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Author Topic: The Development Game(Era I: The Tribe)  (Read 24986 times)

Nirur Torir

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Re: The Development Game(Era I: The Tribe)
« Reply #300 on: March 04, 2010, 10:27:16 am »

I believe the majority of the tribe is moving to the hunter group, to collect their goods.

I'm also voting for Cheddarius' actions.
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RandomNumberGenerator

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Re: The Development Game(Era I: The Tribe)
« Reply #301 on: March 04, 2010, 10:33:24 am »

Is it possible for me to observe wildlife, attempting to find the fastest growing edible plant?

No, but you can send a group of scouts out to look for some.

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RandomNumberGenerator

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Re: The Development Game(Era I: The Tribe)
« Reply #302 on: March 05, 2010, 02:29:07 pm »

Turn 11:


C10:
The priest does a ritual for increased crop yield.
The elders, gatherers and priest move north.
The gatherers try to set up their own farm, but have great difficulty working around the trees.
D9:
A group of children takes some berries and moves southwest.
The farmers harvest their plants.
C8:
A few hunters work on processing the skins from their catch into leather. They also work on turning some leather into clothes.
The remaining hunters continue hunting for more game. They catch another deer.

The Tribe:
C10:
6 Gatherers
2 Children
- 2 Wild Berries
C8: - Main Tribe
5 Council Members(Killer, Paul, Chedd, Frederick, Cript
1 Priest
4 Children
5 Hunters(Org, Shades, Faden)
 - Shortbow & Arrows
 - Hide Tunic
7 Hunters
 - Shortbow & Arrows
D9:
6 Gatherers
1 Children
40 Handfuls of Wild Berries

Tools:
6 Hide Bags
7 Crude Axes
3 Crude Knives
5 Rabbit Moccasins
Supplies:
2 Bundles of Deadwood
8 Tanned Rabbit Skins
6 Tanned Deer Hides
40 Slabs of Deer Meat

Religion:
Spoiler: Natural Paganism (click to show/hide)
Spoiler: Risen Paganism (click to show/hide)

I'm going to have to set up some sort of module system for this. It's starting to get confusing, keeping track of everyone's movement and supplies.
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Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #303 on: March 05, 2010, 02:48:45 pm »

Ok we don't have the food to  set up a farm on C10 so I suggest that we do this.

C8 move to D9 and hunt priest pray for good planting.
C10 all Gathers but one move to D9 and put on Five Rabbit Moccasins than take 15 berries and 15 meat down to D11 than start a farm.
C10 Children and left over gatherer move to D11 gatherer make farm.


This will allow us to to start a new farm and not starve to death.

It will end with:

Spoiler (click to show/hide)

Than we can spend a turn making stuff out of the hide and skins and than go on the move again.
« Last Edit: March 05, 2010, 07:06:53 pm by Criptfeind »
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Cheddarius

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Re: The Development Game(Era I: The Tribe)
« Reply #304 on: March 05, 2010, 07:02:37 pm »

RNG, I suggest that you merely have each group/hex have a stockpile of equipment and supplies. Then, if an attack happens, we get to distribute equipment as we wish and things are simpler. For things that you use for work - for example, bows for hunting - you don't have to have them equipped, you just do the calculations as if they were. Say you have 10 hunters and 6 bows in a hex - you do the calculations for 6 hunters with bows hunting, and 4 without bows hunting or whatnot.
Also, C10 is mistakenly labeled with 3 figures, even though it only has 2 figure's worth (8 ).

Cript's plan for a new farm is good. We should make a new farm close to the forest, so the hunters can drop off meat. Also, we should keep the liabilities distributed between the hexes with a lot of food, so that we don't end up starving. How's this, guys?

Everyone everywhere prays for good farming while doing their work (I believe RNG said praying didn't take AP)
One C8 Child move SE to D9, taking 5 Moccasins
One D9 Child move NW to C8
D9 All move south to D11, taking 21 berries, and 5 Gatherers wearing Moccasins
D11 Gatherers gather plants as much as possible, looking out for new types
C10 All move to D9
D9 Gatherers maintain the farm
C8 All move north to C6, taking everything, including deer carcass
C8 Priest does rituals for good farming; Elders and Children watch
C8 Hunters process deer, then tan hide, then make deer hide moccasins, then domesticate animals with any leftover labor
« Last Edit: March 05, 2010, 08:24:20 pm by Cheddarius »
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Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #305 on: March 05, 2010, 07:18:24 pm »

I am thinking in a turn or two we should start to explore some more, so we know what our surroundings are.

Also I was thinking our new farm could be in D11 so we can have a group of hunters going thought both forests, maximum game without having to stray to far from the settlement. Thoughts?
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RandomNumberGenerator

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Re: The Development Game(Era I: The Tribe)
« Reply #306 on: March 05, 2010, 07:22:26 pm »

Quote
RNG, is this true?
Yes.
You have enough seeds to plant as many berry farms as you wish.

Also I was thinking our new farm could be in D11 so we can have a group of hunters going thought both forests, maximum game without having to stray to far from the settlement. Thoughts?

I should note that 3 farmers can sustain themselves + 2 others at the moment, if you want to make a settlement.
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Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #307 on: March 05, 2010, 07:24:02 pm »

Can hunters (and maybe the priest) farm?
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100killer9

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Re: The Development Game(Era I: The Tribe)
« Reply #308 on: March 05, 2010, 07:24:30 pm »

Again, let's try to find a more quick-growing crop.
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Faden

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Re: The Development Game(Era I: The Tribe)
« Reply #309 on: March 05, 2010, 07:28:03 pm »

So if we have about 23 farmers we can sustain the entire population...

Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #310 on: March 05, 2010, 07:30:10 pm »

Again, let's try to find a more quick-growing crop.
Proposes a turn summary and we will vote on its merits if you want something done. ;D
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RandomNumberGenerator

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Re: The Development Game(Era I: The Tribe)
« Reply #311 on: March 05, 2010, 07:50:11 pm »

Can hunters (and maybe the priest) farm?
Hunters can. That means no meat though, which over long periods of time can lead to malnourishment.
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Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #312 on: March 05, 2010, 07:52:15 pm »

Ah ok, so:
Gatherers->Farmers
Hunters->Ranchers
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Cheddarius

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Re: The Development Game(Era I: The Tribe)
« Reply #313 on: March 05, 2010, 07:58:22 pm »

Cript, you're right - D11 sounds like the best place for a farm right now. I've changed my plan to reflect that. The gatherers will gather this turn, and set up a farm next turn. What do you think?

Killer, we're trying to get things set up right now - I'm worried about food. However, I've changed my plan to compromise. We'll have one of the gatherer groups look out for new plants. Okay?

RNG, will an unmaintained farm die? Does the turn the farm is set up on count?
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Criptfeind

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Re: The Development Game(Era I: The Tribe)
« Reply #314 on: March 05, 2010, 08:07:08 pm »

Do Moccasins allow us +1 action or only a movement? I ask because movement and action have been used interchangeably so far.

Cheddarius I think you should have the Main tribe move to the farms first so the farmers can put on Moccasins so they can start up a new farm and gather new plants.
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