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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 27836 times)

Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #15 on: June 02, 2011, 03:36:20 pm »

Well well well. From the looks of it our 40 laborers brought in 80 food. This sort of food flow will keep us floating for a few months while we get some more farms/wood for a windmill.
I suggest we not split our labor to the south, to get stone -yet-. We got attacked right into the forest, so we might have some issues. We will likely need watchtowers to watch over the plains and safeguard our quarry. Lets move cautiously, No sense being risky.

My suggestion!
40 Laborers to Farming.
35 Laborers to Woodcutting.
5 Scouts scouting, No direction.
10 Guards cover the Woodcutters.
Builders use our stone to upgrade our HQ, If theres enough. If not, they should just remain idle.
--
My thoughts on our goals:
Our primary goal should be getting a windmill to train some farmers. Farmers will be a more stable supply of food likely pushing it to 3 food units per farmer, or even further. After that we should begin a defensive expansion towards the quarry location. We'll see how good hunting is come winter. But its likely highly variable. -AND- may cost us people.

We have three months to get some stone or ore to send back. We have enough food to get us through until then. I'd say stone is a priority at the moment. I doubt at this point we will have to deal with anything more threatening the wild animals. Hopefully anything intelligent will at lest try to make peace or determine our strength before launching a military against us.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #16 on: June 02, 2011, 03:45:36 pm »

Food is deterministic (because it's important to manage.)  One farm is worked by two workers, who produce four food.  Farmers will get five instead.

Poll: Would you prefer the other resources have numbers as well, or keep abstracted amounts?


You don't have to build a quarry to start extracting stone, but it'll be much easier with one.

You have enough stone, but not enough wood, to upgrade the HQ.  At this point it's a little stone and a fair amount of wood.
« Last Edit: June 02, 2011, 03:53:10 pm by Toaster »
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Knave

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Re: The Outpost - Dawn of a new colony
« Reply #17 on: June 02, 2011, 03:48:45 pm »

I don't think we need to worry about upgrading our hq at the moment s we still have a lot of basic structures that need the resources more.

If enough wood comes in we should use it for the windmill or extra farms.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #18 on: June 02, 2011, 03:53:20 pm »

Ah, but you see the inspector coming in 3months ( turns) is simply going to be assessing our progress. Yes, we could try to impress him with a feeble amount of stone, Or alternatively, a stable farming community that can support additional population.
Now, If we maintain current laborers, with no expansion of our farming capability, we have enough food for .. -20 for 8 months to the beginning of winter, puts us at 220, then we can handle most of winter without any food income.
If we were to cut our laborers farming down to 20, we'd be seeing -60 per month putting us in danger of starvation within 5 months. This is acceptable, to give us a few more laborers for lumber or stone gathering.

We have no guarantee we can get additional supplies, aside from more people. They may bail us out of a crisis once. I feel its a stronger move to try to specialize our population (starting with either food or on second thought, Lumber), to give us a stronger resource flow. My votes are entirely for stronger resource flow. So maybe we should focus on a sawmill/windmill.

Given the new information about farmers, We don't need any more farms, 20 farmers would feed our population, freeing up 20 laborers for other tasks. So lets push towards a windmill eh?
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Knave

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Re: The Outpost - Dawn of a new colony
« Reply #19 on: June 02, 2011, 03:59:01 pm »

Agree on the push towards windmill.

As for the poll, I think having exact numbers would be helpful, but it's up to the GM because the more numbers you have to track = much more work to process turns.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #20 on: June 02, 2011, 04:03:07 pm »

Let me be more clear- farmers are essentially a 25% boost over laborers- 2 laborers working a farm make 4 food.  2 farmers working a farm make 5 food.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #21 on: June 02, 2011, 07:16:27 pm »

Quote
Poll: Would you prefer the other resources have numbers as well, or keep abstracted amounts?
Numbers.
Ah, but you see the inspector coming in 3months ( turns) is simply going to be assessing our progress. Yes, we could try to impress him with a feeble amount of stone, Or alternatively, a stable farming community that can support additional population.
Now, If we maintain current laborers, with no expansion of our farming capability, we have enough food for .. -20 for 8 months to the beginning of winter, puts us at 220, then we can handle most of winter without any food income.
If we were to cut our laborers farming down to 20, we'd be seeing -60 per month putting us in danger of starvation within 5 months. This is acceptable, to give us a few more laborers for lumber or stone gathering.

We have no guarantee we can get additional supplies, aside from more people. They may bail us out of a crisis once. I feel its a stronger move to try to specialize our population (starting with either food or on second thought, Lumber), to give us a stronger resource flow. My votes are entirely for stronger resource flow. So maybe we should focus on a sawmill/windmill.

Given the new information about farmers, We don't need any more farms, 20 farmers would feed our population, freeing up 20 laborers for other tasks. So lets push towards a windmill eh?

I agree with this.

Spoiler: Also, made a map (click to show/hide)
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #22 on: June 02, 2011, 07:42:41 pm »

How'd you make that map?  That's awesome.

Numbers it is.  I'll update above with costs.  For the second turn, you don't have enough to build anything.  I am adding specific time to build buildings, as well.  One unit of time is one builder-month, the amount of work a builder does in a month.  So if you have a building that takes 10 units of time to build, 5 builders could build it in 2 months.

Laborers get 1 wood each per month, and 0.5 stone or ore each from a quarry/mine.  Surface gathering (IE before they build a full quarry or mine) is halved (so 0.25 units per laborer.)   Specialist gatherers are a 25% bonus.  These are base yields, which are affected by turn rolls.  As of now, there is no food roll- it's always the same yield.



Midspring of the first year continued to show good progress in the colony.  Our farmers continued to gather food at a steady pace.  The wolves that harassed our woodcutters did not return, and the guards pitched in with the hauling, allowing more chopping to be done than expected.  The scouts explored farther along the river, bringing back more information to improve our maps.  They reported seeing signs of sentient life upriver- an interesting development, as it appears we may not be alone in this world either.  They had no specific details, however.

The builders studied the HQ to see what they could do with what little stone we had, but they failed to come up with anything.  They instead kept the camp in good repair.

Toward the end of the month, ten new colonists came through the portal, seeking to contribute to our cause.  The extra hands are always appreciated, though that does mean ten extra mouths to feed.


Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)
« Last Edit: June 02, 2011, 11:59:34 pm by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #23 on: June 02, 2011, 08:44:34 pm »

How'd you make that map?  That's awesome.

Magic!.... And a program called Hexographer.

As for what to do... More wood I think, same as the last turn. We want that windmill, and then on to the other resource buildings.

Spoiler: Map (click to show/hide)
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #24 on: June 02, 2011, 09:06:30 pm »

Aye I must agree. Continue farming and woodcutting and scouting as normal?
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #25 on: June 02, 2011, 11:58:53 pm »

How'd you make that map?  That's awesome.

Magic!.... And a program called Hexographer.

I'm totally stealing that to make the canon map.  What would you like named after you (And what name?  Just your forum name?)


Also, turn 3.  I just assumed you wanted the new laborers to go cut wood with the rest.



As spring began warming to the coming summer months, work continued on preparation of the colony.  Farmers and woodcutters continued plying their trade, with expected yields.

The scouts, ever successful, have brought fascinating news.  Besides reporting some wasteland to the west, they have more detail on the encounter they had last month.  A small savage creature was seen hunting near the river.  A scout approach, but it saw the scout coming and bolted.  They appear to be small humanoid creatures with large patches of fur.  It was nothing the scouts recognized, but they certainly did not appear to be hostile.  Perhaps we will encounter more of them in the future?

The inspector will be here at the end of the next month.  I hope that we are ready.



Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #26 on: June 03, 2011, 01:07:24 am »

Well at this point our best bet is to upgrade HQ to impress the inspector. Add another farm if time and resources permit. Workers might as well go lumberjacking while escorted by guards.

Scouts investigate the site where the furry thing was found. Perhaps we can try to make first contact and overcome the language barrier.
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #27 on: June 03, 2011, 02:32:57 am »

Just name the first expansion town Happyville or somesuch.

Actions : Well, time to build that windmill and then shuffle labor around till we are getting more food then we are loosing. Need to stock up for winter till we get a way to make food in the winter and all that. We might want to explore a bit to the east, see what's in those forests over there, too.

Spoiler: Map! (click to show/hide)
« Last Edit: June 03, 2011, 02:35:37 am by Happerry »
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #28 on: June 03, 2011, 10:19:33 am »

I concur with Happery, We need that windmill, same minions on farming and woodcutting.
Next I propose we work towards a sawmill to really get rolling.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #29 on: June 03, 2011, 10:49:42 am »

As the summer heat grew, our labors continued.  Wood production surged forward again, bringing in more than expected.  Our scouts were dispatched to attempt further contact with the beings to the west, but they turned up nothing.

The wood we had collected was gathered, and we have constructed a windmill!  This will benefit our food production, and allow us to dedicate people solely to farming.

As expected, the inspector arrived at the end of the month.  He was impressed with the windmill, which began functioning the day he arrived.  He noted that our food stock was dropping, but was glad to hear of the stone find.  The reports of the creatures spotted intrigued him.  Overall, he found our progress pleasing.  He said that next month we should receive new colonists to assist with our efforts, and perhaps he could talk the king into sending something more.


Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)



The cost to train varies, but it does occupy the unit's time for the whole month.  Farmers cost nothing to train- just the time.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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