Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 25

Author Topic: The Development Game(Era I: The Tribe)  (Read 24987 times)

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #270 on: March 03, 2010, 04:01:04 pm »

So... does Cheddarius become the defacto ruler of this tribe due to nobody else caring?
Logged
The end of the world is more fun then I expected.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #271 on: March 03, 2010, 04:13:43 pm »

There's just not much we can do while we need to constantly gather food. I thought I'd already posted an agreement to Cheddarius' proposal.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #272 on: March 03, 2010, 04:14:43 pm »

Yha, it is not that I don't care but there is not much more to say for this turn.
Logged

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #273 on: March 03, 2010, 05:43:34 pm »

Turn 10:


B9:
The tribe remains in the forest.
The elders and children pray for a good hunt.
The children grow up. Two become gatherers, two become hunters, and one becomes a natural priest.
7 more children are born.
The hunters butcher the deer, but don't find any other animals.
The gatherers find a few plants.
D9:
The farmers tend to their plants and gather wild berries.
C4:
The hunters move south.

The Tribe:
B9: - Main Tribe
5 Council Members(Killer, Paul, Chedd, Frederick, Cript)
3 Hunters(Faden)
 - Shortbow & Arrows
 - Crude Knives
 - Hide Tunic
7 Hunters
 - Shortbow & Arrows
6 Gatherers
1 Priest
4 Children

C8:

2 Hunters(Org, Shades)
 - Shortbow & Arrows
 - Hide Tunic
5 Tanned Rabbit Skins
D9:
6 Gatherers
3 Children
24 Handfuls of Wild Berries

Tools:
6 Hide Bags
7 Crude Axes

Supplies:
3 Bundles of Deadwood
8 Tanned Rabbit Skins
2 Tanned Deer Hides
20 Slabs of Deer Meat

Religion:
Spoiler: Natural Paganism (click to show/hide)
Spoiler: Risen Paganism (click to show/hide)
Logged
The end of the world is more fun then I expected.

100killer9

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #274 on: March 03, 2010, 05:48:52 pm »

Perhaps... We could try looking for a faster growing plant to farm?
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #275 on: March 03, 2010, 05:49:20 pm »

I vote we move southeast this turn, harvesting food as we go.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #276 on: March 03, 2010, 06:39:27 pm »

B9: Move SE gather/hunt.
C8: Hunt than move NE.

Priest pray for a good hunt.

!!BE ON THE LOOK OUT FOR NEW PLANTS!!
« Last Edit: March 03, 2010, 07:04:05 pm by Criptfeind »
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #277 on: March 03, 2010, 06:58:55 pm »

Right. What I think we should do is have the gatherers establish a new farm.
The hunters should form up and make a nomadic band that will hunt in a circle, coming back every once in a while to drop off food. We can also make them herders, and have them domesticate animals.
The priest will attempt to convert Risens, consolidating our religious power into one bigger religion in case that ever becomes useful.


B9 Elders, Children, and Priest pray for a good harvest for the farm
B9 Priest preaches Natural Paganism
B9 Gatherers move SE to C10
C10 Gatherers gather plants
All B9 Hunters move NE to C9
C9 Hunters hunt once
Org and Shades attempt to capture/domesticate wild deer
« Last Edit: March 03, 2010, 08:08:13 pm by Cheddarius »
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #278 on: March 03, 2010, 07:03:00 pm »

Ah ok I meant east sorry. Also no way are we splitting the Elders, Children, and Priest from the Gatherers, I shall vote for your plan if you change it to.

B9 Elders, Children, and Priest pray for a good harvest for the farm
B9 Priest preaches both types of  Paganism
B9 All move SE to C10
C10 Gatherers gather plants
All B9 Hunters move NE to C9
C9 Hunters hunt once
Org and Shades attempt to capture/domesticate wild deer
Logged

100killer9

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #279 on: March 03, 2010, 07:09:51 pm »

I prefer cheddarius' plan, being less likely to lead to a holy war. But I agree that the elders and children should move with them.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #280 on: March 03, 2010, 07:11:59 pm »

Man, why are you guys so anti-Feratha? We need a leader god, we need a human god. Why not him?
Logged

100killer9

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #281 on: March 03, 2010, 07:19:00 pm »

Because we officially cut him out of the religion. Also, reiterating what Cheddarius said, what good is fire praising?
Plus, both types of Paganism  is the exact same thing as just Risen Paganism.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #282 on: March 03, 2010, 07:21:50 pm »

Ah, I have caught my self getting mad, not a good thing on the internet. I am sorry to all of you, I vote for:

B9 Elders, Children, and Priest pray for a good harvest for the farm
B9 Priest preaches Natural Paganism
B9 All move SE to C10
C10 Gatherers gather plants
All B9 Hunters move NE to C9
C9 Hunters hunt once
Org and Shades attempt to capture/domesticate wild deer
Logged

100killer9

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #283 on: March 03, 2010, 07:23:48 pm »

Don't worry, next preist can preach Risen Paganism, claiming to be a lunatic prophet.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Development Game(Era I: The Tribe)
« Reply #284 on: March 03, 2010, 07:26:32 pm »

Do you guys think six gatherers can support 11 people? Otherwise we may need to keep the hunters with the main group.
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 25