allowed to post a month.
« Last Edit: May 25, 2009, 01:21:21 am by AussieGuy »
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NUKE9.13

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Re: Build a city!
« Reply #91 on: May 25, 2009, 05:10:17 am »

So wait... is anyone alowed to post a month?
Apparently.
Nuke can you please stop answering questions for me and yes you are allowed to post a month.
Just trying to help.
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Long Live United Forenia!

AussieGuy

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Re: Build a city!
« Reply #92 on: May 25, 2009, 05:12:14 am »

So wait... is anyone alowed to post a month?
Apparently.
Nuke can you please stop answering questions for me and yes you are allowed to post a month.


Just trying to help.

I know, thanks
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Wild Goose

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Re: Build a city!
« Reply #93 on: May 25, 2009, 12:03:17 pm »

I don't know, do we draw straws or something to pick the next guy?  Rock-paper-scissors?
It almost seems tht the people here are too polite, it's like noone wants to step on anyone else's toes by posting.   ;D
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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.

NUKE9.13

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Re: Build a city!
« Reply #94 on: May 25, 2009, 12:16:31 pm »

I don't want to post a turn yet, because, you know, only one turn waiting. I'd rather wait a whole year if possible. But, if no one posts by, say, tomorrow, an hour ago, I will chronicle again, to get things moving.
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Long Live United Forenia!

Katsuun

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Re: Build a city!
« Reply #95 on: May 25, 2009, 03:19:18 pm »

Well, if you want me to, I'll go ahead and post the next month, assuming we're already clear on what we want...
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

filiusenox

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Re: Build a city!
« Reply #96 on: May 25, 2009, 04:09:06 pm »

Can i join up in this?
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"No, I'm being obstinate for the sake of I hate you."

NUKE9.13

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Re: Build a city!
« Reply #97 on: May 25, 2009, 04:23:11 pm »

Well, if you want me to, I'll go ahead and post the next month, assuming we're already clear on what we want...
It is, I think, pretty much a given that we want a special character, an engineer. Probably dwarven.
You can also choose to bring in immigrants, dwarven, goblinoid, or otherwise.
The 'who rules us' issue needs to be dealt with- Wild Goose set up that the dwarves (make up a nation) are sending people to offer us their protection, similar to what the goblins have done.
Also, the original harvest should be all done this month; plenty of food.
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Long Live United Forenia!

Katsuun

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Re: Build a city!
« Reply #98 on: May 25, 2009, 05:32:27 pm »

Alright, if I screw this up, disregard it entirely.

Bay 12: Month 4
Spoiler (click to show/hide)

Inventory:
Spoiler (click to show/hide)

And thats it. I recommend we expand the docks and warehouse, and start some kind of industry, like masonry or carpentry, and get some wall or such up, now that I've pissed off the Golbins.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

NUKE9.13

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Re: Build a city!
« Reply #99 on: May 25, 2009, 05:56:13 pm »

Hmmn. The goblins with which I made a pact were not natives, but old-worldians. It still works, though.
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Wild Goose

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Re: Build a city!
« Reply #100 on: May 25, 2009, 06:10:59 pm »

Maybe they've got colonies/bases of their own in the New World?  Maybe they have them and they really don't want anyone else to know?

It is making the Leader seem rather wishy-washy, though.  Then again, it might be realistic; he's a wanted outlaw exile with a tiny, barely established colony, so when a gunboat shows up, you say yes.
Hah, now I'm seeing him trying to figure out how to juggle being a colony of both Dwarves and Goblins (maybe Humans already?), or to try and play the factions off against each other.

Oh!  Maybe that's how we get the multicultural colony; it's not one kingdom in the old world, it's a bunch of Imperialistic/Mercantlistic Olde Worlde powers (say, one for each race), and each one is leaning on your colony, but with all of them involved, noone is willing to make the first move.
Hey, maybe they've got a really warm Cold War going on.  Better get out your Beret and start planting bannanas...
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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.

NUKE9.13

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Re: Build a city!
« Reply #101 on: May 25, 2009, 06:34:50 pm »

My view of the political climate:
Two areas; old world, new world.
New world natives; uncivilised, tribal. Perhaps some mayan/aztec like people.t
Old world natives: Plenty of nations, with combinations of races.
Tribes: Half-elves. Afraid we are angels of the gods of war. Bribed us, or something (in the hope that we would not bring war to them.) Took muskets as they are holy artifacts of the god of war. Probably destroyed them.

Nations: Four Kingdom (Me): Poorly defined. I called it home. Religious fanatics, judging from start makeup, mostly humans, some dwarves. Enemy of us.
No known (to us) colonies, although they may have some.
Ozob Ostzu (Lit. Sea nation) (Me): Seafaring goblins. Chiefly goblin population (note that this does not make them the only goblin nation). Peaceful.
Have a colonial council, which looks after (mainly) a single colony- New Rapespire. Despite name, nice place.
Astux'bur (Katsuun): Dwarves. Chiefly dwarven population (as with goblins; more than one nation very possible). Peaceful.
Presumably have colonies, as they are interested in one more.
Other Nations: All the races of the rainbow. Not interested in us. Yet.
Have colonies.

I reccomend going for the dwarves as allies.
Also, not a warehouse, but a granary is important. For the foods. Who knows how cold the winters are around here? A dock is good as it allows for traders, which means more immigrants, which means more towards the ultimate goal of self-rule.
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AussieGuy

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Re: Build a city!
« Reply #102 on: May 26, 2009, 01:16:36 am »

Yeah we need a granary and more imigrants
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Katsuun

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Re: Build a city!
« Reply #103 on: May 26, 2009, 06:20:18 am »

I actually meant Granary by Warehouse, the next poster can recitify that.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

AussieGuy

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Re: Build a city!
« Reply #104 on: May 28, 2009, 02:09:46 am »

anyone want to do a chronicle?
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